CompuServe Thread

#IPAS Routines

20 messages in this thread
#26397From: Mike KelleyNov 7, 1992 1:09 AM
I have a slight gripe with the IPAS stuff you released. Oh, it's good, and no doubt I'll purchase them all (collect them all! — number 5 in the series!), but there is something that really bothers me about this (and don't take this wrong — I think you guys, particularly Gary, are Gods for whom I am not worthy, etc, etc.) Some of the stuff, particularly the third disk, looks like it should be intregal to 3D Studio — yet the person/persons responsible for upgrading 3D are offering it. In other words, it's as if Word Perfect was written by someone who also wrote an add-in spell checker for Word Perfect — what point would WP have to include that spell checker? (As a matter of fact, there's a disincentive for you guys to include any of the IPAS routines you offer as standard 3D features). I think the concept of add-on IPAS is fine — my software product itself is very similar in offering such third party support. But I also think the trend in software is to be as fully featured as possible, and you shouldn't have to think twice about including such a feature just because you already wrote an IPAS routine that does the same thing (does this mean we'll never see defocus, or glow inside of 3D Studio, for example?).
#26418From: Yost GroupNov 7, 1992 10:46 AM
Gods? Maniacs maybe. Nerds definitely. But Gods? hmmm… I'll have to ask my wife about that… (or maybe my mother… 🙂 Interesting question. It's obvious that no other animation system offers the functionality of those IPAS routines internally. Some of them offer various pieces, but I'm sure that those systems don't offer all of the core 3DS functionality. Especially for the price. The reality is that for us to ship a product on a schedule, we can only put a limited number of features in it. Technically, anything is possible, but our philosophy is to try to get new releases out in a reasonable timeframe, and I think we did that pretty well with the period between 3DSr1 and 3DSr2. We expect to put just as much new functionality in 3DSr3, and we're going to likewise attempt to get it out in a timely way. The IPAS stuff really provides wacky special effects that only certain people need, whereas we try to build core functionality that's more general. – G
#26481From: Mike KelleyNov 7, 1992 11:56 PM
Thanks much for the reply. Yes, you are Gods, and don't let anyone tell you otherwise (even your wife — ESPECIALLY your wife. Asking your wife to tell you if you're wonderful is just… well, it's asking for trouble, for sure). You're in that category because, for those of us mortals who cannot, you can satisfy the dreams and wishes in a deep and complete manner. Don't knock it — in a VERY limited way I am such a creature to those who purchase MY software (but VERY limited, and with feet of clay). I wasn't complaining so much as raising an issue because I do think that some of the IPAS stuff (particularly, as I said, the DISK 3) IMHO should be built in. Built-ins nearly are always more reliable (here I go on THAT subject again) and have a better degree of integration with the rest of the product. In any case, I've seen some of the IPAS pictures and I'm sold, so if AD can just ship me my 2.01 upgrade (and doesn't make my dealer and I go through hoops) I'm in for the group. But don't let it stop you from adding some of this stuff (or simliar) to release 3.
#26644From: Yost GroupNov 9, 1992 7:56 PM
Hey Mike… you've definitely been staring at the computer too long! You've forgotten the difference between "nerds" and "gods". (ok, I know that we're ALL gods in the fractal sense… self-similarity and all that 😉 The discussion you raised about features is certainly interesting… We're always working as hard as possible, and I'm sure that you'll find that release 3 is just as much of a value as release 2 was (if not more, of course). Thanks for the feedback – G
#26471From: bruce gorenNov 7, 1992 11:15 PM
Mike, Interesting question. Of course , one mans core routine, is another mans special effect — only the designers of the code can really draw the line but this is the perfect forum to suggest mid-course corrections or politely disagree. I have a similar beef about a program called Tapcis. There are bunches of shareware add-ons that I don't buy on principle cause I think they ought to be part of the main program. Still it gives Tapcis great flexability to be all things to all people. Look at the tremendous success AutoDesk has had concentrating on core issues while an entire industry of 3rd party developers has grown up around special interest AutoCad product. 3-D Studio , espeically the IPAS extentions is in its infancy, once the developers kit becomes available to outsiders it will be interesting to see if things catch fire . Hey Gary, lets start a public wishlist file of IPAS routines for commercial, shareware, and freebie authors to consult when considering what stuff to add-on. I'm sure we've all got some cool IPAS fantasies and practical applications ideas. You could keep the ASCII file in a DL updated once a month or so adding new stuff, deleting whats been released, kind of an ongoing computerized want list directory like the stores do for weddings. Bruce and ???? would like silver service pattern 4-B and an IPAS routine that allows flocking, schooling, and collision avoidance behavioral animation controls. See IPAS partical systems and papers by Craig Reynolds for inspirations.
#26512From: Nov 8, 1992 11:41 AM
Bruce: I'll add one that I was really hoping would be part of the product by now: Animating a spotlight as the sun. You should be able to input time of day, time of year, latitude, longitude, and daylight savings time or not. It would either animate one full day of sunlight OR one year a a certain time of day. Any takers out there? Greg
#26527From: Aaron WeintraubNov 8, 1992 3:34 PM
Sure.. Put me down for the sun IPAS routine. Also, instead of a day or a year, you should be able to specify any time frame. A parameter like minutes/frame should do the trick. Also, I have a little IPAS wishlist of my own. 1) Skin. The ability to drape a "skin" over a group of seperated objects, or seperated elemets of the same object. This would allow for seamless animation of a human. Just create the positions in the Editor and morph between them in the Keyframer. There should be a tension control for this, for baggy/loose skin or tight skin where you can see the object's original shapes. 2) Object detection. Don't know if this one is possible. Something to scan the animation and make it so that it knows if something is solid. So, if you want to have a car ram into a wall, it won't go through it. Or, as I saw on some demo tape somewhere, a mushy sponge cylinder that drops and lands on top of and perpendicular to a hard cylinder and bends over it as it falls on it. 3) Wind and wave generation. Set a wind source or wave source, direction and strength, start/stop times and have objects react to them, by blowing or waving away form the source. The Ripple.PXP doesn't really do this, since it just creates a constant ripple, not one that starts from the middle and spreads across a calm surface. 4) Shaped light sources. This is necessary to accurately use long fluorescent bulbs, or shaped light bulbs. The spherical ones don't always cut it. These are just off the top of my head and I'm sure I could come up with more. I like the idea of keeping a list of these, just to keep enterprising programmers busy. I may do some of these myself, once the developer's kit becomes available. Aaron
#26549From: MARTIN G FOSTERNov 8, 1992 8:27 PM
Aaron, I've decided to volunteer to keep tally of the IPAS wishlist and I will upload it as soon as I have a few more entries. Right now I have suggestions from you, Greg Pyros, Bruce Goren and myself. As for shaped lights you can always simulate a matte box as used in the movies and make shapes to constrain the light (shadows should be on). Many of us have learnt workarounds for these wishes although having the best tools would make us more efficient. My wish is for inverse kinematics as used by Softimage – this makes animation of complex hierchical linkages easier. For example, you would move of humans hand to the desired position and the forearm and upper arm would move and rotate appropriately. To do this in 3ds2 right now you have to move the upper arm, then the lower arm, then the hand and usually repeat those steps many times to get the right positioning. However, I am doubtful whether IPAS is currently powerful enough to allow such control – more likely this will be a feature in 3ds 4.0 or so.
#26575From: Yost GroupNov 9, 1992 10:12 AM
Thanks for keeping the IPAS wishlist, Martin! (and you're right… inverse kinematics is beyond the scope of IPAS) – G
#26608From: MARTIN G FOSTERNov 9, 1992 1:38 PM
No problemo, ese! Hey, I'm going to be right about one thing this year, that's great – shooting for two next year <g>.
#26605From: Aaron WeintraubNov 9, 1992 1:37 PM
Good to see that this is getting organized. I think you're right about not seeing the inverse kinematics until r4.0, or so. I don't think that it's possible to use IPAS on anything after it's in the keyframer. I mean, what kind of XP would it be? P, A? I can't see how it could be done with an AXP. You'd need to write a custom one for each specific operation you'd want to do; couldn't have just a general program that would work in every case. About the shaped lights, how exactly is this accomplished? How would I go about making a cylindrical light bulb, like those long fluorescent bulbs. The shadow it casts should be rectangular. I have never figured out a way to do this, other than lining up a series of spotlights together. (Maybe this can be done with GLOW.IXP???) Aaron
#26610From: MARTIN G FOSTERNov 9, 1992 1:56 PM
Re: shaped lights. I was suggesting you use a mask to shine the light through. The light would basically shine through a hole in the geometry. To do this create a rectangle in the 2d shaper and then another inside it which is the shape of the light you want. Assign both shapes and loft them as a thin object. Place this object between the spotlight and it's target – voila! the light is blocked except where the rectangular hole is located. Remember that shadows must be on and the analogy here is that you are masking the light. Please experiment and let me know if you get the desired effect.
#26627From: Martin BowringNov 9, 1992 4:46 PM
Martin, Inverse kinematics would be a very useful addition and if anyone can come up with a workable IPAS it would find a lot of uses. On a project I was involved with recently we were trying to resolve the position of free swimming underwater vehicles and control a manipulator relative to the worksite in real time. This involved a very large budget and the results were getting there as I left it. 3DS might have the links to achieve this but not in real time, which required some very large boxes of parallel processors. It could however provide a very useful tool for planning and documetation of manipulator and robotic tasks. Martin
#26681From: MARTIN G FOSTERNov 9, 1992 10:41 PM
I believe the 3ds keyframer would have to be redesigned or have major additions to handle inverse kinematics, hence my prediction of release 4.0 and 1995 for that excellent capability. In the meantime there's always Softimage if a client wents to shell out the 10's of thousands it costs. Best wishes, Martin Foster
#26574From: Yost GroupNov 9, 1992 10:11 AM
The skinning process is something that's very doable with IPAS… If nobody else does it, I've been thinking about how I could possibly get the time to do it myself at some point next year. The wind process is also possible, but tricky. Our explode.axp routine can simulate the effect of a strong wind blowing things away, but not the subtle waving that you want. Collision detection (a la Softimage method of detecting bounding boxes) is also possible, between axp objects. However, shaped lights are not possible with IPAS at this time. Martin's technique on shaping lights is the best way to go right now. – G
#26606From: Aaron WeintraubNov 9, 1992 1:37 PM
How would the collision detection work? Assign the AXP to each object seperately, and then when they intersect in the keyframer, they would actually react according to the AXP? That's a neat way to do it, never thought of that. The skinning process is a must have, I think. There's so many places it can be used. No more visible joints. It would make morphing just about anything so much easier. I guess there would have to be a parameter for # of vertices. If the process was to optimize the number itself, odds are that the numbers for different objects would be different. Aaron
#26657From: Yost GroupNov 9, 1992 8:21 PM
Collision detection would be special-cased, so that the axp knows how the objects are built. You'd probably be limited to primitives and simple convex objects. We do some of this with rain.axp… when the raindrops "collide" with the floor plane, they splat out into puddle shapes. And likewise with explode and disintegrate… but very special-cased, dealing with the ground plane only. – G
#26706From: Chris Edgington @PanaceaNov 10, 1992 8:03 AM
How about a ?XP that is a sort of scripting language. An IPAS program that would let you program animation sequences. If anyone remembers the CAD-3D of Tom Hudson's earlier days on the Atari ST, there was a product like this called (I think?) Cyber-Script. It resembled the Forth language. -Chris
#26720From: Yost GroupNov 10, 1992 9:41 AM
Actually, Tom's script language was called Cyber Control, and it used the GEM i/o pipeline as a desk accessory to talk to CAD-3D. It was extremely useful, and we've had that functionality on our wish-list for awhile. Who knows? – G
#26573From: Yost GroupNov 9, 1992 10:07 AM
Great idea to start an IPAS wishlist, Bruce. And it sounds like Martin's just volunteered! Excellent. – G PS: The flocking routine would be extremely cool. I remember reading Craig's paper a few years ago and thinking how much fun it would be.