CompuServe Thread

#R4 Fst Prevu

17 messages in this thread
#137315From: Gary L. AngleNov 21, 1994 3:54 PM
David I'm not animator productive as yet but heading that way very rapidly! I doing very well in the editor and feel that I have made good progress there. The Perspective Match/ Camera Control in the editor has me baffled. I cannot control ANY perspective w/ this thing! It seems too unwieldy; kind of like Threading a needle while wearing a pair of boxing gloves! Is it me or is it IT! As for the Fst Prevue in the Keyframer: gripes I've read talk about the shotcomings like not seeing morphs and other things! What interests me now is the aspect of this that you brought up to Yost Group about "realtime", openGL, New cards, SGI…..Waiting to buy your pentium till cards come out…….! Could you give me some explanation of what you'e talking about so I can pay close attention in up comming issues of Graphics mags? Maybe you could direct my reading a little. This combo of hardware/software is something I obviously cannot overlook! Thanks, Gary
#137337From: Phillip L. MillerNov 21, 1994 6:55 PM
Rule #1 – Forget the mouse! You can activate _every_ function within CameraControl without the mouse- all arrow key and keyboard driven. Much more control, and makes aligning views fairly easy. – Phil
#137384From: ROBERT RITGERNov 22, 1994 1:44 AM
Gary: /__________From your message___________\\ The Perspective Match/ Camera Control in the editor has me baffled. I cannot control ANY perspective w/ this thing! It seems too unwieldy; kind of like Threading a needle while wearing a pair of boxing gloves! Is it me or is it IT! __________________________________________ I spent several hours with this tool as I figured it was the only one in R4 that I could easily put to use in architecture. You are not alone in your disdain for this new feature. Stupid me, when the feature was announced I thought that there was to be something automatic about its operation, dah. I thought I'd draw a couple of lines over a bitmap to represent converging lines at some vanishing point, maybe add a horizon line and the match would be done automatically or at least get me close. No way G.A. The best luck I had was with a wireline model of some of the photographed geometry. I created a simple model of a room which I had photographed and scanned. Aligning the floor/wall intersection of the wireframe with the photograph was no easy task and I even knew the focal length of the lens and where in the room the photo was taken! Eventually I got something acceptable but there was some obvious misalignment. So, it is not just you, thought you'd appreciate commiseration. Hopefully, someone will mercifully offer the secret of Perspective Match's operation. Bob
#137409From: Gary L. AngleNov 22, 1994 7:51 AM
Bob I guess I know how they felt at the county fair! I chased that greased pig all over the screen!! I hope what phillip says about keyboard driven will work for me because I could even use even a crude tool for some of what I need! Thanks for that, Gary
#137897From: MARTIN G FOSTERNov 25, 1994 6:56 PM
Bob, I've found the "perspective matcher" very useful, but only when I started using the arrow keys and mostly in wireframe mode. It is also pretty useful for examining smooth shaded objects from all different angles, but you really need to hide everything that you don't need to examine to optimize the speed of the viewer. With theses caveats, I think it's very useful for me. Speed-wise, I think it compares favourably with the Softimage "software" shading on an Indy (r4400/100mhz/1mb cache). In fact, I'd say it leaves their software shading in the dust. I'd guess this type of shading is not going to improve much without hardware-assistance. I'm using the keyframe previewer quite a bit now, but my biggest beef is that it doesn't show morphing. I'm not sure how they could leave morphing out, this is a pretty fundamental part of 3d animation. Bizarre!
#137913From: Phillip L. MillerNov 25, 1994 8:55 PM
>> but you really need to hide everything that you don't need to examine to optimize the speed of the viewer. Just a small tip – Select critical objects before entering Camera Control and use the Selected mode. This allows you to position the key components of the model quickly and then toggle Selected off to see the result while still within the module. (I've been using this techniwu with Chevy and an F16 for months <g>).
#137928From: MARTIN G FOSTERNov 25, 1994 11:23 PM
Phil, >> Select critical objects before entering Camera Control and use the Selected mode. << good point. I haven't used selected yet.
#137940From: ROBERT RITGERNov 26, 1994 1:50 AM
The fast preview is fairly useful, I didn't mention any problem with it. I still think the perspective match aspects leave me wanting for more. Perhaps I should formulate my desires as a wish list item for Jonas. I would like to be able to draw a select few lines over a bitmap background. These lines would be used to correspond to edges of objects in the bitmap which converge at a theoretical vanishing point(s). A line would also be needed for the horizon and mathematically I believe a calculated camera position, FOW, and target could be derived. Manual fine tuning is already part of the feature (its the only way it works actually) and could be used to make minor adjustments. Precision is absolutely required for the architectural stuff I do. Screw up the proper relationship of a new building in an existing site and you could get a thumbs down from the board. Bob
#137982From: MARTIN G FOSTERNov 26, 1994 2:22 PM
Bob, you made some good points. You should formally submit them to the wishlist section. I haven't needed that kind of accuracy personally, but I can see architects wanting it.
#138162From: Brandon MacDougallNov 27, 1994 10:59 PM
<<Speed-wise, I think it compares favourably with the Softimage "software" shading on an Indy (r4400/100mhz/1mb cache). In fact, I'd say it leaves their software shading in the dust. I'd guess this <<type of shading is not going to improve much without hardware-assistance. Softimage must be hurting.. I know wavefronts/Explorer preview is much faster. how much ram do you have? as I am lucky to get 2 FPS with fast-preview.
#138179From: MARTIN G FOSTERNov 28, 1994 1:02 AM
Brandon, >> how much ram do you have? as I am lucky to get 2 FPS with fast-preview. << 32mb on a Pentium 90. You need to hide stuff or use the selected feature to optimize the speed of the preview to make it useful.
#138181From: EDWARD E. SEARCYNov 28, 1994 1:12 AM
It sounds like it takes something more than RAM to get anything at all out of (sic) FAST PREVIEW. It must have been written for a specific (or group of specific ) type of VGA. I'm running a 486 DX2 @ 66mhz with 32meg of RAM and a Diamond SpeedStar 24x with 1 meg. of DRAM. I managed to squeeze 17 fps out of a simple cube doing a bounce across thirty frames. This cube was self-illuminated to eliminate any lights, thus as simple a scene as could be devised. I'm starting to think about that emperor and his none clothes.
#137394From: David StinnettNov 22, 1994 3:04 AM
>> The Perspective Match/ Camera Control… I haven't played much with the 3d editor side of the previewer, as I have not had the need for that yet, it is the animation previewer I'd love to see a little more usable. >> "realtime", openGL, New cards, SGI…..Waiting to buy your pentium till cards come out…….! Could you give me some explanation of what you'e talking about… The only thing I mentioned here (I already got my Pentium :-)…) was a wish for direct support of the new Glint type chips for 3ds. These are dedicated 3d rendering coprocessors that are soon to be included in some new graphics boards by several companies. They will allow you to render previews and the like in near realtime, with texture mapping, anti-aliasing, etc. But these cards will only be useful if the software you use directly supports it (or if the hardware directly supports the software). As for reading, try computer graphics world, computer pictures, computer artist, 3d artist, etc, all available at larger newsstands and bookstores. David
#137921From: Michele BousquetNov 25, 1994 9:51 PM
I'm just starting to hear about these "Glint" chips… what's the scoop? Who developed them? Is 3DS going to support them? What packages will? Where can I find out more about them? Thanks, Michele
#137933From: albert waltnerNov 26, 1994 12:55 AM
>> …hear about these "Glint" chips… what's the >> scoop? Who developed them? Is 3DS going to support them? About 3DS support, I would have no clue. About info on Glint, a Osman Kent [100013,536] stopped here a while back (don't know if he will read this). But there were several messages about Glint and he left the contact info below. In general, Glint is a type of graphics coprocessor chip that could be part of a graphic board. Osman said, I believe, that it would be shown at Comdex which is now over, I think, but you can make contact if you want to. ————————————————————— Osman Kent wrote: If you would like to receive information on GLINT and on our ISV program please call us at 3Dlabs Inc. 408-436 3455 [ask for Neil Trevett]
#138594From: Michele BousquetNov 29, 1994 3:23 PM
Thanks for the info on Glint. Michele
#137938From: David StinnettNov 26, 1994 1:24 AM
I swear I don't know much at all about these chips, really… I swear… All I know is that the Glint is a 3d graphics processor chip that will be integrated into several reasonably priced (I assume) graphics cards by various vendors. The chip itself is made by 3D Labs. A flier I've got from them says if anyone needs info, to call (408) 436-3455 or fax (408) 436-3458. I'm sure they would be happy to send info out to anyone interested. PS. I believe these cards are still 6 months or so away.