3D Exchange Standard
1 messages in this thread
***I'm uploading this first message again because the parts on DXF, QUICKDRAW
and KEYSTONE seem to have gotten munched on my earlier attempt. :(***
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