CompuServe Thread

#Suggestions

18 messages in this thread
#7559From: alec jasonJan 10, 1992 12:13 AM
Here are three things which I would like to see in 3DS 2.0: 1. While scaling objects in the 3d editor, it would be helpful to have the ability to first measure the object with the tape and then have the actual change in units (feet, inches, etc) show in the display — in addition to the percentage of scaling. Example: If I want to scale a door from 8 feet to 7 feet high, it would be nice to have the display tell me when I've hit 7 feet — so I don't have to get out a calculator. 2. I would very much like to be able to 2d scale an object from one side. In the example of a door, if I scale it down I then have to reposition it as the 2d scale function affects both top and bottom instead of just the top OR bottom. 3. I would also like to have a "show materials" command which would list all objects with the materials assigned to them. I realize there may be ways to do all this now that I don't know about. I'd appreciate any tips. Thanks Alec Jason
#7560From: Yost GroupJan 10, 1992 12:58 AM
2. Check out the Local Axis icon on page 4-5 of the Ref. manual, plus the Modify/Axis branch in the 3D Editor and 2D Shaper. 3. Try Scene Info in the Info menu and Surface/Material/Show or Surface/Material/Acquire. – Jack
#7580From: alec jasonJan 10, 1992 1:16 PM
2. Yes, the Modify/Axis function will do it. Thanks. (I could not figure this out from the reference manual.) 3. I was asking for a "show materials AND objects" feature on the screen – not on paper or disk. If there is a way to display this data on screen, I have still not found it. Alec Jason
#7604From: Yost GroupJan 10, 1992 7:59 PM
Surface/Material/Show and Surface/Material/Acquire – G
#7579From: james hydeJan 10, 1992 1:11 PM
Alec, #2. Try selecting just verticies of the door that need to be scaled (probbably all the verticies except the bottom-most). Select the top verticies of the door and then do a modify/vertex/2d scale(selected button on), this will leave the bottom of the door in the same place. (Make sure that you hit the tab key until you get the exact scaleing you need.) You can also set the tape to the height that you need (from the bottom of the door) and scale till it hits the right height. Hope that helps, James
#7599From: alec jasonJan 10, 1992 3:39 PM
James, Thank you very much for your advice. Your method seems a bit more complicated than just placing the axis at the bottom of the door and then scaling from the top (I THINK that is what Yost Group Jack was trying to tell me). I have only briefly tested the axis method and I'll try yours. I am very grateful for your help. thank you. Alec Jason
#7617From: Yost GroupJan 11, 1992 11:24 AM
You're right, Alec, that's what I was "hinting" at. In fact, that's one of the main reasons there's a moveable axis. You can get a lot of strange effects using the Modify tools in both the 3D Editor and the 2D Shaper by first moving the global axis. – J
#7622From: alec jasonJan 11, 1992 1:01 PM
Yes, I have worked with the moveable axis method last night and it does work very well for 2D scaling from one It's probably just me but I have no idea why it works as the term "axis" would seem to relate only to a rotation function. But it does work and it saved me quite a bit of work Question: I have noted that a flic file I created was reduced by about 50% when I changed the walls (its the interior of a house) from blue wireframe to white matte. I was surprised that the file size would be reduced that much.Does the wireframe to solid change reduce the file size simply because the machine does not have to draw the otherwise hidden lines? Also: is the rendering time of a frame affected by the amount of objects in that particular frame? Example: If I have a scene with many objects, will the rendering time be different for a wide view and a close-up view (of just one object) ? Alec Jason
#7633From: Yost GroupJan 11, 1992 5:21 PM
Uh, have you read the documention? Axis is very clearly described. The flic was smaller when you made the walls solid because the wireframe walls caused more deltas than the plain, solid, surface. Plus, your matte material didn't have a highlight, and you probably weren't dithering the output. Both of those things contribute to very small delta updates. Rendering time is more affected by the number of pixels the objects are occupying, rather than the total number of objects (unless you've got a HUGE number of objects, or lots of transparent objects in front of each other). – G
#7643From: alec jasonJan 12, 1992 2:04 AM
Uh, yes I have read the documentation and I think it could be better. Uh. Alec Jason
#7645From: Yost GroupJan 12, 1992 10:29 AM
Uh, to quote from the description of Modify/Object../2D Scale on page 7-111, "With Modify/Object…/2D Scale you can scale one or more object(s) to and from the global or local axis. For detailed information on the difference between the two axes, see "The Local and Global Axes" on page 7-13." Pretty clear. Uh. – G
#7735From: alec jasonJan 14, 1992 2:55 AM
Well, here wer are flicking "UH" objects at each other. It is not what I want to do. I love 3DS and plan to do much with it in the future. I have become quite aware that you do not welcom my questions and comments. You appear to dislike me for reasons I don't understand. If I have offended you or your fine program in the past, I did not mean to do so. I thought one of the primary functions of this forum is to allow users to ask questions and get answers from you or your staff. It may be that you resent or otherwise find objectionable "dumb" questions. Some of my questions have been in that category. I did not know that this was not permitted — and I must say that it is difficult for a new user to know which questions will turn out to be the dumb ones until the answer comes. Several users have contacted me to ask "what's going on?" I've told them that I have no idea what started this. I really don't and again, I'd like to apologize for offending you if I have. I'd like to be able to communicate with you regarding 3DS but only on a friendly, professional basis. I'm here to learn and to help other users — not to squabble — and I think you share those goals. My feeling on this matter is that if you do provide assistance to users via this forum as a matter of policy, then I think you should be more professional in your response and please don't be so quick to take offense (particularly when none was intended.) If, as I now suspect, you are not providing assistance as a professional responsibilty but only as a courtesy to those whom you find worthy, then please state that and I will not contact you in the future. You need not respond to this; I'll get the message. Alec Jason
#7744From: Yost GroupJan 14, 1992 10:58 AM
Gee, I had no intent to upset you so much with my "uh's". I must be getting a littly touchy due to sleep deprivation. Sorry about that. This is nothing personal. You can probably tell that I've gotten a little curt with most people on the forum lately due to my workload with r2. I haven't had two days off in a row since early September, and my psyche is starting to wear a little thin. Feel free to ask any questions you want, and I promise to keep my "uh's" to myself. – G
#7781From: Ken Loss-CutlerJan 14, 1992 10:29 PM
My 2 cents (for what it's worth). I was really getting a kick out of your dialogue with Gary <g>. He merely pointed out that your question was answered in the manual. Dont' forget: he WROTE it <g>. And most of us have had the same thing happen. It's no big deal. Uh, whatta ya think? Ken Loss-Cutler
#7782From: alec jasonJan 15, 1992 12:01 AM
Hey Ken, are you trying to "UH" me? <G> I guess we've been entertainng a bunch of people from the non-forum reaction I've had over this stuff. My response wasn't about something being in the manual — it goes back further than that but its all over now. I want to get along with The Creator, the Apostles, and everyone else. I just hope to keep moving objects and keying frames. I do like this 3DS. Alec Jason
#7734From: Laurie SteeleJan 14, 1992 12:08 AM
-G, Okay, I've just gotta ask this question… What do you mean by "delta updates"? -L (SF Users group—You wanted me to ask this, so I did. So please quit calling me about it!! <:*)
#7740From: Craig Sharp [Mem TM]Jan 14, 1992 7:42 AM
Laurie: The difference between each screen in terms of the movement of colors between pixels is called the delta information. To make modifications of the screen contents, Animator tracks only those pixels that require a change. Thus, when ALL of them change as opposed to ONE of them changing, the amount of memory required to manage the task is obviously considerably different. Get a copy of 'Using Animator' for a bunch of other definitions. C#
#7745From: Laurie SteeleJan 14, 1992 11:27 AM
Craig, Got it! I have the book so I'll check it out in detail. Thanks. Laurie (SF Group: Got it? 😉 )