#My Uploads
7 messages in this thread
Howdy,
I'm just curious about this. While there have been a number of responses and a
slew of downloads re: the Spline Modeler mentioned in this thread, I expected a
*whole* lot more. A great deal of people have begged for a 3DS-compatible
Spline Modeler for a long time, and this is it…and a very good one. I've also
noticed that *most* of the people who have posted messages here in the past on
this subject *haven't* responded. So, this is puzzling.
I would be interested to learn why this is so, publicly or privately. PLEASE
RESPOND IN TAKE 5 section.
Thanks for your time,
BILL
M.G.,
As one who is interested in ANY modeler for 3DS (and perhaps one of those
"vocal" people you might be referring to) let me just say I've been out of town
for a week and just got back. I'm going through the hundreds of forum messages
just now (probably will take me all night to digest everything) and I will say
that your post was the most exciting thing I've come across so far. I'm going
to dl your posted files as soon as I read the rest of the forum messages, and I
do have a LOT to ask you about at that time (I'm particularly interested on
details about the timing/availability of your book and the modeler).
One thing I can say (just based on what I've read): having someone write about
how to USE a modeler is the missing piece that you at least seem to be
addressing. I think there are a lot of potentially very good modeling
solutions, but without the guidence as to how they are to be used they leave a
lot to be desired (case in point — MetaReyes). It's as if you bought a very
complicated bench saw but no books on using it existed. You'd probably cut
your hand off before you figured out anything useful (I guess there ARE
advantages to a virtual environment!).
<< (I'm particularly interested on details about the timing/availability of
your book and the modeler). >>
Please E-Mail Adam Godfrey @ CIS 73544,3103.
<< One thing I can say (just based on what I've read): having someone write
about how to USE a modeler is the missing piece that you at least seem to be
addressing. >>
I agree, there are no books entirely dedicated to this subject. There's some
very fine information in the NRP books, Michele B's books, etc….but I've
never seen a book dedicated to modeling, especially spline modeling.
I'd like to write books on several modeling systems that I know about,
including 3DS. They could probably make some money. Then again, these days I'm
not motivated by money, and if I EVER finish this book, I probably won't feel
like doing another <g>. It's tough & tedious.
BILL
Bill, Like I said before, your model was nice. But I have to say I _hate_ the
interface screen of Real 3D. It looks way too cluttered. There are about 100
buttons in about 10 different floating palettes. Please tell me this is better
than it looks.
DM
David,
<< Bill, Like I said before, your model was nice. But I have to say I _hate_
the interface screen of Real 3D. It looks way too cluttered. There are about
100 buttons in about 10 different floating palettes. Please tell me this is
better than it looks. >>
I agree, it *looks* terrible. But it *works* well. That interface was designed
by me, for me. You can design your own anyway that you like. I can't get into
this now, but for me it works. It is deceptive to look at, as it probably
doesn't work like you think. I believe John Stetzer has been using it some
recently. He might comment. He might hate it too <g> John ?
BILL
David,
Hmmm. I gave you a lousy answer. I'm just spread real thin with this book
project, etc..
Anyway, You have complete control over every tool's icon….size, shape,
color/no color, what's "printed" on it, how they're grouped, where they go,
etc.. Or whether they're there at all. Personally, I've always had mixed
feelings regarding fixed interfaces vs configurable floating interfaces. There
are strengths & weaknesses with both. Personally, I want as much screen
real-estate as possible for viewports, I don't like long complex pull-downs,
and I like to touch the keyboard as little as possible. Windows or Motif-style
interfaces are nice, but managing all the windows to prevent intrusion over the
workspace can be a problem, too. So, I want a one-click method readily
available on-screen, but I don't want to interfere with viewport space.
When you create banks of icons, even when they're much larger and no matter how
they're labeled, it doesn't help me much 'cause I'm about blind <g>. Believe it
or not, all those little buttons you see are just a *fraction* of the program's
tools & functions. So, in consideration of all of the above, I created the
banks with tiny buttons to conserve space. But, I left the bank window's title
bar toggled on. When you run the cursor over a button, it's text description is
displayed in the title bar. So, I just quickly run the mouse across the buttons
in a bank, and observe the readable text in the title bar, 'til I get what I'm
looking for. With me, this has proven to be faster than navigating the
extensive pull-down menus, and minimizes me having to re-orient my body to get
at the keyboard to use hot keys.
The icons at the bottom pop-up full-screen viewports and other modal windows
for color, camera control, rotational controls, etc.. The other buttons are
custom. You can create combinations or brand new programming language functions
and assign them to a button of your design, if you feel so inclined. So, those
are a few I'm working on getting implemented.
You can also save interface designs, and load in as necessary for a specific
task, if you like. So, this is what I've found that works best for me for
modeling. Believe it or not, it took a long time to design that monster. I
should have known some people would hate the way it *looks*….but, you haven't
used it. If you still hate it, change it most anyway you want. Create your own
from scratch. Create a bunch of different ones for specialized situations. What
else can you ask for ? Maybe John can take it from here. At least , this is a
little better answer I hope.
Regards,
BILL
>>Please tell me this is better than it looks.
It actually does work out fairly well, in spite of all the myriad buttons;
better than you'd first expect. Once the association is made in each set of
buttons (what each set's function is), it's fairly easy to drift the pointer
across the buttons and stop when you see the text description of the button
your pointer is over.
One thing of note as Bill said, the interface of Real3D is highly configurably.
When I was working on the spaceship, I found myself working primarily in one
view, and just using the freeform creations and modifications buttons; I saved
a screen setup of just one window, those buttons, and the select window (which
shows your objects and levels). Took less than a minute to set up, and I used
it to finish the ship.
from Bill's message…
>>He might hate it too <g> John ?
No; the complaints I have on it are more windows related, and occur in my
custom interfaces as well (though mine aren't nearly so custom :^). I've been
surprised at the amount of switching 'twixt various setups I've ended up doing.
John Stetzer
JWS