CompuServe Thread

3d body adventure

18 messages in this thread
#127159From: Oct 4, 1994 8:27 PM
In the cd-rom 3d body adventure there is an area where you can interactively rotate rendered viewpoint models in almost real-time by using your mouse. In the directory of the program there is a file called wf.exe that uses the ascii information from the 3ds files and is converted into a data type by a program call asc2dat. I was wondering if you knew what the asc2dat file is, is it part of being able to rotate the model, and if so how does one go about acquiring it. Lastly do you know of how they actually accomplished the interactive rotation? Any info would be appreciated. Thanks Sam Coor
#127250From: Yost GroupOct 5, 1994 10:04 AM
In general, the way that Knowledge Adventure pulled so-called "real time" rotation off is by a very elegant cheat. They rendered flics for each allowable rotation "arc" and then put a UI in front of their own flic engine that allows folks to effectively scroll back a forth within the flic in real time. It works great. Beyond that, you'd have to contact the folks at KA for details. – G
#128340From: Mitch GouldOct 11, 1994 12:28 PM
Gary, Hi again. I have for some time been interested in human character animation, and I'd like to read a little description by someone working in that field about what's it really like: what's feasible, what's not feasible, what the hardware and software requirements are, how long it takes, what the skill set is. I am particularly interested in realistic modeling of human expressions by morphing facial musculature. (In fact, I've even toyed with doing a book on the subject after I get finished with my book on multimedia authoring in VB. Is there anyone you might invite to discuss this topic here on CIS?) Thanks. Mitch
#128343From: Yost GroupOct 11, 1994 12:59 PM
The folks at Sony Pictures Imageworks are doing the most interesting human animation I've seen (Tim Miller, particularly). I'm not sure if they're available on CIS, however.
#128447From: david W. mennenohOct 11, 1994 9:01 PM
The folks at Sony Pictures Imageworks are doing the most interesting human animation I've seen (Tim Miller, particularly). Gary, That's cause they've got all the money….
#128454From: Yost GroupOct 11, 1994 9:47 PM
Actually, that division (the PC division, as compared to the SGI division)_ does NOT operate with the high budgets that the workstation guys have. Their operating philosophy is bottom-line-budget, and that's why they're getting so much work now. Tim's been doing great human work since before he was working there. Money has nothing to do with talent.
#128505From: bruce gorenOct 12, 1994 3:38 AM
Ah ha ! I was wondering where Tim ended up after Action closed ! Good catch for Sony .
#128548From: Yost GroupOct 12, 1994 10:15 AM
Really. (He's been there almost a year, now.) In addition to being a beyond-mutant animator, he's a really nice guy! You can check out two of his skin models right here in the forum. ALIEN.ZIP and SOLDIE.ZIP. They have underlying skeletons that you animate in the KF while the cross-sections are hidden, and then at render-time you hide the skeleton and unhide the cross-sections. (This is basically the same technique that Martin Foster describes in the new 3DS Special FX book.) – G
#128576From: bruce gorenOct 12, 1994 12:13 PM
Thanx, See, these are the kind of cool uploads I'm missing now that we no longer have those wonderful "What's New" postings in the forum messages. Looks likek I've got some catalog DL'ing to do. Bruce
#128513From: MARTIN G FOSTEROct 12, 1994 4:39 AM
>> Is there anyone you might invite to discuss this topic here on CIS? << I'd love to discuss this (although not invited). I've dabbled in this area for some time, but I'm clearly not in the league of people like Tim Miller 🙁 However, you might find him hard to communicate with since I don't remember him participating in the asoft forum. I met him once and felt an inexplicable urge to polish his shoes, however I didn't have the guts to ask if he'd mind if I did. I just skulked in the shadows and basked in his aura …. Anyway, that leaves me <g>. I've built some characters with skin (check out the Siggraph '94 tape or heroes.jpg in the libraries here). The characters don't do a lot of animation but I'm hoping to liven them up a bit when I get IK in r4 or Puppeteer from Schreiber. I personally feel I'd need IK, at least, if not optical motion capture to make extensive human animations. I attended a Siggraph class on motion capture and it was most enlightening. I feel that's the way to go for human motion and speech. I'm sure some really nice stuff has been done the with traditional keyframing but usually "less is more" and the animators really need to concentrate hard on fine tuning just a few motions to make them convincing. If there's anything in particular you'd like to discuss, ask away! Better that than me waffling <G>.
#128519From: Mitch GouldOct 12, 1994 7:49 AM
Hi Martin, Thanks for the reply. I'm not familar with Tim Miller's work, mentioned by Gary and by you…. There is a brilliant book, sort of like an atlas, called Facial Expressions by Gary Fagin (Watson-Guptill, ISBN 0-8230-1628-5). It shows how the facial musculature is engaged to create six basic expressions of emotion and scores of subtle variations. I guess one thing I was wondering is how difficult it would be to model those features and develop methods to make them stretch. The culmination of this fantasy would be to have them behave under some kind of higher-level control like a menu or a script. Same thing applies to the expressions of speech. (Part of the reason I'm fuzzy bout this is I haven't done much 3D modeling. Version 1 of 3DS, which I received while doing my Animator book, was so cranky and buggy on my system that I was never able to justify pursuing it very far, and 3D animators sprang up like mushrooms here in Atlanta, all grubbing for the available work. And while Gary talks about talent, he means the entertainment industry. In the world of commercial multimedia for corporate clients, talent is far less important than lowest-bidder…) Mitch
#128593From: MARTIN G FOSTEROct 12, 1994 1:07 PM
Mitch, >> I'm not familar with Tim Miller's work, mentioned by Gary and by you…. << me neither, but Gary speaks highly of him. There are some examples of his work in the forum libraries and also on the Siggraph '94 (and maybe previous years – not sure). It seems like he's good at keyframing "action" sequences. >> Facial Expressions by Gary Fagin …. shows how the facial musculature is engaged to create six basic expressions of emotion and scores of subtle variations….. how difficult ….to model those features and develop methods to make them stretch. << Well, it's been done so it must be feasible. Another 3ds character animation fiend, Steve Sherer, created a whole series of heads with facial expressions and "phonems" (sp?). There's about 16 heads which you morph between. Modeling typically involves creating an approximation of the head, then doing appropriate booleans, then lots of vertex tweaking. At Siggraph '94 I saw a bunch of different methods for lip-synching. Most interesting. If I can find my notes (I took lots of 'em) I'll go into detail. later Martin
#128626From: sherwood egbertOct 12, 1994 3:21 PM
check out saturday mouring at 8.00 channel 7 i think, its called reboot. all 3d human like models cartoon. actualy its the first fully 3d animated series i have seen on a weekly bases. very cool stuff sherwood animations
#128651From: ROBERT RITGEROct 12, 1994 5:47 PM
Sherwood: Last year I caught an episode or two of 'Crash Test Dummies', an all Wavefront 3D animated series on Saturday mornings. Don't know if its still on the air though. Bob
#128663From: john h grabauOct 12, 1994 6:42 PM
Sherwood, I too like reboot, we have it on ABC at 9:30 Saturaday (EST). It helped me explain to my wife why I _needed_ to get 3DS, she does "child development" stuff <g>. I do medical/toxicology stuff. One of the things I noted was the lack of shadows, I guess to save rendering/production time. It would be interesting if a thread was started allowing comments on methods and suggestions on a series such as this that appears weekly.
#128836From: sherwood egbertOct 13, 1994 1:04 PM
i definatly agree, do you know what platform and software reboot uses? sherwood
#129023From: David R. WestOct 14, 1994 9:58 AM
I read on Internet comp.graphics.animation that Reboot is done on Softimage by Limelight Productions of Vancouver.
#129046From: sherwood egbertOct 14, 1994 12:01 PM
thats what my quess was. thanks for the info. sherwood