Wishes
4 messages in this thread
Hi Jonas,
Well, here's a few more. . . .
– Allow for Universal values for Gravity, Wind (animated, of course), etc.
That Plug-ins can access so they can, for example, all follow the same "gusts"
of wind (like 2 particle systems, a Flame.axp, and a physics calculation in one
scene).
– And now that I think of it . . . _local_ control for wind, so a gust of wind
can travel across a hillside affecting objects/routines in a natural, varied
fashion.
Maybe just a set of bounding box/ellipsoids, that you can animate, and that
calculate the wind direction from the objects trajectory . . . and is
cumulative with multiple objects. (Esp. if you could create a small "funnel
cloud" by spinning an object around! – O.K. so it sounds like a Plug-In now,
but it would want to input to that universal wind variable for other routines
to access) – Well, I certainly like that one alot!
– Animate the amount of motion blur calculated for a given object, so it is
only calculated when needed.
– New motion blur (?), except for in low contrast shots, the dithering doesn't
work very well. I've become a MBlur fiend Renderman and PhotoShop are the
masters so far.
– Animate auto reflect On and Off – so it is rendered only for needed
frames, maybe automatically (only calculate it when the "reflecting" object is
in view).
– "Set Transform" – to another objects orientation.
– When merging, the "Duplicate object name" requestor needs a "+" button.
– "Space" lighting. <g> Where the effect of light doesn't vary much between a
0 degree hit and a 98 (or so) degree hit. (Like when you see pictures of the
earth, the light has only a very quick fall off on the horizon.)
– "Cruising" zoom (like my earlier "New Scrolling" wish)
-The ability to set a value for the number of faces up to which to Full Draw
meshes . . . for interactive movement of objects, orth. views and cameras.
– Scale time for selected objects/channels instead of the entire anim.
– Auto Expose for previews. When you use a lot of lights, previews get washed
out.
– Unhide heirarchy
– Isolate object. (Hide all but object . . . , and center work area on
object(s))
– Using a custom palette from the same flic you are processing (so you should
have exact colors) gives poor results when Gamma is on (input and output gamma
settings are the same).
I was trying to add some glow to a shot and I had to go back to High palette
mode to get a good palette.
Be seeing you,
– Ron
P.S. . . .
It looks to me like I never sent this older wishlist, if it is a re-send
(within a month or 2), my apologies.
…………..
– When Linking an object, 3DS currently "untranslates" the object (in relation
to it's new parent), so that it stays where it was before you linked it. Though
usually desired, the ability to turn this function off when needed would be
great.
– The center for the "view area" (and the axis for view rotation) can be lost
if you use Zoom Extents or Marquee Zoom. I now try to use only Z, Shift-Z, and
Pan to move around so that when I switch to a new view (Top, Left, etc.), or
want to rotate the view around, I am still centered on the same "current" area.
– The ability to choose a different type of key interpolation for _each_
segment (between any 2 keys). – (Default interp. type set by user?)
– As many choices as possible for interpolation. Alias has eases, linear, step
(or hold), and spline. SI adds Bezier (the type I've found most useful). PRISMS
adds Quadric, Raw (a datafile), Sin(), Random() all those math functions and
channel calls, and anything else you can think of.
Thanks for listening.
Be seeing you,
– Ron
Hi Ronald,
<< wishes..>>
got 'em.
<< – New motion blur (?), except for in low contrast shots, the dithering
doesn't work very well. I've become a MBlur fiend Renderman and PhotoShop are
the masters so far.>>
I'd love to get an e-mail of a small flic showing the same scene utilizing your
favorite motion blurs. I haven't had a chance to see many other blur solutions.
<< – When Linking an object, 3DS currently "untranslates" the object (in
relation to it's new parent), so that it stays where it was before you linked
it. Though usually desired, the ability to turn this function off when needed
would be great. >>
Easily doable in Scripting. Check out..
;———————————————————–
; PIVOT.K3D
; Pivot Point Alteration Demo (Object Space Version)
; 3DStudio R4
; 940708
; Tom Hudson
;
; This program demonstrates how to alter the pivot point of an object.
;
; Pivot points are stored in the local coordinate system of the object. The
; pivot point of an object is the alignment point used for the location of
; the position keys. If we alter the pivot point, the position keys must
; also be adjusted accordingly, or else the objects will shift position after
; the pivot is altered. In order to avoid a shift, it is necessary to
; transform the old and new pivot points through the object's transformation
; matrix. This gives the new pivot point's offset from the old pivot point
; in world coordinates, where X is left/right, Y is front/back and Z is
; bottom/top. Once this value is calculated, the position keys are adjusted
; accordingly.
;
; See PIVOT2.K3D for a demonstration of setting the pivot point to a world
; coordinate.
<< Be seeing you.. >>
Are you going to Siggraph?
jonas[adesk]
Hi Jonas,
Here's a little-bity wish:
It would be nice to be able to select Box or Full Detail
mode for each viewport, i.e., to be able to simultaneously
see an object in full detail in one viewport and in box
mode in another.
Thanks,
Alec Jason
<<.. wishes.. >>
got 'em.