#MAX Questions
14 messages in this thread
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
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]
<<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…
Hi Jerome,
<< . Please take the comments I made in that message as wishes, then. >>
Sure.. got 'em.
jonas[adesk]
>> 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
<< 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.
>> 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
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<< 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
>> bring one higher level of power in texturing <<
Yep, it's the little things that can be most productive, sometimes. Thanks
-Ted Boardman
!^NavFont01F000DMGJHGoMGqHG69512F
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
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
<<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 🙂
The letters will be puce.
– J
<<international orange>> <ROFL> !!!!!I've been an advocate of orange for
years!!!!