CompuServe Thread

spline modeling

81 messages in this thread
#154349From: EDWARD HARVEYFeb 20, 1995 3:31 AM
Hello Sanford I recall that you use Animation Master sculpture module for spline modeling. Im running into a problem with dxfs imported from sculpture. I tried to smooth some of them with Bones pro smooth and holes were showing up in the models. It turns out that the models render fine if you dont smooth or vertex manipulate them. They have unwelded vertices all over them where a vertex sits along an edge with no vertex. I could fix them by dividing one edge and then welding the verticies together but by the time I did that on a couple of models Danny Mecurio's spline modeler will have come out (G). Any way I was wondering if you or anyone else that uses sculpture had run into this and had an easier solution. Thanks Ed
#154559From: Tim j. MillerFeb 20, 1995 11:29 PM
Edward, I had the same problem with playmation, I've only got 1.4…..called Hash, they said that they have never heard of any problems, and upgrading to animation master ($495) was the only solution. I gave up. Instead I'm trying to do the organic stuff with 3ds and digimations smooth.pxp that comes with bones. Mixed results, but beter than a model that looks like swiss cheese. Let me know if you solve this please. Tim Miller
#154580From: EDWARD HARVEYFeb 21, 1995 12:24 AM
Tim If Hash dosnt know theres a problem then I will definatly not upgrade since its unlikely they solved it. I really do like splines though so im hoping to see a spline modeler for 3ds.Ive tried metaballs but I find it hard to get control of for objects that are not bloby. Oh well the search goes on. Ed
#155038From: sanford kennedyFeb 22, 1995 7:46 PM
Ed, Problems with exported DXF's from Animation Master. People have mentioned some tearing or hole problems when they use bones. I don't have bones as yet. My solution would be to import, then save the meshes as .3DS files. Then go into Optomize and convert the squarish vertice pattern of the A.M. mesh into the typical triangle mesh that 3DS likes. That should re-order and re-connect the vertices better, I believe. I can't test this theory until I get bones. I am waiting to get Bones Pro….maybe next month. Please let me know if this helps.
#155128From: EDWARD HARVEYFeb 23, 1995 12:29 AM
Hello I will let you know Ed
#155375From: sanford kennedyFeb 23, 1995 11:29 PM
Ed, spline modeling…..Animation master…. Do you have Calagiri? It would export a DXF so that you could test to see if DXF's from that program hold together better. Perhaps take the A.M. mesh to Calagiri first, and then do Caligiri's .3DS file output. That should really fool Bones into thinking it has a native 3DS file. Good luck.
#155735From: krazy imagesFeb 26, 1995 12:01 PM
Caligari. ana /krazy images
#156058From: sanford kennedyFeb 28, 1995 12:26 AM
Ana, However you spell it, it's a "cask." "The Cask of Calagiri" was a great German movie….have you seen it….everybody should. I'd like to do a horror FLIC (G)
#156130From: Yost GroupFeb 28, 1995 9:42 AM
I suspect you're thinking of "The Cabinet of Dr. Caligari" (1919).
#156153From: Gary L. AngleFeb 28, 1995 10:32 AM
I think it's "The Cabinet of Calimari" about indigestible seacreatures who invade Red Lobster.
#156216From: Yost GroupFeb 28, 1995 3:31 PM
That was the 1929 sequel. – J
#156245From: krazy imagesFeb 28, 1995 6:02 PM
Right on, Jack 🙂 I specially love the makeup. IMHO, they should nominate the makeup team for a post-morten Oscar <g>. ana /krazy images
#156189From: David RhotenFeb 28, 1995 1:34 PM
Unless you're referring to another movie, it's "The Cabinet of Dr. Caligary" (or Caligari — don't remember) — not "cask".
#156807From: sanford kennedyMar 3, 1995 12:54 AM
David, <<Cabinet of crazy people>>> Yet, that is a great movie. I would love to do something like in CGI, People would think I'm really off my rocker, but it would be fun. Sanford
#156244From: krazy imagesFeb 28, 1995 6:01 PM
"The Cask of Calagiri"? Maybe that is an Ed Wood version of "The Cabinet of Dr.Caligari", Sanford, but I have my doubts 🙂 (I think I have saw all the Ed Wood movies in MST3k, but maybe I missed that one <bg>)
#156808From: sanford kennedyMar 3, 1995 12:57 AM
<<<Cask….>>> Well, like Ronald Regan, I get confused….but I know what I like! The look of that film can only be called "cool." I hope a good spline modeler can get here soon, because I want to put bones to work and do a horror flic. Maybe get it on HBO….tales of the crypt? Sanford
#156945From: krazy imagesMar 3, 1995 5:10 PM
Ronald won't get confused if you ask him about Caligari. He decided to be an actor after seeing that movie and "Acorazado Potemkim" (don't know how you translated that into english: "Battleship Potemkim" or just "Potemkim" perhaps?). Of course I am kidding, but I am sure he took Dr.Caligari as his role model for his impersonation of President of the United States. Wait a minute. That wasn't a movie, right? In any case, and now seriously (more?), I am sure that Ronald McDonald will be more familiar with Caligari than both Nancy and Ronnie together (oh boy, what a couple! Ginger and Fred, Bogart and Bacall and Reagan&Reagan Inc.) Did I forget any :-)s and <g>s in this message? NO. ana /krazy images
#157006From: sanford kennedyMar 3, 1995 10:13 PM
Ana (Krazy…) We have such illustrious leaders! Can you imagine a child telling you "I want to grow up to be just like Ronald Regan?" In a Disney book I have it says animators have to be good actors. Now the trick is to use squash and stretch effectively. Just like the politians do…squash the opposition and stretch the truth! They might make good animators.. Sanford
#156279From: ROBERT RITGERFeb 28, 1995 9:33 PM
Sanford: Possibly a confusion with "Cask of Amontillado", a short story I remember vaguely from high school possibly by Poe but I'm guessing. The weird part is that 'cabinet' when transposed to the german 'Kabinett' is a grade of wine and amontillado is a Spanish sherry I think. All this from a guy who's never had a drink in his life! I love tangents, makes me forget my looming deadlines. Bob
#156283From: Feb 28, 1995 9:50 PM
>> "Cask of Amontillado", a short story I remember vaguely from high school >> possibly by Poe but I'm guessing. Correct, good ol' Edgar Allen Poe. Greg (quoth the raven, nevermore!) Pyros
#156809From: sanford kennedyMar 3, 1995 1:01 AM
Bob, I have been wondering how "cask" sneaked into my brain. You found the correct answer. I have "morphed" a Poe story with a German movie. Thanks for catching the thread. How about Drunk crazy Zombies…would that be better? When I was a kid, I saw all the horror pictures and read Poe and Bierce, etc. I came to Hollywood to make Horror pictures but got sidetracked into science fiction….Oh, well. Do zombies drink? Sanford
#157391From: ROBERT RITGERMar 6, 1995 4:28 PM
Sanford: /_____________From your message_____________\\ I have been wondering how "cask" sneaked into my brain. You found the correct answer. _______________________________________________ Your message got snagged by my office machine and I have been so busy I forgot to check it out. I do recall you mentioning a love of horror films so "cask" rang a bell. /_____________From your message_____________\\ Do zombies drink? _______________________________________________ Well, I'll tell you one thing, I don't want to be around when they start to hurl. :-{ Bob
#157443From: sanford kennedyMar 6, 1995 9:01 PM
Bob, This thread is getting quite funny! The thought of Zombies hurling….my God, everybody duck! I am fooling with a blob modeler and hope to get metareys soon. Maybe I can make a suitable zombie, but I don't know which IPAS to use for the "hurl"….maybe Spurt (G) Sanford
#157513From: Jeffrey LererMar 7, 1995 8:12 AM
Zombie hurling is clearly a SKIN and SLICE with GLOW… a new world Caribbean sporting event if there ever was one (raising my chicken foot and cheering the beauty of DISK #6 & #7. Jeffrey
#157629From: ROBERT RITGERMar 7, 1995 6:19 PM
Sanford: /_______________________From your message________________________\\ I don't know which IPAS to use for the "hurl"….maybe Spurt (G) __________________________________________________________________ Probably mix in a little explode for the projectile look. <G> Bob
#156312From: James M. MurphyMar 1, 1995 1:10 AM
Sanford, Wasn't the "Dr. Calagari" and didn't Peter Sellers Star in the Remake? Or am I totally on a Different Movie? <BG> Murph'
#156352From: Jack DeathMar 1, 1995 5:01 AM
"Wasn't the "Dr. Calagari" and didn't Peter Sellers Star in the Remake?" I can't believe you guys don't know your highschool dramas… Tsk,tsk,tsk It was "Das Kabinett des Dr. Calimari" a German movie subtitled in Italian, roughly translated:" The meaning of Life, the Universe and Everything", aka a Russian Novel by Peter Tolstoy, encompassing the state's (Russian) oppressive actions regarding people with pressing matters, as witnessed in "Le Pissoir", the French translation. This was elaborated and further justified by "Voltaire et la Boudoire d'Adolf", a straight as heck example of German 2nd World War (true) historic accounts. But then, of course, you have to realize that this is only a symbolic representation of :" Whom the spline toils" a great Dutch Novel written by Mao Tse'Tung, who reformed China with the great wisdom embellished in it….(That's why wearing blue jeans is STILL "in"..) Needless to say, don't talk about subjects you really don't know your Kafka's worth, especially when it comes to complicated matters as "spine bobbling", since the original (African) Indian might take this as a general offense regarding Customers's attack on "Little Bigot Hill", a well known representation of what REALLY happend during the French- American- Mexican War of 1994, where, as we as we all know, the winner (the Italians), decreed that such nasty habits as "spic modeling", should be banned as a bad example for society in general. … Now, having said all the above and counting on you guys getting your literature/history straight, I can only state that it seems to be incredible to me that you guys so outrageously voice this opinion, especially considering the "No Freedom of Speech Act of '95". Remember Clinton's ideas on the Super Disinformation Highway… don't be suckered into the (false) ideas of "spline modeling". In general, you should keep in mind that this might not get you anywhere, especially since homeopathic measures, though they might be on Clinton's agenda, aren't yet supported in your medical coverage. (Just think what they might do to your sinoid curves! (easily spine modeled, by the way)) Knowing that I have saved you from jumping into invalid conclusions and the thereof resulting drastic mistakes, I remain, Jack (the spline bender)
#156396From: Jonas Ruikis [ADESK]Mar 1, 1995 9:42 AM
this thread should be jumped to Take-5 please..
#156452From: James M. MurphyMar 1, 1995 12:28 PM
Kev….Uh, I mean Jack….I'm starting to have an attack of de'-ja' vue here. I don't think anything I said had anything to do with what you just said. In other words I'm not the least bit interested in getting sucked in to one of these diatrab's all I said was I thought they were talking about an old Peter Sellers Movie….How you came up with the rest of all this is beyond me. Please don't talk to me anymore. Murph'
#156810From: sanford kennedyMar 3, 1995 1:04 AM
James, I have not seen the Sellers version of Calagari if he made one. I have only seen the old German black and white film. It looks like a number of people are familiar with it. Must be an integral part of our culture, Yes? Sanford
#156859From: Yost GroupMar 3, 1995 10:12 AM
There was a remake in 1962, called "The Cabinet of Caligari" (he evidently lost his medical license). It's considered pretty bad, and Peter Sellers was not in it. The original "Cabinet of Dr. Caligari" presented the very essence of visual German expressionism — upon which the visual style of the so-called "film noire" is based. (stepping down from podium now…) – Jack
#156869From: Yost GroupMar 3, 1995 10:23 AM
FYI, in most film production classes, "The Cabinet of Dr. Caligari" is used as the ultimate example of chiarascuro in film due to the heavy contrast in the expressionistic lighting style. From there, the next stop is "Citizen Kane" and then "The Seventh Seal". – G
#156982From: Yost GroupMar 3, 1995 7:57 PM
You forgot to mention the colorized version of "It's a Wonderful Life." – J
#156921From: sanford kennedyMar 3, 1995 2:12 PM
Jack, Perhaps it would be interesting to start doing "styles" in animation that reflect expressionism, dada, etc. I am going to try it. If you see a Dr. Caligari message about a new .GIF you know I am trying it out. Sanford
#156983From: Yost GroupMar 3, 1995 8:01 PM
If you want to emulate the Cab. of Dr. C., you could start by applying mapped materials that provide the effect of light and shadow –rather than using the lights themselves. After that, simply pull a few vertices to warp the walls, then liberally apply the Perspective command before rendering. – J
#157024From: James M. MurphyMar 4, 1995 12:24 AM
Yes, I remember the…..Did I really say Sellers????…..I meant Peter Lori….Geeezzzz I gotta start reading what I'm typing.<g> Does Peter _Lori_ Ring a Bell? <BG> Murph'
#157097From: sanford kennedyMar 4, 1995 9:17 PM
James, I think Peter Lori may be ringing bells right now, but not with the angels. He was a great character actor, though. I am waiting for the blob modeler plugin. Have you tried it? I need it do a drunken lecherous face like Lori's. (g) Sanford
#157117From: James M. MurphyMar 5, 1995 12:12 AM
Yes, we sell the Metareyes Metaballs Modeler. I've done a bit with the Tutorials…just enough to have fun and confuse myself at the same time. <BG> I think you'll like it.:-> Murph'
#157198From: Tim c BrananMar 5, 1995 7:06 PM
Actually, his last name is spelled 'Lorre'. Just thought you'd like to know.
#157115From: Gary L. AngleMar 4, 1995 11:52 PM
Peter Lori….."M"mmmmm…….Friend of Frankenstein meets Abbott and Costello! or just a child murderer being hunted by the german "mafia"?
#156411From: Tim j. MillerMar 1, 1995 10:27 AM
Tried it, doesn't work. Tim
#156816From: sanford kennedyMar 3, 1995 1:07 AM
Tim, <<Spline modeling>> Boy, this is going to be a problem if you can't import DXF files into 3D Studio and then use bones on them. I would like to do some tests on Viewpoint and Acuris meshes to see if they work with Bones Pro. I hope it is not like SHIN in IPAS 6 where you have to build the wire mesh in 3 d Studio…Have you tried some other dxf's from other sources? Sanford
#156894From: Tim j. MillerMar 3, 1995 12:28 PM
Yeah, the shareware blob modeler seems to work perfectly, and exports from Caligari as well. I think it's just Playmation thats got a problem. T.
#156923From: sanford kennedyMar 3, 1995 2:16 PM
Tim, <<Playmation's the problem>> Sigh…..I really like their modeler. It figures that something I really want to use won't work for everything. On the shareware blob modeler….I tried two different ones and I found them to be very crude and lacking in controls necessary to do detailed work. I wonder if there is an update since last summer? Or is there something other then BLOB.ZIP or WINBLOB….Did you get yours in GRAPHDEV? Sanford
#156942From: Will MendezMar 3, 1995 4:51 PM
Will the Yost group disk #6 produce spline models like playmation or should I just invest in playmation? Will
#157843From: sanford kennedyMar 8, 1995 6:43 PM
wILL, There is nothing currently available for 3D STudio that will produce spline models. That's why I use Playmation. There is one problem…if you use Bones Pro you do get some tearing of the mesh suface on a Playmation model, but it doesn't happen if you use the deform and bend/taper, morph tools in 3d Studio. I actually model 90% of my work in playmaton, but I don't animate in Playmation (Animation Master) Good luck. Sanford
#158269From: Will MendezMar 10, 1995 4:44 PM
Does your dongle fit on top of the 3D studio one. If tha's the case I have a dongle for 3ds,liquid Speed and then Animation master. if 3DS5 has spline modeling is there a use for Animation Master? The demo reel for AM is pretty cool but the 3DS siggraph 94 reel is much better. Thanks! Will
#158329From: sanford kennedyMar 10, 1995 10:59 PM
Will, <<Use for Animation Master>> It remains to be seen whether the future 3DS spline modeler will be better than An. Masters. As far as uses for An. Master other than that, the new release 3.0 of An. Master is pretty impressive with lots of new tools. It ships next week and I will let you know how I rate it if you are interested. Their Windows NT version ships in may….it already runs on the ALPHA. This program is very good for character animation, has IK, does ray traced glass, and has muscle motion for facial expressions. The dongle thing is touchy. Animation master's dongle doesn't like to have stuff plugged into it. An. Master told me they are going to a new different dongle. We'll see. Sanford
#158429From: Tim c BrananMar 11, 1995 6:35 PM
Do you have a phone number for the people who make Animation Master? I'd like to give them a call and ask them a few questions.
#159871From: Rico C. AlexanderMar 20, 1995 2:45 PM
I'm using Animation Master also. I'm wondering if there is a way to export dxf models from master into 3ds with identical face counts so that I can modify a model in Master and export it as keyframes in 3ds for morphing.
#159952From: sanford kennedyMar 21, 1995 1:08 AM
Rico , ((exporting morf targets for keyframer)) Sorry, you just can't use Animation Master to make morf targets. The vertex count is never the same. You have to use Bones or deform to animate A.M. models unless you buld things that naturally have joints. I wish it would work. That was one of the reasons I first bought it, but now I use it as if it were just one of the 3D STudio tools. Good luck. Sanford
#161569From: Rico C. AlexanderMar 29, 1995 2:28 PM
Thanks for the info. Maintaining vertex counts would be a feature that could elevate the program to a must have modeler. I've used the NURBS modeling in Microstation 5.0, and you can use it as morph targets.
#161756From: James SpierMar 30, 1995 1:05 PM
I've been following this thread about A.M. and I have a question you might be able to answer. Is the spline modeling feature set in A.M. the same as the lower priced playmations features?
#157534From: Tim j. MillerMar 7, 1995 10:29 AM
It is crude, and it does lack control…. but the price is right. I've got some decent results doing organic stuff, using it in conjunction with digimations smmoth ipas, you know hands, fingers, arms. I think it's real useful, especially if you put it in your user programs-you can pop out of 3ds, blob model, and pop back in. Not the end all, but…
#157846From: sanford kennedyMar 8, 1995 6:53 PM
Tim, I'm building a Zombie with Blob Sculptor..I have been told that Imagine is good for making clothing ….which is very hard in 3D Studio without splines. I want torn clothing like hanging rags on my Zombie…quite a challenge. Sanford
#158011From: Tim j. MillerMar 9, 1995 12:36 PM
Good luck. T.
#158078From: sanford kennedyMar 9, 1995 9:13 PM
Tim, Thanks….I am blobing away….it is very different from building something in 3DS…the blobs don't go where you think they should. But I accidentally got some cool wierd shapes. (No Zombie yet) I am going to try a morph, and all the different tools. "pushing the envelope" Sanford
#156959From: Mike KelleyMar 3, 1995 6:14 PM
>I would like to do some tests on Viewpoint and Acuris meshes to see if they work >with Bones Pro. PMJI, but Bones Pro will work on any "legitimate" mesh — it doesn't have to be built in 3DS (I have used the shareware metaballs routine to build meshes for BP to manipulate). I'm interested in ANY tool to make modeling better. It sounds like you have some experience with modelers other than in 3DS. While I'd like to find a 3DS solution (and I'm hopping that Danny's "kinda" spline modeler is that solution) I'd also look outside 3DS for something that could make models I could import. Have you used anything else to make good DXFs that are usable inside 3DS? Anyone else here want to comment on this?
#157073From: Peter KloseMar 4, 1995 4:09 PM
>I'm interested in ANY tool to make modeling better. It sounds like you have some >experience with modelers other than in 3DS. While I'd like to find a 3DS solution >(and I'm hopping that Danny's "kinda" spline modeler is that solution) I'd also look >outside 3DS for something that could make models I could import. Have you used >anything else to make good DXFs that are usable inside 3DS? Anyone else here >want to comment on this? Mike, If you are interested in a Patch Modeller i can help you, because we have developed a nurbs-based one which can be used inside of the DOS shell in 3DS. It was presented on the Cebit '94 fare in Hannover in Germany. In addition to the demo-copy that is already in the library of this forum, i will add a demo-AVI file to show some of the power of the tool. There will soon be an update of the NURBS Patch Modeller, if people are interested i can put another democopy into the library. Peter
#157098From: sanford kennedyMar 4, 1995 9:20 PM
Peter, <<Nurbs modeler>> I tried the nurbs demo modeler, but I had a hard time controlling it. If you have done an update, I would be happy to see it. I am into organic modeling. Let me know more about it. Sanford
#158662From: Peter KloseMar 13, 1995 12:27 PM
>> I tried the nurbs demo modeler, but I had a hard time controlling it. If you >>have done an update, I would be happy to see it. I am into organic modeling. >>Let me know more about it. Sanford, ,nice to hear that you tried our modeller. Did you find the Mpatch.pxp-routine? It will help a lot, because you can do the modelling inside of the 3d-Editor of 3DS with all 3DS commands. You can do very nice morphings in a very easy way. This way the NORBS-modeller is treated as an engine and for correction of details. The update is not too far away, about May 95. If you have any suggestions, please let me know, maybe we can already get it into the next version. Peter
#158802From: Mike KelleyMar 14, 1995 12:00 AM
>Did you find the Mpatch.pxp-routine? It will help a lot, because you can do the >modelling inside of the 3d-Editor of 3DS with all 3DS commands. Peter, I DID try your modeler, or at least I booted up both the Nurbs.EXE as well as ran the Mpatch.PXP. Either we have a language difficulty here, or I have no idea what I'm talking about (well, I never know) but I really didn't even have a clue as to what to do. When I run MPatch.EXE, it creates a grid for me, and then the PXP terminates. So what does this mean? I kind of guess I'm supposed to modify the grid, and then do something to make it modify the model, but I'm really clueless, and there isn't any documentation in your NURBS.LHZ file. I'm seriously interested in any modeling tool for 3DS, so if there's any guidance you can give me I'd appreciate it.
#158824From: Peter KloseMar 14, 1995 3:41 AM
>>I'm really clueless, and there isn't any documentation in your NURBS.LHZ file. >>I'm seriously interested in any modeling tool for 3DS, so if there's any guidance >>you can give me I'd appreciate it. Mike, the handbook.txt resides in a different file in the library. Here is an actual copy: |\ | o o | \ | \ / \ | \ | / \ |_/ |_/ | | \| | | | \ | \ -\ | | \ / | \ |_/ \_/ NURBS PATCH MODELLER release 1.0 This software is produced and developed by CAS Peter Klose Gruenberger Strasse 26 D-10245 Berlin Germany FONFAX */49/30/7074018 CompuServe 100412,1036 all rights reserved. Chapter 1 Basics 1.1 Introduction: The Nurbs patch modeller is a stand-alone modelling program. It can be used in the DOS-shell of 3D studio or AutoCad as an add-on. Nurbsobjects are always surfaces. These can be flat or rounded in every direction. The basic object is a so-called patch, that is defined and edited by 16 controlpoints. These controlpoints have the same functionality like B-SPLINE controlpoints. The four edges of the patch are 4 B-Splines, which are defined by 4 controlpoints each. The patchsurface is controlled in addition by the 4 controlpoints in the middle of the patch. It is important to know, that only the 4 controlpoints in the 4 corners of the patch are always connected directly to the patch. All other controlpoints do affect the patch indirectly, as if they were connected with a flexible to the patch. You will soon find out that you need more than one patch to create complex objects. That's the reason why you can add patches to your basic patch in all directions. Neighbour patches then have 4 common controlpoints, defining the common edge. You can add as many patches as you wish in every direction and they will always stay connected. As a special feature you can break the connection between two patches. Every added patch is automatically aligned with the existing patches, you will always get smooth edges. The edges will stay smooth during editing, if you keep the following rule in mind: If you don't want sharp edges, so-called neighbour-controlpoints have to be aligned with the corresponding edgecontrolpoint. | neighbour [] . . . .[]edge . . . [] neighbour | 1.2 Hardware required DOS-PC 3.3 or higher, minimum 386SX with Coprocessor 4MB Memory VGA 16 colors 640/480 3 MB free Disk DOS-extender is included 1.3 Installation Make a directory like "C:\NURBS" and copy all the files from the floppy into it. In the 3DS config file "3DS.SET" change the following: USER-PROG1="C:\NURBS\NURBS.EXE","NURBS MODELLER" USER-PROG2="C:\NURBS\MPATCH_I.PXP","META PATCH" In your autoexec.bat or batch-file to start 3DS add the following: SET NURBS=C:\3DS3\MESHES The specified directory will be used by NURBS and MPATCH as the working directory. You can use every directory you want The NURBS.CFG file will be automatically written and loaded from this directory. Add the directory wherein you copied the files from the disc to your system path: e.g. PATH=C:\DOS;D:\anything\; … ;C:\NURBS 3D studio must be startet with the 3DSHELL command instead of 3DS, otherwise there will not be enough memory to run NURBS in the DOS shell. The best configuration to work with is: drop all memory managers like QEMM, HIMEM or similar from your config.sys. NURBS (like 3D studio) has its own build-in memory manager. Chapter 2 Main description 2.1 How to start the program To start NURBS from DOS you only have to type NURBS and <enter>. To start NURBS inside of 3D studio push the <F6>-key and then Y, but 3D studio MUST have been started with the 3DSHELL command (not 3DS). To start MPATCH push the <F7>-key and Y. It is important that there is enough free memory. The STATUS command in the INFO menu of 3D studio will show you. When you have been working in a long 3D studio session you will find out that 3D studio will never give free memory it has once used, instead it will use the harddisk. This is the reason why 3D studio is getting slower and slower the longer you are in a session . So when the STATUS command reports more than 0 page faults, save your work, quit 3D studio and restart it to get best performance. 2.2 How to quit the programm To quit the program click on the systembutton in the upper left corner to see the menu, then click on 'Quit' and 'Ok' to leave. For quick ending you can use the 'Alt + <F4>' keys, but there will be NO warning or saving of unsaved work, so be careful. 2.3 Basic Display On the basic display you can see the 4 windows with different views of the object. The object is one patch represented by a white 10 x 10 mesh, via the 16 red controlpoints it can be edited. There is one active viewport with a colored border. To change the active viewport you only have to click in the new one. 2.4 How to edit a patch You can edit the actual patch by activating one or more controlpoints and move it. 2.5 How to activate controlpoints On the upper right of the display, on the toolbar, you can see 16 equal controlpoint-buttons which can each activate the corresponding controlpoint. Activated controlpoints become filled red. You can activate up to 16 controlpoints at the same time. They stay activated until the corresponding button is pushed again. 2.7 How to move controlpoints Click in the active viewport to set the first point. Move the cursor until the desired movement and click again. You can see the coordinates on top of the screen. You cannot click in the isometric viewport to avoid unpredictable results. 2.8 The 16-button The 16-button left under the controlpoint-buttons deactivates all activated controlpoints with a single click. Or if no controlpoint is activated it will activate all 16 controlpoints with a single click. 2.9 The undo-button The undo-button right under the controlpoint-buttons will undo the last movement of controlpoints no matter which controlpoint is activated. Immediately pushed a second time it will work as a redo. Chapter 3 Multiple Patches 3.0 Creating patches To create complex objects you have to work with more than one patch. You only have to push one of the 4 arrow-buttons to create a new patch in the desired direction. This patch will be connected to all the other patches. It is now the active patch. 3.1 Deleting patches or connections To delete the active patch push the button in the middle of the arrow-buttons. Now you can see a window with different toggles to delete the whole patch or only the desired connections. You cannot restore a connection. If you want to do so delete the isolated patch and create a new one which will automatically be connected to its neighbors. 3.2 How to activate a patch With the arrow-buttons you can navigate through all existing patches, add new patches and make the desired patch actual. 3.3 How to restart To restart click on the system button in the upper left corner and click on LOAD. Select the file STANDARD.dxf. Chapter 4 Display options The seven buttons in the lower right on the toolbar are used to change the display, e.g. zooming. We have styled them very close to the 3D studio buttons to make the handling easiest for 3D studio user. The functions are 1. 2. 3. 4. 5. 6. 1. ZOOM window 2. PAN 3. ROTATE isometric view 4. ZOOM in 5. ZOOM out 6. ZOOM extends Chapter 5 main menu The main menu is opened by clicking on the system button in the upper left corner of the display 5.0 LOAD With the LOAD command you can replace the actual object by a object from a dxf-file. The dxf-file must content controlpoints in the appropriate format. Only objects created with MPATCH.pxp or the NURBS-modeller can be loaded. 5.1 SAVE With the SAVE command you can save the actual object in a file. After giving a filename you are asked if you want to save the object as a mesh, only the controlpoints or both in the same file. To load it in 3D studio you must select the mesh or mesh+controlpoints option. To reload it in the NURBS modeller you must select the controlpoints or the mesh+controlpoints option. With the controlpoints only option you can save your work in a very small file. 5.2 SETTINGS netdensity In the settingswindow you can change the density of the mesh. This setting is used for display and for saving a mesh-file. For very smooth surfaces you can set it up to 100 but this will decrease performance. It is always a good idea to set it as low as possible while working on an object and to increase only for saving of the object. 5.3 SETTINGS colors After pushing on the COLORS..button in the settingswindow you can select different colors for the background and for the border of the actual window. Every change is automatically saved in the file NURBS.CFG together with the netdensity. Chapter 6 3d studio tools 6.0 MPATCH.PXP This is a tool to create patchobjects inside of 3D studio and save them in the appropriate format for the NURBS modeller. First create an object inside the 3D editor. A good idea is to make a box that will help you keep the overwiew in all three dimensions. Next start "MPATCH.pxp" and choose the CREATE(Neues Patch)option You will be asked to click any existing object get "X" and "Y" dimensions. Now select how many patches are used in horizontal and vertical direction to create the so-called Metapatch. You can edit this Metapatch with all existing 3D studio commands like rotate, size, move vertex …., but do not delete or add any vertices. With the MPATCH (Sichern)SAVE command you can save the Metapatch in a file that can be loaded in the NURBS PATCH MODELLER. The objectname is automatically set as the filename. Before saving you are ask
#158844From: LEE STEELMar 14, 1995 9:05 AM
Did I miss somthing? Where can I find this file?
#159246From: sanford kennedyMar 16, 1995 1:23 AM
Peter, I havn't tried your .PXP addition to the Nurbs modeler. I will look at it again. I'm not sure what version I tried. I have lost track of it. I look forward to seeing an advanced version. One of the features that I would like to see brought into 3D Studio from the high-end nurbs modelers like Alias is the ability to join two ajacent surfaces together without having an obvious seam or crease. Applying smoothing groups doesn't seem to help. Alias has a "blend" function that really smooths out joints and another "join" function that aligns edges of flat surfaces with no seam. Very useful! Good luck with it. Sanford
#159324From: Peter KloseMar 16, 1995 12:20 PM
Sanford, > I'm not sure what version I tried. I have lost track of it. I look forward to seeing >an advanced version. my next download to the library wont be that confusing, i hope. We are working hard on the new release … >One of the features that I would like to see brought into 3D Studio from the >high-end nurbs modelers like Alias is the ability to join two ajacent surfaces >together without having an obvious seam or crease. Applying smoothing groups >doesn't seem to help. Alias has a "blend" function that really smooths out joints >and another "join" function that aligns edges of flat surfaces with no seam. Very >useful! This is what the Mpatch.pxp was basically designed for, but i have to admit that it takes several steps in the 3D Editor to use it for "blending" or "joining". A good point to think about for me ….Thanks Peter
#159425From: sanford kennedyMar 17, 1995 12:53 AM
Peter, If you can make Nurbs easy to use, it will be a great addition to 3D Studio. Sanford
#159551From: andrew mcdonaldMar 17, 1995 4:12 PM
re: Alias Software – joining of two surfaces Are you thinking of the fillet function? That happens to be one of my favorite features of PowerAnimator.
#159710From: sanford kennedyMar 19, 1995 1:53 AM
Andrew, <<Fillet function>> Alias power animator's fillet is great. Just what 3D Studio needs, along with a "match surface edge" and some sort of edge join or weld function. If that could be put in along with nurbs and some other spline patch modeling features, 3D Studio could be a much more mature package. Sanford
#157844From: sanford kennedyMar 8, 1995 6:48 PM
Mike, Animation Master (playmation) is a great modeler, but Bones Pro seems to messup the surface. Last week I found out that Humanoid Humanoid models were all modeled in Animation Master, then run through Lightwave to correct any vertice welding problems. Then imported to 3D Studio. Those models are very good. No modeler is better than Playmation (Animation Master) for speed and ease of construction…not even Alias or Wavefront. Try it. (its cheap…345.00) Sanford
#158057From: Mitch GatesMar 9, 1995 6:10 PM
Are you sure about your information on the Humaniod meshes being created in AM? The manual states they were created in Imagine. BTY, if you ever find a solution to the AM to 3DS/bones problem let me know. Mitch
#158079From: sanford kennedyMar 9, 1995 9:16 PM
Mitch, I went to a presentation by the man who wrote and owns Humanoid. He booted up his computer and demonstrated building things in Animation Master, then Importing them into Imagine 3.2 to finish them…I think he is a beta tester for Imagine. The Imagine bones work very well! He also runs the An. Master DXF's through Lightwave's smoothing modeler to optimize the surfaces. I got it right from the man's own lips….must be true. Sanford
#158461From: Tim Wilson [Crestline]Mar 12, 1995 1:25 AM
Sanford, Regarding the construction of Humanoid, it was all done in Imagine some 2-3 years ago. I'm using Animation Master now to do the basic modelling on my new line, KineModelz. I'm sorry if this was confusing at the meeting. It was the end of the day and I was rather tired, so I probably didn't go over things carefully enough. AM is proving to be an excellent tool for the kind of work I'm doing now though. There must be a way to get the meshes across from AM > 3DS for Boning. It may involve some translation programs and a little clean up work. I actually run my models through 5 different applications (AM, Lightwave & Pixel3D on the Amiga, Imagine and Interchange) before they're ready to be used in 3DS. I use a rather complex range of different tools in each program to `clean up' the geometry, and by the time I'm done most of the problems get flushed out. These procedures are not just to fix flaws on the AM models, I used many of them on Humanoid as well. AM doesn't export very `clean' polygonal geometry, some of the polys are not oriented right, and overlap each other, and they come over mostly as quads. BonesPro probably needs triangular polys, because deformation will cause quads to become non-coplanar. As for the other problems, my solution is to save the AM models in such a way that each patch becomes one quadrilateral or triangular polygon, a one to one conversion. This minimizes the risk of any funky polys in the exported object. Then I use Metaform in Lightwave to do my own tessellation (I dislike AM's patch subdivision) which restores all the smoothing that the original spline model had, and also converts the quads into tris. Perhaps some of these procedures could be duplicated with the OPTIMIZE routines in 3DS. Some manual cleanup of the polys may also be necessary as well. I haven't found a better program than Imagine for the this. I'll be uploading some wirefame renders of models created with these techniques sometime next week (I hope), in case you want to get a closer look at the structure of the geometry. It's a lot of work, but the end product is gorgeous. 🙂 -Tim BTW, I was very glad you were able to make it to the 3D Art Forum meeting. I hope you enjoyed it, and hope we'll be able to tap some of your skills at future events. Let me know if there's anything in particular you might want to show or talk about. P.S. Just in case you might think my position gives me some unfair advantage over other users, I want you to know that I own _bona-fide_ copies of all the programs I mentioned using in my development work above. I am not a beta-tester for Imagine or Lightwave. I spent my hard-earned money on both. The version of Imagine I showed with Bones and IK is 3.2 which is available to all, through Impulse's continuous upgrade program. Although as a 3D dev, I'm frequently offered `comps' or `freebies', the only thing I use comps for are `ports' of my models. Not harping, just clarifying. 🙂
#158465From: sanford kennedyMar 12, 1995 2:03 AM
Tim, <<Animation Master confusion>> Thanks for clearing up my misunderstanding. I like the Allisaurus you did and look forward to the finished product. I tried a T-Rex in Animation Master, but got distracted doing insects. I may go back to it, but not if you do a killer one. ….Can't beat perfection….why try. I am getting Lightwave. I have Imagine 3.0. Looks like I need more tools to get my insect meshes ready for market. They work fine with IK and regular animaton tools in 3DS. I am avoiding worms and other "bendy" bugs so I won't have problems. All the bugs I am doing don't morph and always bend at the joints. . Do you have other different heads in the works for Humanoid? Regards, Sanford Sanford Kennedy Design
#158535From: Tim Wilson [Crestline]Mar 12, 1995 3:33 PM
>>Do you have other different heads in the works for Humanoid?<< The next improvement planned for Humanoid is direct support for IK. Any other work by Crestline in the area human modeling and animation will be done through KineModelz. Although I'll have some dino KineModelz done soon, humans in the new format will probably not appear until around Fall '95. But they will knock your socks off! That I promise. BTW, when discussing other programs in my work, I hope folks here don't misconstrue this as a knock on 3DS. I think 3DS is great. But as you may have gathered at the meeting, I believe in using many different apps, with the focus on finding the best tools for each particular job, (and incidentally echo many of Mojo's remarks in this regard). My guess is you'd agree with this sentiment as well. I encourage people to try other apps _not_ because I want to convert them to a new program, but because I think it will enhance their overall 3D capabilities. I realized some time ago that I would never find all the tools I needed for my work in one app. So I sought out many different programs to fill in the gaps. And now everything is peachy keen, because I can produce almost exactly what I want, with relative ease. -Tim P.S. IM 3.0 has most of the same features as 3.2, but there have been a few bugs fixed since then.
#158537From: David GouldMar 12, 1995 4:46 PM
<<I am avoiding worms and other "bendy" bugs so I won't have problems. All the bugs I am doing don't morph and always bend at the joints>> Try using BONES PRO. You can create a detailed worm or use OPTIMIZ to tesselate the worm and then use bones to animate it. If you want to provide the models so anyone(without BONES PRO) can animate it then you can create static models of the worm in various positions ready for use as morphing keys by using the BONES.PXP IPAS. Nowhere else on the planet can you create your own breed of "boney" worms! David "Tastes like chicken" Gould
#158934From: Will MendezMar 14, 1995 4:41 PM
How is Am compared to 3DS?
#158996From: Tim Wilson [Crestline]Mar 14, 1995 10:16 PM
Will, I haven't used any of AM's animation features, just its spline modeler, SCULPTURE, so I can't offer an object overall comparison with 3DS. Nor would I do so here in the 3DS forum, it wouldn't be apropos. What I can say is that a spline modeler has proven to be an extremely useful addition to my arsenal of 3D tools, and I think this would be true for many other 3D artists as well. Getting the models over to 3DS reliably does seem to be a bit of a problem in some cases. But it's probably not an insurmountable one. -Tim
#158462From: Tim Wilson [Crestline]Mar 12, 1995 1:28 AM
>>Are you sure about your information on the Humaniod meshes being created in AM? The manual states they were created in Imagine. BTY, if you ever find a solution to the AM to 3DS/bones problem let me know. << Mitch, Please see the message I just sent to Sanford in this same thread on the subjects above. 🙂 -Tim
#157075From: Forcade & AssociatesMar 4, 1995 4:26 PM
Actually, Sanford, Bones works great with most any mesh. From DXF or not. The thing to watch out for is meshes with bad seams and gaps. Since Bones is doing some major mesh deformation, those kinds of flaws can really screw up your model. BTW – We are collecting cool looking images and models for the CDROM for our 3DStudio IPAS Plug-in Visual Reference book. I know you have done some really amazing images. Are there any you would like to see published? I'd love to have some of your "bugs" on the disk. Terry Gilbert Forcade & Associates
#157845From: sanford kennedyMar 8, 1995 6:50 PM
Terry, <<CD Rom…>> I would be happy to contribute some images to your CD…How many would you like? I have some fresh things in the works. Sanford