#Wish List!
3 messages in this thread
Gary,
Sorry I'm late, but then I always was late with my homework!
I've been using 3DS3 since late last year and my previous 3D experience is only
with Plamation – which I did not get very far with since it is so S L O W !
(sorry Mr. Hash)
These are my observations as I work through the books and CD:
* The on-line help is week. I know that was another thread but I'd like more
anyway.
* The manuals are too terse and lack background information. Perhaps all that
is needed is another manual that concentrates on the science and technique of
3D graphics, as well as a really good, complete how-to manual for illustrating
principals and technique. This would include the simple stuff and lots of
outrageous, complicated, involved projects. It could offer projects tutorials
like TV/Movie Sci-Fi stuff (robots, space ships, cities, monsters) and real
world things like broadcast quality tutorials on Movie of the week, major
sports, and news flying logos. I'd like tutorials on real world stuff like
buildings, barns, stone houses, cars, plants and trees… things that the pros
do for the big money. I'd also like some example on using the World Creating
Tool kit. There should be some printed reference that has the CD ROM images in
it.
* The color sliders used all over 3DS are difficult to use. I like the color
box or color circle that many other graphics program have like CorelDraw or the
Macintosh color system. These styles make it a lot easier to get the exact
color desired fast and mush more accurately. For instance I find it quite
difficult to get a good brown using 3Ds's color sliders, but it's a real snap
using the color box in CorelDraw 4.
* Creating a bit map as a texture on an object is too hard! I'm trying to
create a photo realistic image of the interior a local movie palace, and
getting the bit maped murals lined up on the curved ceiling over the proscenium
is a trial by error process. This should be more straight forward. For instance
someone on the forum is working with sharks and created a grid to help align
(and distort) an image on to a curved surface. Something that unfolds a surface
so it will lie flat would be a big help. Also an interactive 2D morph routine
that would let the user stretch a bit map on to and around a flatted surface
(as I mentioned above) would greatly help.
* The modeler has a few weakness that could be strengthened. One area that I
want to see is NURBS (I said I used Playmation – This is the part I liked
best). Another is booleans with procedural geometry – I like to create some
geometry and slice and dice it up with booleans. The current implementation has
weaknesses with this – if the boolean operations were performed when the
geometry was still lines and arcs it would work better.
* I want to be able to use bit maps to help line up geometry, lights and
cameras in the 3D editor and keyframer. The current implementation uses too few
colors and is not useful for using captured video to match the action. It also
lays on the screen and can't be moved. I want to be able to lock the bit map in
position and have it move with the geometry. I also want to zoom the bit map
with the geometry as well. The 2d Shapper suffers from the same limitations and
needs the above new features as well.
* I might be wrong about this, but it seems to me that vertexes on a path
imported into the keyframmer from the shaper can't be moved individually in the
keyframer. The path's vertexes should be editable, at lest individually
movable. If I'm wrong about 3DS not already doing this please disregard this
one.
* I want cameras that will match the real camera movements in film/video. I've
got a project that will require precise camera matching with moving camera
video. This ability to do this was one of the reasons I bought 3DS in the first
place. I understand from a previous thread on the forum that 3DSr3's cameras
are not intended to precisely mimic real film/video movements. Sadly, I lost
out on that one. Although I'm not using it yet, motion control data in and out
would be nice too.
* All the IPAS stuff you've got should be in the next release.
* 3DS should take full advantage of the Pentium.
* Windows or OS/2 (or OS/3?) will win out over the other and 16 bit DOS will
DIE!! (I hope) 3DS should become a native application of a true 32 bit OS as
soon as the dust clears.
* IPAS routines should be able to be written with Borland and MicroSoft
compilers. Would supporting DLLs (DOS and Windows) work? I like Borland's DOS
DLLs in Borland Pascal. Would they work for you?
* Add an interface for dedicated display/rendering hardware. Perhaps the Matrox
Impression could be a model of hardware assisted rendering. Another possibility
is to use NewTek's rendering Screamer, or even another design.
-Andy
Andy,
<< comments and wishes.. >>
got 'em.
jonas[adesk]
The reason Borland and Microsoft compilers can't be used to write IPAS
routines is because they're not 32-bit compilers, and 3DS is a 32-bit program.
Any programs that run under 3DS, including ADI drivers and IPAS plug-ins, must
also be 32-bit programs or they and the system will crash horribly. You simply
cannot run a 32-bit program designed for 80386-or- greater protected mode or
flat memory mode under 8086 real mode or virtual 8086 emulation mode. Can't be
done. It's like the way an airplane can function as a ground vehicle (albeit
rather inefficiently), but a car cannot function as an air vehicle at all. The
Borland and Microsoft compilers are optimized for writing 16-bit apps designed
to run under DOS and/or Windows (note: Win3 is still a 16-bit environment,
despite having a few 32-bit features).
3DS is a 32-bit program, and the Phar Lap 386|DOS-Extender is a library that
interfaces 32-bit programs with 16-bit MS-DOS. To develop your own IPAS
routines, you'd need to get Phar Lap yourself, as well as a compiler that can
handle it and 32-bit flat memory models. Right now that's Watcom and Metaware,
and no others.
You mentioned doing booleans "while the geometry is still lines and arcs."
You mean from the Shaper? That's available now, in release 3. Check it out!
It's MUCH more reliable and efficient than the Editor's booleans, but not as
flexible. Still, between the Shaper and Lofter, you can do quite a bit with
it. For instance, you want bumps on a glass that appear eight times around the
circumfrence of the glass? Make the plain glass outline as usual for SurfRev,
then clone that polygon, add a circle or oval overlaying it, and Boolean Union
to make it part of the polygon. Now select the original polygon as the Shape
and bring it in to the Lofter and set up a SurfRev path with 16 levels around
the circumfrence. Copy the Shape to every other level, then go back to the
Shaper and select the Booleaned polygon as the new Shape, then back to the
Lofter and assign it to the remaining levels, and loft. Ta-daaaa! And you
don't even have to touch the 3D Editor's Boolean to do it!
On cameras, check out my wish for "Object Cameras." I think that will do
what you want.
Most of your other wishes I agree with wholeheartedly!