CompuServe Thread

#MAX Questions

14 messages in this thread
#186940From: Jerome R. KaliszAug 23, 1995 9:25 PM
It looks like MAX is going to set new standards in PC based animation! I have developed quite an interest in this product, I'm only sad we'll have to wait a few months to see it. Here are a few questions about the features of MAX I never got to ask at SIGGRAPH, but are very important. There are more I have thought of, but these are on the top of my head. Please answer whatever you don't deem as classified details. (in no particular order) 1. Will MAX be able to import AutoCAD .dwg files directly, thus being able to use 2D shapes in the shaper w/o having to DXF them, and also make 3D faces more accurately translated? 2. If MAX can, indeed, read AutoCAD 13+ files, will it be able to read Acad solids directly into parametric meshes? This would be VERY important to those who must reply on AutoCAD to create complex solid objects. 3. There was talk about being able to boolean parametric objects without destroying their parametric nature. Is this for certain? Again, this would be very important, and not that hard to accomplish, either. 4. Will you be able to convert earlier non-parametric or otherwise converted meshes to parametric objects? Naturally, not all data of the structure would be made parametric, but they could be wrapped in a parametric envelope, and likewise adjusted for mesh detail, and altered in all the typical ways. 5. Will there be a means of making "blocks", like in autocad? That way, you can make one mesh (or array of meshes) as a prototype, then alter the prototype and have the changes applied to all blocks. 6. Gary said there would be a user-definable mapping system. Just how does that work? What will it take to automatically apply mapping coordinates? I assume no more having to detatch faces into new objects to apply new mapping coordinates to those faces. 7. What about the rumor of allowing TWO sets of mapping coordinates to a given object (i.e. applying a single decal on top of an otherwise already mapped object)? 8. Will each object be able to contain sound properties? In other words, as an object emitting a certain sound gets closer to the camera, the sound level increases as distance decreases? Stereo effects? This would be VERY handy. 9. Will there be any ray-tracing options built into the renderer? 10. Since the shaper and 3D editor will be integrated, will we be able to use 2D shapes as guildlines we can "snap" objects to, etc? 11. Will the shaper allow primitive parametric shapes like AutoCAD does for arcs, circles, rectangles, etc? Right now, for example, once an arc is created, there's no way to adjust its radius except to alter each vertex. 12. We know that IK will now have bspline links, BUT, will there be a way to adjust the DISTORTION of a mesh using bspline "skeletons", much as a spline version of bones? If so, will this work on all meshes, just not parametric primitives? 13. What about "magnet" like stretching, like wavefront and I believe lightwave have, so that you could non-linearly distort a mesh by pulling on one or a few verticies (like strecthing silly putty)? 14. What about input/export filters for other CAD/drawing packages on the market like microstation, lightwave, wavefront, cadkey, and many others? 15. Will automatic reflection maps work better? 16. I understand everything to develop plug-ins, aside from the C complier, will be part of the package? Will any complier work or do you need Watcom or the like? OK, that should be a good start. There are others, but I don't want to get TOO overboard. Many others were aswered at the show, and many will be asked and answered by others. I appreciate whatever you can answer. What can I say but keep up the good work. This program can blaze new trails towards bridging the gap between wealthy production companies and serious individuals with talent. -jk
#186958From: Jonas Ruikis [ADESK]Aug 23, 1995 10:36 PM
Hi Jerome, << ..lot's of questions.. >> I can understand your curiosity. Gary's taken the 1000+ unique wishes that we've compiled over time into consideration when designing MAX. Currently due to Non Disclosure Agreements we're constrained in our discussions to the contents of the MAX file uploads found in the 3DS section of the library. << 16. I understand everything to develop plug-ins, aside from the C complier, will be part of the package? Will any complier work or do you need Watcom or the like? >> Currently the requirements are Visual C++ 2.2 and Win Nt 3.51. jonas[adesk]
#186976From: Jerome R. KaliszAug 24, 1995 12:39 AM
<<Currently due to Non Disclosure Agreements we're constrained in our discussions to the contents of the MAX file uploads found in the 3DS section of the library.>> I understand having a certain degree of non-disclosure, but that sounds like not very much information. It would seem that users would be able to give much more intelligent suggestions and wishes if they had the answers to some basics, if not any particulars. Anyway, you must do what you must, I suppose. Please take the comments I made in that message as wishes, then. <<Currently the requirements are Visual C++ 2.2 and Win Nt 3.51>> Hmm… not too bad. A wise move, in my opinion, to make it easier for individuals to develop utlities. I may even look into some development myself, depending on the provisions for architectural modeling and mapping you have in the final release (amoung other things). Thanx…
#187036From: Jonas Ruikis [ADESK]Aug 24, 1995 10:22 AM
Hi Jerome, << . Please take the comments I made in that message as wishes, then. >> Sure.. got 'em. jonas[adesk]
#187009From: Ted BoardmanAug 24, 1995 7:58 AM
>> 7. What about the rumor of allowing TWO sets of mapping coordinates to a given object (i.e. applying a single decal on top of an otherwise already mapped object)? << Jerome In R4 put the base texture in Texture1 and the decal in Texture2, both set to 100%. Try it with something like earthmap.tga and 3ds.gif with 3ds.gif scaling set to 0.3 in the u and v. -Ted Boardman
#187158From: Jerome R. KaliszAug 24, 1995 9:47 PM
<< In R4 put the base texture in Texture1 and the decal in Texture2, both set to 100%. Try it with something like earthmap.tga and 3ds.gif with 3ds.gif scaling set to 0.3 in the u and v. >> Yes… I know how that can work. Problem is, you have to map the object in its entirety, or at least an area larger than the tile for this to work. In any case, you have to create the material and the mapping coordinates with the decal in mind. Not bad if you have that in mind. However, what if you have a material mapped onto a surface, for example, bricks of just a few units. Then you want to stick a poster or billboard onto the wall, or simulate the effect of a reflection or other alteration of the surface (dripping water, paint, etc.) Having the ability to apply a second decal map with another material would greatly simplify this process in many cases.
#187197From: Ted BoardmanAug 25, 1995 5:25 AM
>> simulate the effect of a reflection or other alteration of the surface (dripping water, paint, etc. << I think I've missed your point, Jerome. I believe what your trying to do can be accomplished with the masking controls and the uv scaling/offset adjustments. Perhaps it could be easier to use, but it might be at the expense of control. Don't stop asking for things like that in MAX though, that's what the wishlist is all about. -Ted Boardman !^NavFont01F000FMGJHG57MG59HH67C8D1
#187266From: Jerome R. KaliszAug 25, 1995 2:04 PM
<< I think I've missed your point, Jerome. I believe what your trying to do can be accomplished with the masking controls and the uv scaling/offset adjustments >> Yes, indeed it CAN be accomplished – provided you plan your mapping strategies accordingly. It's hardly a big issue compared to all the other features MAX will and can bring, but I was thinking it could bring one higher level of power in texturing. << Perhaps it could be easier to use, but it might be at the expense of control >> What I was thinking about wouldn't sacrifice control at all, it would just allow multiple layers of mapping and decaling on a single object. The biggest risk is that it could potentially get very confusing if the GUI isn't done right. << Don't stop asking for things like that in MAX though, that's what the wishlist is all about >> Oh, I don't intend to stop 🙂 Just thought I'd explain what I meant by this one little thought I had. As I said, it's not a major feature nor would we have a hard time living without it. Thanx! -jk
#187374From: Ted BoardmanAug 26, 1995 4:45 AM
>> bring one higher level of power in texturing << Yep, it's the little things that can be most productive, sometimes. Thanks -Ted Boardman !^NavFont01F000DMGJHGoMGqHG69512F
#187024From: David J. MarksAug 24, 1995 9:32 AM
I am not with the Yost Group, but as a Forum Assistant hopefully I can answer some of your questions and save Gary and Co. some time… (My answers are based upon my impressions from the Autodesk booth at Siggraph, and may not be complete or fully accurate.) 1 & 2: <Acad transfers> I don't know. 3. <parametric booleans> I believe that was discussed at Siggraph as being just another object modifier in the stack. 4. <non-parametric imported objects> Set your message counter back a couple of days . There was a thread discussing this. Basically, the imported mesh becomes the starting point of the stack and all modifications in the stack act on it. Regarding the face count, I doubt the base object would have parameters to allow that. (It would be more-or-less a "dumb" mesh.) 5. <ACAD style blocks> At Siggraph they briefly discussed new options for instance copies. It looks like there will be several ways to copy an object and have updates affect all or certain copies. 6 & 7. <mapping> I haven't heard any discussion yet. 8. <sound properties> Cool idea. From what I saw, sound is present as mainly a reference on which to base your animation. Given the concept of the core-component-plug-ins though, I can't see why a sound generator couldn't be built. AVI and WAV technology is heavily used and documented in the Windows world. 9. <ray-trace> I haven't heard any announcements about the renderer. 10. <snap to 2D objects> Good Question! (no idea… <g>) 11. <2D primitives> From the Siggraph demonstration, it appears that all 2D shapes are just another step in the "stack". They all seem to be spline-based, and modifications to the base shape will effect a change through the whole stack. 12. <mesh distortions ala Bones> Don't know. 13. <"magnet" like stretching> Don't know for certain, but the parametric mesh modifiers and "space-warps" would appear to come pretty close. 14. < other CAD/drawing packages> Dunno. 15. <ref-maps> Dunno. 16. <developer stuff> It is my understanding that the Developer Kit will be part of the program, shipping to all customers. Microsoft Visual C++ will be the programming language required (I don't have version #'s noted). PharLap and Watcom are out of the loop. Hope this helps. – Dave
#187053From: Yost GroupAug 24, 1995 11:17 AM
Whoa! Sooooooo many questions! Since we've got a product to get out — and several months to go — I think we're getting into a little too much detail at this point. We can answer questions people might have on what we showed at Siggraph, but it's _far_ too early to get into feature inventories. That said, the color of the box will be international orange. <g> – Jack
#187111From: Jerome R. KaliszAug 24, 1995 2:36 PM
<<We can answer questions people might have on what we showed at Siggraph, but it's _far_ too early to get into feature inventories>> Well, Gary indeed said YG wouldn't be able to answer ALL our questions… but I figured I'd ask a few on my mind and see what got answered and what didn't <g> Figured I'd be able to supply more intelligent wishes that way. << That said, the color of the box will be international orange. <g> >> Yuck. At least it's better than sheer black with nothing but silver letters saying "MAX" on the side 🙂
#187228From: Yost GroupAug 25, 1995 10:10 AM
The letters will be puce. – J
#187214From: Jeffrey LererAug 25, 1995 7:06 AM
<<international orange>> <ROFL> !!!!!I've been an advocate of orange for years!!!!