CompuServe Thread

Antic's 3D models

32 messages in this thread
#10742From: Trin YuthasastrakosolJul 28, 1991 1:05 AM
Sometime ago, I ordered the Dinosaur Design Disk from from Antic Software. When I loaded in some objects (eg, the tyranosaurus objects) to Turbo Silver 3.0. SV, I found that some (actually ALL) of the body parts were not to scale. For example, the head was much larger than the torso and the jaw was much too small for the head. Needless to say, scaling the objects to the correct proportions was almost impossible. I won't even mention the difficulty I had trying to put them together. Has anyone had this problem before with Antic's 3-D models? Is there a solution to this scale problem? I would very grateful for any input offered.
#10765From: Gerard MenendezJul 29, 1991 1:10 AM
I have, with the Human Design disk. I think it's pretty careless although I would never have had those objects without Antic. So since I think I got them sized correctly without to much difficulty I didn't really sweat it. There skeleton had tons of vertices so I'm lucky I did that project during the two, happy but brief, months that my 020 worked. Otherwise resizing would be a MAJOR pain in the neck.
#10824From: Peter GreciJul 31, 1991 12:30 PM
I also had problems with the Sizes of Antic objects,But I attributed it to the fact that I converted my ST Design Disks from Antic to the Amiga using Interchange.Mayhaps thats all they did also and thats why the objects you got are all out of whack?
#10839From: John PendergrassAug 1, 1991 12:15 AM
Assuming that the objects were correctly scaled when in their original formats, then they should still be in the same respective scale after interchanging them…. they might be very small (or large) according to the new systems coordinate system, but they should be in scale with each other. (John F correct me if I'm wrong) At least I've never had a problem with IC screwing things up that way…. TTFN –jp–seattle–
#10841From: Peter GreciAug 1, 1991 1:35 AM
Ya could be right,but it only happens with certain objects,others are fine.strange
#10850From: Gerard MenendezAug 1, 1991 7:01 PM
Could be. Did you use them on the ST and were the parts all to scale there? How was the ST 3-d software? Having only been an Amiga user I think I may have been exposed only to filtered feedback on other systems. Gerard Menendez
#10874From: Peter GreciAug 3, 1991 2:59 AM
Everything was fine on the ST when I used the Antic Disks but when I Converted them the scaling problem devoloped on some objects and not others,very strange. As for 3D on the Atari It is limited to 16 colors for Shading(VERY limiting) but has one of the BEST modelling prg's around in Cyber Sculpt in fact so far the only Modeller that is in my opinion as Good is Impulses Imagine,the rest drove me nuts on the Amiga I mean a Drag Box is a MUST have for me.There is a new line on the ST for Animation and Raytracing from Ex Antic programmers called Lexicor Which Sound incredible but since I use my ST now only to run my BBS I'll stick with Imagine on the Amiga.BTW My BBS # is 718 714 1423 if ya wanna drop by.Also check out the objects I uploaded and lemme know what ya think please.Thanx
#10879From: SyndesisAug 3, 1991 11:27 AM
If you liked Cyber, you should see 3D Studio. Of course, you'll need a $4000 PC to run it, and $3000 more for the software. 🙂 I should upload some objects converted from 3D Studio. (Hmm. How did I do that? 🙂
#10900From: Jonathan HirschmanAug 4, 1991 12:46 AM
Yeah, I agree – 3D Studio has a terrific modeler, the best I've seen. Easy and straightforward, although it could use some Amiga-tization..:) I also think that Hash's Journeyman has a great modeler, in some ways even better than 3DS, but the renderer's output looks like poop.. Jonathan Jonathan – from Albany, NY, via whap!
#10905From: SyndesisAug 4, 1991 12:16 PM
Actually, I saw a 3 1/2 minute animation that Hash did for themselves, on tape, with a soundtrack, on videotape at Siggraph. Martin was running around with Ken Baer and a little Video Walkman. It looked quite good – organic characters, real lip-syncing, and an animator's sense of style. As for 3D Studio, do you know of anyone who's using it in tandem with Amigas? So far, the only one I know of is Todd Rundgren.
#10929From: Jonathan HirschmanAug 5, 1991 2:07 AM
John– Actually, I hope to be doing the 3DS/Lightwave thang real soon. I am hooking up with someone that is a real 3DS head, and is making a fortune selling VGA realtime animations (truly, a crime…). This is all very tentative right now, so the division of labor between programs/platforms is really up in the air. A direct translator would be truly wonderful – perhaps something for Interchange Plus. I believe that a lot of folks will be using this software, because it is quick 'n' easy. I've found that Hash was a wonderful and idiosyncratic company; if a program worked well enough as a tool for them, then they considered it finished. Additionally, Martin's attitude towards the Amiga is *VERY* depressing; I hope that he has some luck with Windows or the Mac. Also, I think that Hash could use a "big brother" company for his software, someone that could support it past his limited resources. Whatever happens, I hope that a wide audience gets to use his excellent interface. Still, I never did see either Amiga-mode or 24bit output from that program that impressed me. Jonathan Jonathan – from Albany, NY, via whap!
#11056From: Peter GreciAug 10, 1991 1:21 AM
GREAT IDEA!!!! I just finished a Robotech type Robot last nite,came out Quite nice.lotsa nice Reflective surfaces.I now need to come up with a cool Water ATT file(I have Surfac master but I have trouble using others work on my "ORIGINAL" stuff,very silly) I wanna Recreate a Android model I have as a Water ATTed object and render to get a sorta Abyss/Terminator look s
#10880From: SyndesisAug 3, 1991 11:32 AM
The problem is, CAD-3D points are described with a 16-bit integer. When the InterChange CAD-3D converter turns those XYZ values to floats, we divide by 100. This can introduce a small round-off error, but it's insignificant as compared to the sloppiness I've seen in supposedly "coincident" points in CAD-3D objects. When rendered to an ST screen in six or 15 colors, in relatively low-res, those points look fine. Magnified and examined in an Amiga point-editor, they don't line up. Ray-traced, those faces aren't going to match. One answer is to use the GridSnap Tool that comes with the Turbo Silver Module Pack, using a very fine grid. This will align the points to each other and remove coincident points, making the object render more smoothly. Except I can't convince you to spend the $20 to get this Module Pack. 🙂
#11057From: Peter GreciAug 10, 1991 1:25 AM
Hehehehehehehe I'm waiting for the Imagine Model Dude,I have already Retired Turbo Silver.Also I'm using Imagine to model ALOT now. The Robotech type model I did is 90% Imagine modeled,I took the head and hands from CAD 3D objects I have s
#10881From: John PendergrassAug 3, 1991 2:04 PM
Peter, John F pointed out in another message that Interchange will scale objects on the fly at times (he was mentioning CAD-3D)…. Well, the Antic disks (in Sculpt format) will suffer from problems when Interchanged over to Silver/Imagine as well. Interchange scales all Sculpt objects by 1/100 when converting to Silver/Imagine format. And since the object size limits for Silver/Imagine default to -1- (minimum) and -1024- (maximum) you can run into scaling problems when converting some Sculpt objects. For instance, the bounding box of the original FemalePelvis object (Antic object disk) in Sculpt format has a size of 10.85x, 8.38y, 11.8z. When Interchange scales that down, it *wants* to make it: .1085x, .0838y, 1180z, but it *cannot*. It is limited to the -1- minimum size. So it only scales it by about 1/8th in order to keep all dimensions larger than -1- in the converted object. So the Pelvis has been scaled by 1/8th. Fine, except then you convert the FemaleJoint object. It has a bounding box of 24.3x, 9.37y, 76.5z. Interchange scales this by about 1/9th, in order to keep all dimensions larger than -1-. So the Joint has been scaled by 1/9th. You see the problem. The objects were in correct scale in Sculpt format on the Antic disk, but they will be mostly scaled differently when converted to Silver/Imagine. It turns out that so long as the all ORIGINAL objects (in Sculpt format) have sizes between 100 and 100,000 then they will remain in porportion when converted to Silver/Imagine, since they can all be scaled by 1/100 and remain in the size limits. Objects smaller/larger than that will get scaled by different factors, leading to the problems you are experiencing. The cure: create all your objects in their original formats with size ranges between 100 (smallest) and 100,000 (largest). Then Interchange will retain porportionality between them when converting to Silver/Imagine. (or John F rewrites the Silver module to allow larger/smaller Imagine objects….) [ MORE ]
#10885From: SyndesisAug 3, 1991 3:25 PM
I'm rewriting the Imagine / TS 3.0 module, what do you want? Should I make a mechanism to allow different max and min values for object size?
#10898From: John PendergrassAug 4, 1991 12:17 AM
Yeah, since Imagine allows for more flexible object sizes, I'd think that just allowing one to increase/decrease the min/max sizes for objects would be a very good thing. What is the actual smallest/largest size of object that Imagine can handle? I don't know, but will experiment for you if you like? Let me know. Or…. allow the user to specify the scaling that you do (so that it isn't always 1/100th). Can I take this opportunity to suggest a few other items: 1) I love your STAT module. Always use the summary info at the top of the stat file to figure out what I've got. This means that I usually run my original/converted object through it when I do anything. How about having an option to create two files when you convert something. First, the converted file (natually). Second, the stats for the original and converted objects. Just the summary stats (ie. bounding box, hierarchy, etc). The option could be a toggle on the Interchange screen, and would be highlighted if appropriate (ie. doing a conversion/scaling/etc), and disabled when inappropriate (ie. doing a stat request, etc). 2. How about allowing scaling/gridSnap/pointReduce when converting an object, at the same time? This is done seperately now, so the request is a NO BIGGIE, but it would be convenient. Would also get rid of those LONG file names: — Blah.silver.scene.scene.scene — 🙂 –jp–seattle–
#10906From: SyndesisAug 4, 1991 12:21 PM
You're talking about the scaling on the CAD-3D module? Sure, we could make that adjustable – for the half-dozen people who've been interested enough to buy it. 🙂 I don't think I've ever heard praise about the Stat module till this week! One woman called, said she uses our Caligari module (now discontinued) to convert to Stat format, then her programmers have a program that reads Stat files, and turn them into custom data for use in shoot-em-up games! I think this was Bethesda Softworks. As for adding Stat-ability to every module, it wouldn't make much sense. We'd need to add it to every module, when instead, you should just convert twice. 🙂 Hmm. Sounds like you want what I've planned for InterChange Pro – a series of conversion steps, instead of single conversions. In this way, you could run an object through a series of modules, and then route the data to two modules at once for output.
#10930From: Jonathan HirschmanAug 5, 1991 2:07 AM
John– With GVP's support of Caligari, don't you think it may be time to dust off the old module for new release? Jonathan Jonathan – from Albany, NY, via whap!
#10965From: SyndesisAug 5, 1991 9:30 PM
The short answer, no. Why? Because Octree is a moving target, they change their file format on a whim, and they've never been able to suplpy us with reliable information about their format, and I'm tired of playing catch-up with the "Beta of the Day" club. We've dropped support for their format completely for this reason. I feel sorry for the people who get roped into getting Caligari with the GVP bundle.
#10953From: John PendergrassAug 5, 1991 7:38 PM
Well, I was thinking of the Imagine module actually. (allowing varying the scaling, etc) Right now your Silver module always converts Sculpt objects at 1/100th, right? Subject to the minimum/maximum size restrictions? So, you could either make the min/max size restrictions more flexible, or just allow different scaling (other than the default 1/100th). Make sense? I've used STAT to convert Vista landscapes into another format not currently supported by Interchange. Not too difficult to do. Save the Vista as a Silver object, run through STAT, and then process the resulting files (ASCII list of 3D points). Re the Stat-ability of every module, here's what I had in mind, in case you misunderstood. I load a Sculpt object, and choose Silver as the output format. Then I also click on a toggle that says "STATS?" or such, and when the object is converted, I wind up with: 1) object.scene – original sculpt object 2) object.scene.silver – converted object 3) object.scene.stat – SUMMARY stats for sculpt obj 4) object.scene.silver.stat – SUMMARY stats for silver obj I just find that I do this all the time anyway, to get the details on the objects (bounding boxes, etc), so having it automatic would be nice. Like you say, I can (and have) just run it through the STAT module seperately…. no biggie. Waiting eagerly for Interchange PRO. If you'd just stick an ARexx port in Interchage and all the modules, then another interface could be done pretty easily in an authoring language, rather than you spending all your time…. just a thought. –jp–seattle–
#10964From: SyndesisAug 5, 1991 9:28 PM
Ah, no. It's the Sculpt module that scales the raw 32-bit XYZ values from Sculpt, to InterChange's internal FFP floats. On conversion *to* Sculpt, it multiplies the float by 100, coming from Sculpt, it divides the LONG value by 100. That's the one you want to customize. Silver/Imagine module scales the object to a given bounding box size, if it exceeds the slider values, currently 0..1024. To which format did you send those Vista files?
#10882From: John PendergrassAug 3, 1991 2:05 PM
[ continuation ] Hope this helps. –jp–seattle–
#10897From: John PendergrassAug 4, 1991 12:16 AM
Oh, another potential cure: Use the SCALE tool in Interchange to scale all of your Sculpt objects larger, making sure that the smallest one ends up at least 100 units in size (in all dimensions). Scale all by the same amount, of course. Then when you convert to Silver/Imagine, everything will remain in same porportion. Oh, all of above is speculation on my part, with several tests here to verify. My extensive testing (about 5 different sized objects) has born out my speculation, but consider this a theory until more fully verified 🙂 –jp–seattle–
#11058From: Peter GreciAug 10, 1991 1:29 AM
Thanx a TON for the info.If yer looking for Objects check out my SWORD.LZH and DWING.LZH files of Imagine/Turbo Silver Objects with more on the Way.
#11062From: John PendergrassAug 10, 1991 11:41 AM
Peter, *always* looking for good objects. I'll check them out. Thanks. –jp–seattle–
#11084From: Peter GreciAug 11, 1991 1:27 PM
Hope ya like em Bro.Let me know,BTW using Surface master's Water ATT aand Imagine's Disturb I am attempting a simple animation of a Terminator like object
#10884From: Gerard MenendezAug 3, 1991 3:13 PM
I've noted your number and I'll check out your objects. I'll talk to you on your board in a few days. Gerard Menendez
#11059From: Peter GreciAug 10, 1991 1:30 AM
They are also available here /exit
#10829From: Trin YuthasastrakosolJul 31, 1991 5:58 PM
***SIGH***, I guess it's time to dish out for an accelerator, because I'm working with an unaccelerated A500 and believe me, it IS a REAL pain resizing those objects! Geez, there's no end in sight when it comes to expanding my A500 (e.g, ECS, accelerator, COLORBURST or DCTV, more memory, etc., etc.).
#10842From: Peter GreciAug 1, 1991 1:36 AM
If you don't wanna spend a fortune look at the Adspeed from ICD it is pretty quick and relatively cheap I have one and it doesn't quite cut my rendering time in half
#10851From: Gerard MenendezAug 1, 1991 7:01 PM
Well, do it if you can. I went quite awhile with 1meg, 68000, and 2 floppies – and new disks weren't in the budget! Now, although I'm back to the 68000 I know I'm getting the '030 in a month or two. The funny thing is that the only good quality complete projects I did were on that basic system. Gerard Menendez