CompuServe Thread

#Animated Booleans

9 messages in this thread
#189807From: SANTIAGO RIVERA UTSep 8, 1995 12:34 PM
Time ago we had to make a clip with an object extracting the volume of another We could'nt do beacuse 3DS has'nt animated booleans (softimage do) so we worked too much to do something like that. Then I though about create an IPAS routine that can do animated booleans (the same operations the 3DEditor has) via an AXP interface. I did the dialog box, with the 3DE editor but anymore because I had'nt time to program (the last time I have do a program was two years ago, so I think it would be some difficult for me). Is there anyone (person or bussines) interested on develop that? Thanks
#190009From: Jerome R. KaliszSep 9, 1995 2:02 PM
If I'm correct, the intention is that the modeler in MAX will be able to animate all interactive functions, including booleans. Just think – booleans that work, AND can be animated! I just pray that we'll be able to perform similar operations on objects sthat are imported from other CAD programs. That's MY part of this wish (not completely different than other things I've been wishing for <g>)
#190167From: James Coulter[Mindscape]Sep 10, 1995 7:13 PM
> Just think – booleans that work, AND can be animated! < I think Santiago's wish for animated booleans has a fundamental difference from mesh-booleans that you are referring to. Animated booleans are usually calculated more like a z-buffer. Think of the way you can push two obects through each other in 3DS and the intersection is shown correctly when rendered. This is because the z-buffer determines which object is in front at the image level. In this sense, 3DS _does_ have animated _boolean unions_. Santiago's wish is for other boolean functions which work the same way. In the case of subtraction, the Z-buffer is used to determine which object is in back rather than in front. Well, this example is a little oversimplified, but hopefully you see what I'm getting at. — James — Choreo Motion —
#190180From: Jerome R. KaliszSep 10, 1995 9:05 PM
<< Santiago's wish is for other boolean functions which work the same way. In the case of subtraction, the Z-buffer is used to determine which object is in back rather than in front. Well, this example is a little oversimplified, but hopefully you see what I'm getting at. >> Hmm… I just scanned that original message, so it's possible I missed something. I would have gone back and re–read it, but it looks like it scrolled. Anyways, Not exactly sure what you mean by "behind"… In the case of a subtraction, one object isn't seen at all, you just see the original object with a void where the other object intersected… WIll write more later… -jk
#190374From: James Coulter[Mindscape]Sep 11, 1995 10:26 PM
> Not exactly sure what you mean by "behind"… In the case of a subtraction, < In the case of subtraction, the "subtraction" object is only rendered in areas where it's z-buffer value is "within" that of the base object. Let me reiterate that "z-buffer" is not entirerly accurate in the description. The process is quite similar to a z-buffer in the sense that the decision as to which object renders is computed at the image level. In such a way, the subtracted area can have the material properties of the subtraction object. My reason for responding, though, was point out that the math for mesh booleans, like in the 3D editor, is nothing at all like the math that is happening in programs that have animated boolens. Hence, "booleans that work and are animatable" is not applicable in the sense that you meant it, since attempting animated mesh booleans would be a hopeless persuit. Mesh tangencies would crop up causing problems that even the best solids modelers couldn't deal with. — James — Choreo Motion —
#191070From: Jerome R. KaliszSep 15, 1995 9:39 PM
<< My reason for responding, though, was point out that the math for mesh booleans, like in the 3D editor, is nothing at all like the math that is happening in programs that have animated boolens. Hence, "booleans that work and are animatable" is not applicable in the sense that you meant it, since attempting animated mesh booleans would be a hopeless persut>> True, in r4. I'm hoping against hop that MAX will have a completely different mathematical approach to booleans than the old, tired, lacking boolean approach in the 3D editor in r4…
#191273From: James Coulter[Mindscape]Sep 17, 1995 1:06 PM
I get the impression that the only reliable model for booleans is a parametric system, like Pro Engineer. I've had opportunities to work on some of the most expensive solids modelers, and I've never seen one that handled tangencies with grace. I _do_ like the idea of animated booleans, though, regardlesss of the approach used to accomplish them. They are great for creating some awesome effects. — James — Choreo Motion —
#191300From: Jerome R. KaliszSep 17, 1995 5:54 PM
<< I get the impression that the only reliable model for booleans is a parametric system, like Pro Engineer. I've had opportunities to work on some of the most expensive solids modelers, and I've never seen one that handled tangencies with grace. >> True… but even the simplest, cheesiest solid modeler is worlds better than trying to boolean in 3DS. It's all a matter of perspective. With the new parametrics in MAX, I would like to see some of these new features really work in regards to modeling, else 98% of all the models we make will STILL have to come from other packages than 3DS, and hence not be able to take advantage of MAX's parametric power. <<I _do_ like the idea of animated booleans, though, regardlesss of the approach used to accomplish them. They are great for creating some awesome effects>> Very true… as I said, if we can use these parametrics with our models, we'll have ENORMOUS power in 3DS when MAX hits.
#192889From: SANTIAGO RIVERA UTSep 27, 1995 4:55 PM
Jerome & James, James & Jerome. Mmmm, nice discussion. It seems you have some solutions… What I though its aplicatte a good boolean math engine through the AXP interface to do the three elemental boolean operations when rendering: i.e. if I substract object A from B, and A is moving away from B, at rendering time, not only A is invisible, but regardless the keys of A, B will be going appearing or disappearing. With "Object/Atributes" I would assing the AXP program to object A and say that this object is a "substractive" object that "crunch" the portion that any object that intersects with the boundaries of object A, being invisible. In the case of the other boolean operations the idea is the same: assign the AXP program to the main object and say it will be a "union object" or a "intersection object" that will aplicate its function to any other object that intersects with its boundaries. We could put an "Exclude or Include objects" button and a "Get Material" button in the dialog box. But if 3DSMAX will have something like this, oh well, then we'll wait for it, …or for the NT ver. of SoftImage, or Lightwave, or… Bye, & thanx