CompuServe Thread

Forgot to ask…

7 messages in this thread
#55781From: Marion K. MarksSep 1, 1993 11:10 AM
"IPAS3"? Since "IPAS" stands for .IXP, .PXP, .AXP, and .SXP, and since Release 3 adds .BXP (bitmap import/export filters) and .KXP (Keyframer external procedures — YAY!!!), why not a new acronym that includes all of those? I suggest "BIPAKS" (pronounced "bypacks"). <grin> Can .BXPs import bitmaps from ANY source? Could, for instance, an SVTR .BXP be written that on export would write to a specific tape frame, and on import read (rotoscope) from a specific frame (or range of frames)? It'd be a lot more elegant than the Video Post .BATch files needed now. Assign a rotoscoped texture map by clicking on ".SVR" (added via .BXP) and giving a "file name" which encodes the start frame, as in "00033015.SVR" to mean "00:03:30:15" (0 hours, 3 minutes, 30 seconds, frame 15). This would mean rotoscoping could be done without having to resort to Video Post.
#55842From: Yost GroupSep 1, 1993 7:29 PM
BIPKAS maybe? <g> BXP's are technically capable of writing to any source, but you've got to realize that they have absolutely no UI, since their purpose is to be user-transparent file filters. It's an interesting thing to think about, however. We'll have to have a discussion about it after we ship R3. Snowed under in SF, – G
#55943From: Marion K. MarksSep 2, 1993 10:53 AM
I dunno. I think BIPAKS sounds better that BIPKAS. <g> How about SKIPAB? BASKIP? PASKIB? (Hmmm — almost sounds like Pascal!) SPIBAK? SPAKIB? PSIBAK? PSIKAB? Lotsa possibilities here! 🙂 I must say I think it was rather short-sighted of you to provide no UI capability to BXPs. I suppose it's possible for developers to brute-force build their own UIs if necessary, but they shouldn't have to. Even discounting what I discussed before, allowing BXPs to pop up dialogs for more info would have been quite nice — an advanced TIFF BXP could have allowed the user to select from a list of the various compression methods supported by the TIFF spec, move the origin, change the DPI resolution, adjust the TIFF for Macintosh compatibility, etc. An AVI BXP (presuming that BXPs can also do animation saves) could allow the user to select between standard Microsoft AVI and the better (but which requires either a 486 or a special coprocessor card) Intel Indeo compression. Without UIs, seperate BXPs would be required for every possibile variation on the TIFF, EPS, AVI, etc. formats, and the user would need to know which button to click (not to mention how quickly this could fill up your File Load/Save dialog boxes with BXP buttons!). I mean, how hard would it have been to allow BXPs to call the same UI interfaces as IXPs, PXPs, AXPs, SXPs, and presumably KXPs? Seems to me you would actually have had to have gone to extra work to REMOVE those calls from the scope available to BXP routines!
#55956From: Yost GroupSep 2, 1993 11:43 AM
Actually, it was a very deliberate design decision to make BXP's interface-less. The entire POINT of them was to provide a transparent way of loading any file format. The way they work is, if you've got an AVI.BXP sitting out there, the bxp searches for whenever you look for AVI files and then just converts them as if the AVI file format was designed into the program. You don't have to know about buttons or anything… just select the file and go. (bxp's don't put up their own buttons; you just select them from the file selector list) I've got an entire design document around here somewhere discussing why we made these decisions. Perhaps after we ship R3 I can dig it up for you. – G PS: If you want to configure a bxp to do something special, you can use a pxp that writes a configuration file. We ship a couple of examples with R3 that show how this is done.
#56217From: Marion K. MarksSep 4, 1993 3:45 PM
Ah, okay, I guess that makes sense. So the BXPs are loaded at startup time and automatically activate if a file of their given extension is to be loaded or saved? That doesn't quite jibe with the 3DSr3 demonstration I saw at your SIGGRAPH booth, though. I clearly remember the demonstrator loading bitmaps as various maps in the new Materials Editor, and seeing all the usual File Type buttons in the dialog box (.GIF, .CEL, .TGA, .TIF, .FL?, and now .BMP and .JPG as well). From what you say, those buttons should not have been there. I thought .BXPs would show up as their own buttons — for instance, if you had an AVI.BXP in your PROCESS directory when starting 3DSr3, and you selected any command that would ask to load or save a bitmap (Materials Editor maps/masks, Video Post, etc.), you would simply see an ".AVI" button alongside all the others that are normally there. Clicking it would show only matching .AVI files, and you could select an .AVI file and load it as usual. I guess I was wrong. I was hoping that maybe it was set up so that right-clicking on any of the file type buttons, regardless of whether it was a built-in or .BXP file type, would, if the type supported it, pop up a dialog box that lets the user specify certain options (especially on saving, but I could also see this being useful on loading) such as various types of compression for TIFs, etc.
#56243From: Yost GroupSep 4, 1993 5:17 PM
Now you're getting it… I think your confusion was due to thinking that JPEG and BMP were handled via BXP's… they're not. Those formats are now built into the basic architecture of the system. To load BXP-filtered files, you just click on *.* and then select the file format compatible with a BXP filter that you've got in your process path. It's completely transparent to the UI. And, like I said before, BXP's _can_ read parameter files, which can be set up via PXP's. So they're quite flexible, actually. – G
#56250From: Marion K. MarksSep 4, 1993 5:34 PM
Ahhh! Okay! That does make sense!