#3D Problems
4 messages in this thread
Hi all,
3D Studio is increasingly being used to create graphics for multimedia and
games. I am a video game programmer trying to integrate graphics created in 3D
Studio for game development. There are some serious problems I'm facing using
graphics created in this way.
I am either asking for a solution, or appealing for this feature to be
considered in future versions of the product.
We currently anticipate hiring a 2D artist to laboriously retouch every frame
of 3D studio generated art, which is costly and time consuming. In our game,
there will be thousands of individual frames which will have to be retouched.
1) Support for color cycling.
Yes, I know that purists may object to this important technique, but it has an
important place, and should be supported. (See a point I make later about the
need for palette savvy.) In order to support this feature (color cycling), a
graphic feature (e.g. taillight) would have an attribute set for the object
which basically overrides some of the rendering subtleties. Rendering would
only be possible using a limited palette (e.g. 256 colors), and the number of
color cycled objects would reduce the remaining palette available (e.g. if 6
objects were to be color cycled, then only 250 colors remain for the rest of
the object.) The color index used for that object should be assignable. Now,
in every rendering of the scene, each object with the color cycle attribute set
would be rendered with one color, always using the same index into the color
palette.
Our solution? Manually retouch every object. (e.g. Change every taillight in
every frame to color index 17.)
2) Restrictions on palette usage, and the subject of palette organization.
During the creation of a game (or multimedia product) multiple graphical
objects with different palettes must be displayed on the screen. It is
important to be able to able to generate artwork with a specified number of
colors (e.g. 256 or 16 or even 14.) At the present time, the product
DeBabelizer(R) (only available on the Mac) is what we used to accomplish
palette organization.
I would think that 3D Studio should support this subject, if it wants to become
the mainstay graphic creation program for multimedia and games.
3) Support for multiple palettes.
In our game, for example, we will have graphic objects (sprites) which need to
change appearance as the time of day changes. We would like to render the
sprite in one palette (for example day time colors), but then create additional
palettes for different times of days. With one object and multiple palettes,
we can either just change palettes when the time of day changes (e.g. day to
sunset to night), or even better, be able to interpolate between palettes to
create the correct colors for any time of day.
We anticipate having to hire an artist to laboriously create multiple palettes
for each of our thousands of objects. There is an obvious problem here, and I
would think 3D studio should address the problem.
—
Perhaps I'm unaware of the ways that 3D studio does address these needs. If so
I would welcome input. Perhaps there are good 3rd party solutions or other
workarounds. Please inform me of any such solutions.
Thanks
Gene Sewell
Minds Eye Games
Hi Gene,
Many forum regulars use Animator Pro, much of which is written by the Yost
Group, to do color cycling and palette support.
<< 1) Support for color cycling. >>
Search the library with the keywords "KELLERMAN COLOR CYCLING" and download and
enjoy some of these flics.
<< 2) Restrictions on palette usage, and the subject of palette organization.
>>
Both 3DS and Animator Pro allow you to create and use custom palettes.
<< 3) Support for multiple palettes. >>
ReRendering the same scene with different custom palettes is possible and
straight forward with 3DS. See pgs. 8-116..8-119 for addition details on
using/creating custom palettes.
jonas[adesk]
All of your requests can be handled in Animator Pro. Although 3D Studio can
output 8-bit animations (as flics or .gif files), it does not provide a
collection of 8-bit, color-table manipulation tools — since its primary goal
is 32-bit, broadcast-quality animation. Animator Pro, on the other hand, is
strictly 8-bit, and has a wide range of palette-manipulation tools.
1) Color cycling — Provided. I'd assign a self-illuminated color with a unique
hue in 3DS so I could manipulate the rendered frames in Animator Pro using the
Color Separate command (a color search-and-replace tool).
2) Palette restriction — Provided in 3DS with the FLIC-COLORS parameter in the
3ds.set file, you can further manipulate the size of your palette with the
palette Squeeze command in Animator Pro.
3) Multiple Palettes — Provided by AniPro. You can change palettes over time
using, among other commands, the Blend command.
– Jack
>> [1] a graphic feature (e.g. taillight) would have an attribute set
Have you tried rendering this object (taillight) with a self-illuminated
material in a hue that won't show up elsewhere in the rendering? For instance,
set up one color of your 256 color palette to be a bright magenta. Exactly
match the RGB values in a material, and make it 100% self-illuminating.
>> [2] It is important to be able to able to generate artwork with a specified
>> number of colors (e.g. 256 or 16 or even 14.)
Many people use AniPro to build custom palettes. At render time you can force
3DS to use your custom palette.
>> 3) Support for multiple palettes.
If you are refering to rendering to a specific set of colors, the same logic as
above applies. If you are refering to the colors included in a flic file, I
believe that AniPro will allow a unique palette for each frame. This isn't
recommended though, because the screen will "flash" each time the palette
changes.
– Dave