CompuServe Thread

#metareyes metaballs

18 messages in this thread
#174429From: john h grabauJun 8, 1995 6:24 PM
I was wondering if anyone could point me where I could find documented tips & tricks for theis metaballs modler. thanks, jhg
#174801From: LEE STEELJun 11, 1995 1:34 PM
The latest Planet Studio has a very HOT article on Metaballs. Just what is it you would like to know. Perhaps I could be of some assistance. Lee
#175033From: john h grabauJun 12, 1995 8:18 PM
Thanks Lee, How do I contact the publishers of Metaballs? I just purchased metareyes and would like to read what others are doing and how. In the long run I want to make anatomical organs (liver, kidney, etc) tissues (3-d histology-like) and cellular/subcellular structures (mitochondrea, peroxisomes, phagolysosomes). My direction (with time) is to morph from real 2-d images to 3-d images created with scientific 3-d software and then to 3DS created animation to demonstrate the theory(s) proposed in our toxicology lab. What first captured my eye was the realistic torsos that were in the advertisement.
#174839From: Kyle J. McKisicJun 11, 1995 6:02 PM
could you please be more specific as to what you want to know?
#175034From: john h grabauJun 12, 1995 8:18 PM
Hi Kyle, Thanks for responding. I have downloaded several of your files from the library, in fact they influenced me to buy the product. What I would like to find first are articles on the product. Lee mentioned a publication I need to get. I would really like to see you write on this topic. In the long run I want to make tissue, cellular and subcellular structures that have the same degree of smoothness (non-angular) and buldges and indents as I saw in your files. …. my wife thinks if I can make realistic human torsos with metareyes, I should be able to give up my subscription to Playboy <g>
#175041From: Kyle J. McKisicJun 12, 1995 8:43 PM
John, I'm glad you bought the product – but your check should have gone to my address! <bg> Actually, the article that Lee refered you to was written by yours truly. it's a very detailed explination of the modeling process involved in creating my Face Hugger creature. It's an article in the latest Planet Studio newsletter. you can contact the Editor, Barbra Gefvert at 76376,2135 about subscriptions or back issue orders. -Kyle oh, and hold on to Playboy – metaballs are cool and everything, but . . . . <g>
#175061From: Chris DonerJun 13, 1995 12:03 AM
I was also looking at some of your files. How would you say metaballs compare to splines and other modeling techniques for human figures. My impression is that all other techniques are now a thing of the past, but, maybe I am missing some of the disadvantages of Metaballs.
#175096From: Kyle J. McKisicJun 13, 1995 6:56 AM
Chris, it's hard to say. I think it's more of a presonal preference than anything else. just because the modeling techniques are so different from each other, it's kind of like comparing watercolors to acrylics. I much prefer metaballs, it comes easier to me. that's not to say that I'd never use splines for something – I still use SKIN a lot. The main reason I like metaballs so much is because it gives you form in a mesh that you can do anything to – you're not restricted by certain mapping coordinates, or restricted by how much detail you have, you can optimize it, map it by groups of faces, then you can use Bones Pro on it, etc. -Kyle
#175466From: Chris DonerJun 15, 1995 12:12 AM
I don't hear about a lot of people using metaballs – just because it is new maybe?
#176122From: Kyle J. McKisicJun 19, 1995 8:24 PM
sorry about getting back to you late – moving can be quite time consuming <g> Metaballs has been around for a while (several years), and is more widely available on SGI software packages. I like to think of it as just another tool, just like spline modeling, or standard polyginal modeling. I personally like to model with metaballs, rather than splines – I just feel more comfortable with it. it's just a preference – what's you're favorite color? <g> -Kyle
#176140From: Chris DonerJun 19, 1995 9:55 PM
I am just now looking into metaballs. We have an animated skeleton and want to find a way to minize the adjustments we have to make to the body. In other words, just move the skeleton and the body takes care of itself. Metaballs seems like the best solution. I have been researching the academic papers describing the technique and I have been very surprised at how few papers there are on the subject. The attention it gets relitive to the potential value seems odd.
#176209From: Kyle J. McKisicJun 20, 1995 7:36 AM
for 3DS right now, I feel that Metaballs/BonesPro/Meshpaint is the best organic modeling solution out there. This is likely to change as new IPAS's are released. Since you're working with a skeleton first, rather than a mesh first, I'd say metaballs is your best solution. -Kyle
#176250From: Chris DonerJun 20, 1995 11:38 AM
Thanks for the comments. Time to dive into it and see what happens.
#176321From: john h grabauJun 20, 1995 6:47 PM
Hi Kyle, Your article is in the mail to me from the publisher. Who makes meshpaint? I guess I have missed your comments on that product. thanks, jhg
#176159From: sanford kennedyJun 20, 1995 12:00 AM
Kyle, How's it going? Done moving yet? I'm still cranking away on a commercial. I like your hugger. Did you do an animation of it attacking anybody? What is it like to do creature animation with the metaballs? I assume you go to a surface mesh and use Bones. Or is there some other way to handle the balls? I'm having a heck of a time making the pesky things go where I want, especially when I get up around 100 balls. I'm still getting lump city, but I must admit you can get some wildly surrealistic objects very quickly. Maybe I'll do "The Blob versus the Jello Beast" Metaballs would be great for humorous stuff. Keep up the good work. Sanford
#176211From: Kyle J. McKisicJun 20, 1995 7:47 AM
Hi Sanford, I'm still unpacking and getting organized again – ugh! <g> Yes, I did submit a shot of my Face Hugger for the SIG reel, so we'll see what happens. My original thought was to kidnap Gary Yost, do a cyberware scan, and face hug him, but you know, he's doing R5 and everything, so I didn't want to bother him <bg>. I had much more robust plans for the animation, but I got tied up at the last minute when I uploaded the volume lighting examples and was subsequently swamped with e-mail. – oh well <g>. I used Bones Pro to deform the mesh object. maybe you could make some blobby buildings for SC2000? <g>. are you going o be at SIG? – we'll have to hook up. Cheers, -Kyle
#176602From: sanford kennedyJun 22, 1995 12:29 AM
Kyle, I will be at Siggraph. Any chance you might bring a vhs tape showing some of the animations you have done with different IPAS's? I'd like to see some more of the work you have done with Skin, Metareys, etc. Sanford
#177931From: Thierry SchembriJun 30, 1995 4:42 AM
From Kechar Mourad …. You can find all you need at this adress …. Reyes – De Espona Infografica Argensola, 2 Madrid 28006 Spain Fax (+34 – 1 – 310 52 08) Compuserve [ 10042,1611 ] Internet [ 10042.1611 @compuserve.com ] you can try this BSS …. (303) 759- 35598 24 Hrs. Regards ….