CompuServe Thread

#3DS MAX

47 messages in this thread
#184169From: Jason LangeAug 9, 1995 7:26 PM
MAX sounds incredible! I want to know more! Anyone got anymore info on it? LIke will it Raytrace, have skeletal deformations(bones), or have something similiar to vapor/flame? I can't wait until it comes out! 3DS is now a true workstation class product. Kudos to Yost Group and AutoDesk! Thanks Jason
#184204From: SEAN PLATTERAug 10, 1995 3:44 AM
>>MAX sounds incredible! I want to know more! Anyone got anymore info on it? LIke will it Raytrace, have skeletal deformations(bones), or have something similiar to vapor/flame? I can't wait until it comes out! 3DS is now a true workstation class product. Kudos to Yost Group and AutoDesk!<< Jason, MAX is intense! We are all getting our own WORKSTATIONS!!!! Everyone at SIGGRAPH has been totally amazed. . . especially all the Alias/Wavefront people we saw lurking around the MAX demos! What fun! The ADesk booth had to have been one of the TOP FIVE most mobbed booths. 3D Studio MAX will definitely make news, folks! This is truly an amazing product and will be worth every penny, and every penny you decide to put into a hyped-up system. Lightwave, Softimage, Alias (almost), Strata, etc. can kiss our collective butts! As to your questions, Raytracing is not directly supported, but since the renderer's architecture has been opened up for seemless plug-in integration by outside developers, look for a really kick-butt raytracer to be plugged in sometime soon. MAX is able to generate bone objects directly in the program now, no need to go outside. . . . and all you have to do is select your bone objects and click one button and they are dynamically linked! You can also build a bone frame on the fly. Gary Yost created a linked spiral object consisting of 8 bones in about 10 seconds! MAX creates long pyramidal bone forms connected with cube joints. You can also use any spline path as a bone joint (so an object can slide/rotate along a curved path now, instead of only using a ball joint). It looks like (at this very pre-beta time) that particle systems will remain the domain of the IPAS developers. But who knows? The new Biped IPAS is a very wild thing (please read the files that have been uploaded about it for technical details)! The motion it was generating (dancing, jumping, walking, gymnastics) looked JUST LIKE motion capture! That's because this IPAS routine has put the laws of physics to work on a walking figure, and not just lifeless objects. You have the ability to assign the center of gravity, the length of the gait, any banking paramaters, etc. to your character and have it obey. Pretty d*mn cool! I have now reached the point where I'm just gushing and am serving no practical purpose, so I will go to bed. But bewarned! You are in for quite a TRIP! Sean
#184217From: Jason LangeAug 10, 1995 8:52 AM
Sounds incredible! I can't wait! I MAD about MAX! Jason
#184787From: Aleksey PopelyukhinAug 13, 1995 6:53 PM
>>LIke will it Raytrace, have skeletal deformations(bones), or have something similiar to >>vapor/flame? Actually, 3DS MAX is much better then that: Renderer now is just another plug-in. So in addition to core scanline Renderer you will be able to use raytracing Renderer or radiocity based Renderer or who-knows-what-type-of-Renderer-will-become-fashionable as soon as they will be provided by Yost Group or third party IPAS-DLL developers. >>I can't wait until it comes out! 3DS is now a true workstation class product. Actually, 3DS MAX is much better then that: It looks like it has much better (fully object-oriented) foundation then any 3D product available. And it looks like it borrowed the best interface ideas from the best existing packages adding quite a few of its own. And it looks like the most open system with 80% code shipped to IPAS developers, which translates into kind-of-hiring-all-these-smart-PhD-not-paying-them-a-penny-for-IPAS-development so expect EXPLOSION of greatest plug-ins in the world, thanks to YG effort to make development effortless. So what we are talking here is much better then JUST true-workstation-class-product. I mean, neither SoftImage, nor Alias/Wavefront have the advantages I listed above. Regards, Alex, Video International
#184822From: MARTIN G FOSTERAug 13, 1995 9:53 PM
Alek, >> so expect EXPLOSION of greatest plug-ins in the world, thanks to YG effort to make development effortless. << you seem rather excited Alek <g>. me too. BTW, it was very good to meet you and talk about the present and future 🙂 Martin
#184844From: Aleksey PopelyukhinAug 13, 1995 11:50 PM
Hi, Martin! >>you seem rather excited Alek <g>. I am very excited! First of all I like new interface very much (I had some experience working with SoftImage and WaveFront and I like that MAX picked theirs best findings in UI like noun/verb approach, creative environment, Animate button etc and took them couple steps better). Second, I do have Visual C++ for plug-ins development and rather extensive experience programming Windows DLLs. And third, YG took care about our existing IPASes (and those in the future) not solving problems our IPASes help to solve. Quite opposite, with new IPAS-pipeline architecture and ability to call renderer as many times as we need, we can teach our IPASes (like Refraction and Aurora Mapping) new neat tricks. And then even inclusion of true raytracer in the MAX will not be able to overweight our advantage in speed and qualities of scanline rendered distortions calculated by raytracing algorithms (I am talking about Refraction Mapping). And forth, I just resolved spherical mapping case (most complicated one) for applying correct (STICKY, as Danny Mercurio suggeted to call it) texture mapping on the animated metaballs. Nobody can do it, but Video International !!! (I really mean NOBODY: neither SoftImage, nor Alias/Wavefront, nor anybody else. Oleg is preparing a theoretical paper for the next SIGGRAPH). It means blobby Casper will be able to wear pants, metaballish snakes will be able to swallow eggs and organic fingers will be able to have nails, and most important: poor woman from Metareyes ads will be able to wear a bra, which even when woman is animated will stay where it belongs to… —————————————- It was very good to meet you too. Now, I can appreciate titanic effort of movie's SFX people, and I've got an idea what kind of tools you guys need most (doesn't mean I know how to make them (yet)). It was great to talk to you, Alex, Video International
#184982From: Forcade & AssociatesAug 14, 1995 5:10 PM
>> most important: poor woman from Metareyes ads will be able to wear a bra, which even when woman is animated will stay where it belongs … << Aleksey, you've just reinvented the underwire bra <g> Actually, the technique looks very interesting and the results are great. It was good to finally meet you and your russian crew. I hope I didn't say anything too offensive to them<g>. We were trying to hold a conversation in a noisy bar using broken english. I wish I had a tape of the results. Terry Gilbert Forcade & Associates
#185053From: Aleksey PopelyukhinAug 14, 1995 9:17 PM
Hi, Terri! >> It was good to finally meet you and your russian crew. >>I hope I didn't say anything too offensive to them<g>. >> We were trying to hold a conversation in a noisy bar using broken english It was great to meet you too! I was really impressed by the quality of your book: you were able to figure out how Aurora Mapping works having just my notes written in _broken english_ – quite amazing. Are you planning to "upgrade" your book when Max come out? Congratulations, Alex, Video International P.S. Don't worry about your conversation with my friends: they do not clearly remember this noisy bar and people they met there. When I told them that they met you and Michelle and Alan and Lee, they remembered only Michelle and only because of tatoo. (BTW, Michelle doesn't remember them either : talk about how Light is Bud).
#185166From: Forcade & AssociatesAug 15, 1995 10:37 AM
Aleksey, Yes, there will be an IPAS Reference II. Of course the name will have to change and maybe there will have to be two volumes, one ofr MAX and one for r4+. Terry Gilbert Forcade & Associates
#185297From: Michele BousquetAug 15, 1995 10:39 PM
Alex, >> Michele doesn't remember them either… << Ha! I remember *everyone* I met. How could I forget trying to talk above all the noise? The real trick was to get YOU guys to remember ME, so I guess the tattoos were a success after all. Michele
#185307From: Aleksey PopelyukhinAug 15, 1995 11:36 PM
Hi, Michelle! >>The real trick was to get YOU guys to remember ME, >>so I guess the tattoos were a success after all. Don't be THAT modest: it wasn't just tattoo, which makes us remember YOU. Alex, Video International P.S. Be ready, there is more documentation work for you coming VERY soon.
#185154From: Ernie JacksonAug 15, 1995 9:42 AM
>> (STICKY, as Danny Mercurio suggeted to call it) texture mapping on the animated metaballs << I'm looking forward to seeing this in an update to Metaballs RSN. I really enjoyed talking w/ you at SIGGRAPH! You guys really got it wired. BTW: Do you have Danny Mercurio's CIS ID number? – ej
#185168From: Forcade & AssociatesAug 15, 1995 10:38 AM
>> >> (STICKY, as Danny Mercurio suggeted to call it) texture mapping on the animated metaballs << I'm looking forward to seeing this in an update to Metaballs RSN. I really enjoyed talking w/ you at SIGGRAPH! You guys really got it wired. BTW: Do you have Danny Mercurio's CIS ID number? – ej << Danny Mercurio of Details [74551,360] Terry Gilbert Forcade & Associates
#185332From: Ernie JacksonAug 16, 1995 2:05 AM
>> Danny Mercurio of Details [74551,360] << Thanks for the address! – ej
#185308From: Aleksey PopelyukhinAug 15, 1995 11:42 PM
Hi, Ernie! It was great to talk to you on SIGGRAPH! >> (STICKY, as Danny Mercurio suggeted to call it) texture mapping on the animated metaballs << >> I'm looking forward to seeing this in an update to Metaballs RSN. It shouldn't take more then 2 weeks for programming, then add some time for manuals and packaging, and by Labor Day you will be able to work with perfectly textured metaballs, so be prepared to get some hit from your wife <g>. Alex, Video International
#185334From: Ernie JacksonAug 16, 1995 2:05 AM
>> It shouldn't take more then 2 weeks for programming, then add some time for manuals and packaging, and by Labor Day you will be able to work with perfectly textured metaballs, << Great! Now if we could just use metacubes, metacones and metacylinders… Keep up the good work! – ej
#185546From: Aleksey PopelyukhinAug 16, 1995 11:44 PM
Hi, Ernie! >>Now if we could just use metacubes, metacones and metacylinders… It is _exactly_ what Danny Mercurio is now up to… (and we are always ready to help him should he experience any difficulties) Alex, Video International
#185566From: Ernie JacksonAug 17, 1995 2:24 AM
EJ >> Now if we could just use metacubes, metacones and metacylinders… << AP >> It is _exactly_ what Danny Mercurio is now up to << That would be super-great! Metaball modeling would take a giant step forward!!! I can't wait. – ej
#185698From: dave aguilarAug 17, 1995 9:23 PM
>> >>Now if we could just use metacubes, metacones and metacylinders… << and the ever popular metatorus! -dave
#185738From: Aleksey PopelyukhinAug 17, 1995 11:28 PM
>> >> >>Now if we could just use metacubes, metacones and metacylinders… << >>and the ever popular metatorus! OK, and metatorus, if you wish… Alex, Video International
#185802From: Jeffrey LererAug 18, 1995 8:38 AM
<<metatorus>> would that be metaphorical or metaphysical? <duck Jeffrey>
#185171From: Steve OrmondeAug 15, 1995 11:15 AM
Alex, >> I just resolved spherical mapping case (most complicated one) for applying correct (STICKY, as Danny Mercurio suggeted to call it) texture mapping on the animated metaballs << Can you elaborate? Will this be a 3DS IPAS or a 3DS MAX plug-in? – Steve Ormonde
#185310From: Aleksey PopelyukhinAug 15, 1995 11:59 PM
Hi, Steve! >> I just resolved spherical mapping case (most complicated one) for applying correct (STICKY, as Danny Mercurio suggeted to call it) texture mapping on the animated metaballs << >> Can you elaborate? Will this be a 3DS IPAS or a 3DS MAX plug-in? Some recent history: There is 3DS metaballs IPAS for Release 4 called OrganiX (formerly Blobs). Some near future: We planning to add to this IPAS an ability to have Sticky Mapping in two weeks. Some distant future: As I understood, Danny Mercurio is planning to port his metaballs to MAX as soon as possible (means January), and our Sticky Mapping will go with it. Some conclusions: Sticky Mapping as part of OrganiX (Pro) will be available soon as 3DS IPAS and later as MAX plug-in. Sticky mapping can't exist by itself without metaballs. Sticky Mapping sample flicks with the snake swallowing an egg, animated fingers with nails etc will appear on CompuServe in 10 days from now. Some reasons to be Proud: I went to EVERY booth on Siggraph: NOBODY can do texture mapping on animated metaballs! Be prepared, Alex, Video International
#185319From: alec jasonAug 16, 1995 12:33 AM
Aleksey, I'm very glad I got a chance to see your demonstration at Comrade Pyros' office. I just wanted to tell you how impressed I was with your Refraction IPAS. I just bought it and I'm looking forward to using it. And your Sticky mapping technique is amazing. Molodtsy, Tovaritchsy! Alec Jason
#185434From: Aug 16, 1995 12:59 PM
Alec: >> Aleksey, I'm very glad I got a chance to see your demonstration at >> Comrade Pyros' office. <bg> Greg Pyros
#185547From: Aleksey PopelyukhinAug 16, 1995 11:57 PM
Hi, Greg! >> Aleksey, I'm very glad I got a chance to see your demonstration at >> Comrade Pyros' office. >> <bg> >>Greg Pyros What this "<bg>" is all about? Are you our Comrade or what? <Bg> >>Some reasons to be Proud: >>I went to EVERY booth on Siggraph: >>NOBODY can do texture mapping on animated metaballs! Some correction is due: I received a note from Ray Dream Designer CEO, he states that he saw a Ray Dream Extension (plug-in) made by some famous french CG researcher, which does satisfactory texture mapping on animated metaballs. So I am temporarily withdrawing word "NOBODY" from my statement. (It's a first time in my scientific carrier that I am (supposedly) not the first one in some discovery: I've got 4 theorems in partial differential equations field named after myself and I used to be first everywhere. But see, it looks like french guys are finally cathing up with us.) Gomrade Alex, Video International
#185579From: LEE STEELAug 17, 1995 5:52 AM
The proof is ALWAYS in the pudding. Let's see if they are willing to put their Balls where there mouth is. (Old American slang phrase converted to suit this scenario.) Comrade Lee
#185611From: Tyler ColwellAug 17, 1995 11:36 AM
> Let's see if they are willing to put their Balls where there mouth is. HA HA HA!!! I haven't laughed this hard at a post in a long time, thanks Lee! By the way, I saw you at the ASOFT party, but didn't get a chance to say hello. So…hello <g> Tyler Colwell Mountain Motion
#185705From: Dan O'LearyAug 17, 1995 9:51 PM
>> Let's see if they are willing to put their Balls where there mouth is. << Well said, Lee. <G> – Dan / n-Space, Inc.
#185731From: Aleksey PopelyukhinAug 17, 1995 11:10 PM
>>The proof is ALWAYS in the pudding. Let's see if they are willing to put their Balls where there >>mouth is. Lee, can you reformulate this in _plain_ english? Alex, Video International
#185639From: Aug 17, 1995 1:53 PM
Comrade Alex: >> Are you our Comrade or what? Of course! I speak Vodka with the best of them! >> It's a first time in my scientific carrier that I am (supposedly) not >> the first one in some discovery: I've got 4 theorems in partial >> differential equations field named after myself and I used to be >> first everywhere. And I thought it was your Russian accent that I couldn't understand, now I realize that it was the calculus accent on top of that! Greg Pyros
#185751From: Robert C. RitgerAug 17, 1995 11:54 PM
Aleksey: >> (It's a first time in my scientific carrier that I am (supposedly) not the first one in some discovery: I've got 4 theorems in partial differential equations field named after myself and I used to be first everywhere. But see, it looks like french guys are finally cathing up with us.) << Did you ever come across a book entitled "Differential Equations with Applications" by Ritger and Rose? – Bob Ritger
#185804From: Jeffrey LererAug 18, 1995 8:40 AM
<<by Ritger and Rose>> <ROFL><ROFL>
#186184From: Aleksey PopelyukhinAug 20, 1995 9:51 PM
Hi, Bob! >>Did you ever come across a book entitled "Differential Equations with Applications" by Ritger >>and Rose? Sorry, not yet. Because all my life I dealt mostly with "equations with classified coefficients" <kidding>. More seriously: because my field doesn't have any Applications <less kidding>. Seriously: because as textbooks we use Arnold's classsic "Ordinary Diff.Eq.", and for research I read only experts in my field of microlocal solvability of pseudodifferential operators, which are Hormander, Egorov, Treves, Nirenberg etc… <practically, no kidding at all>. On the second thought: is that the book students are taught diif.eqs. in the Hunter College, (SUNY)? Large, black, hard cover with couple of skycripers on the cover? That one was good. Regards, Alex, Video International
#186202From: Aleksey PopelyukhinAug 20, 1995 11:35 PM
Hi, Greg! >>I received a note from Ray Dream Designer CEO, he states that >>he saw a Ray Dream Extension (plug-in) made by some famous french CG researcher, >>which does satisfactory texture mapping on animated metaballs. >>So I am temporarily withdrawing word "NOBODY" from my statement. Semi-good news: this french guy have never created commercial version of his research project with texturing metaballs. So we don't have have competition on the market. As for competition in the scientific battlefield, let me check what this guy really did. I am restoring NOBODY, but instead of "NOBODY knows how", I am stating "NOBODY currently does Sticky Texture Mapping on animated metaballs"! Alex, Video International
#186221From: LEE STEELAug 21, 1995 6:23 AM
Or Sticky Metaballs on animated Texture Mapping either. <g>
#186434From: Aleksey PopelyukhinAug 21, 1995 11:12 PM
>>Or Sticky Metaballs on animated Texture Mapping either. <g> Thanks, Lee. It a very good idea!
#185545From: Aleksey PopelyukhinAug 16, 1995 11:39 PM
Hi, Alec! >>And your Sticky mapping technique is amazing. >>Molodtsy, Tovaritchsy! Spasibo, budem starat'sya! >> how impressed I was with your Refraction IPAS. I just bought it and I'm looking forward to >>using it. O yes, now you can use Sherlock Holms with big magnifying glass in your animations, which will make them even more convincing.<g> Actually, I was thinking how much time my wife would save if she saw your STUNNING OJ flick instead of hours she spent in front of TV… Alex, Video International
#185569From: alec jasonAug 17, 1995 2:44 AM
<< O yes, now you can use Sherlock Holmes with big magnifying glass in your animations >> I hope to use it in my next big case: "Who Shot Kirov?" << I was thinking how much time my wife would save if she saw your STUNNING OJ flick instead of hours in front of TV >> Spasibo! Alec Jason
#185729From: Aleksey PopelyukhinAug 17, 1995 11:08 PM
>><< O yes, now you can use Sherlock Holmes with big magnifying glass in your animations >> >>I hope to use it in my next big case: "Who Shot Kirov?" Oh, yes! For this case you can use Refraction Mapping to show big Stalin's eye aiming at Kirov through the optical ruffle… And then use the same ruffle in another shot just replacing Stalin's eye with Oswald's… See, it can be really useful for the court animations too <g>. Alex, Video International
#185969From: Michele BousquetAug 19, 1995 8:58 AM
>> use Refraction Mapping to show Stalin's eye aiming at Kirov…>> My mother wants to know why I am laughing so hard. I just explained "IPAS" to her yesterday so I don't know if she'll get it. Michele
#185548From: Aleksey PopelyukhinAug 17, 1995 12:01 AM
>> Comrade Pyros' office. Comrads didn't have offices, they had Kabinets… And, BTW, they now call themselves Misters… I prefer to be just Alex, Video International
#185401From: Steve OrmondeAug 16, 1995 10:45 AM
Looking forward to it, Alex! Just let me know when to DL the flics… – Steve Ormonde
#185293From: Michele BousquetAug 15, 1995 10:12 PM
Aleksey, It was so wonderful to finally meet you and the Russian contingent in person! I wish I had had more time to talk to you. It was very hard to communicate at the show. I didn't realize how loud it was on the exhibition floor until we all tried to talk to each other in International Sign Language. I am now in Wisconsin teaching some 3D Studio classes. When I get back to Boston later this week I will get in touch with you with my Moscow travel plans. Thanks so much for introducing me to everyone. It was a great pleasure. Michele
#185704From: Dan O'LearyAug 17, 1995 9:51 PM
>> kind-of-hiring-all-these-smart-PhD-not-paying-them-a- penny-for-IPAS- development << Tricky devils, those Yosters! BTW, it was very nice to meet you at SIGGRAPH. Refraction mapping looked like an excellent alternative to R-R-Ra-Raytracing (there, I said it!). I might also say that it is great to see your enthusiasm for MAX development here in AMMEDIA… – Dan / n-Space, Inc.
#185737From: Aleksey PopelyukhinAug 17, 1995 11:25 PM
Hi, Dan! >>Tricky devils, those Yosters! Can't say better. >> I might also say that it is great to see your enthusiasm for MAX development >>here in AMMEDIA… Since my first day as a professor in the University, when I was trying to explain closed differential form concept to 30 freshmen, I was dreaming about software framework, which would allow me to see formulae and algorithms without overhead of learning some unnessessary stuff like DOS extenders or compiler options. And now we are finally getting there: anyone with some brain in his head can write MAX plug-in and see his ideas visualized immediately and (as a side effect) be proud that he extended capabilities of this Yosters' Monster. Of course, I am entusiastic. Alex, Video International
#185807From: Dan O'LearyAug 18, 1995 9:13 AM
>> Of course, I am entusiastic. << As we all are. Looking forward to your newest visions… – Dan / n-Space, Inc.