spline modeling
81 messages in this thread
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
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
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
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.
Hello
I will let you know
Ed
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.
Caligari.
ana /krazy images
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)
I suspect you're thinking of "The Cabinet of Dr. Caligari" (1919).
I think it's "The Cabinet of Calimari" about indigestible seacreatures
who invade Red Lobster.
That was the 1929 sequel.
– J
Right on, Jack 🙂 I specially love the makeup. IMHO, they should nominate the
makeup team for a post-morten Oscar <g>.
ana /krazy images
Unless you're referring to another movie, it's "The Cabinet of Dr.
Caligary" (or Caligari — don't remember) — not "cask".
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
"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>)
<<<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
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
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
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
>> "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
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
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
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
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
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
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'
"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)
this thread should be jumped to Take-5 please..
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'
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
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
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
You forgot to mention the colorized version of "It's a Wonderful Life."
– J
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
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
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'
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
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'
Actually, his last name is spelled 'Lorre'. Just thought you'd like to know.
Peter Lori….."M"mmmmm…….Friend of Frankenstein meets Abbott and Costello!
or just a child murderer
being hunted by the german "mafia"?
Tried it, doesn't work.
Tim
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
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.
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
Will the Yost group disk #6 produce spline models like playmation or should I
just invest in playmation?
Will
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
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
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
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.
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.
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
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.
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?
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…
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
Good luck.
T.
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
>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?
>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
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
>> 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
>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.
>>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
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
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
Peter,
If you can make Nurbs easy to use, it will be a great addition to 3D
Studio.
Sanford
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.
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
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
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
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
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.
🙂
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
>>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.
<<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
How is Am compared to 3DS?
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
>>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
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
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