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#Animation Standard?

15 messages in this thread
#115472From: John GagerMar 25, 1988 1:25 AM
Well I felt it was time to get on my soapbox and complain about the lack of 3D rendering and Animation standards for the Amiga. The only 3D rendering program that I have at this time is Sculpt 3D, and I've been wanting to get a Animation program, but don't think I will until some kind of standard is set by the industry. I have the Director, but it will only animate frames created with VideoScape 3D. So if I want to use animation in my Director scripts, then I have to purchase VideoScape. But then if I want to create animations with Sculpt 3D, then I have to get Animate 3D also. I haven't seen or heard too much about Silver, but I imagine they use a different format also. Then if I do purchase VideoScape, then I would also have to purchase Interchange, so I could port my scene's between VideoScape and Sculpt. So the bottom line is this: IT REALLY SUCKS, and if the developer's at Aegis, Byte-by-Byte, Impulse, The Right Answers Group, and elsewhere can't get together and create a standard, then they are going to hurt the future of the Amiga and animation. I, for one, will absolutely refuse to purchase a Animation package until some kind of standard is set. So its going to hurt you until you get something going in that direction. So, now I feel better in getting this off my chest, but I can only hope that the developer's out there are listening. John Gager
#115490From: GreG Tsadilas/SYSOPMar 25, 1988 2:45 AM
Woa, slow down John. Lets break down some of what you've said. "I have the Director, but it will only animate frames created with VideoScape 3D. So if I want to use animation in my Director scripts, then I have to purchase VideoSape." The Director animates using a page flipping technique. That means that you can create animations by displaying individual pictures, in succession. There is a utility in The Director to break a Vscape ANIM file into pieces for this page flipping. If you want to use animations created with Vscape with the Director, then you obviously have to get Vscape. But you can create animations using Dpaint or anything that creates pictures and use Director to flip through them. "But then if I want to create animations with Sculpt 3D, then I have to get Animate 3D also." Not true. Animate 3D is an environment that interfaces with Sculpt 3D to allow you to create animations (successive pictures) easily. You can create animations without it though. You can create the individual pictures using Sculpt, and then page flip them using the Director, or the PD software from Byte by Byte. Yes, Silver uses a different method for creating it's animations. But, as with Sculpt, you an save the pictures as individual IFF pictures, and animate them using the Director, or use the Byte by Byte software to create the required compression. But this would be absurd, since you would have Silver already, which creates the required compression. "Then if I do purchase VideoScape, then I would also have to purchase Interchange, so I could port my scene's between VideoScape and Sculpt." This has nothing to do with displaying the animations or pictures that these products produce. Each program stores data that represents the objects you create differently. But, for any given scene, or frame, each an produce an IFF image. Now, if you want to be able to use objects you create with Vscape in Sculpt and vice versa, then you need something like Interchange. Now you are confusing two different issues in your message. You want a standard format for the animations, and you also want a standard format for
#115490From: GreG Tsadilas/SYSOPMar 25, 1988 2:45 AM
Woa, slow down John. Lets break down some of what you've said. "I have the Director, but it will only animate frames created with VideoScape 3D. So if I want to use animation in my Director scripts, then I have to purchase VideoSape." The Director animates using a page flipping technique. That means that you can create animations by displaying individual pictures, in succession. There is a utility in The Director to break a Vscape ANIM file into pieces for this page flipping. If you want to use animations created with Vscape with the Director, then you obviously have to get Vscape. But you can create animations using Dpaint or anything that creates pictures and use Director to flip through them. "But then if I want to create animations with Sculpt 3D, then I have to get Animate 3D also." Not true. Animate 3D is an environment that interfaces with Sculpt 3D to allow you to create animations (successive pictures) easily. You can create animations without it though. You can create the individual pictures using Sculpt, and then page flip them using the Director, or the PD software from Byte by Byte. Yes, Silver uses a different method for creating it's animations. But, as with Sculpt, you an save the pictures as individual IFF pictures, and animate them using the Director, or use the Byte by Byte software to create the required compression. But this would be absurd, since you would have Silver already, which creates the required compression. "Then if I do purchase VideoScape, then I would also have to purchase Interchange, so I could port my scene's between VideoScape and Sculpt." This has nothing to do with displaying the animations or pictures that these products produce. Each program stores data that represents the objects you create differently. But, for any given scene, or frame, each an produce an IFF image. Now, if you want to be able to use objects you create with Vscape in Sculpt and vice versa, then you need something like Interchange. Now you are confusing two different issues in your message. You want a standard format for the animations, and you also want a standard format for
#115495From: GreG Tsadilas/SYSOPMar 25, 1988 3:10 AM
<Continued> Now you are confusing two different issues in your message. You want a standard format for animations, and you want a standard format for the objects that these programs create. The first is valid, the second is not. Standard for animations formats, this is the final compression that creates one animation file from the individual frames, or pictures: Here there should be a standard. I know of 4 different compressions used by VideoScape, Sculpt 3D/Animate 3D, Silver, and Animators Apprentice. Each one takes IFF pictures (frames) and uses a different technique to compress them for animations. Here a standard would be good, but the only real benefit for now, would be to have just one Player utility for all animations. Your second point which is being confused with the first, is your desire for a standard in object data. This is just undoable. Each program stores it's data internally (the data that represents the 3D objects) differently. If all used the same format, then all would have the same capabilities. This would lend to moving objects from one program to another easily, without a middleman. BUT, each program would virtually be identical….but as you have seen, they are not. They differ in abilities vastly. To attempt to create a standard in object data would be futile, unless of course, every program is given the same ability as the rest. For instance, Vscape supports polygons with N number of vertices, 1,2,…,N number of points per polygon. It is also limited to a fixed 11 colors, supports no reflections, no transparency, is not ray-traced, and not HAM. Sculpt only supports polygons of 3 vertices, has transparency and reflections, is ray-traced and supports HAM. Silver supports what Sculpt does, also supports true refraction of light through glass, texture mapping, stencils, more flexible reflections and mirror values, etc. As you can see, each is geared towards different results. For each to have compatible object formats would require putting limitations on the more capable products. This type of standardization is not needed, nor desired.
#115495From: GreG Tsadilas/SYSOPMar 25, 1988 3:10 AM
<Continued> Now you are confusing two different issues in your message. You want a standard format for animations, and you want a standard format for the objects that these programs create. The first is valid, the second is not. Standard for animations formats, this is the final compression that creates one animation file from the individual frames, or pictures: Here there should be a standard. I know of 4 different compressions used by VideoScape, Sculpt 3D/Animate 3D, Silver, and Animators Apprentice. Each one takes IFF pictures (frames) and uses a different technique to compress them for animations. Here a standard would be good, but the only real benefit for now, would be to have just one Player utility for all animations. Your second point which is being confused with the first, is your desire for a standard in object data. This is just undoable. Each program stores it's data internally (the data that represents the 3D objects) differently. If all used the same format, then all would have the same capabilities. This would lend to moving objects from one program to another easily, without a middleman. BUT, each program would virtually be identical….but as you have seen, they are not. They differ in abilities vastly. To attempt to create a standard in object data would be futile, unless of course, every program is given the same ability as the rest. For instance, Vscape supports polygons with N number of vertices, 1,2,…,N number of points per polygon. It is also limited to a fixed 11 colors, supports no reflections, no transparency, is not ray-traced, and not HAM. Sculpt only supports polygons of 3 vertices, has transparency and reflections, is ray-traced and supports HAM. Silver supports what Sculpt does, also supports true refraction of light through glass, texture mapping, stencils, more flexible reflections and mirror values, etc. As you can see, each is geared towards different results. For each to have compatible object formats would require putting limitations on the more capable products. This type of standardization is not needed, nor desired.
#115498From: GreG Tsadilas/SYSOPMar 25, 1988 3:16 AM
<Continued> Please don't take my message(s) the wrong way. Many people may have the same feelings you expressed. I just wanted to attempt to clarify the issue. Note, to anyone else reading this message(s), I am not recommending one program over the other. For the sake of emphasis I may have left out many features supported by each program, in fact, I know I did. Responses are welcomed. John, I hope I made some sense. <grin> Sorry for the long winded messages, but it couldn't have been answered in less space. 🙂 Regards, GreG
#115507From: Ben BlishMar 25, 1988 3:56 AM
Silver 1.1 is unusable, as far as I'm concerned. It is prone to guruing with very little urging. The user interface is poor beyond belief; it handles memory very badly; some operations give you no indication that they have occured at all, so maybe you did, and maybe you didn't. And since other ops depend of you getting THOSE doen right, well, fooey. I hope that the new Silver is better – but in the meantime, no way. I waited what felt to me like a long time before looking into the various trace packages. Still in their infancy, I guess. Back to DPaintII. <grin> –Ben–
#115580From: GreG Tsadilas/SYSOPMar 25, 1988 8:45 PM
Ben, Sorry, don't know what functions you are referring to when you say that there is no indication if they occured or not. I'm not going to debate with you. You are entitled to your opinions, as I am to mine. I will be the first to admit that 1.1 was not very usable. But not for the reasons you cited. As I suggest to many people, take a look at the various packages available and make your own decisions. If you want input on indiviual packages, I'd be happy to help. As to whether Silver is usable or not, take a look at CRYSTL.ARC in DL6. I composed that scene in less than five hours….which includes creating the pictures that are mapped onto several of the objects. Note however, it was created with Silver 2.0. GreG
#115660From: Ben BlishMar 26, 1988 3:02 AM
Um, the one that comes to mind immediately is the one after you bind a null to a sphere… remember that problem? The next thing you do is to select another action… so cursor turns blue for action one on (sorry, I've forgotten the terms already) then you click on sphere and null (in opposite order) then select action one again, cursor turns red again; now, you select action two… bind? tie? transfer? I forget. Anyway, no indication of anything to the user there. And I managed to guru the darn thing more than 1/2 the times I tried to use it. I *did* finally get it to work, after calling impulse, and finding out that it cannot use the ram: device (Are you listening, andy???) but must use a disk instead; and that it MUST have the disk containing the iff image in the machine when it does the job… which is unusual, to say the least, in the amiga – no requesters prompting you for the correct disk, or anything like that. I did d/l crystal; it's beautiful. –Ben–
#115815From: GreG Tsadilas/SYSOPMar 27, 1988 12:49 AM
Ben, the GROUPing function does tell you that is in operation. When seleted, the cursor turns Blue. Then the objects to be grouped are selected in the hierarchical order you want. That produces visible links from object to object, as well as changing the objects color. When done, select GROUP again to signify an end of the operation, and the cursor truns red again. Thinking about it a bit, there are several actions which produce a minimal amount of "it's done" messages. But so do other software packages. Nonetheless, it's trivial now. Silver has been gutted and reworked. You will be happy to hear that a message is printed in the title bar telling you what mode you are in, as well as supplying other required info. Also, you say it's unusual for it to REQUIRE that a picture is on a disk while it's rendering. Not unusual at all IMHO. If I was using 10 pictures for a scene I wouldn't want them loaded into memory all at once, just when they are needed. BUT, it should tell you when it can't find a picture. Regards, GreG
#115815From: GreG Tsadilas/SYSOPMar 27, 1988 12:49 AM
Ben, the GROUPing function does tell you that is in operation. When seleted, the cursor turns Blue. Then the objects to be grouped are selected in the hierarchical order you want. That produces visible links from object to object, as well as changing the objects color. When done, select GROUP again to signify an end of the operation, and the cursor truns red again. Thinking about it a bit, there are several actions which produce a minimal amount of "it's done" messages. But so do other software packages. Nonetheless, it's trivial now. Silver has been gutted and reworked. You will be happy to hear that a message is printed in the title bar telling you what mode you are in, as well as supplying other required info. Also, you say it's unusual for it to REQUIRE that a picture is on a disk while it's rendering. Not unusual at all IMHO. If I was using 10 pictures for a scene I wouldn't want them loaded into memory all at once, just when they are needed. BUT, it should tell you when it can't find a picture. Regards, GreG
#115660From: Ben BlishMar 26, 1988 3:02 AM
Um, the one that comes to mind immediately is the one after you bind a null to a sphere… remember that problem? The next thing you do is to select another action… so cursor turns blue for action one on (sorry, I've forgotten the terms already) then you click on sphere and null (in opposite order) then select action one again, cursor turns red again; now, you select action two… bind? tie? transfer? I forget. Anyway, no indication of anything to the user there. And I managed to guru the darn thing more than 1/2 the times I tried to use it. I *did* finally get it to work, after calling impulse, and finding out that it cannot use the ram: device (Are you listening, andy???) but must use a disk instead; and that it MUST have the disk containing the iff image in the machine when it does the job… which is unusual, to say the least, in the amiga – no requesters prompting you for the correct disk, or anything like that. I did d/l crystal; it's beautiful. –Ben–
#115580From: GreG Tsadilas/SYSOPMar 25, 1988 8:45 PM
Ben, Sorry, don't know what functions you are referring to when you say that there is no indication if they occured or not. I'm not going to debate with you. You are entitled to your opinions, as I am to mine. I will be the first to admit that 1.1 was not very usable. But not for the reasons you cited. As I suggest to many people, take a look at the various packages available and make your own decisions. If you want input on indiviual packages, I'd be happy to help. As to whether Silver is usable or not, take a look at CRYSTL.ARC in DL6. I composed that scene in less than five hours….which includes creating the pictures that are mapped onto several of the objects. Note however, it was created with Silver 2.0. GreG
#115507From: Ben BlishMar 25, 1988 3:56 AM
Silver 1.1 is unusable, as far as I'm concerned. It is prone to guruing with very little urging. The user interface is poor beyond belief; it handles memory very badly; some operations give you no indication that they have occured at all, so maybe you did, and maybe you didn't. And since other ops depend of you getting THOSE doen right, well, fooey. I hope that the new Silver is better – but in the meantime, no way. I waited what felt to me like a long time before looking into the various trace packages. Still in their infancy, I guess. Back to DPaintII. <grin> –Ben–
#115498From: GreG Tsadilas/SYSOPMar 25, 1988 3:16 AM
<Continued> Please don't take my message(s) the wrong way. Many people may have the same feelings you expressed. I just wanted to attempt to clarify the issue. Note, to anyone else reading this message(s), I am not recommending one program over the other. For the sake of emphasis I may have left out many features supported by each program, in fact, I know I did. Responses are welcomed. John, I hope I made some sense. <grin> Sorry for the long winded messages, but it couldn't have been answered in less space. 🙂 Regards, GreG