CompuServe Thread

3D Exchange Standard

1 messages in this thread
#11107From: GreG tsadilasMay 1, 1995 2:05 AM
>> 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. << Thats one reason I'm sure Tim. Another reason is to be able to work in several editors at the same time (ie: having Action & Stage editor's up at the same time for fine-tuning an animation sequence). The impression I also get is that the editors will be linked when running. I don't know if this means instant updating of object in the stage editor as you update the object in the detail editor, or what. That remains to be seen. This quasi standalone/plug-in approach would allow 3rd part developers to write standalone software though…software that can also hook into Imagine seemlesslessly. >> 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… << Haven't a clue. I would assume that until (and if) an indistry-wide standard 3D spec is developed you'll only be able to export static models. >> Do you think their texture playground will function like Steve Worley's FORGE, and save maps for use in other programs? << If it becomes a standalone app I would expect that it would. But I'm just guessing. >> Also I think their [Hash's] 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. << Geeze, do many people import DXF objects into A:M? I'd think not, only because their DXF import is not intuitive, and it creates a ton of splines (a knot at each vertex). Editing an imported DXF object can be more trouble than creating it from scratch in A:M. -GreG