CompuServe Thread

#IPAS Upgrades

10 messages in this thread
#184281From: Brendon MacaraegAug 10, 1995 4:14 PM
Has anyone heard if IPAS producers are going to offer a special upgrade price when 3DS goes NT? Many people seem to have more money invested in 3rd party plugins than they do in 3DS itself.
#184287From: Nik Grant [adesk]Aug 10, 1995 5:42 PM
"Has anyone heard if IPAS producers are going to offer a special upgrade price when 3DS goes NT?" I doubt that there will be any blanket statement about this. My suggestion is to get in contact with the ones you're interested in and ask. They might see your request for information as an incentive to make sure they port over to NT. I don't expect all of the DOS IPAS routines will make the transition to NT. Good question!
#184464From: Dennis FenskeAug 11, 1995 3:19 PM
Brendon; The World Builder program was offered for $995 at the show, and we were told that they were "discussing" allowing new purchasers to upgrade to the NT version for $195.00. But that really means nothing unless it is in writing. I certainly wouldn't bet money on it. Dennis
#184606From: Andrew SinagraAug 12, 1995 12:49 PM
I spoke with the people from Sysopshis (sp?) Software and they have a come up with an upgrade path which I think many of us will be very pleased with. If you buy one of their packages you pay the normal upgrade fee of around $50, but if you own multiple plug-ins, you only pay the price to upgrade one and that covers the upgrade for all of the plug-ins you own. Andrew Sinagra Digital Art & Motion, Inc.
#184742From: Eric C. PetersonAug 13, 1995 1:21 PM
Greetings, In all fairness to users, owners of other developers' products, and to other developers, nothing we provide now is a tenth as complex as World Builder or LenzFX. Furthermore, we've been assured that our procedural modellers and particle systems will translate well to 3D Studio MAX for NT. Thus, we will offer the one-price upgrade to our buyers: Upgrade as many Sisyphus products as you own for the upgrade fee of the most expensive product. Note that this will apply to simple ports, and not to subsequent enhanced versions written specifically for MAX/NT we may develop down the road. We're not 100% sure yet, either, because we don't have the MAX developers' kit, that simple ports will be possible for all our products. But that's the goal. We anticipate having four – and possibly five – products available prior to the release of MAX: Solids Completer, Particle Pack #1, Make Tracks, and Particle Pack #2. – Eric Peterson Program Development, Sisyphus Software
#184754From: TBrunoAug 13, 1995 2:50 PM
your home alive! what is particle pack 2 gonna do? T
#184793From: Eric C. PetersonAug 13, 1995 7:13 PM
Greetings, Particle PACK #2 is probably a misnomer. It will probably be a single AXP – a generalized particle emitter – with the ability to deal with secondary motion data and multiple relative reference frames. That is, if you put it on the end of a swinging lever, the initial velocity of each particle will be the sum of the linkage's instantaneous velocity plus the emission velocity. This will be selectable, of course, and you'll be able to control the decay of the components separately. At least, we haven't found any properties we can't build into a single routine. It will duplicate some of the properties of TNT, but it will be slower due to its working in the world frame. Thus Particle Pack #1's centerpiece is still a valuable commodity in and of itself. -Eric
#184763From: Andrew SinagraAug 13, 1995 3:55 PM
Eric, I couldn't have put it better myself. <g> I am glad I got a chance to meet you and I look forward to working with your particle systems in the future. (welding sparks here I come…<g>) Andrew Sinagra Digital Art & Motion
#184794From: Eric C. PetersonAug 13, 1995 7:15 PM
Greetings – Thanks for the comments. You may want to check out the answer to Todd Bruno's question I just posted – about what Particle Pack #2 will do. It's a little more closely defined than it was a week ago. -Eric
#184959From: Andrew SinagraAug 14, 1995 2:50 PM
Will do, Thanks, Andrew Sinagra Digital Art & Motion