CompuServe Thread

#Real 3D

11 messages in this thread
#182426From: albert waltnerJul 27, 1995 2:38 AM
In "The Autodesk Multimedia Partner Catalog" (Vol. 2) that came with 3D Artist (Issue #20), I see the ad for "Special Real 3D version for 3DS users…", "… with flawless export to 3DS." Can those who have this product, if any, express their opinions about the use and qualities of this product? I follow this forum and don't recall recent comments about this product. Thanks in advance.
#182449From: Jonas Ruikis [ADESK]Jul 27, 1995 10:23 AM
Hi Albert, << Can those who have this product, if any, express their opinions about the use and qualities of this product? ..>> You may be interested in the following file… File Info for STUFF2.ZIP Section: Mesh/Project Files Contributor: 71532,1214 Size: 152575 Submitted: 4/29/95 Type: Binary Accesses: 183 Title: More Real 3D Export Examples Keys: MESH EXPORT REAL 3D MODELER I'm reluctantly u/l these as I sloppily threw them together in a big hurry. But, they're pretty good example meshes of simple common objects, which aren't so geometrically simple….thus, difficult to construct quickly with most modelers. Render to see that they shade well, without having to modify or tweak the "normal" (non-Skin) DXF export from R3D…………………………………………BILL
#182458From: John StetzerJul 27, 1995 11:27 AM
>>I follow this forum and don't recall recent comments about this product. There was a fairly long thread on this a couple of months ago; if you do a library search on Bill Batchelor's ID (71532,1214) you should turn up some files w/more info and some sample objects. I've got 4 pics (here and in ASHOWCASE) that have elements modeled in R3D and rendered in 3ds (SKFLOWER.JPG (the flower), JWSALIEN.JPG (everything but the eyes), and JWSSHIP1.JPG and JWSSHIP2.JPG (JWSSHIP2.JPG shows the R3D modeled elements as tan)). On the plus side, it's a very powerful bspline modeller w/lots of options; on the negative, it's logic and method of doing things is very different from 3ds's, the learning curve can be steep (I believe Bill's finishing up a book that will help remedy that problem, tho'), and it's less stable than 3ds (but hey, what out there isn't ;^). For myself, I've found it a useful addition to my 3ds toolkit; there was a point as which the logic 'clicked' for me, and I was able to build things I wouldn't have been able to build in 3ds, or to build organic shapes more quickly (the alien took 2 1/2 hours to build start to finish from scratch). John Stetzer JWS
#182501From: albert waltnerJul 27, 1995 3:59 PM
>> There was a fairly long thread on this a couple of >> months ago; Yes, and I should have known that someone would catch me on that. What I should have said is that I have not seen anything since then, as I recall. Thanks for the search suggestions.
#182517From: John StetzerJul 27, 1995 5:40 PM
>> What I should have said is that I have not seen anything since then, as I recall. Ahh, OK. Well, that's a real quick summery of my experiences w/it, at least :^). If you have specific questions on what you see, feel free to ask. John Stetzer JWS
#182554From: albert waltnerJul 27, 1995 11:31 PM
>> If you have specific questions on what you see, feel free to ask. Ok, I do have a number of curiosities. 1) Do you have the "Special Real 3D version for 3DS users" as described in the Partner Catalog? 2) Do you (or can you) use the texturing ability of Real 3D for rendering in 3DS? Or is texturing not in that version? 3) Is the JWSalien.jpg something that you have/will animate? If so, do you just model in Real 3D or do you go back and forth between 3DS and Real 3D for the animation? Perhaps use Bones Pro once a model is made? I both liked and disliked the alien since he/it looks like an old boss that did not like nor treat me well. <g> Appreciate any answers you may provide.
#182596From: John StetzerJul 28, 1995 10:36 AM
>>1) Do you have the "Special Real 3D version for 3DS users" as described in the Partner Catalog? I believe it is a dongleless version of the 2.5 software, w/the modelling book Bill's working on when he gets it done. >>2) Do you (or can you) use the texturing ability of Real 3D for rendering in 3DS? Or is texturing not in that version? if you mean by texturing procedurals, no. If you mean mapping coords, yes under specific circumstances. The alien, for example, was designed for use w/the skin IPAS. You can export the control lattice of an object from Real, and use it w/the skin IPAS; when you apply mapping coords, it will treat them at render time as lofted mapping coords (unfortunately, Meshpaint will use the mapping coords as you applied them, so you can't properly paint the mesh itself). The alien is a skinned object and only the maps that came w/3ds were used in texturing (except for the eyes). The head, for example, uses ISTONE2.CEL as the base image for the main texture. >> 3) Is the JWSalien.jpg something that you have/will animate. If so, do you just model in Real 3D or do you go back and forth between 3DS and Real 3D for the animation? Perhaps use Bones Pro once a model is made? The alien was design for use as a still image creature; no reason that he couldn't be animated though). Truthfully, I prefer to use 3DS as my animating tool, and Real strictly as a modeler. The only time I would use Real as an animation aid would be for use in creating a series of morph targets for use in 3ds. One of their example files, as an example, is an Abyss-like pseudipod (sp); I brought the series of morph objects into 3ds, reset the x-form of the objects by attaching/detaching them to an object (so they would morph from the first object, as opposed to from each objects center), and successfully recreated the animation. I did export the hand as a mesh object in a seperate file and set it up for use w/Bones Pro; it worked quite well, w/none ot the 'cracking' I heard that happens w/exported Animation Master objects. Anyway, I prefer to use 3ds's tools for my animations, and I do prefer 3ds's rendering engine. As a FWIW (just based on my experience); as a comparison between Animation Master and Real, A:M is easier to use and has a shorter learning curve; Real has a_lot_more power, though it takes a bit longer to get good with. Bill's book should shorten the learn curve by quite a bit, tho'. >>I both liked and disliked the alien since he/it looks like an old boss that did not like nor treat me well. <g> :^). John Stetzer JWS
#182689From: albert waltnerJul 28, 1995 10:16 PM
This is really good info and I want more <g>. >> I believe it is a dongleless version of the 2.5 software, >> w/the modelling book Bill's working on when he gets it done. Ok, based on the "Partner Catalog" and 3D Artist (#20), I gather that there may be 3 versions of Real 3D. 1) Special Real 3D version for 3DS users (with flawless export to 3DS) (Partner Catalog) 2) Real 3D V2.5 (3D Artist) 3) Real 3D V3.0 (3D Artist) From your message, it is not quite clear which tranfer method you are using. Are you doing DXF transfers? Do all versions have 3DS export (as I understand the "special" version can do)? For me, a model with procedural texture applied would be the desired transfer product from Real 3D to 3DS via a .3DS type file. Basically I would like to make fairly silly looking characters who appear in somewhat serious "message" cartoons such as "Just how high is UP?"<g> Perhaps I should wait a little for Bill's book. When is it due? —— >> if you mean by texturing procedurals, no. Is that because it is not a true plug-in? Only a modeling tool? Or is that because you are not transferring via a .3DS file? I am stuck on this point, so forgive me asking repeatedly.
#182792From: John StetzerJul 30, 1995 2:39 PM
>>I gather that there may be 3 versions of Real 3D. I believe the one and two on your list are the same thing; the ad in 3DArtist is newer than that in the Catalog, tho'. >>Is that because it is not a true plug-in? Ah, ok; now I see what might have been causing the confusion. No, It's not a plugin, it's a completely independant 3d program that runs in Windows. I've been using it in a similar fashion to what others have been using Animation Master for; to build models for import into 3ds. When refering to flawless 3ds import, they mean that a spline mesh exported from it via dxf (there is an additional Windows based converter, but I don't know if this is included w/the 2.5 program; both it and the dxf export work identically well) has the correct vertex ordering (don't know if that's the correct term) for use w/a routine like skin, and that meshes won't 'fracture' when used w/a routine like Bones Pro. A lot of control is also given over the resolution of a mesh for exporting, which is very nice. Procedural textures are not exported, sorry. >>Perhaps I should wait a little for Bill's book. When is it due? Haven't spoken to Bill in a while, so the best answer I can give is 'shortly'; I'd guess some time after Siggraph, but that's just my guess. John Stetzer JWS
#182828From: albert waltnerJul 31, 1995 12:30 AM
>> Haven't spoken to Bill in a while, so the best answer >> I can give is 'shortly'; I'd guess some time after Siggraph, >> but that's just my guess. Thanks for the good Real 3D info even thought it seems to be somewhat less than the impression of it that I had formed. Will look for the book at my technical book store.
#182848From: John StetzerJul 31, 1995 9:36 AM
>>Thanks for the good Real 3D info… Anytime. John Stetzer JWS