CompuServe Thread

#Proposed IPAS routines

7 messages in this thread
#91985From: M. G. BATCHELORMar 17, 1994 4:18 PM
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
#92002From: Jonas Ruikis [ADESK]Mar 17, 1994 5:01 PM
Bill, << big ipas wish list >> Thanks.. I hope that they all get taken into consideration by the IPAS developers worldwide. jonas[adesk]
#92005From: yann bertaudMar 17, 1994 5:08 PM
You forgot to ask for the end to world hunger and war. <BG,D&R> Yann
#92152From: M. G. BATCHELORMar 18, 1994 4:10 AM
I'm not finished yet ! Just taking a breather. <g> BILL
#92018From: John TissavaryMar 17, 1994 6:18 PM
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)
#92021From: Yost GroupMar 17, 1994 6:26 PM
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
#92153From: M. G. BATCHELORMar 18, 1994 4:10 AM
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