CompuServe Thread

#Beveled Text

34 messages in this thread
#106424From: Jason WelshonseJun 8, 1994 12:02 AM
Help!!!! I can't seem to find an EASY way to bevel text. Every time I try to use the Deform/Bevel functions, I get a error message saying something to the effect that I have an invalid beveled shape. I think I've tried just about everything I can think of other than to scale down the text, rearrange a bunch of vertices, then loft them on different levels. Any help would be greatly appreciated. JW
#106431From: Tyler ColwellJun 8, 1994 12:52 AM
Jason, every time I have gotten that error message it has been becasue I had too much bevelling set in the bevel deform grid. Try it with a minimal amount of bevelling and see if the error goes away. If it does, you can work your way out from there. Good Luck! -TC
#106792From: Jason WelshonseJun 9, 1994 10:21 PM
If I lessen the bevel to a point where it won't give me any error messages, I get a bevel that's too small to see. Thanks, anyways. JW
#106508From: M. G. BATCHELORJun 8, 1994 12:30 PM
Actually, you'd probably be better off with the latter. Use OUTLINE in the Shaper instead of scaling up/down – then loft using the multiple shapes. BILL
#106793From: Jason WelshonseJun 9, 1994 10:21 PM
Thanks for the quick reply. Using outline in the shaper seems to be giving me the bevel that I need, but when I render, the smoothing groups that are automatically assigned to my mesh makes it look like I have a curve instead of a sharp edge. Is there an angle where the lofter will not make intersecting faces smooth together? Or maybe a way to change the groups after the fact. JW
#106801From: Yost GroupJun 9, 1994 11:17 PM
You can apply smoothing after you loft the object by using the Surface/ Smoothing/Object/Auto Smooth command. You might have to experiment with the angle a bit. – Jack
#106807From: M. G. BATCHELORJun 9, 1994 11:57 PM
You're welcome. I see others have you covered on your questions. BILL
#107085From: david W. mennenohJun 11, 1994 9:32 AM
Jason, When you loft your object turn off smooth length in the make object dialog box. That will fix your problem. Jacks idea will work fine also – just you'll have to go through an extra step. Dave Mennenoh
#107278From: Jason WelshonseJun 12, 1994 3:22 PM
Thanks, Dave. Turning off smoothing on length worked perfectly! JW
#106552From: david W. mennenohJun 8, 1994 7:02 PM
Jason, Bills reply is right on. The best (and only really) way to do beveled text is to use outline in the shaper. You will need to do some manual vertex tweaking but it is straight forward and fast to do. Dave Mennenoh
#106601From: Martin EnthedJun 9, 1994 12:42 AM
<<The best (and only really) way to do beveled text is to use outline in the shaper.>> There is another way of doing it. If you use a shapestep set to 0, the 3D Lofter isn't twisting the splines. The only thing is that you have to refine the shape yourself to the smothness you prefer by hand, using Segment/refine in the 2D Shaper. The 3D Lofter can still move the vertices on the wrong side of eachother making it an invalid shape. That mostly happens if you put vertices too close to a corner. -M.E
#106667From: Scott KildallJun 9, 1994 10:49 AM
Hi David, "The best (and only really) way to do beveled text is to use outline in the shaper." Or, you could use MacroModel to lay it out and bevel it in a snap. Choose the resolution you'd like for the model, export as DXF and poof! that's it! It's a good companion tool to 3D Studio… they work well together. Blatantly tooting horn, and beggin' your collective indulgences, John Dowdell Macromedia Tech Support
#106755From: david W. mennenohJun 9, 1994 6:55 PM
Thanks for the tip – but I could never justify buying MacroModel to bevel text when I can do it in 3DS in a very short amount of time. It's really pretty simple, and 3DS is such a great modeler MM couldn't touch it. Especially with IPAS3 – maybe before though. I have seen some cool models done with it but nothing 3DS couldn't do. Anyway, see ya. Dave Mennenoh
#106790From: John K. JordanJun 9, 1994 10:19 PM
>>use MacroModel for beveled text… John D, Macromedia, I'll have to agree with you – I've been making most my beveled text with MacroModel (5/28/93 version). I don't think I'd buy it just for that ($$$), but since I already have it… As I'm sure you are aware, it is slower than molasses. Also, I find the user interface difficult to manage viewpoints, but for text this is not a problem. Without question a fantastically quick way to create beveled text objects for 3DS. (That is, if you happen to have a second computer handy to run Windows/MacroMedia, networked to the 3DS computer – otherwise it's a real pain to switch) A couple of questions for you. Why is it required to turn off Adobe Type Manager to use TrueType fonts? I use both and it is frustrating to have to disable ATM and restart Windows just to get to the rest of my fonts. Also, I have created letters, notably the lower case 's', which are incompletely formed on the back (missing faces). The front side was perfect. Any clues? I have a suggestion – to make something really valuable to 3DS users, take your font beveling algorithm and create an IPAS PXP plug-in for 3DS. For text, your beveling method works so much better than the 3DS Bevel, and can produce better results more quickly than the outline/loft technique. Add the ability to use both TT and Type1 fonts, price it reasonably, and you'll probably sell thousands. JKJ
#106833From: John N. JordanJun 10, 1994 1:30 AM
I second your Text IPAS suggestion. Good idea, but that's not a suprise, you've got a great name.. <g> I'd buy one (if the price was right.) J_N_J (the younger one.. <BG>)
#107329From: Scott KildallJun 12, 1994 11:40 PM
I agree with you… it would be cool to be able to use both Type 1 and TrueType fonts simultaneously. Unfortunately, this doesn't happen, and I don't know the techy reason why. If it's any consolation, though, it's the same thing on the Mac! <g> Re the missing back: Hmm… was this after DXF export, or in MacroModel? If the latter, then which font, and is it reproducible? I have not received calls on this, and would want to investigate. I'm also concerned about your comment on redraw speed. John Tissavary and I were discussing this two weeks back in the Multimedia Forum, after he had seen a demo at a dealer's. In my own experience it's been quite zippy on a number of machines. There's a couple of things to check… considering the calibre of your contributions here I'm sure a lot of this will be old hat to you, but just in case: — Model complexity: Probably the most important, as well as the most unusual. All models are naturally stored as splines, but displayed during work as polys. The sampling rate for display is independent of actual model resolution. Cranking the display down low and turning off surface normals will (in my experience) give gratifying responsiveness. Although displayed as polys, it's still editable as Beziers in the world. DXF export is still resolution-independent, too. — Scene complexity: The usual about hiding objects. One twist: you can model in multiple files at once, as 2D and 3D geometry can be copied from doc to doc. Scale, position, and orientation are preserved. Copying the same 2D floorplan into multiple docs cuts need for redraw… unusual technique, but effective. — Lighting complexity: Although very useful for interactive light and shadow studies, this would be irrelevant for 3D Studio work. Single lights go faster. — System complexity: The 8-bit internal renderer is noticeably quicker than the 24-bit DLL. Keeping the monitor at 8-bit is twice as fast on my system. Networked Windows will be slower than passive machines. And, well, you know about Windows setup <g>… Windows memory and configuration introduce great variables. That last point bears elaboration… Windows does slow things down. Comparable Macs interact noticeably faster, although PC rendering blows the doors off Macs. With a PowerPC redraws are near-instantaneous, but there's no ability to render there yet… we'll need to work on that. Thanks for the tip on the PXP option, John… will pass that along to the engineers, as I'm sure they'll be interested. If I can be of help, please GO MACROM, where I hang out daily. Appreciate your thoughts… thanks!
#107751From: David M. TaffetJun 14, 1994 10:49 PM
PMJI – This is one function in 3DS that I think works poorly. It's not clear to me why, either. Several programs, including Macromodel can bevel text without erroring out. That ought to be fixed, right in 3DS, so the illegal loops are nipped off and adjusted for, allowing you to get a good bevel. Since I hold this opinion, I'd be loath to spend more on an IPAS that could do it correctly. David my-not-so-humble-opinion Taffet (Having just been thinking about this issue in the last couple of weeks…Like, why, when you make an outline in the Shaper, are the original objects distorted a little? I always have to save a copy of the original and replace the ones I generated outlines from, in addition to the manual tweaking to get the curvatures organic again…)
#107770From: M. G. BATCHELORJun 15, 1994 12:08 AM
David, There was a thread recently on this subject you may look for. I've never done a great deal of text objects in 3DS, but when I have, lofting beveled objects from outlined shapes has always worked well for me. You may need to handle the shapes considering possible outline distortion and/or refine them manually. In many cases, in order to outline a defined shape AND maintain a constant displacement – the outline shape would HAVE to be distorted. FWIW, many other programs on this platform have struggled with an automated "no-problems" bevel routine for a long time….some eventually got better. It's really not that easy to do, I don't imagine (not being a programmer). BILL
#108053From: David M. TaffetJun 16, 1994 7:22 AM
It's not a distortion of the outline that I expressed dissatisfaction with, it's distortion of the original polygon. I'm not a programmer either, but it seems to me that if 3DS can tell where there is an illegal loop, it ought to be possible to nip off that loop and generate something that visually and mathematically works. But, hey, what do I know? DT
#108119From: M. G. BATCHELORJun 16, 1994 12:06 PM
I guess I didn't understand your question. I don't recall having seen the ORIGINAL shape being distorted ?? But if yours is, how difficult is it to copy it before doing the outline ? About 2 seconds work. A long time ago I used to get frustrated with various packages auto-beveling routines, but when I really thought about it, I realized it was more difficult that it appeared on first impression. But as I said, I haven't experienced any problems manually constructing LEGAL beveled text, and it hasn't been that much work. But as I said, I don't really do that much work with text these days. If you have Macromodel and it pleases you, can't you export to 3DS and then take advantage of all the good stuff it offers ? BILL
#108170From: David M. TaffetJun 16, 1994 6:28 PM
Actually, Bill, I bevel my text in 3DS using outlines and tweaking them then lofting on different levels of the path. 3DS is my main software and I use it for as much as I can. You're right that making a copy of my original is 2 seconds' work, but sometimes, with certain fonts, I overrun my vector limit and have to fuss around more. I'm a lazy &*^$#, so I hate fussing around. As to my question, I didn't have one. I was butting in and making a comment. DT
#108172From: M. G. BATCHELORJun 16, 1994 6:35 PM
As Gary said, it's not perfect. I've never seen a perfect 3D app. on any platform, and I probably never will. Doesn't hurt to speak up though. BILL
#108267From: Jonas Ruikis [ADESK]Jun 17, 1994 8:40 AM
David, << You're right that making a copy of my original is 2 seconds' work, but sometimes, with certain fonts, I overrun my vector limit and have to fuss around more. >> You can increase the number of allowed vertices in the shaper by increasing the value for SHAPE-MAX in the 3ds.set file. The default is 500 but it can go to 9999. In the lofter you can modify PATH-MAX and DEFORM-MAX. They have defaults of 100 and 50 respectively but both can be increased to 9999. Also, MOD-MAX can be changed to 500 from the default of 32. All of these parameters are found on pg 42-43 of the installation guide. Increasing these values will consume more memory as seen on pg. 113 of the installation manual, the last 2 sentences. Some individuals will have 2 3ds.set files. One with these maxed out for shaper/lofter work and the other with these set to the absolute minimum values of 1 in order to give the renderer an additional 4 megs. jonas[adesk]
#107859From: Yost GroupJun 15, 1994 12:18 PM
In addition to what Bill said, I'll just add that we have to generalize the functionality of 3DS in order to actually finish a product and ship on time. The beveler works very well within certain parameters, but it's one of the weakest parts of 3DS because we were concentrating on other things (like the renderer). We are not perfect. We have never been perfect. We will never be perfect. – G
#107914From: David J. MarksJun 15, 1994 4:02 PM
>> We are not perfect. We have never been perfect. We will never be >> perfect. Say it isn't so! <g>
#107929From: James Coulter[Mindscape]Jun 15, 1994 4:55 PM
>> We will never be perfect. << I would not go that far!! I _could_ happen! 🙂 — James — MAP —
#108054From: David M. TaffetJun 16, 1994 7:30 AM
I have no expectation of you or the Yost group being perfect. I have no expectation of 3DS being perfect, especially because everyone has a different definition of perfect. I can *easily* see that time considerations and priorities could put the outlining and beveling functions farther down the list. I appreciate that you're showing you're aware of 3DS's strong and weak areas. Still (don't forget I'm not saying you should be perfect and do everything for everyone and get it done by yesterday), flying beveled logos around is a pretty common 3D kind of thing to do. When you can get to it, I'm asking, can you please fix those functions? Not changing the original shapes when generating an outline and a self-correcting bevel function make sense to have in the top-of-the-line 3D product, n'est pas? Should I move this note to WISHLIST? DT
#108089From: Yost GroupJun 16, 1994 10:41 AM
Yup. – G
#108055From: David M. TaffetJun 16, 1994 7:42 AM
Besides, it *must* be that feedback on what is and isn't working is one of the ways you guys know what to do. Right? Once in a while it *has* to be OK for someone (even someone like me who does not make his primary living working with 3DS) to express an opinion on what is not working optimally. I'll NEVER claim that the way outlining and beveling work now speeds up creating outlines and bevels WAY beyond where it would be without the functions as they currently exist – please don't misinterpret my original comment. Someone fairly new came onto the forum saying their beveling was coming out weird or illegal and I happened along, after thinking about the outlining and beveling for a couple of weeks and I took the opportunity to say "Hey. It's true that this is weak." I was not and would not try to club you upside the head about this stuff. If I seemed to be, I'm sorry. I'm much less confrontational and obnoxious than that in real life. For whatever that's worth. How about, rather than "we're not perfect and never will be", "we're aware of the weakness, but time and deadline pressures forced us to ship these functions at 90%. We intend to strengthen the program in these areas in the future."? I would not have felt as though I'd accidentally stepped on your toes, at least. I gotta go. Hopefully this note has not made things worse. DT
#108076From: S WhiteJun 16, 1994 9:53 AM
Right on DT! The Yost guys are doing a great job. But what frustrates me is to see these el-cheapo 3D packages who advertise their stuff by showing the cool beveling features. It is frustrating to have to jump though hoops to tweek our text to get it to look right. But I dare those other guys to create the high end resolution and effects that 3DS can do. The problem is that many of us could use beveling alot more often than some of the other features. My vote is for 3DS, and beveling. …SW
#108168From: David M. TaffetJun 16, 1994 6:23 PM
Thanks for the, "Me, too"s. I see now I wrote wrongly in that note. I meant to say I'd never say 3DS does NOT speed things up already. It does. But better would be… better. I don't regret purchasing the program at all, and I do it for fun (and the admiration of thronging millions, of course). I think it's great or I wouldn't have gotten it, use it or spend any time on this forum. I suppose I ought not to come back here after an extended absence and leave a complaint, but that's not the way I meant it. It just happened to come up. Whatever… DT
#108457From: Jeff L. BlackwellJun 18, 1994 2:15 PM
One more "yea" for easier text beveling- and 3DS! Jeff Blackwell
#107520From: Ed LandryJun 13, 1994 8:05 PM
Make that IPAS routine. We need it. We'll pay for it.
#106794From: Jason WelshonseJun 9, 1994 10:21 PM
Thanks for the info… I'll give it a try. JW