CompuServe Thread

LightWave better?

19 messages in this thread
#61774From: James M. MurphyOct 15, 1993 12:18 AM
Gary, PMJI…but did I see something of a thread about Kinnematics Routines or was I dreaming? James M. Murphy
#61833From: Yost GroupOct 15, 1993 11:00 AM
You may have, but Gary's just stepped out (of town) for a few days of vacation. I'd try this again sometime next week.
#61944From: Schreiber InstrumentsOct 16, 1993 2:17 AM
Dynamics… from the same group, Positron, that have been working on it for LightWave. Will require IPASr3 so it will be some time in the future. They have also been talking about kinematics, which really require dynamics as a base.
#62017From: James M. MurphyOct 16, 1993 9:53 PM
Keith, >> Dynamics… from the same group, Positron, that have been working on it for LightWave. Will require IPASr3 so it will be some time in the future. They have also been talking about kinematics, which really require dynamics as a base. << This is very good news, You wouldn't happen to have any idea of the time frame involved would you? I've just layed a one minute animation to tape for an engineer. Very large AME Mechanical Drawings averaged between 2 to 3 min. per field/frame shot…started wednesday and just finished today. Anyway, where I was going with this is….we had a discussion about kinematics and he went nuts just thinking about the possibilities for his mechanical app's. Actually I hadn't really thought about all the implications until he gave me his engineers point of view.. Now I'm really excited about being able to do/show this visa vis' 3D Studio animations. Keep me informed and if they need a full blown mechanical engineer to Beta' any of the software I certainly know of one! James M. Murphy
#62068From: GREG TEEGARDENOct 17, 1993 2:13 PM
PMJI, but did you just imply that 3DS is going to support 3D inverse Kinematics? Would this be through IPAS? Please do tell!
#62070From: ALAN IGLESIASOct 17, 1993 3:39 PM
PMJI, Greg and Murph, but with IPAS3's ability to access virtually *anything* the keyframer can do, all kinds of dynamics and kinematics will be possible, as soon as the new SDK is released (hopefully in the late November/early December timeframe, I understand) and someone starts writing them. Gary has mentioned that he knows of a number of folks who plan to jump on this stuff as soom as it is possible, so time will tell. I think Gary also mentioned that it will be possible to do much (if not all) the stuff that Wavefront's new packages can do. We'll have to ask him when he gets back! This is not to mention the keyframer's "Basic" scripting abilities to let us interact with some procedures ourselves! -Alan (just can't wait for this stuff!)
#62076From: GREG TEEGARDENOct 17, 1993 4:01 PM
I guess what I'm asking then is, is it *true* kinematics, i.e.- do the objects really know that they are colliding, and would a kinematic chain be visible in the keyframer that you could interactivly manipulate. In other words, would the only type of object manipulation possible be through an IPAS requester box, or would you do right in the keyframer? The only thing I don't like about IPAS is that I feel that in some instances it's not interactive enough with the rest of the interface. BTW, what is SDK?
#62081From: Paul LindOct 17, 1993 4:53 PM
PMJI, but although the possibility exist for such an IPAS routine, it is no doubt a year or more away from actual existence. The original question was posed by me after I had a conversation with Gary on the subject. We're currently checking the feasibility of such a routine, but no-one seems to be currently working on such an entity, and if a group decided to undertake the task, the sheer coding would evidently be a monumental task to attempt. This isn't my input, it's what Gary told me. Additionally, it appears that to even start thinking about tackling kinematics/inverse kinematics that an extremely strong dynamic/collision detection base code would need to be established. Gary said that there was a group working on a set of dynamics code for R3 but that it was a couple of months away.
#62091From: GREG TEEGARDENOct 17, 1993 8:30 PM
This would all seem to suggest that something like this would be better as part of the software from the beginning, not an add on done by a third party developer. I would personally like to see it as part of the system interface.
#62092From: Paul LindOct 17, 1993 8:40 PM
I'm sure we'd all love to see it become a part of the program. Maybe R4!!!! If not then maybe Tom or Dan will go totally nuts and do it as an IPAS!
#62153From: David TaffetOct 18, 1993 11:21 AM
I, also, would like to see the collision/inverse kinematics, etc. be part of the program, rather than a 3rd party add-on (which will also cost another pretty penny… difficult for us out-on-the-street types).
#62333From: David J. MarksOct 19, 1993 10:55 AM
.. would like to see the collision/inverse kinematics, etc. be part of the program, rather than a 3rd party add-on… It would be nice to see all IPAS routines be included as part of 3DS. I bet putting in everyone's favorite would drive the price up too much though. I'd rather pay a small amount for the main engine and add just the routines I need. (Imagine if AutoCAD tried to anticipate everyone's needs – mechanical, architectural, electronic, etc.)
#62404From: John TissavaryOct 19, 1993 4:14 PM
I agree with you David. It's like the "high end" packages. Their very modular, though the modules are more integrated than IPAS. I haven't checked out too much R3 IPAS, though, so I'm sure I'll be pleasantly surprised.
#62414From: David TaffetOct 19, 1993 5:09 PM
I guess I don't think all IPAS routines ought to be included in the base program of 3DS and I'm sure other prople would have differing opinions as to which ones ought to be, but, IMHO, being able to animate characters is pretty basic and the currently built-in linking makes the task easier than having a collection of totally loose parts, but still very awkward. All of the other IPAS routines I've heard of or seen seem to be very much an add-in kind of function. To easily move a figure's extremity and not leave behind the rest of the bod does not. As I say, I expect others hold differing views…
#62388From: David J. MarksOct 19, 1993 3:49 PM
.. would like to see the collision/inverse kinematics, etc. be part of the program, rather than a 3rd party add-on… It would be nice to see all IPAS routines be included as part of 3DS. I bet putting in everyone's favorite would drive the price up too much though. I'd rather pay a small amount for the main engine and add just the routines I need. (Imagine if AutoCAD tried to anticipate everyone's needs – mechanical, architectural, electronic, etc.)
#62112From: ALAN IGLESIASOct 17, 1993 11:42 PM
PaulL pretty much said it all. I've found, BTW, that the level of interactivity of an IPAS interface can be a function of how much stuff the programmers wish to put into it. The more "code" bells and whistles, the more buttons and numerical entries for specific operations can be called. "SDK" just means the IPAS3 Software Developers Kit.
#62113From: GREG TEEGARDENOct 18, 1993 12:33 AM
Perhaps they (AutoDesk) should come out with some kind of standard for IPAS interactivity. That would insure that all IPAS routines meet a certain level of user interactivity, which would allow more time for creating great imagry and lees time fooling with requesters!
#62142From: ALAN IGLESIASOct 18, 1993 10:22 AM
A nice thought, Greg. I think maybe, though, I may miss that feeling of discovery you get when you find ways to get effects from routines that (seemingly) were designed to do something completely different, or when you come up with something totally unexpected after doing a lot of "requester fooling"<g>. Not that this ability would go away with more interactivity, but I may not be quite so inclined to push it as much as I do now-:) At any rate, I'm sure things will get more interactive *and* functional as time goes on. As long as I get all this stuff to mess with I'm pretty much a happy guy…
#62269From: GREG TEEGARDENOct 19, 1993 12:26 AM
As long as I get all this stuff to mess with I'm pretty much a happy guy…<< I know the feeling! -GT