#Proposed IPAS routines
7 messages in this thread
Here's a few very succinct suggestions to any/all IPAS 3 developers out there:
1) A routine allowing a matrix of springs to be applied to an object employing
spring dynamics w/ dampening. (along with CD to start the reactions between the
spring-matrixed objects)
2) A routine which creates various types of 3D fillets on a given object or
between objects/surfaces. VERY POWERFUL – VERY RARE.
3) A routine that would perform booleans using CSG PARAMETRIC entities as
defined by the user, display the results in wireframe, then create an
approximate mesh object to dump into the editor when the user is satisfied with
the wireframe preview results.
4) Mentioned this before, but how about a routine to create
procedurally-defined surfaces like hair, fur, fuzz, bristles, etc., perhaps
using procedural displacement mapping. (or other surface types using procedural
displacement mapping such as ….. well, I could think of a million)
5) A routine which would allow you to construct 3 or more true 3D boundary
curves within the routine's interface, then create the resulting patch with
variable resolution to dump into the Editor.
6) A routine, similar to the Yost Tuber, but instead allowing the user to
construct the skeletons using linked editable B-Spline curves. You could
define/edit the curves for each morph target and preview the anim. using just
the control curves in the routine's interface, then "flesh out" the skeleton
based on user input parameters similar to Tuber. Then create the original &
morph targets to dump into the keyframer.
7) A routine, similar to the above, but utilizing a user-defined number of
geometric primitives which would be strung along the length of the spline
skeletons, then morph keyframe positions defined as above and dump the linked
"Particle Skeleton Arrays" of objects into the keyframer or just the editor if
simply used as an avanced object arraying function. If you wanted to get real
fancy, you could create an isosurface between the primitives "threaded"
together via the spline skeleton.
8) As an alternative to Metaball-type construction, how about a "Shrink Wrap"
function. The user would use simple geometric primitives to construct a crude
shape, then (for example) the crude attached objects would be placed inside a
spline cylinder mesh (or whatever) and the routine would "shrink wrap" around
the crude defining objects to produce a smooth continuous mesh object to dump
into the Editor with variable resolution. (Also could "push" a planar mesh into
the objects, leaving their "impression" in the planar mesh)(any number of ways)
9) A routine that would take a user-defined object and duplicate it X number of
times in user-defined X,Y,Z space to "fill" a user-defined (volume) object.
Then you could also perform various particle effects on the resulting array of
objects. (E.G.: – a gumball (sphere) would be duplicated X times to fill up a
gumball machine object (SOR-derived mesh ?).
10) A NON-LINEAR deformation routine with interactive display and a number of
deformation types (user-defined curve, parabola, sine, etc.).
11) A routine that would allow the user to define a "contour line" by selecting
a string of vertices in a 3DS mesh object, then allow the user to construct and
edit a substitute B-Spline control curve that the routine would use as a
template to try to deform/conform the selected vertices "contour line" to. VERY
POWERFUL for detailed work. Nice if faces which share the vertices making up
this "contour line" were automatically tessellated as necessary.
I guess that's enough for now. I'll wait to see if there is any response out
there.
OTHER FORUM PARTICIPANTS, IF INTERESTED – *GIVE FEEDBACK* TO THIS
MESSAGE….and maybe someone will create some of the above.
Regards,
BILL
Bill,
<< big ipas wish list >>
Thanks.. I hope that they all get taken into consideration by the IPAS
developers worldwide.
jonas[adesk]
You forgot to ask for the end to world hunger and war. <BG,D&R>
Yann
I'm not finished yet ! Just taking a breather. <g>
BILL
items 4 and 9 should be taken care of by a Yost .axp coming out soon (can't
remember what it's called).
John Tissavary (La Luna cie)
We've got lots aspects of your #4, 6, 7, 8 and 9 contained in various ways
within the two IPAS3 collections we're working on. Have you seen skin.zip in
dl9?
Wait till you see our displacement modeler… it's extremely fun.
And that's what's important,
– G
No kidding. Yes, I have seen skin and questioned you about it. I don't have a
choice but to wait, do I ? <g> Seriously, it looks like things are about to
explode into a new level when some of this stuff finally comes out. Best of
luck with it. This is so rare what you've accomplished with 3DS…….and it
seems to just be beginning !
Regards,
BILL