CompuServe Thread

#SCULPT4D question…

21 messages in this thread
#13421From: Sergio PozzettiNov 24, 1991 6:19 AM
Hi all. I'm making an animations with SCULPT4D, but there seems to be a "bug"(?). The problem is that sculpt4d won't do the in-betweening when a texture has changed, for instance, I have a glass sphere in frame 1 and the same sphere in frame 15, only now I modified the texture to DULL. Why doesn't the texture change GRADUALLY? Hope you guys can help me… 🙂 L8r -Sergio
#13440From: John PendergrassNov 24, 1991 7:49 PM
Sergio, it's not a 'bug'. It's just NOT a 'feature'. Sculpt does NOT have 'in-between' textures. You can set the texture to Dull, Shiny, Metal, Bright, Glass, etc, but NOT '1/2 Dull', etc…. So tweening just keeps the new texture until it changes. No gradual changes. Some other tracers will gradually change textures, etc, but not Sculpt, That's just one of it's limitations you have to live with. Each program has the things it excels at and it's limitations. Would that all the good features were combined in one program 🙂 (but then we'd just want *one* more feature and competition would begin all over again…. I love it!) –jp–seattle–
#13454From: George S. RolandNov 24, 1991 11:18 PM
J.P.'s comment is good and accurate. I've tried to make certain changes in animations in KEY FRAME mode, but I havn't yet figured out how the program does what it does in such circumstances. I have been successful in adding a new object in the middle of a key frame anim. Say you want to add an element at frame 5. If you make frame 1 a key frame, then make frame 4 a key frame, you can add an object to the tri-view and save that as key frame 5. As long as your added or deleted object is in a keyframe next to one where the object is added or deleted it works. I can't get this to work however if I delete an object and put another in its place. The second object appears but doesn't render correctly. It might be worth experimenting with. Best, George Roland
#13479From: John PendergrassNov 25, 1991 8:13 PM
George, here's how I *think* it works…. Success in tweening in Sculpt depends on you keeping a 'one-to-one' relationship between the different points/objects. For instance, imagine a hemisphere with 60 points. The points of the hemisphere are numbered (internally) by Sculpt in the order they are entered. Say the outside circumference is created first, hence its points get assigned 1,2,3,4,etc. Now imagine a flat rectangle 10 points wide by 6 points tall. (60 points) It's point are numbered row by row (ie. row 1 gets points 1,2,3…10; tow 2 gets 11,12,13, etc). You want to morph between them. If you load the hemisphere in keyframe #1, and the rectangle in keyframe #2, then Sculpt will do what you want, but it sure will look weird! Sculpt would move point #1 in the hemisphere to the position of point #1 of the rectangle, gradually over the frames. It would do the same for points #2,3,4…60. Imagine how the points are laid out…. it would be a mess. Points would be crossing in front of others, mixing up, etc… The solution is to not create a new rectangle, but instead *modify* the original object (the hemisphere). Move each point of the hemisphere to a position on the rectangle, where it *makes sense*. Don't cross points over the top of each other, etc. If you always *modify* the original object, then *you* have control over how it will morph, rather than Sculpt having to guess (incorrectly usually). This holds true no matter how many objects you have. If you delete an object in keyframe #3, and add another, Sculpt will get all mixed up re the point positions, and what points to move where. You need to recognize that adding/deleting points during a morph anim can be real difficult; maybe you should just move it offscreen and be done with it that way? That's what I usually did. Hope this helps. –jp–seattle–
#13470From: Sergio PozzettiNov 25, 1991 1:12 PM
Yeah! eheheh you're right… Anyway I've always worked with sculpt, it's easy to use, not very fast (although I have an A3000), or not as fast as REAL 3D, but just great! So I think I'll just wait for a new release in which BBB will (I hope) include this and more features (such as more textures, can you believe DKB uses about 30 parametered textures? and it's PD!!). deal would be a package with DKB power and SCULPT4D's tools! 🙂 I'm afraid I'll have to wait a long time… Or perhaps, could u advice me a package you think is better than sculpt? I'm beginning to HATE those limitations and some bugs (such as a VEEEERY VEEEEEEEEEEEEEEEERY slow refresh-window mode in 2.0 and deformed windows in 1.3!). Thanx for claryfing! L8r -Sergio
#13480From: John PendergrassNov 25, 1991 8:13 PM
Sergio, boy do I know what you mean about tracers! I still use Sculpt a fair amount too. I still like the look of the Sculpt paint and trace images, and it's very fast to model and animate in. Like many I learned with it, so maybe it's my familiarity that keeps me coming back. It works fine for me under WB2.0 (except the windows don't look correct, with the new coloring). I don't know about Real3D. Still waiting for folks like you to get the feel of it first. One of my favorites was 'Opticks'. I don't think it's made anymore, but it sure put out some great images! And wonderful rendering support too. Had a wonderful lighting scheme, based on theatrical lighting, using colored gels, spots, etc. I wish it had continued to develop, but…. Have you (or anyone here) used 3D Professional (PP&S?) recently? It's interface looked real nice; it was supposed to get some new ray tracing modules added via an upgrade recently. What about it? –jp–seattle–
#13544From: Sergio PozzettiNov 27, 1991 11:22 AM
I talked to a friend of mine that sells specialized graphic-soft. He told me 3D PRO is very powerful, but the results look bettere on sculpt, for instance, dithering is relative to the WORLD and~ not to the object. Can you imagine the UGLY effect it does with animations? -Sergio
#13554From: John PendergrassNov 27, 1991 7:50 PM
Dithering relative to the world? I'd have to see it to know exactly what he meant, I guess. Dithering uses patterns, that have to be relative to *something* in order to remain consistent. I'd have thought that most progs would be relative to the screen coords while rendering? I can imagine other ways, but screen coords would be far away the simplest, I'd think… Does quality differ? –jp–seattle–
#13586From: Sergio PozzettiNov 29, 1991 11:04 AM
Well, It means that in frame 1 for example, you a have a sphere whith a certain dithering (dependind only on the intesity of the light source) If you make the ball move across the screen, up and down or whatever you'll see that the ball shows a kind of stencil effect, it's like if the background was dithered and the ball is just a hole that moves… See what I mean? Of course, it's not EXACTLY this way, but it produces an unreal effect… If you want I can send you some examples… L8r -Sergio
#13537From: Wayne ColeNov 27, 1991 12:54 AM
Sergio, I believe, about 4 or 5 months after releasing SA4D, Byte-by-Byte announced they would no longer support the program as it was being pirated in such large volumes that they lost money. Seems I vaguely remember a statement that they left the Amiga market altogether. 'Course, I'm getting old and they say the memory is the second thing to go … forgot what the first was ;^} If anyone knows that SA4D is still a supported program and is in process of an upgrade, I sure would like to hear about it. wmc
#13553From: John PendergrassNov 27, 1991 7:50 PM
Wayne, I think you've heard correctly. There was an upgrade to the original Sculpt4D released, that added a Metal2 texture and fixed a few bugs, but that is it. No further support nor upgrades that I have heard of in years now. Still a fine renderer, I think. Still use it from time to time, particularly for modeling. I still think it is easier to model in than Imagine, etc… –jp–seattle–
#13563From: Wayne ColeNov 28, 1991 12:47 AM
John, I share your feelings re Sculpt. I have a 2.06 rev which I beleive was the last one. I still use it some too. I only got Imagine because Byte-by-Byte went bye-bye-bye. I also didn't like the protection scheme – royal pain when there is a cat on your lap and the doc is more than an arm's reach away. wmc
#13587From: John PendergrassNov 29, 1991 12:29 PM
Well, there is a version 2.09c of Sculpt4D. You might ant to try to get it from the current supplier, since it does have a few new features, and one major bug fix. Not earth shaking, but what the heck 🙂 I've never been able to really figure out the protection scheme. It seems that if I CD to the Sculpt dir, then start it, that it only asks me for it once each day. If I start it from outside the dir, then it asks every time. Weird. –jp–seattle–
#13611From: Wayne ColeNov 30, 1991 3:45 PM
John, After I sent the message I went back and checked – I've got the 2.09c as well. I believe the protection scheme is based on both time since last use and if the directory structure within its home directory has changed some amount. I've had periods of heavy use where I didn't get the protection scheme for almost 2 weeks. I thought, "gee, thats nifty, after 200 invokations they feel its not stolen so they self-destruct the protection scheme." Then it came back :^{ wmc
#13569From: Anthony RamirezNov 28, 1991 11:17 AM
I have heard that Byte by Byte was going to file for bancrupcy but an Amiga Store chain is trying to 'help' (buy them out) but I still don't know what has happened. If I hear anything new I will let you know.
#13588From: John PendergrassNov 29, 1991 12:29 PM
Thanks. Not that I am counting on them ever releasing an upgrade for the amiga, but I'd like to know they're still in biz. They deserve that. –jp–seattle–
#13796From: Anthony RamirezDec 8, 1991 8:41 PM
The latest I heard now is that they are not in financial trouble, just moved to a different location. Even though there is still no plans on porting Mac/Sculpt 4D to the Amiga, unfortunaly for us. Anthony Ramirez
#13803From: Marlene Zenker/SYSOPDec 8, 1991 10:46 PM
What does the Mac version of Sculpt 4D have that the Amiga version didn't have? At this point, I'm not sure how much it matters, since with programs like Imagine and Lightwave, Sculpt 4D has been left in the dust….well, at least the Amiga version of Sculpt 4D…I haven't seen the Mac version. Steve
#14028From: Henry LowengardDec 16, 1991 8:11 PM
Mac sculpt has texture maps and output to Mac formats, using more Mac conventions and is not very well known in the Mac world as far as I know. I last saw it at the '89 Siggraph in Boston. The Mac also has the ability to connect different physical monitors as a single "workbench" space, so all three views of the trigraph can be on full sized, separate monitors. Anyway, don't look for Amiga support – there's no money in it. Amiga must have at least 10 high end ray trace/texturish modeler/renderer packages by now. (including Public domain stuff…)
#14034From: Marlene Zenker/SYSOPDec 16, 1991 10:16 PM
I'm not looking for Amiga support from Byte by Byte at all…I gave them up a long time ago. My current favorites are Imagine and Lightwave. <grin!> Steve
#13621From: Wayne ColeNov 30, 1991 7:08 PM
That's what happens when you byte the hand that feeds you!! ;^} wmc