CompuServe Thread

#Learning Animation

7 messages in this thread
#28970From: ALAN IGLESIASDec 6, 1992 6:34 PM
Hey, Gary — is this the same Dan Silva that made me an _exteremely_ happy person back in 1985(?) when I was introduced to color paint programs with a program called Deluxe Paint that ran on the Amiga? I've been wondering if he was the same guy since I first started with 3DS way back when…I'll bet it is…Wasn't the Yost Group active on the Amiga platform in the late 80's (Videoscape-3d?? if memory serves)? Gad, if this is true- well- what a long strange trip it's been!! Maybe one day we will hear the story of how it all went down, etc. BTW, I've got a bunch of animations, renderings, and junk I've been working on since the release of R2, and I'd like to send them to you — is the Sausalito address cool? Also, I realize this might be a little late for R3, but It be would be _so_ cool to A) be able to change the cursor status (Tab key) with the right mouse button. B) Render only a box-defined area of a viewport Hasta, Alan Iglesias
#28972From: Tripp LilleyDec 6, 1992 6:48 PM
I'd like to second a few points there if i may… I, too, was made a *very* happy person by DP II for the IBM (my first *real* paint program, after much icky-work with Dr. Halo III) and I'd like to see both A) and B) of the wishlist suggestions… I'm not sure if I've worked with 3ds enough yet to have developed opinions on any other wishes, but here are a few (eensie-teensie) of my own: C) if not raytracing built-in (which I wouldn't ask you to do :>), how about export/import to/from some de facto 'standard' formats… i realize 3ds2pov exists, but at this point (perhaps a limitation of the fact that it uses the asc format to export from), it only supports triangles (it supports them very well, by the way…) It'd be nice if things that 3ds renders as tris but treats as actual primitives internally (spheres, tubes, cubes, etc) could be preserved for those tracers that support them. this would also facilitate tracing of images with complex surface maps, etc., which 3ds2pov and the like don't currently export (they export the geometry, and *some* texture info, but not enough for Babylon 5 quality rendering :> ) and furthermore (sounding like a politician, yet? good. :>) it would allow those of us who have access to many non-IBM machines on a network (ie: UNIX boxes, MACs and the like) to network render (compile the source for the ray-tracer of choice, and voila!) tripp 'if you don''t do it, i will (as soon as i get around to it, which might take years' lilley
#29051From: ALAN IGLESIASDec 7, 1992 8:54 PM
Tripp, Your comments are interesting but misdirected. You need to send "wish list" stuff to: Yost Group CIS:76702,413 Alan
#29113From: Larry MintonDec 8, 1992 3:15 PM
There has been a pretty good discussion going on out on Internet about setting up an object library available for FTP. The largest amount of discussion has been on file formats. It was eventually decided to create a directory for each file format and let people come up with translator programs. Triangle data is the most universal format, but not the most efficient for most software packages. Beyond that, there are lots of "de facto standards", but many have either too many bells and whistles or too few features. Move a single vertex on a primative and what do you have? You are back to triangles…
#29037From: Yost GroupDec 7, 1992 5:31 PM
It sure is the same Dan Silva who did Deluxe Paint. He's been working on 3DS for the last 3 years or so. – G
#29206From: SIMON FRACINETTIDec 9, 1992 5:38 PM
Did Dan work, on the paint tools for APro? Dpaint II is/was a great program, it just hasn't received a way overdue upgrade….
#29232From: Yost GroupDec 9, 1992 9:12 PM
Dan has been working exclusively on 3D Studio since October of 1989. Animator Pro was coded by Jim Kent and Peter Kennard. Since the summer of 1989, Electronic Arts has had other (non-Silva) programmers working on Deluce Paint. – G