CompuServe Thread

#3D Modeling Software

13 messages in this thread
#430From: Tony ImboAug 24, 1994 6:57 PM
I am looking for a 3D Modeling Program with advanced animation capabilities in the IBM platform to use primarily for modeling and animations for game programing, both of which I'm trying to learn. I'm currently looking into Playmation/Animation Master (Hash), Imagine 3.0 (Impulse). and trueSpace (Caligari). Playmation's strengths seems to be in character modeling and animation, but I was wondering what the drawbacks were to pure spline based modeling. Also, I heard it was difficult to get a feel for coloring and texture mapping without a full rendor. Most of the output looks a little plastic to me, but this could just be the nature of the examples I saw. I was wondering about how detailed a model could be (i.e. photorealistic) and how this compares to polygon based programs in terms of file size and render time. Imagine appears very full featured, but I question the awful user interface (especially since it's DOS based). I had a little trouble working with it in the "3D Moldling Lab", as some of the attributes did not work as described. and the whole axes thing was a little confusing (and I'm NOT a computer novice by any means). TrueSpace has the best interface (although it's slooowww), but the animation portion appears weak and the rendering seems a little grainy to me. However, I was using a demo version so I'm not sure if there is any difference in the full version. Any thoughts would be GREATLY APPRECIATED!! Regards, Tony
#434From: Pawel BodytkoAug 24, 1994 9:00 PM
Tony, I happen to have all three programs… I agree with you on Imagine's and TrueSpace interfaces and overall strengths of both of them… How Animation:Master fits into the picture? As a different kind of animal in my opinion — things that are hard to impossible in the two are a snap here, and vice versa… As for the "plastic feel" of the Playmaton's renderings, it definitely has to do with the samples you have seen — to put it simply it is ABSOLUTELY TOPS! The idea that A:M is a "character" program is also a stereotype. Using splines you can precisely (even using numbers <g>) position your control points for any shape you can think of — without the polygonal mesh to obscure the view… All files are in ASCI formats that are ingeniously simple to understand and you can save tons of time using notepad and editing few lines here and there — try that in Imagine or TruSpace <BG> On the down side — forget the 3D type, Boolean operations, particles, cutting up objects with one another, ect… Toooo much work! If I had to choose just one program, it would be Animation:Master… provided of course I wasn't in a "flying logo" business <BG> For that I would take 1) Imagine — if I were working alone and my studio, delivering the finished product… 2) TrueSpace — it the client wanted to sit in a chair next to me instead of paying $100/h to the shrink (without half as much fun! <g>) Pawel Pawel
#436From: Tony ImboAug 25, 1994 5:23 AM
Thanks for the valuable input. I was leaning toward Animation Master at this point, with Imagine coming in second and trueSpace third. I probably can afford only one, though, so I still might lean toward Imagine in the end, as it seems like the most full featured of the bunch (and the cheapest – I can get it for $300). However, the awful user interface!!! I especially hate the attributes dialog box (in 2.0 at least, if you uncheck one of the parameters it does not remove the attribute from the rendering – it just disables the editing of it- or am I missing something? — Also hate the RGB control of things like bump maps and hardness, which is very counterintuative). Also, I've been hearing that it's hard to create basic 2D and 3D primatives in Playmation, it's hard to manipulate control points, and that color and texture mapping are difficult to view without a full render (outside of decal). What are your thoughts on these comments? Any help would be appreciated. Regards, Tony
#449From: Pawel BodytkoAug 25, 1994 4:30 PM
Tony, >>>I've been hearing that it's hard to create basic 2D and 3D primatives in Playmation. This might be the case if you are _already_ experienced in modeling in a 3D polygon based program… The habits and expectations get on the way… If you don't have those and discover a good way of working in Animation:Master primitives are a snap… You learn that everything is realated to a point zero (pivot) and scaling in 3D is as good as draging points… Very powerful… The frustrating part is disconecting and conecting splines to control points the right way and the limitation of "patches" (3 or 4 points conected — more than 4 points give you a hole)… >>>color and texture mapping are difficult to view without a full render Yes, this is true — Nothing I know of comes close to the immediate response of TrueSpace in this area… Imagine with its "quick render" is also one step ahead. tha thing that has to be said though is that a big part here is the way you work… for example it is possible to render and manipulate splines all in the same time if you work smart… (no way to do that in Imagine and TrueSpace) pawel
#455From: Tony ImboAug 25, 1994 6:08 PM
>>This might be the case if you are _already_ experienced in modeling in a 3D polygon based program… The habits and expectations get on the way… If you don't have those and discover a good way of working in Animation:Master primitives are a snap… You learn that everything is realated to a point zero (pivot) and scaling in 3D is as good as draging points… Very powerful…<< I'm not sure I understand. Are there 2D and 3D primatives in A:M? >>The frustrating part is disconecting and conecting splines to control points the right way and the limitation of "patches" (3 or 4 points conected — more than 4 points give you a hole)…<< This seems to be the main gripe of yours, so I want to make sure I understand. Are control points to basis of rotations in an object or are they just the various points along the curves? How are splines "connected" to control points? Are "patches" pseudo "faces" bounded by the edges / vertices of the object? Excuse my ignorance, but I have only worked with polygon based modelers in the past. Also, there seems to be no phong or Gouraud shading available. Is this unnecessary in spline based objects? One final question. Is there more than one camera available? Whew, sorry for all the questions!! Thanks again for the help. Regards, Tony
#464From: KEVIN SANDERSONAug 25, 1994 8:23 PM
I can help you with one question as I'm still learning how to use it. There is only one camera…but it and its target can be moved all over. Think like a movie crew using one big Panavision camera and you get the idea. You can't shoot it like a multi-camera sitcom or a news show, but if you have any film background, you know you can do wonderful things with just one camera.
#467From: Pawel BodytkoAug 25, 1994 10:57 PM
>>>I'm not sure I understand. Are there 2D and 3D primatives in A:M? I suppose this has to do with the "different animal" observation I made earlier… Yes, they are. No, there aren't any. <BG> Imagine a situation where to make a circle requires onlu 4 connected points… To make a sphere it takes only half of that circle and "spin it around"… When I got Playmation there was a library called Primitives where you would find simple shapes — box, sphere, cone and so on… (Don't know/remember if this is still the case). Those were regular objects, though — not the "primitives" you find for example in Imagine. >>>Are control points to basis of rotations in an object or are they just the various points along the curves? How are splines "connected" to control points? Curves are made of control points. Imagine 4 separate lines: each has to have a control point on the end. If they are disconected — there is no shape, nothing will render. You have to connect them (snap, glue, whatever by draging them over each other and clicking the second mouse button) — make into a patch — 3 or 4 lines over wchich you can streach imaginary "paper" — no lines, nothing to hang on to <g> The line between only two points can only be a straight line — no difference from "polygon world"… When you add a third point to your line, things come to life — you move it and the straight line turns into curve — pretty much the way it works in Drawing porgrams; Illustrator or CorelDraw, althogh without the Bezier type controls (You can affect the "smoothness" of the curve with 3 diferent numerical controls, not as intuitive and with the visual feedback of Bezier). You always scale, rotate and drag the points, the courves simply follow, nothing can be done tho them… >>>Are "patches" pseudo "faces" bounded by the edges / vertices of the object? Exactly. With the difference that the surface between those points is not flat — it flows with your curves… Unless it is between 4 points on the same place conected with straight lines — ("peaked" points, as if the line just started there. You can "peak" any point and forget that Playmation/A:M is "character" type of program, it will look as stiff as most of the 3D stuff <BG>…) Since there are no short straight lines on edges, there is no need to hide them with Phong or Gouraud — there is nothing th hide! >>>>Is there more than one camera available? Now, this is something you will simply love! In Direction, you add points and splines… As many as you want, wherever you want. You can click on any single point an press a camera button. That point becomes your camera point — you click on another point, press the target button and that point becomes the target of your camera (the "eyball" of your frame)… You can jump from point to point to see diferent views… If your camera is on a spine, the first point is the start of your animation the last point is the end of it (using "channels" the movement can be controled, even reversed from frame to frame — the end point would become the maximum). Same thing with lights, light targets and your actors… all have to be attached to single points or spines… This part of the program is a pure joy to use! Pawel Ps. The graphs called "Channels" are used throughout the program for controling the transition of changes for almost anything (with spines and points of course) — from amount of fog, to color, light intensity, camera angle, to scaling the objects between the frames.
#468From: Tony ImboAug 26, 1994 4:32 AM
Thanks once again for your speedy and informative reply. Just one follow-up. When I had asked if there was more than one camera, I meant whether you can place several cameras in a scene in order to view it for multiple camera angles simultaneously. Youe are right about the time channels in Direction. From what I can tell from the video demo, they seem way cool! I have yet to see anything like them in another program.
#470From: Pawel BodytkoAug 26, 1994 8:16 AM
>>>When I had asked if there was more than one camera, I meant whether you can place several cameras in a scene in order to view it for multiple camera angles simultaneously. OK. We were talking about different things. In Animation:Master the term CAMERA is used for the point of view for rendering (with fine controls over "lens" angle — "f" stop and other things simmulating real life cameras). This kind of Camera is used only in Direction module — the stage where actors come to do their things and you set up lights cameras ans so on. Nothing can be rendered in Animation:Master unless you create choreography in Direction (a .cho file that will tell the renderer what to render)…My explenation was about this kind of "viewing"… Like in real life a single person can have only a single view of the scene at any given time. Unlike in real life there is no "travel" from place to place. You simply jump from point to point. As for different simultaneous views, here is what you get: 1) In Sculpture (modeling module) you have 2 half screen views with preset position buttons for quick switching between top, bottom, left, right, front and back, plus you can enter coordinats for angles views. 2) All other modules have single views (even if the screen might be split to show different aspects like in Action module. The interesting note here is that you can run more than one "session" of each module at once. For example there is nothing to stop you to open Direction 2 times, even with the same scene and run both sessions simultaneously split screen… (The changes in each session are not transfered over to its twin — there are some interesting ways to work with this stuff, though). Pawel
#476From: Tony ImboAug 26, 1994 4:52 PM
Still some confusion in terminology. I AM refering to a camera in Direction. Some programs allow you to place multiple cameras in the scene in order to capture (i.e. switch) the action from different angles, like movie editing. Although you can only view one at a time for any particular rendered frame, you are able to switch from which camera you will be viewing in subsequent frames, which is much easier than moving around a single camera, I think.
#478From: Kevin ClarkAug 26, 1994 7:10 PM
Tony, I think I might have a solution to your camera idea. In direction you can create a spline of multiple points within the scene that the camera can follow. This works great for moving camera shots, but it can also be used for multiple camera angles. After creating the camera path, you can go in and edit How you want the camera to follow it. For multi-views simply force the camera to stay in one position on the path. Once you know where each point is in editing, its rather simple to switch between them. -Kevin
#483From: Pawel BodytkoAug 26, 1994 9:51 PM
Tony,, >>>Still some confusion in terminology. I AM refering to a camera in Direction. Some programs allow you to place multiple cameras in the scene in order to capture (i.e. switch) the action from different angles, like movie editing. Ouch! Mr. Communicator I am not! ;=) AM doesn't need multiple cameras the way TrueSpace needs it because you don't have to move anything… Remember, everything in Direction has to be attached to a single control point or a spline. Let's say you have two guys playing chess… You add a point and than click on a button with a picture of a little man to bring your actor (Two guys can be a *single* "actor" — it is easier for making them interact)… Now you look at them from the top, see their heads and the chess board… You start adding and arranging the lights. Now the cameras: When the fat guy is talking you want a shoot from above the shoulder of the little skiny guy — just add a point behinnd him at the right hight (camera). Another point right in front of the face of your talker (target). Shot number two from above — add a point above the chessboard (camera), another right on it (target). Shot of the little guy, looking from the eyes of the fat guy — the point is alrady there (the one used as a target for an earlier shot)… And so on… you can add as many points (for stationary cameras or targets) or splines (for moving cameras or targets in animations) as you want… Now it is only a question of clicking on the Camera button while selecting a point (it turns green from red) — the camera will *jump* from point to point simply by clicking, no need to drag anything… Same trick with the camera targets… There is a lot of genius in this program… Sometimes it is way to simple! 😉 Pawel
#489From: John W. ParkerAug 27, 1994 4:55 AM
Pawel, Is there any sort of demo disk available that will show some of what this program can do and what its end results look like? This all seems pretty interesting but I have little (make that NO) knowledge of it and would like to learn enough about it to at least be able to discuss it intelligently. John Parker