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#Siggraph 94 report.

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#114940From: Don LandisJul 28, 1994 9:58 AM
I just got back from Orlando after two days of being blown away by all the new toys that will keep me broke for another year. <BG> Here is a quick summary of what really excited and surprised me. (no special order) The biggest shock of all was the display of 3DSr4. My first exposure to this was when I walked up to the Autodesk booth and saw Gary Yost proudly demonstrating some of the newest features in r4. Well, so much for Autodesk's policy about keeping this stuff a big secret until its released!. I asked Gary why and he explained that with all the competition 3DS must move along at a faster pace. My candid opinion of this is two fold. First I'm very excited at having some of the new features demonstrated that Gary has fully listed in his announcement here on the forum and will welcome these additions. They will make keyframing a breeze for both machinery and character animation. From my brief exposure to r4 I would say that not much change to the basic look and feel of the shell is in r4; it really has to do with an expansion of the IPAS interface, now to be called "plug-ins" On this basis I would form my second opinion of r4 that r4 is really not a radical release change that r2 was over r1 and r3 was over r2 but more like a collection of very advanced "plug-ins" to r3. So, the naming of this version as a release 4 seems to be more of a marketing hook than a major shift in the look and feel of the 3DS shell. I spoke with several forum friends at the show and many had agreed this was the case. For me, I don't care what Autodesk wants to call it, even if they wanted to call it release 5.0 to be like the competition similar to what MS did, I just welcome the modularity of the 3DS package. The open architecture design of 3DS is maturing very nicely, with some very high end 3rd party effects. Third party development is where Yost can expand his product while keeping the complexity of the software manageable with his small development group. Wish list items not realized in this r4 version most likely have been reserved for plug-in development. IMHO, r4 is the beginning of the demise of major 18 month waits for new features. Now, the plugin concept will allow us to custom build our animation workstation around our needs. DPS-PAR The newest software release was demonstrated to be available in a couple of weeks. I was very excited that everyone of my wish list items was put into this release. There will be wild card support for file selection, non-destructive join, GPI moved to the front panel with a variable trigger rate. More features in the scripting of join and a nice time lapse video feature fully implemented. There is also support for two IDE drives now and they don't have to be identical. You can even use a slower drive for files not requiring motion. Second there will be a sound/video sync software which will allow the animation to be linked with a wav file in windows. Looks like I'll have to install windows and a sound card on my PAR machine now!. The wave file is addressed from your regular drive so that it can be played back without interfereing with the performance of the video file. I asked about the quality improvement for the near future and I was told that this still depends on the development of faster IDE's. As they are released we can all expect to just increase the BLF from the current limits with the Mic 2200 series. The PAR hardware is currently capable of the lower compression ratios of the MAX and targa 2000 but we PAR owners are currently at the mercy of the drive limitation. Speaking of the MAX: Matrox finally has it working and it really looked good. If fact, I thought it looked as good as the PAR on animation. They didn't demonstrate real life live video capture but instead were showing an animation video captured and played back. As those of us who own the PAR have observed, the grabbing of real live video generates more artifacts in textures such as flesh tones and real life images than seems to show up in animation whether or not it is computer live of video tape grabbed. I was disappointed that they didn't show this in their demo. I didn't question whether the MAX is released (shipping) yet nor whether the priceing has changed. At any rate, The MAX did look quite good and I'm sure Matrox will sell a few to those that feel they need to spend more to do compressed DDR recording. I spoke with Martin Foster and Alan Iglesias and they felt that the MAX looked just a tad better than the PAR. While it may have to them, I require a much more radical difference in quality to justify the greater complexity of the MAX system. One thing was certain, neither the MAX, nor the PAR, came close to the quality I saw on the Abekas DDR. Note: This is a demo wish list to DPS and Matrox: In your demos, please refrain from using any animation renderings that are not field rendered. These animations such as those from the toaster appear jerky and almost strobe like which people will judge to be a quality of the hardware you're trying to sell when it is indeed a function of the rendering process. A new contender in the compressed DDR race is FAST's new Digital Player Recorder. While this system is really intended for NLE editing it will also do what the DDR's, including the Abekas, will do. It will expand the Fast Video Machine to NLE editing with a user definable compression from NO COMPRESSION to as high as 100:1 using the 4:2:2 digital vidio processing on two video channels. The cost of the system (DPR) will run around $13,000 with 9G. of storage, fully loaded for broadcast betacam SP quality. The DPR concept uses a self contained SCSI port and splits the fields of the video frame between two HD's to achieve the high through put for zero compression DDR. The product is expected to ship in Europe in Sept. The demo was quite impressive. It would seem to me that if one is considering an Abekas or Accom technology and also needs to do conventional video editing the FAST system is a good bet. It is the only editing system that can mix seamlessly conventional machine control, time line linear, EDL, off line, On line and soon NLE and DDR technology in one package. There are other devices in the works to further expand the FAST into the high end broadcast arena but are receiving low priority right now due to an all out push to get the DPR shipping by Sept. I additionaly enjoyed my tour of all the high tech stuff and was entertained by the VR demos and 3D televisions and a holographic work table using a VR glove and set of glasses (no, not a helmet). Using a tool like a 3D wacom tablet one could draw fully real time rendered objects in 3D and move around the object's holographic image suspended above the work table. Well, there was much more but the above is what excited me the most and I'm sure you will get many more reports what's happening in the SIGGRAPH world. The Adesk party was great because I got the opportunity to meet many of my forum friends and was only disappointing in that some of you couldn't make it or that I just missed you last night. We all missed you and try harder next year to BE THERE!
#114946From: Andrew SinagraJul 28, 1994 10:20 AM
I'm sorry I missed you at the Autodesk booth. They really went all out with their set up. I was really dissappointed that I got caught up here in Gainesville and wasn't able to make the party last night. I was able to meet some ASOFTer's at the booth but I wish I had more faces to put to names. Looking forward to LA in '95, Andrew
#114978From: M. G. BATCHELORJul 28, 1994 11:02 AM
Thanks for the report Don. Besides the most discussed R4 plug-ins (IK & Patch Modeler), the other plug-ins as well as the core code changes seem to add a tremendous amount to this release – although the "look" may remain the same. (I'm strictly going by the press release & Gary's upload). Throwing out those two modules for a moment, the addition of a powerful BASIC-like SCRIPTING LANGUAGE with canned routines, function libraries, etc., FAST PREVIEW features, POSTSCRIPT OUTPUT, PERSPECTIVE MATCHING, major SPEED OPTIMIZATIONS in the Editor, more WINDOWS SUPPORT, FIELD VISUALIZATION in the Keyframer, and major IPAS INTERFACE enhancements – Gee, that's a bunch of additional power *now*, and the IPAS enhancements alone should produce some amazing power enhancements in the future. Then there's the IK & Patch Modeling. Sounds like a strong upgrade that's not so obvious on the surface. Did you see any of this stuff in action, and if so – can you comment ? Thanks, BILL
#114998From: Tyler ColwellJul 28, 1994 12:01 PM
<<Sounds like a strong upgrade that's not so obvious on the surface.>> Please PMJI, but it seems to me that there has been one gross oversight in the R4 package: 32bit operation to take advantage of the Pentium machines! They are either planning this and haven't yet announced it, or they blew it! Tell me its not true! Someone please get me a paper bag; I think I'm hyperventilating.
#115011From: Ralph Broom/DCJul 28, 1994 1:22 PM
Tyler, My local vendore says that R3 was optimized for 486's, and the new version will lbe P5 optimized. I certainly hope so! -Ralph-
#115208From: Angelo Guarino [DTI Inc]Jul 29, 1994 2:06 PM
Tyler, >> My local vendore says that R3 was optimized for 486's, and the new version will lbe P5 optimized. << I don't know who your "local vendor" is .. but I havn't heard anything like that. Ang
#115216From: dave aguilarJul 29, 1994 3:27 PM
>> My local vendore says that R3 was optimized for 486's, and the new version will be P5 optimized. << "optimized" can be a pretty nebulous word… sort of like "intermediate". Your vendor needs to qualify what he/she means by optimized. -dave
#115500From: Angelo Guarino [DTI Inc]Aug 1, 1994 10:25 AM
Dave, >> Your vendor needs to qualify what he/she means by optimized.<< I am a vendor (3DS dealer) <g>. That was what I was saying to whomever I responded to. At this point, r4 is just as optimized for the Pentium as r3 was. Ang
#115564From: dave aguilarAug 1, 1994 4:37 PM
How's the club doing since AEC? -dave
#115012From: M. G. BATCHELORJul 28, 1994 1:56 PM
3DS is a 32-bit application. Compiling for Pentium optimization would appear *_after_* R4 is actually de-bugged & released, don't you think ? …and more data input on the potential hardware problems. 'Course I'm not saying that there ever will be optimized Pentium code, or in fact whether it is now – I don't know. BILL
#115033From: Don LandisJul 28, 1994 5:28 PM
Gary and Jack demoed the IK over and over because, I guess that was the most inpressive. They demoed a human mesh figure walking up the stairs which would be a fairly difficult thing to keyframe by hand. It seemed as easy as the demo I got on the wavefront. He also demoed the IK with a robot arm to show how the IK could be applied to machinery animation. Since I do this type of stuff often I'm looking forward to it. Even with all the enhancements, 3DSr4 is still lacking some features I'd hoped for in the new version that definitly were on the wish list. Maybe it will be an option plug-in. One of these was a refractive raytracer rendering option.
#115040From: M. G. BATCHELORJul 28, 1994 6:37 PM
Thanks a lot Don. Do you happen to know: 1) With the IK system, could linkages be established which, when pulling on the end of the chain (hand) it would not only pull/rotate the arm components, but would bend the torso heirarchy at the waist as well (if pulling down) – in other words, linked heirarchies ? 2) In your example, was the subject's foot constrained by the step object, or CD employed ? Or did you still have to line-up the bottom of the foot with the top of the step ? 3) Are skeletonal stand-ins used when manipulating the heirarchy, or can you actually work with the wireframe (even RT shaded), as the press release implies to me ? 4) Did you see any patch construction demo using the Patch Modeler ? (from the PR text, it seems that you have to start out with a planar or cylindrical patch matrix, rather than designing freeform with control curves & construction functions – I hope not) << Even with all the enhancements, 3DSr4 is still lacking some features I'd hoped for in the new version that definitly were on the wish list. >> Yeah, I know what you mean. Well, I really *don't* know 'cause I wasn't there, and I'm not sure if those who were there are aware of the functionality of all the new stuff. But from what's at least *_implied_* from the PR, it seems that all of the dead-serious spline modeling/animating/motion graphing tools I'd hoped for are not present. Maybe the next release will incluse them, and be in about 6 months this time ! <g> Thanks, BILL
#115047From: Andrew SinagraJul 28, 1994 6:50 PM
Collision Detection is not incorporated with R4 but at the booth they showed how the addition of scripting allowed for you to use BASIC-like commands to write in the collision detection. Andrew
#115065From: M. G. BATCHELORJul 28, 1994 9:53 PM
I'm really curious about the announced Keyframe Scripting Language KXP Plug-In. Do you happen to know if this might allow individuals (like me), with no 'C' programming skills to use it to develop custom animated functions ? In other words, is the language more plain English (with some 3D/Animation functions knowledge), or do you still pretty much have to be an accomplished 'C' programmer & mathematician to use it ? This could be very powerful if it's easy enough to use / pick-up on. Thanks, BILL
#115135From: Andrew SinagraJul 29, 1994 9:16 AM
They went over scripting for collision detection, and it was about four pages of script and it didn't look to confusing. I think I am safe to assume that you will be able to develop custom animation functions, granting that you know enough about programming to write them. The language is supposedly "BASIC-like" in structure. I am not familiar with 'C' either but when they scrolled through the script, it looked pretty straight forward. This is an excerpt from the preliminary technical specifications: "- Compose command scripts using a BASIC-like interpreter to move, rotate, scale, hide, and morph objects. For example, define a new pivot point for an object and rotate it with floating-point precision. – Execute a script in the text editor and immediately affect the contents of the keyframer. – Employ numeric and string variables, math functions array and structure commands for creating sophisticated data driven animations. – Use 3D Studio dialog boxes to prompt for user imput. – Reuse scripts, share scripts and embed scripts into .3DS files for easy transfer to other 3D Studio users." This was taken straight formm the Feature and Spec sheet for R4 they gave out at SigGraph. Hope this helped. Andrew
#115140From: Mark YankeeJul 29, 1994 9:35 AM
Andrew, What CIS software do you use to upload a response? (not create a new message) I'm sure you didn't type that response online right? Thanks for the report on the scripting I am also very interested in it. (:-) Mark Yankee
#115311From: Andrew SinagraJul 30, 1994 4:28 PM
I'm using wincim, and it didn't take me long off line to type up the info. Glad I could help. Andrew
#115183From: M. G. BATCHELORJul 29, 1994 1:02 PM
Thanks Andrew. I really don't know much about programming *specifically*, although I do understand the overall logic & had to do it ages ago in Engineering School. Hope it uses Animation-specific syntax. BILL
#115259From: David StinnettJul 29, 1994 10:43 PM
I was wondering if the scripting is of any use at all to anyone who knows absolutely NOTHING about programing (like me)? I'm still not sure exactly what "scripting" really means. Does it let you just write up in text what 3ds is supposed to do, as opposed to just doing it manually in 3ds itself? what is the big advantage of doing it this way (aside from having a set of commands or motions that you can just assign to an object)? ??? David
#115262From: ALAN IGLESIASJul 30, 1994 12:15 AM
I believe that the Basic-like commands should make it quite possible to do quite a bit of keyframe scripting even by non-programmers like us, David. Check Gary's list of features in his initial message, and you'll probably get a good idea of the functionality of the scripting feature. -Alan
#115272From: David StinnettJul 30, 1994 5:28 AM
>>Basic-like commands… I don't even know what Basic IS. Is it a programing language like C? (Is that the right term to use… programing language? And thats what "C" is, right?) I did reread the feature list again, but most of the stuff mentioned in the scripting heading kinda went over my head. … I'm hopeless…. I know… David
#115277From: Don LandisJul 30, 1994 8:18 AM
First: Congrats on the whale animation. As a diver, having experienced close encounters, I can say your animation was very realistic. As far as the scripting language is concerned, I agree. My first experience with programming was with Dartmouth Basic on a TTY and punch tape. I did OK in it but never considered myself programmer material. Some of the code I've since written has been looked at by my supervisors as great but by true programmers with a snicker/giggle. What I would like to see is a programming language that understands human illogical thought. The problem with most programmers is that they require the code to be in some logical (mathematical order) Most creative people don't think in any kind of logical order. The best example of this is an ex-boss of mine after unpacking his first computer, plugged it in and then stared at it for a moment. After at least 30 seconds of silence he raised both hands as if conducting an orchestra and said, "COMPUTE!" Well everybody laughed and now that I think about it that is the kind of programming scripting language I would like to see. Just the thought of FOR… NEXT loop statements and Boolean algebra in 3DS gives me a headache. But on the other hand, to be fair, we first need the power tools capability and later we make the power tools easier to use so that users like me can crank out cheap animations for the cheap, low budget clients I deal with.
#115283From: ALAN IGLESIASJul 30, 1994 10:15 AM
Yeah, David, Basic is a pretty – er – *basic* programming language!<g> I'm no expert, but it seems to be characterized by commands that are relatively english-like and easy to use. Operative word there is relatively. Using the scripting language, you should be able to create, save, recall, sell, trade, etc. keyframe data in a much more robust way that ever before. For instance, you could define a pivot point in an object and, using the scripting language, rotate it with floating-point accuracy. Complete control of move, rotate, scale, hide, and morph keys will be included in the feature set. You'll even be able to create collision-detection situations along with other data-driven animations, which should be a great thing for forensic animators. I'm sure that when we see the examples that will ship with the release, many more applications will become obvious to all of us. Either BobB or JoeF called this feature the "sleeper" of the release, because of it's potential power. Awesome whale animation, by the way, David. I hope to see what else you're cooking up! -Alan
#115284From: John EllisJul 30, 1994 10:29 AM
David, Lightwave has a scripting language built-in and it is quite powerful. Gary has already expressed the fact that he doesn't like non friendly scripting features. Basic is a programming language and is fairly user friendly. What I envision is something along the lines of Macros which are great for repetitive tasks. If you've worked with Ami Pro maybe you are familiar with the concept. There are lots of possibilities in this area. But I expect they will be an added feature not a replacement for the approach you currently employ. You should be able to save scripts. For instance, you could type in some text in the shaper, call up the script and it would apply beveling, lofting and mapping coordinates to your pre-defined specifications. So that once you ran the script, you'd go into the the builder and there the letters would be all ready made. One of the best scripts I've seen on the Amiga is one a friend of mine created for doing a boolean operation on a block of granite, where with a random function it broke up the object into random pieces while still maintain the objects original shape, then applying another script you can make the object fly apart relative to the objects position. Rather than having to keyframe each object. It will really depend on how far they take the scripting as to what you will be able to do but I think once its implemented, you'll wonder how you got along without it. -JE
#115368From: James Coulter[Mindscape]Jul 31, 1994 12:52 PM
Scripting is the same thing as programming except for the execution. The term "script" generally denotes an _interpreted_ set of commands, whereas "program" denotes a _compiled_ set of commands. The commands are usually oriented in a list-like fashion with some looping controls to repeat commands or branch to commands. "Interpreted" just means the commands are read as-typed (usually textual format), interpreted into an action by a shell program, and then the action is carried out by the shell. "Compiled" means that the list of commands is translated into machine-level code that stands on its own (or almost on its own) so that it executes very quickly. Scripts generally run slower than programs, but from what I saw, the scripting demoed at Siggraph executed sufficiently fast. To answer your question though, I think you will find scripting very handy for some simple things that might take a lot of manual labor otherwise. You will learn the scripting quickly if you start out by trying to do simple things, and then building on what you know. — James — MAP —
#115452From: David StinnettAug 1, 1994 1:25 AM
James, John, Don, Alan, and all who jumped in on this one…. Thanks. I will have to wait until I get R4 to grasp completely the broader scope of scripting, and to see if it is something I would find useful, or easy enough to use. Will you be able to control steps in the other modules, such as the 3d editor, to deal with repetitive modelling tasks? Or is this just a Keyframer/animation thing for objects? David PS. and thanks for the good words on my whale animation! I can't wait to get my hands on some of the exciting things coming up. They should make things like that MUCH easier/quicker to do. (There were 26 whale morph targets in that 50 second shot… close to a million verts! Now THAT was a pain…)
#115484From: Phillip L. MillerAug 1, 1994 8:39 AM
SCRIPT is a Keyframe scripting language, allowing you to do just about anything a KXP can do. This was the most requested (and most needed) area for a scripting ability. – Phil p.s. You're whale sequence was well worth the work – very impressive!
#115668From: John TissavaryAug 2, 1994 4:49 AM
The scripting language is a "BASIC"-like interpreter. I'm a total non-programming bozo, but will definitely take a crack at this. Last time I learned any basic was aeons ago on a Radio Shack 64k TRS-80 <g>. John Tissavary (LUNA cie)
#115755From: Todd WiedemannAug 2, 1994 12:51 PM
John: Another former TRS-80 guy ! My first animation work was done on the wonderful "Micro Movie" package. How far we've come ! Great meeting you at the party. I may be back in the SF area soon, perhaps a beer or two ?? Talk to you soon, |-\\/
#115883From: John TissavaryAug 3, 1994 12:20 AM
Most definitely let me know when you'll be in SF. I'd LOVE to get together and have a beer and a chat. Siggraph gets a little overwhelming for me sometimes, and I don't get to really hang with everybody like I want to. cheers, John Tissavary (LUNA cie)
#115761From: dave aguilarAug 2, 1994 1:19 PM
/* The scripting language is a "BASIC"-like interpreter. I'm a total non-programming bozo, but will definitely take a crack at this. Last time I learned any basic was aeons ago on a Radio Shack 64k TRS-80 <g>. */ Wwwwwwwwwwwoooooooooooooooooooooooooooooooooohhhhhhhhhhhhhhhhhhhhhhhhhhhh! The year Star Wars came out!!!!! 😀 -dave
#115904From: John TissavaryAug 3, 1994 3:45 AM
May the Swartz be with you! <G> John Tissavary (LUNA cie)
#115785From: David StinnettAug 2, 1994 2:43 PM
I've never had any programing exposure at all, nor have I really had the interest. I have to admit that sitting there and entering numbers into a script file would probably bore the pants off me (I assume most scripts would be somewhat lengthy – more than one page is "legthy" to me!), so I'll just have to wait and see if I would want to mess with it. I downloaded the POV raytracer a couple of years ago, but when I found out that it was entirely text based and you had to enter all the data manually, I said "forget this!" and wiped it off my drive. I have to be able to see what I'm doing or I get bored and wander off to something else. David
#115905From: John TissavaryAug 3, 1994 3:45 AM
I've never really had the patience to learn programming, either, but I would like to invest some time in this script thingy. It would be nice to do effects and other stuff that's not available – bring custom stuff to the repetoire. John Tissavary (LUNA cie)
#115797From: James Coulter[Mindscape]Aug 2, 1994 3:34 PM
Just think, John: You can finally get some return on that (TRS-80) investment! 😉 — James — MAP —
#115906From: John TissavaryAug 3, 1994 3:45 AM
Yeah, I feel great about that <deadpan g> John Tissavary (LUNA cie)
#115048From: Don LandisJul 28, 1994 7:04 PM
1) YES 2) YES 3) Don't remember but I do recall seeing the skeleton, I think one could pick it up at any joint to begin the "follow through" 4) There was a patch demo but I don't remember many of the details to give you a tutorial at this time <BG> I saw hundreds of demos in the two days and only wished to report the hilights of my findings. If you need more details I guess you will have to get them from Yost. The first two questions I could answer because these points were emphasized in the demos.
#115066From: M. G. BATCHELORJul 28, 1994 9:53 PM
Sorry for the barrage. Thanks for what you have been able to share. I just now talked to a friend that just got back from SIGGRAPH, and he told me that Lightwave was announced & shipping for the PC (& SGI & Raptor). I'm thinking that this might have been instrumental in causing R4 to be shown at this time. Anyway, thanks again. BILL
#114992From: John EllisJul 28, 1994 11:41 AM
Don, As usual, very insightful observations. Thanks for sharing them. -JE
#115207From: Angelo Guarino [DTI Inc]Jul 29, 1994 2:06 PM
Don, The only thing missing from that report was the "wop-wop-wop" of the helicopter blades in the background <G>. Thanks for the report. Ang