CompuServe Thread

#Features

4 messages in this thread
#1357From: Michael S. FlynnOct 23, 1994 3:26 PM
Steve, Here are some features I'd like to see. SCULPTURE Handles for control points. It would be a big help if, for example, you wanted to adjust the Alpha. Click on Alpha and then select your view and your point and then handles would appear on the point similar to the adjustment handles on a Bezier Curve. Slice The same thing as a Slice command found in most CAD programs. Create a plane and use it as a knife to slice facets off of an object. Union, Difference, and Intersection Same as the CSG functions found in most CAD programs. Degree of Lathe Besides being able to set the Lathe precision, it would be an immense help to be able to select the degree of sweep. Camera, Camera Target, Light Target The same way you can specify a segment as a Light, specifying segments as Cameras, Camera Targets, and Light Targets would make for some very cool animations. MATERIALS Brightness A Brightness setting for creating highly reflective and polished metals. X, Y, Z Rotation Besides translation in three dimensions, rotation in three dimensions of textures would be a big help. When I create something like a wood texture, I have to rotate the segment to get the grain to render in the orientation I want. ACTION Dynamics Particle generation, the ability to specify figures as particles, gravity, collision detection, setting real world (or unreal world) physical attributes to objets. DIRECTION PATHS I would like to be able to import 2D geometric shapes to use as paths. Or else have the same type of interface as Sculpture for creating paths, like, for example, a perfect circle. DECAL Multiple Segments The choice of importing multiple segments. For example, if I wanted to create an animation of a billboard that was composed of rotating slats, and each facet of the slat had a different image, I could open all the segments at the same time in Decal and map an image on each facet so that each slat would have only a portion of each image. Thanks for taking time to pass this on. Michael S. Flynn
#1373From: Jim JonahOct 25, 1994 5:50 AM
Micheal, May I add to your sculpture list a Loft command (similar to extrude along spline, but with multiple different shaped cross sections) and a sweep command (the ability to change the x,y,z as it's sweeping, and to define how many times it would revolve. This would make making screws, telephone cords, Sea Shells, etc. easier.) Also, why not bring the spine bending capability over from action into sculpture. Define a spine and bend and twist your object, or maybe just selected points, or how about the spine manipulating "saved" groups (brought over from decal). Materials/decal/character Along with rotating a material and changing it over time (which we can do now, changing that is) how about having total control over texture maps over time, sizing, opacity, rotation, changing from one texture to another while having a Photoshop filter applied to it, which is also changing over time! Yikes, it could be fun! Anyway, that's enough for this week! 😉 Jim Jonah
#1380From: Michael S. FlynnOct 25, 1994 4:24 PM
Jim, Thanks for filling in some ideas that I could really use but didn't think of at the time. As for changing texture maps over time, here is what I do: First I decide on the beginning and ending texture maps. Then I go into Blackbelt's WinImages: Morph and do a morph – usually just a cross-dissolve, and have the morph saved as .TGA files. Blackbelt also recently released a program called WinImages: F/X for applying effects over time. It didn't look like it supported Photoshop plug-ins. For applying these plug-ins and Kai's Power Tools filters, I use Adobe Premiere. You can do quite a bit of interesting mapping using these and similar programs, although not everything you would like to see. I found them very good for creating realistic effects like and eyeball dilating. Michael S. Flynn
#1382From: Jim JonahOct 25, 1994 6:11 PM
Micheal, That's a great idea, applying the filters to textures in Premiere and them applying that numbered TGAs to the object. Hmmm, I'll have to try it! I'm working on a pumpkin as we speak, and the eyeball trick would be perfect for it. Thanks, Jim Jonah