CompuServe Thread

#Platform Problems

19 messages in this thread
#108537From: JMH CommunicationsJun 19, 1994 10:05 AM
I produce interactive training and games for the computer. Multimedia/cross platform is not a buzz word but a reality for me. I mix 3D/2D animation along with video capture in an interactive platform to get a point across or just have plain fun. Now to get to my point. I saw 3DS and was impressed by its professional animation quality and open ended architecture for external routines. I went out that day and bought a DOS system (I run Mac's.) just to run 3DS and all the Ipas routines. I have done all the 3DS tutorials gotten all the after market books and did them and now I am waiting for the Digimation tape series to arrive at my doorstep. So, as you can see I am serious about using this product. But I am running into problems. I would like to outline some of them. In turn I hope to get some serious response to my opinions from real world users in my field. Playback is a big gripe with me and its inability to cross platform as well. For example, I use Electric Image on the Mac. If I need to view my animation in "real-time" I place it into the projector module and off it goes in basic real time. This is a software application and NOT hardware.This means that I can put my image out direct to beta without the time consuming and expensive frame by frame method or purchase a high end transfer card. This way I do not have to pass on the cost to the client and I can be very competitive in the market place. But this is not so with 3DS. (I am aware of 7th quest and other 3DS rendered game scenes. But start-stop animation is not what I need) Now onto applying materials to an object. There is a saying "go around your butt to get to your elbow" and 3DS does this. It can take 4 to 5 steps to apply and register texture to an object. Where even in lower priced products you can apply texture while viewing the object in a "rendered mode" and adjust it on the fly. The inability to view your materials at all times does not make sense. Again, in most 3D software you have floating palettes showing you your tools and materials available. Cross platform is a big problem. Sure I can save in targa format and output to Mac. But this means another time consuming step. Now I have to go through DeBabblizer and render them into pics or quicktime. And even then I run into a possible problem of a parsi burn or an "noise explosion" on one some frames. Time is money and with clients that want the product now, 3DS does not cut it. I REALLY want to use this product and like it very much. But I need to have a product that is flexible and friendly to a multimedia platform. I need a product that can play in a program such as Icon Author, MM Authorware or even Director. But not in a Slow FLI or FLC format. I can not expect my end user to have a 486, Pentium or a PPC just to get a "real time" feel. Which means that I will not be able to use this product much unless I want to spend time on it to make it work. 3DS has its strengths and this is why I am not giving up on it. I am hoping Ver. 4 will incorporate improvements in the areas that I have discussed. With the advent of lower priced 3D animation packages that have ease of use and the ability to cross platform and play back in "real time" viewing, I hope 3DS has taken notice.
#108544From: ALAN IGLESIASJun 19, 1994 12:29 PM
One sure way to "go around your butt to get to your elbow", is to develop a sophisticated, system-taxing application on a non-native platform. If you do not wish to do any cross-format file transformations, then you have made your first mistake by forcing yourself to do so. So this complaint makes no sense to me. You mention that the .FLx format is slow. What's fast, QickTime? Please, let's be serious here! 3DS animation can be produced and converted to many, many formats. But, the reality is that most professional applications are using proprietary compression routines to produce top-quality multimedia titles to ensure decent performance from a large cross-section of installed systems. I don't blame you for wanting to use 3DS for your creations. It may not have *everything*, but it's got *more* than any other single 3D package in the desktop arena. Sure, you have to do a couple of steps to map an object, but you get LOTS of options as well. With power, you get complexity. Period. What exactly do you mean by "playback" and "basic real time". What does "put my image out direct to beta without…..transfer card" mean?? Are you doing video? Or playback on the system? Are you going be using pre-rendered scenes? Or the real-time rendering found in games like "Doom"? If "start-stop" animation is not what you need, what DO you need? What exactly is the "projector module" doing when it "goes off in real time"? What does "flexible and friendly to a mutimedia platform" mean, exactly? I'd like to help you out, but you've gotta be a LOT more specific about just what you need to do. In my experience, people who "produce interactive training and games" and to whom "mutimedia is not a buzzword but a reality" are extremely familiar with specific operations that perform specific results. These operations allow one to produce quality finished work in a timely manner. I have NEVER had production problems like those you seem to describe using 3DS. Then again, I've never asked it to do anything it wasn't really designed to, either. Although it certainly may not be the case, your message seems to indicate a lack of experience in the production of mutilmedia applications. Please get back to me with your specific needs, and I'll do my best to help you see what exactly 3DS does, and doesn't do, and how it applies to your project. Regards, -Alan Iglesias
#108583From: krazy imagesJun 19, 1994 5:31 PM
Alan, Aren't you being too hard? I think that the guy have his points and like you, I think that 3DS is not perfect but is the most closed thing to perfect you can find on the PC arena (in fact, we all are fanatics! 🙂 However, there are a lot of things that people want to see in the program and that is why we all make our wishes to Saint Jonas 🙂 (who should be called Job, because of his patience 🙂 Asking for direct links to other video formats, "near-realtime" manipulation of textures, floating customizable palettes are not out of tone. In fact, Jonas have all of them in the r4 wishlist. Also like you, I think that calling a program "unusable" for not having this features is not other thing but excessive and not true. Come on, Alan, I bet the guy is a 3DS fan a little excited because of too many TGA to Quicktime crossplatform compilations! He only wanted to make a manifest to make his life a little easier 😉 pax romana! ana /krazy images ps.As for Quicktime, I don't want to seem the Mac promoter in the forum but Quicktime, and specially the latest version, is maybe the closest thing to perfect unassisted computer video I have ever seen. Mac games are all Quicktime based and programmers don't need to go for propietary video compression like their DOS counterparts (because of the lack of video support by DOS and Windoze). I think that developers will be more than happy to see a Quicktime like video support in Windoze. Certainly, they will save the time and money invested in their own compression programs 🙂
#108625From: ALAN IGLESIASJun 20, 1994 3:16 AM
Am I being too hard? Nope. I don't think I'm being hard at all. I'm only asking him to be clear and specific about what he is convinced 3DS cannot do. When he is clear about it I'll say a)"nope, 3ds don't do that" or b) "Here's what you can do to fix that problem". -Alan
#108640From: krazy imagesJun 20, 1994 7:25 AM
Mmmmh, I don't know why but I got the impression of an agressive reply to him. But nah, that's not my Alan kind of reply <g> ana /krazy images
#108723From: Thomas O'DeaJun 20, 1994 2:03 PM
No, I see where Alan jumped… our Mac friend said he jumped on 3D Studio because he thought it looked very, very good… then, he proceeded to flame the program to no end… seems legit to me.
#108728From: krazy imagesJun 20, 1994 2:28 PM
Thomas, See my reply to the guy and you will understand. After all the hot episodes in the forum these days, I thought a little "calm down" type of message was going to be appropiate. I agree 110% with Alan and he knows how I think about this subject. ana /krazy images
#108730From: ALAN IGLESIASJun 20, 1994 2:38 PM
>>agressive reply<< See? You are starting to rub off on me, Ana!<g> It must've been that picture I saw of you… -Alan
#108736From: krazy imagesJun 20, 1994 3:05 PM
It is good to be agreesive sometimes 😉 ana /krazy images
#108802From: Robert C. SeiwertJun 20, 1994 11:25 PM
Alan, Anyone who has used Electric Image would be distressed by the number of steps required by 3DS to apply texture maps.
#108891From: ALAN IGLESIASJun 21, 1994 10:51 AM
I've played around with EE a bit myself, Robert, so I agree with your observationg regarding EE/3DS mapping comparisons. But if you read his original message, he was implying *many* more 3DS shortcomings which made 3DS unsuitable for MM development work. If the mapping thing was the only complaint, I wouldn't even have responded at all. -Alan
#109000From: Robert C. SeiwertJun 21, 1994 8:31 PM
I thought that his request for Quicktime and AVI were also justified. Quicktime is an extremely flexable format. If I could render Quicktime to the server I could composite in After Effects. I would love to do this without using Debab. Don't even start with composting within VideoPost. It works but I cannot apply motion or keyframing to the objects or effects. Don't get me wrong I think that VideoPost is great. I reminds my of what Digital Arts had back in the late '80s. I believe they called it Produce.
#109037From: ALAN IGLESIASJun 22, 1994 1:25 AM
>>I thought that his request for Quicktime and AVI were justified<< Almost any request is justifiable. Sure, it'd be nice, but what would you rather have Gary doing? Adding support for yet another format that you can already easily convert to or concentrate on producing a top-notch renderer with workstation-level capabilities? I could name *lots* of things 3DS could do to make my life a little easier, but I look at the big picture. 3DS is used for a LOT more than just MM development, and IMHO, the Yost Group's priorities have been pretty dang fair about supporting the overall user base. But, no, I don't agree that the lack of direct QT support in 3DS justifies anyone in saying that 3DS is a poor choice (or "unuseable", as he put it) for MM development work. That is a just not true. I'd agree that the request for direct QT support is, however a good wish-list item. -Alan
#109055From: John TissavaryJun 22, 1994 5:48 AM
I'll second that QT support wish. If QT was do-able easily, I'd _consider_ getting a MAC just for CoSA After Effects. Multimedia is the least part of my buisness at this point (that will probably change with the market…), but QT and After Effects are awesome for all types of stuff. I'd also like to see VP turn into something at least resembling Wavefront's Composer, i.e. a seperate module with time lines (real ones, not red lines with dots <g>), drag and drop, preview windows, etc… John Tissavary (LUNA cie)
#109096From: ALAN IGLESIASJun 22, 1994 10:37 AM
Composer *is* a nice package… -Alan
#109181From: John TissavaryJun 22, 1994 9:03 PM
Composer is wonderful. Too bad it only runs on SGIs. John Tissavary (LUNA cie)
#109221From: ALAN IGLESIASJun 23, 1994 1:53 AM
I've just got this vision for r4's VP….<g> -Alan
#109327From: John TissavaryJun 23, 1994 4:07 PM
I think you and I are sharing the same VP dream! <g> John Tissavary (LUNA cie)
#108801From: Robert C. SeiwertJun 20, 1994 11:25 PM
I agree with you on many points. One of the most difficult and time consuming aspects of using 3ds is setting up mapping coord and smoothing groups. I feel both of these could use improvement. I had Quicktime, AVI, and PICT on my rel 2 wishlist. The FLx file format has no official support for sound and simply does not understand the concept of time. This makes it worthless for certain applications. I also use both platforms. I have my macs and my pcs wired together via novell. I'm pushing the 3DS guys for a portable renderer so that I can do network rendering on the PowerPC and SMP rendering under NT. Welcome onboard w/ 3ds.