#My Uploads
8 messages in this thread
Ooops, I posted a reply to you in the wrong (requested) area — you might want
to check out where you originally posted (I don't even browse this particular
area).
Anyway, to continue my thoughts…
>Note that the mesh was not really built to be animated, requires YG's
SKIN.axp,
I downloaded your examples and looked at them. My principle interest is in
character creation, so MOUSE and KEYCAP weren't very interesting to me. I have
SKIN, and could see how you used it for the face, but bear with me for a minute
— whether you used it for the arms and legs or not, I could not attach them to
the torso no matter how I tried. Either the boolean failed, or it made the
objects "go away." This worried me — are the objects you create not
completely legitimate 3DS meshes (so that booleans fail). I've had similar
problems with other exported meshes (from non 3DS products). If it's a normals
problem, for example, I'm not interested in any modeler that doesn't export
properly (or requires me to select normals and flip them, or any other such
operation).
To me, the biggest drawback to the 3DS Deform/Fit approach is that you cannot
have multiple polygons along the path, so you need to loft parts separately.
This has meant in the past no way to smoothly join parts together (for legs,
arms, etc.) but with SMOOTH and BP this restriction is pretty well eliminated.
So now what becomes for me the biggest limitation in 3DS is the lack of some
kind of immediate response in the modeling feedback system — using D/F if you
want to make changes to your mesh you need to go back to the shaper, change
your original views, remake the object, go back, etc. What I'D like would be a
modeler that I could manipulate as I'm "watching" — incidentally, this is also
the same problem with MetaBalls.
You said:
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FWIW, here's my holy grail in a nutshell:
1) Besides the usual polygonal tools, you start with metaballs composed of
various geometric primitives, and…
2) Freeform quadric B-Splines or NURBS, with the capability to use the control
curves most any way imaginable to construct a mesh.
3) After using metaballs to rough-out a design, the implied isosurface can then
be converted to a quadric B-Spline or NURBS surface for detailing, including
the use of trim curves/surfaces.
4) Then, individual components can be Booleaned/Trimmed and filleted together,
OR converted to a polymesh for use with something like Bones Pro/Smooth.
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How close does this modeler come to your "holy grail?" Or, to put it another
way, just what advantage does this modeler have over Deform/Fit?
Hi Mike,
<< My principle interest is in character creation, so MOUSE and KEYCAP weren't
very interesting to me. >>
Well then, you miss the whole point. The *principles* used in the simple keycap
and mouse directly apply to some of the problems encountered in constructing
characters, and other more organic shapes. Both of those meshes have surfaces
constantly varying in all 3 dimensions. For example, how would you easily
create the keycap in 3DS ? Note the radiused corners and concave top.
<< I have SKIN, and could see how you used it for the face, but bear with me
for a minute — whether you used it for the arms and legs or not, >>
The entire model is skinned with Skin.axp. Mapping is designed to cover some
seams. For example, I *didn't have* to have the head as a seperate object, but
it is. The "choker" map hides the seam though. That was the point of that
example. Did you d/l the MESH ?
<< I could not attach them to the torso no matter how I tried. Either the
boolean failed, or it made the objects "go away." This worried me — are the
objects you create not completely legitimate 3DS meshes >>
First of all, the Boolean approach is not ideal if you want to attatch the
limbs. You need to construct the mesh with that in mind, and precisely weld
vert's together. Second, there is a simple "trick" explained in my book, which
is used to allow the exported lattices to be legitimate meshes FOR SKIN.AXP. If
the meshes weren't legitimate, they wouldn't import at all. WRT to your
"legitimate" train of thought, I guess you could say THIS TYPE OF EXPORT is
"more legitimate" than most, as the vertex ordering makes sense to Skin.axp.
There are several types of exports to 3DS as mentioned in the doc's. The female
mesh was intended to be re-skinned, the "trick" was used, and THAT causes the
problem you describe. For your application (NON-SKIN), you would export
differently. For example, in the MOUSE mesh upload, note the cuts for the mouse
buttons. These were trim curves in R3D, which were exported with the mouse,
extruded, capped, and used as Boolean operators in 3DS with no tessellation
required.
<< What I'D like would be a modeler that I could manipulate as I'm "watching"
— incidentally, this is also the same problem with MetaBalls. >>
Well, this is it. And this equally supports both types of modeling approaches:
KNOWING WHAT YOU'RE DOING up-front, designing with control curves (contour
lines), or starting with a rough "blank" mesh, and using the TON of deformation
tools to mold your mesh. I've never seen a program with so many types of
deformation tools.
<< How close does this modeler come to your "holy grail?" Or, to put it
another way, just what advantage does this modeler have over Deform/Fit? >>
I apologize in advance if this makes me sound like a smart-a**, but if you have
downloaded and READ all the doc's I posted, and you can't answer that question
yourself…..then you will likely have a problem using this or any other
powerful spline modeler. Of course, that's where the book comes in <g>. There
is no modeler on earth that explicity fits my holy grail definition. I am
kinda' hoping Gary might create one though, in R5. R3D 4.xx might be close.
Functionally, this is a very good modeler for most anything.
Regards,
BILL
>I apologize in advance if this makes me sound like a smart-a**, but if you
have >downloaded and READ all the doc's I posted, and you can't answer that
question >yourself…..then you will likely have a problem using this or any
other powerful >spline modeler. Of course, that's where the book comes in <g>.
No problemo — I was reading (and writing) those messages after having gotten
about ten hours of sleep in four days (ain't vacations wonderful?!! I now need
a vacation to rest up from my vacation). I've had more sleep, and now realize
I should have downloaded your image/docs rather than just the meshes
themselves.
I also want you to know, Bill, that I have the greatest possible respect for
you and your work — this whole thing becomes very exciting knowing that YOU
think it's good (I've kept just about ALL your messages from this forum). I
apologize if none of this came through in my original posts.
And I will download the other file and read the docs, but forgive me if I ask
again: just what time frame are we looking at, and can you give me even a
ballpark idea on pricing? I mean, if we are looking at waiting until R5 time
and/or pricing that puts it out of my league, I guess I shouldn't worry about
this. On the other hand, if we are talking soon and reasonable, then I want to
get in line now.
Hi Mike,
No problem, and thanks for the kind words.
<< just what time frame are we looking at, and can you give me even a ballpark
idea on pricing? >>
Mike that info is in the doc's, and I'm not going to be able to mention pricing
again on this forum. There is a version available right now, and it's priced
similar to current IPAS routines. Please see the Readme.1st file in the doc's
package, and then contact Adam Godfrey @ CIS 73544,3103. As I said, it's not
perfect, but it offers the most power & flexibility of any alternative modeler
out there today.
Regards,
BILL
Thanks, Bill. I've sent a message to Godfrey. While I understand your
sensitivity about forum etiquette, I think that any discussion about modeling
solutions for 3DS should be welcomed by the Asoft people here. After all, none
of us are looking for alternatives to 3DS — only programs which make the use
even better. I do understand the line crossed by IPAS vs. Standalone products,
particularly those that might be designed to compete with 3DS, but if we're
going to buy both, why should they mind?
I've posted a couple of questions to you that I hope you'll at least take the
time to read. See, you might regret asking for feedback.
And PLEASE tell me I'm not getting another ##$!%@ dongle (a deal breaker?)!
<< While I understand your sensitivity about forum etiquette, I think that any
discussion about modeling solutions for 3DS should be welcomed by the Asoft
people here. After all, none of us are looking for alternatives to 3DS — only
programs which make the use even better. I do understand the line crossed by
IPAS vs. Standalone products, particularly those that might be designed to
compete with 3DS, but if we're going to buy both, why should they mind? >>
I agree. It's just that this is not my forum nor R3D's forum, and I don't want
to Pi** anybody off. I don't see it at all as competitive, but complementary.
But I don't know how the powers at be feel about it. So, if people ask me a
question, I'll try to answer it as tactfully and honestly as possible…..until
somebody tells me to shut up. But, there are a TON of answers to be derived
from my uploads.
BILL
Amazing B-Spline Modeler indeed! That's an amazing woman you got there!
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<< Amazing B-Spline Modeler indeed! That's an amazing woman you got there! >>
Gee, …thanks Lee (I guess ???) <g>
BILL