CompuServe Thread

#EXPENSIVE 3D

14 messages in this thread
#17089From: Jonathan BlackwellJun 12, 1992 6:49 PM
There was a special on NBC the other night about the Toaster and a new show "Babylon 5" will air this fall using the Toaster for it's animations! Unsolved mysteries uses the Toaster to do it's special effects and a local TV station uses LightWave for all of it's weather stuff (chroma key) and it's animated logos (LW).. LightWave 3D was considered the best animation package in Video Review – comparable to a Quantel and Paintbox systems.
#17109From: Yost GroupJun 13, 1992 12:41 AM
Note that the Toaster's Lightwave isn't the only 3D system that Ron Thornton is using for Babylon 5. 3D Studio will be in the mix, too. There sure is alot of hype about that pilot (note that it's a pilot, and hasn't been picked up as a series yet).
#17183From: SyndesisJun 15, 1992 9:15 AM
That's right, 3D Studio is in the mix. One thing that helps of course is my company's licensing of code that loads 3D Studio objects into the Toaster. (I know you know that, but we're all here to promote, right? 🙂 The other day, when someone on Babylon V wanted to get some LightWave objects back into 3D Studio, I didn't have a solution. I looked at the new ASCII format for v2, and in a few minutes whipped up something that could move the geometry back into 3DS. Problem solved… sorta. A few questions about the ASCII format. Why didn't you include materials? They're in the .3DS files. (Did you want it to be really useful like DXF, and not carry any surface info? 🙂 ) To be useful, I'd need to create a separate binary surface file, no? Second, where is the format documented? What was the general rationale behind the creation of this ASCII format? Why did customers want an ASCII format?
#17186From: Yost GroupJun 15, 1992 10:11 AM
Hi John, Good questions… We developed the 3DS ascii format for graphics hackers who wanted to procedurally create objects externally (via BASIC, a text editor, or whatever). As you saw, it's a very straightforward way of getting data into the system without having to deal with an complex binary format. Although we didn't include the actual material "chunk", we _did_ include the material name, and if that material is in the current 3DS.MLI materials library, the ascii data will pick it up correctly. (We didn't include the material chunk itself because it was too complex to logically break it down into ascii within the timeframe.) Regarding documentation for this file type… it's basically self-documenting. Since it doesn't include animation data, it's extremely simple (I'm sure it took you about 5 minutes to figure it out.) Regarding "what customers wanted an ascii format"… 3DSr1 wrote out ascii files, but didn't read them, and this tweaked a lot of folks interest in the format. We got many letters that people wanted a simple ascii way of getting raw data in and out of the system. Finally, for you "serious" file format dudes, we're almost done with the official .3ds file format specification, including a set of C libraries to enable file writing with _every_ piece of data, including animation. I should try to get you that kit asap. – G
#17210From: Jerry IsdaleJun 15, 1992 3:00 PM
G- I'd be interested in seeing docs on & code on the .3ds file format! I am 'leading' a development effort over in ComArt forum to build a homebrew VR system. One thing that would really help is allowing people to build objects in a real modeling system and import them into our World Editor/World Player system (WE/WP). The development is slow going, esp since all involved are volunteers who generally have to make money or go to school elsewhere. Dont think it will compete with the ADesk VR system (i&w) it gets released. Might give some folks a low end way to get involved, then they move up to a real system <g>. Right now we have a rather decent 3D rendering system w/interface to PowerGlove and Sega Glasses. Jerry Isdale
#17220From: Yost GroupJun 15, 1992 5:31 PM
Jerry, You should try to contact Chris Allis at Autodesk Multimedia regarding getting the 3ds file format for your VR system. His previous experience is with the Cyberspace group and currently he's working with Multimedia folks on third-party developer relations. – G
#17228From: SyndesisJun 15, 1992 6:52 PM
I've sent FAXes to Sergneri and then again to Blaha asking to assist testing of the 3DS libraries. I know Autodesk has been good about writing code that considers portability between Intel and Motorola processors, and I'd like to test this on the 68000 family. So far, they haven't called back, but then again, I haven't been persistent enough. 🙂 Thanks for the explanation of the file format. Wavefront files are similar in that they often name a material, yet the materials library is in a separate file. Our Wavefront conversion routines both read and write geometry and materials. Do you hear many requests for conversion tools?
#17236From: Yost GroupJun 15, 1992 7:26 PM
I'll see what I can do to assist you from my end. We _do_ get quite alot of conversion requests. The biggest one these days is from Topas users who are switching to 3DS — they want to get their models across. Do you have anything planned in that area? – G
#17263From: SyndesisJun 16, 1992 9:13 AM
Yes, we do. They have documented a format called .AMF for Topas. We haven't had many requests for it from Amigaphiles, but if/when we port all this to the PC, it'll be there. What are some of the other formats they ask for? Where do you send the requests?
#17266From: Yost GroupJun 16, 1992 9:47 AM
The requests for these kinds of conversions generally go through the product management folks at Adesk, but I occassionally get email about it. The Wavefront .obj format has been requested frequently and the Digital Arts format likewise. Haven't had any requests from Mac users to get their Mac models over yet… must be because there is no decent modeler on the Mac. – G
#17293From: Grahame NaylorJun 16, 1992 1:37 PM
Gary I already have routines to transfer TOPAS .amf files to 3DSR2 .asc format they are currently "user friendly as a cornered rat" but if there is some interest I could them tidy them up a bit. The geometry is easy but going any further than that will mean going binary because the TOPAS texture mapping info is carried in the .amf file polygon by polygon(!) and figuring how to translate that for 3DSR2 is surely a non-trivial task <g> (I know don't call me Shirley) – Grahame
#17325From: Yost GroupJun 16, 1992 7:18 PM
Grahame, I'd be interested in getting a copy of this so I could give it out to people who've been asking for _something_. What we really need is a binary translator that handles materials and texture coordinates, but what you've got will go a long way. How about uploading it to DL9? – G
#17341From: Ken Loss-CutlerJun 16, 1992 11:53 PM
Grahame: We, too, are interested in any Topas to 3DSr2 conversion that will carry the linking intact. "User Friendly" may not be so important, either. The routine would not be used THAT frequently <g>. Shirley, you can find a way to get it to us now <g>. Ken Loss-Cutler
#17121From: sherwood egbertJun 13, 1992 12:13 PM
i'm sorry to here that. maybe next time they will think twice. sherwood