#3D Exchange Standard
5 messages in this thread
All,
There seems to be a growing consensus that a standard system
of file exchange is needed for 3D applications. 3D
artists/designers/animators/developers are becoming increasing
frustrated by the difficulties moving files around to different
applications.
There's an excellent article in the April issue of CGW called
“Untamed Animation'' which nicely encapsulates this.
USER BENEFITS
From a users standpoint, a critical benefit to a 3D standard
is that it would allow you to use the best tool for each job in your
work, whether it be a spline modeler, 3D paint system, rendering
engine, and easily transport the files from one to another. And it
would speed up the availability of new tools, because 3D vendors
would no longer have to waste time duplicating the entire
architecture of a 3D program, and instead be able to focus on one
specific element. And perhaps best of all, it could mean LOWER
PRICES(!!), because developers would be able to spread their products
among a wider user base. (3DS users upset with the rising cost of
IPAS's take note.)
DEVELOPER BENEFITS
From a developers standpoint, it would mean that only one
version of a product would be necessary to develop and support for
the entire 3D market. This in turn would speed up the pace of new
offerings for 3D users. For example, If Crestline (my company) only
had to produce one model/animation format, the time we spend now
porting and supporting our models for 3 different file formats (LW,
3DS, IM) could all be dedicated to NEW projects, dramatically
speeding up the pace of our development, and availability of new tools
to virtually ALL 3D users.
I frequently get calls from TrueSpace users, MAC users with
StrataStudioPro or Inifini-D, and Topaz users asking if they can use
our software, Humanoid and KineModelz. And I usually have to tell
them that we can't offer the models in other formats they can use,
because there's no standard system for hierarchies, morph targets,
bones, etc. Crestline would love to be able to provide all these
users with models native to their programs, but the reality is that
there just aren't enough hours in the day to manage this. A smarter
standard of file exchange would make these problems obsolete, and
open our products for use by virtually any 3D program.
One of my biggest beefs with the PLUG-IN concept being
promoted by Autodesk and New Tek right now is that it CLOSES
applications off from more 3D users than it OPENS them to. I'm sure
users of programs like Imagine, TrueSpace, Topaz, and LW would love
to have access to 3D Paint programs, metaball modelers, optimization
routines, and other IPAS's. But they can't right now because they're
all plugged into 3D Studio, and thus unusable by others. If these
applications were developed as standalones with a standard system of
file exchange, they could be employed by a much wider 3D user base,
making their developers alot more dough, and many users alot more
happy in the process.
DXF
DXF has become the de facto standard for 3D objects today.
This may have been a suitable standard for CAD applications, but for
3D rendering, animation, and effects, many consider it to be woefully
inadequate, not least because its so cumbersome in size, but also
because it lacks support for textures, grouping, hierarchical links,
pivot points, motion, and other necessities of 3D scenes like
lighting, cameras and FX.
KEYSTONE AND QUICKDRAW 3D
It appears that Apple and SGI have come up with their own
approach to this problem in the form of QuickDraw 3D and Keystone
respectively, two new standards which are being worked out to allow
easy translation of entire 3D scenes from one application to another.
Their goal is to make 3D clip art as ubiquitous as 2D image formats
like TARGA are now.
My suspicion is that QuickDraw will focus more on static
scenes, for publishing since MAC is such a strong niche for that
industry. But I don't know enough about either QuickDraw or Keystone
to assess their true benefits to most 3D artists and animators.
OPENGL
Right now for the PC, it appears that the best hope for
standards will be in MicroSoft's support for OpenGL (which comes from
the SGI), or some kind of API like Reality Lab as a common ground for
interface design. Again, I don't fully understand how these
technologies bear on the issue of interoperability, and file exchange
and I'd welcome comments from others who know more.
QUESTIONS
I'm not an expert on these things by any stretch, so I'd like
to hear others' views on all aspects these issues. In addition, I
have a few specific questions of my own.
Will OpenGL solve these problems for the PC? If so, how? What
is OpenGL, and how does it work? Does OpenGL include a 3D file
standard, or is it geared more toward interface design?
Could QuickDraw or Keystone be adopted by the PC, and if so
how effective would it be as a 3D standard?
Are other users as frustrated as I am by the difficulty in
importing and exporting files from one 3D program or another?
Who should be the one to decide the 3D standards? Users,
developers or companies like Microsoft, MAC and Silicon Graphics? Are
average 3D users opinions on these issues important? (I certainly
think they are, but I wonder if companies like MicrosSoft, who are
calling the shots, would agree.) In other words, should standards be
set from the top-down or bottom-up?
Can the PC stay competitive with MAC and SGI 3D, if they adopt
such standards and PC users/devs do not?
-Tim
I agree with your thoughts and frustrations regarding non-standard
file-formats, and the increasing plug-in mentality. I've been
pestering Impulse to add plug-in support for Imagine for some time
now, but have decided that I was wrong in requesting it. Actually,
it was Mike Halvorson of Impulse who eluded to how they plan to
structure WinImagine, that made me change my mind. Basically they
are looking at the stand-alone editor approach…having seperate
editors that can be purchased seperately depending on one's needs.
They would operate by themseleves, or work in tandem. It's not a
universal format, but at least it's a step in the right
direction…away from constrictive plug-ins.
>> [Impulse is] looking at the stand-alone editor approach…having
seperate editors that can be purchased seperately depending on one's
needs. They would operate by themseleves, or work in tandem. It's
not a universal format, but at least it's a step in the right
direction…away from constrictive plug-ins. <<
Greg,
Thanks for the reply. I guess by pulling the different modules
apart Impulse hopes to attract a larger user base to the individual
parts, rather than the whole. But I wonder what sort of file exchange
they intend to use for things like animation, states, particle FX,
textures, etc. DXF is adequate for static model transfer, but… Do
you think their texture playground will function like Steve Worley's
FORGE, and save maps for use in other programs? What if Impulse
added an IPAS converter, so 3DS IPAS's could be used with Imagine,
(or any other program for that matter)? Is there anything in
Autodesks's 3rd party policies that would prohibit this?
Hash's Animation Master is broken up into separate modules,
although they cannot be purchased separately. And in their newest
release they're going in the opposite direction, unifying the
different modules back into a single interface. This, and the fact
that they're planning to eliminate DXF Import would seem to
contradict an OPEN philosophy, but they are also beefing up there DXF
EXPORT and adding support for other formats such as RIB, OBJ, and
QUICKDRAW.
They are one of the first companies I know of on the PC that
is falling in line with the new QuickDraw standard. But this makes
sense since Hash offers a version of AM for the PowerMAC (Quickdraw
will soon be offered as standard equipment for this platform) and
their main focus is on splines. As I understand it, Quickdraw will
apparently act as sort of 3D SPLINE CLIP ART standard not too
different than structured 2D graphics used in DTP today,
Hash has also talked about adding motion support to DXF
format?! I don't know how this would be possible, except to save
every frame or `instance' of deforming geometry as a separate DXF
model, or as a new layer in a DXF model file. But this seems like it
would be very cumbersome indeed. And so far I don't think they've
eloaborated any further on their intentions. But I'll check into it.
Also I think their elimination of support for DXF Import isn't
so wise. This means that ALL their models will have to be created
from scratch, or provided by Hash in their native spline format. I
don't know anyone who makes a translator that converts other objects
to Hash's spline format. Perhaps they'll be adding RIB, OBJ and
Quickdraw IMPORT as well. But this would certainly seem to limit the
resources their PC users can draw on, at least in the short term.
-Tim
>> My suspicion is that QuickDraw will focus more on static scenes, for
>> publishing since MAC is such a strong niche for that industry. But I
>> don't know enough about either QuickDraw or Keystone to assess their
>> true benefits to most 3D artists and animators. OPENGL Right now for
>> the PC, it appears that the best hope for standards will be in
>> MicroSoft's support for OpenGL (which comes from the SGI), or some
>> kind of API like Reality Lab as a common ground for interface design.
>> Again, I don't fully understand how these technologies bear on the
>> issue of interoperability, and file exchange and I'd welcome comments
>> from others who know more
As far as I have seen, these API's are not for compatable models, but designed
to produce real time rendering on the fly. In other words the problems with
different formats for modeling will still exist, but the rendering for games
and enginering demos will closer exibit "true" 3D because nothing will be
prerendered.
>> As far as I have seen, these API's are not for compatible models, but
designed to produce real time rendering on the fly. In other words the problems
with different formats for modeling will still exist, but the rendering for
games and engineering demos will closer exhibit "true" 3D because nothing will
be prerendered. <<
Alan,
Thanks for the reply. Again, I'm no expert but I think the four new
standards I mentioned, QuickDraw, OpenGL, Reality Lab, and Keystone are all
somewhat different.
I'm fairly sure that Quickdraw contains an object/scene exchange
standard, and perhaps other features as well, and I think OpenGL contains some
exchange capabilities along these lines as well.
The Reality Lab API is certainly designed mainly for realtime
rendering, but I believe it also includes specs for model files (XOF), and
features which would help to standard interfaces as well,… for those who
chose to support it.
Keystone I know little about, but my understanding is that it's being
developed to solve the problems of file transfer between different SGI
applications, and will function as sort of a mega-translator. One of the things
I believe the Keystone designers are most interested in is designing a standard
that's open enough to adapt to future improvements in 3D technology. This
sounds like a challenging prospect. I think they also want Keystone to function
as a standard VR interface for Internet users, and I must admit that this
concept totally goes over my head.
-Tim