CompuServe Thread

#3D Exchange Standard

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#11005From: Tim Wilson [Crestline]Apr 28, 1995 8:32 PM
#3D Exchange Standard — declared parent_msg_num=(none), resolved parent_id points to #(none)
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
#11009From: GreG tsadilasApr 28, 1995 9:55 PM
#11005-#3D Exchange Standard — declared parent_msg_num=11005, resolved parent_id points to #11005
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.
#11093From: Tim Wilson [Crestline]Apr 30, 1995 4:30 PM
#11009-3D Exchange Standard — declared parent_msg_num=11009, resolved parent_id points to #11009
>> [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
#11060From: Alan RidgewayApr 29, 1995 10:26 PM
#11005-#3D Exchange Standard — declared parent_msg_num=11005, resolved parent_id points to #11005
>> 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.
#11092From: Tim Wilson [Crestline]Apr 30, 1995 4:30 PM
#11060-3D Exchange Standard — declared parent_msg_num=11060, resolved parent_id points to #11060
>> 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