CompuServe Thread

#Animation:Master specs

32 messages in this thread
#82429From: John N. JordanFeb 8, 1994 11:28 PM
You want a features list? Here goes… Inverse Kinematics spline models and rendering spine skeletal, and muscle (morph) motion "ball and socket" angle definitions Skinning of hierarchical objects new Materials editor channel-based combiners, attributes and specular color Advanced Decals Multiple image maps Cookiecup map/ambiance map/mirror map Advanced Channel editing (cut and paste) Animated image maps Motion constraints Load/save DXF Universal undo Background rendering Dos/network rendering raytracing SGI RGB files transparency alpha channel specular highlight size depth buffer shadow buffer soft shadows depth of field motion blur field rendering channel-based combiners, attributes and specular color hierchical lights the SGI and NT versions being worked on right now. These will cost around $1000, compared to the $800 Win version. blah blah blah… the list I have is really long. I've pulled out the significant ones I saw. (the font is really small). I don't have A:Master, but hope to upgrade soon. I am very interested in any who have upgraded to A:M or Playmation 2.0, and their comments.
#82536From: Yost GroupFeb 9, 1994 10:52 AM
John, features mean nothing if the program is useless for production. The true value of any 3D animation system can always be measured by the quality (and quantity) of the work in the developer's demo reel. – G
#82642From: John N. JordanFeb 9, 1994 5:28 PM
Yost Group >features mean nothing if the program is useless for production. Yes, but without features, the production cannot be done. I have no experience with Animation:Master nor with it's usefulness in production. I was just telling the things that can be done, like you did when you were releasing R3. The usefulness is yet to be determined with those who actually use it. >The true value of any 3D animation system can always be measured by the quality (and quantity) of the work in the developer's demo reel.< Not to be picky, but not really. Quantity of work depends on the number of those who use it, and the length of time they have had to produce the work. (Like, I believe much of R3's reel was R2 animation, or at least accomplished R2 users who were testing R3.) Developers (especially small, start-up ones) are more interested in making it work well than on the volume of work. And the quality I've seen from some animation released from them is very nice. I haven't seen any Animation:Master animation, but I seriously doubt that it will be underwhelming. I don't know of any demo reel though, which reflects poorly on their promotion plans. Having said this, Your demo reel is definately more polished and comprehensive than anything I've seen from Hash. Your demo is a good representation of R3's capabilities, but I'm sure you don't mean it to limit ones perception of what R3 can do. Measurement also impiles being limited to that measurement. I don't see Animation:Master as a real threat to R3 though. Just a different niche. R3 renders much faster, and is better in the industrial market, where characters are not as commonplace. I do see Animation:Master as a good program to run for anyone interested in character animation and more organic objects. The rendering time is much longer, but I think it would take much less time creating an animation with unsegmented characters in A:M than with R3. For that kind of production, I would rather the rendering time to be long, and the ease/flexability of production to be shorter. One can always buy a faster computer, or another one, but cloning yourself isn't possible. (unfortunately <g>) I plan to get both. Neither will satisfy everything right now, it really depends on what one does. Please understand that I do not post this in an attempt to downplay 3DS, and your work. It's just good to see other things are available and how they fit in with the needs and interests of animators and their clients. I believe 3DS is a fine product, and is an essential for all but the most specialized PC animator. JNJ
#82720From: Yost GroupFeb 9, 1994 11:49 PM
All of your points are extremely valid. It's just that I've come to not pay much attention to anything in this business except moving pictures. – G
#82869From: John N. JordanFeb 10, 1994 2:18 PM
>All of your points are extremely valid. It's just that I've come to not pay much attention to anything in this business except moving pictures.< This is understandable. I'm more tool oriented, I guess. Possibly due to too much legos when I was a kid. <grin>
#82870From: Jim LammersFeb 10, 1994 2:36 PM
>>All of your points are extremely valid. It's just that >> I've come to not pay much attention to anything >> in this business except moving pictures. You know, having attended SIGGRAPH, and reading CGW and 3d Artist there are always all these other products that throw around the buzzwords that make animators get excited. But there are so _many_ important features of 3D Studio that we know are there and take for granted, until, while checking out the competition, those features are nowhere to be found! And inevitably you come to the conclusion that this new program is nice, and only $500 (or whatever), but it just won't work for a serious professional. And although they may have an outstanding video (that necessarily will highlight the features where the software excels and avoid animation styles where the software is poor), what about the trouble it took to make that video? What if modeling is a monumental pain in the neck? What if there's no undo? What if it crashes all the time, losing your work? And what if it takes anything short of a Cray about a year to render each frame? I don't know about everyone else, but I'm running a business here, and there are no excuses for being late with a project. Take this as just another complement, but I'm a hard sell on anything but 3DS. Virtually every obstacle to getting the essence of the job (modeling/animating) done has been adressed over the 3 releases. I also admire how you release ONE major upgrade (for charge) that's usually near perfect; followed by a bug fix (for free) if necessary. Software with penny ante, 3.1-to-3.2-type upgrades every 2 months is annoying, damages my confidence in the maker, and makes me feel like a mark for the publisher (who needs my $49.95 to stay out of chapter 11). I think $500 for your latest and greatest is very fair – I can't see why everyone doesn't get it immediately… I mean, if you aren't working commercially, how did you justify coughing up ~$2500 initially; and if you are commercial, $500 is maybe 1/5 of a typical job. Not bad for a complete, faster upgrade to our prime tool to making a living in animation. Sorry for the ramble, but previous comments had me all pumped up!
#82928From: Yost GroupFeb 10, 1994 9:35 PM
Interesting rambling, Jim. Good points. – G
#82944From: John WilsonFeb 10, 1994 11:39 PM
How much trouble would it be to import other programs' file format — such as Animation:Master's, Real-3D etc.. 3DS has the highest quality output of any PC-based animation program I have seen, but there are features in other programs that could be of use as well. I would like to do dynamic animations with inverse kinematics now, and if I could do the basic animation keying in a program that supports these methods and import the file into 3DS for texturing and rendering, it would be another tool in the box–A high-priced IPAS? <g>
#82991From: John N. JordanFeb 11, 1994 2:22 AM
>How much trouble would it be to import other programs' file format — such as Animation:Master's …< I like the idea. I'm not sure how it would be done, but I'd like to see it. It would be great tide-me-over for R3'rs until an A:M killing R4.. <g> I think IK/etc. ipas' would be done before that though. Why add compatability when you can make your own? It would be better business to charge $800 for native R3 character animation features.
#83104From: John WilsonFeb 11, 1994 1:13 PM
>> It would be better business to charge $800 for native R3 character animation features. If they do everything you need them to do! I have been trying to find out who's doing what and what to expect in the next few months and so far I have had no luck.
#83269From: John N. JordanFeb 11, 1994 11:56 PM
>I have been trying to find out who's doing what and what to expect in the next few months and so far I have had no luck.< Probably typical business secrecy type stuff. I'm trying to be pretty optimistic. Users like yourself really need these features, so I'm sure some sharp businessmen are cranking it out. Mabe even Yost Group themselves. It could help them get rev'd up for R4 way down the line. I'm hoping for an NT version, with Char. animation. R3 is really open to programming, so they should be able to take the time to work on the platform change, and let others work out the other features people want. good luck. JNJ
#83391From: SyndesisFeb 12, 1994 6:05 PM
We're in the midst of porting our series of 3D file format translators as IPAS plug-ins. With these, you'll be able to import and export formats such as Wavefront, Toaster LightWave, Imagine, Topas, and many others. For more info, call (414) 674-5200 to get on our mailing list. Of course, we'd be willing to license these to Autodesk for inclusion in release 4! 🙂
#83471From: Don LandisFeb 13, 1994 11:25 AM
Sounds great, John. I would be interested in export for Lightwave and Topas as well. I would have a market for this in the area.
#82990From: John N. JordanFeb 11, 1994 2:22 AM
I agree with much of your "rambling". Playmation was really plagued with bugs and crashes.. I was fortunate enough to complain to the right person, and get a free $25 bug fix/update. 3DS has always been very stable.. even an old 1.0 Beta version I saw years ago was solid. Have you actually used A:M or are you speaking from past playmation experience/ discussion? I'm very interested in someone doing a fair test of it in the "real world". There seems to be a real interest in it's proclaimed capabilities.. is anyone going to step forward and try it? Or will we just continue "what if"? I think it's around $800. About 1/4th the cash spent on 3DS and stuff, and probably 1/100th the cost of any other IK program around. I don't see this as a 3DS vs. Animation:Master thing, but more like buying two different types of hammers. Each one for a different purpose. There is some overlap, but really- they're different. Animation:Master is best suited for character animation, and 3DS really doesn't seem to do that as well. 3DS has industrial animation, architechture/manmade objects/logos/etc. down pat. Animation:Master is pale in comparison with those things. Some can be done with the other, but it takes more work. The question I wonder is if Animation:Master is good in what it proclaims in the real market. Is it worth the money to buy it, and the time to aptly learn something different? It's definately cheaper than any "competing" SGI software (which blows it away in price and performance), and I don't know of any other programs for the PC that claims to do good/easy/cost effective character animation. Basically, one must ask "Do I want to do character animation?" If so, how badly? And will A:M do it right? I don't doubt there is a market for it. (Please correct me if I've unfairly summarized 3DS' character animation ablilties. I know quality works like "Call Waiting" have been done, but I also think that it took a *ton* of work to do it and I don't think it would be very cost effective to do that alot.) Well, enough going's on. I'll step down and wait for someone to take a swing at it for the rest of the curious lurkers. Or will I have to do it first? I'm sure someone else's words would hold more weight.
#83127From: Jim LammersFeb 11, 1994 2:39 PM
Naaah, I haven't checked it out yet, it sounds like it might be neat. I was talking about the realm of all 3DS competitors and how you see what's added (beyond the 3DS feature set) in the new program but forget what's missing (from the 3DS feature set) until you've bought it and are doing a project… say, macromodel's ability to do skinning, but not booleans. Your point on spline based character stuff is good. I'm in the mode of waiting to see what IPAS3 developers can add to my toolbox. If that stuff won't cut it (on character anims) you could use A:M to animate just the characters and later VP composite them into a 3DS world. Really, I think IPAS will be the way to go (in 6 months or so) because the possibilities suggested by HAND, TUBER, and BOUNCE imply some outrageously sophistocated future routines…
#83489From: Grady WFeb 13, 1994 1:30 PM
Actually if I am not mistaken, Playmation is either available for the SGI already, or in the works right now. I don't know if 3ds is available on any other platform as of yet. I would say that programs like playmation, etc… are good for first time animators/modlers, with no initial experience, but 3ds is probally better because it does have DXF import/export, and IPAS routies, and a bundle of other things, but if you just want to start doing some animating, 3d animating, playmation is the thing, and is less expensive..
#82942From: John WilsonFeb 10, 1994 11:31 PM
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#82986From: ARA GREGORIANFeb 11, 1994 2:02 AM
jhon: try working with Hash groups software, you will know what gary means when he talks about quantity. if a software is so hard to use and so unpredictable to get consitant results(i.e. similar models etc.) that the user jumps off a cliff before the project is over, faster computers wont help much. i think 3ds is the best thing out there for the money and with the ips3 introduction the sky is the limmit.(character animation, dynamics, inverse kin.,particle systems and all…..). give it 6 more months, and you will be blown away with what will be availible for it. take care ara
#82996From: John N. JordanFeb 11, 1994 3:47 AM
>try working with Hash groups software, you will know what gary means when he talks about quantity. if a software is so hard to use and so unpredictable to get consitant results(i.e. similar models etc.) that the user jumps off a cliff before the project is over, faster computers wont help much.< I currently own, and use Playmation (which is a hash product). I understand the troubles, but since I made a relatively painless "fall" off the cliff, I expected others to have a similar experience. But, I didn't have many preconcieved notions on how it would work, since I didn't own 3DS, or other real program. (Just 3DWS.) I'll probably have a rougher "fall" learning 3DS. They're really quite different in doing things. Neither are perfect, it's just what you learn on. Playmation does have some things that I thought were stupidly implemented though. I agree to it being awkward. Things should be better in the third generation Hash products, but I'm sure they won't be the same as 3DS. These programs take time to learn. >give [3DS] 6 more months, and you will be blown away with what will be availible for it.< This statement really got me excited about 3DS. It's like a big lightbulb was turned on.. really. R3 is soo open for development but I never really thought much would come about other than the cool, but "typical", explode, etc. things currently being made for it. I'm seriously looking forward to it! Mabe someone could patch in full spline support along with all these cool new features.
#83079From: ARA GREGORIANFeb 11, 1994 12:35 PM
john: actually, spline base modeling through ipas is being prepared right now through a 3rd party programmer. i think it should be availible this summer. there is another comp. doing dynamics which according to them it should be ready in the next two months. yost and schriber groups and xaos are also comming up with some real good things in the next two months. as i said the sky is the limmit. also i am glad you are doing ok with hash software. i tried it and i did not like the logic. take care ara
#82660From: albert waltnerFeb 9, 1994 6:55 PM
>> You want a features list? Here goes… Thanks for the list. >> I don't have A:Master, but hope to upgrade soon. I don't have it either and don't know if I will go for it. >> I am very interested in any who have upgraded to A:M >> or Playmation 2.0, and their comments. The comments from actual users, especially those doing real (meaning paid, i.e. $$$) work is what I was after, if possible, if anyone is actually using it in a commercial setting. Since there has been no activity (this may be the wrong place also), I am not inclined to think that it is (yet) being used commercially, very much at least. If you are out there and doing the above, please raise your hand <g>.
#82867From: John N. JordanFeb 10, 1994 2:18 PM
There are few users of Playmation here, let alone Animation:Master. It's much newer than R3… A couple responses from earlier playmation discussion revealed at least one dissatisfied customer. Remember, though, that the user base is small compared to 3DS, and this really isn't the place to look for them. Many people here are "to-die-by" Autodesk users, and I understand why. Many don't need the character abilities offered by Animation:Master and Playmation, and it would not be worth it for them to buy it, and learn it. For me, I got it because it was cheap (relatively speaking). Then I proceded to learn it, and am now in love with splines. I wince at wireframe stuff now, after enjoying the rubberband like qualities of my models, with no loss in detail. (But I pay for it when I render.) I too am interested in a real world evaluation of Animation:Master. It seems to have all the professional features that my playmation lacks, but they could be decieving. Even if nobody speaks up about it, I'll still get it. I'm on top of the learning curve, and still have some character animation to finish up. A:M will make it much better.
#83145From: Bryce E. WhitesideFeb 11, 1994 4:19 PM
Hi John, Recieved Animation:Master yesterday, but have been busy and haven't installed it yet. Greg, if you are listening, I haven't forgotten you and I got your message. How about some first impressions since this is a upgrade? Beware the Hash HASP. Yes, now even A:M has the dreaded dongle. Considering the price, you get what appears to be a full fledged animation software, less VTR control and Video Post <BG>>. You will still need 3DSr3 video post or some other software like Diaquest's Windows lay off software to get to TGA's to tape. But to be quite frank, I consider this an add-on software for character animation, much the same VRLI VistaPro 3.1 is an incredible add-on for natural looking terrain fly-thrus and backgrounds. The documentation is 1000% improved and no information seems to be missing yet. Included with the software and manauls is a VHS that has the obligatory this was done with Playmation stuff. The one really polished piece that I love is "Cool Tools" featuring the "Hammer" rap, Will Vinton Studios was commissioned to do for Sesame Street by the Childrens Television Workshop. I do a lot of work for a public television network and when that piece comes up on Sesame, everybody in visual range of master control stops and watches it. What is really amazing, is after the "this was done with Playmation" stuff there was a full fledged video tutorial on how to use "Playmation" (the Animation:Master improvements were not covered because of the time limitation and the fact that this was for Playmation 2.0 also I believe.). I will say I should have taken that Evelyn Wood's Speed Video Viewing course, because they managed to pack a two hour course into about 40 minutes. Don't blink. Thank the Lord I bought my wife a Sony SLV-750 VHS with a shuttle knob and a clean frame step (you would think that I was an animator or something to buy a VHS machine like that for home use?). This was a full course to get you up and running with Playmation. And yes, the whole multitask thing of A:M is clear to me now and also why they had such a strange convention for saving stuff. We will have to hand it the Hash boys, this is the only successful animation software that lives on all the major OS's, Amiga, PC, Mac and SGI. And the amazing thing is, you can pass your work back and forth between OS's. The other thing I might mention is, if they had included VTR control and all the associated licensing, programming hassles and such (meaning a bigger developmental team), it would have probably pushed the package price to $1,500 or $2,000. I guess I should get off CI$, install the upgrade and find something to complain about. I really try and stay away from frays like this, but I know how you like to start stuff, John <BG>. Bryce Whiteside Animation Producer/Consultant CF/X Image, Inc. at the big red stick animation outpost down south
#83376From: John N. JordanFeb 12, 1994 5:05 PM
>>I guess I should get off CI$, install the upgrade and find something to complain about. I really try and stay away from frays like this, but I know how you like to start stuff, John <BG>.<< Yep, you know me. <g> Thanks for jumping in. I'd like to hear about it, it's compatability with past Playmation files, and if it really got better over time. IK and such. Is the IK quick? or does it think about it a bit? Pretty soon, I plan to plunk down some cold cash myself, and join you. What kind of models/examples are included?
#83490From: Grady WFeb 13, 1994 1:36 PM
Well, I know playmation sells for around $300.00, but how much is A:M, sounds like a nice program to experiment with, and I have a little cash right now… Thank You, Grady O. Williams III
#83574From: John N. JordanFeb 13, 1994 10:44 PM
Grady: Animation Master is around $800 or so. You might like it, but I don't have any personal experience in it. Just in Playmation. I'm hoping to get it, but I kinda know what to expect. It's pretty different than 3DS, so be prepared, but I think it would be a pretty powerful tool. Call the guys at Hash for more info. (206) 750-0042. They should be able to send you some stuff about it.
#84054From: Grady WFeb 15, 1994 9:37 PM
I can't afford 3ds myself, but I would eventualy like to work with this program again, I've fiddled with it before at UCLA. Grady O. Williams III
#83585From: Feb 13, 1994 11:48 PM
Bryce: >> Greg, if you are listening, I haven't forgotten you and I got your message. I'm always listening! Although a few days late in this case, I just got back from a trip to Autodesk. Greg Pyros
#84055From: Grady WFeb 15, 1994 9:38 PM
What happened to your Mirage Raytracer, or was that not you guys??? Grady O. Williams III
#84107From: Feb 15, 1994 11:58 PM
Grady: No, not us! The Mirage Raytracer was written by Todd Payne, I haven't heard from him in a while. Anyone know anything? Greg Pyros
#84384From: Grady WFeb 16, 1994 10:14 PM
OOps, my fault… I thought it was you guys… I got a book from you guys about 3ds studio, and sent off for the Mirage Raytracer, and I just thought I'd bother you about it… GRady O. Williams III
#84389From: MARK A. MEIERFeb 16, 1994 10:32 PM
>> anyone heard from …<< Mirage – aptly named… Last I spoke with someone there, "a couple more weeks, don't hold your breath". That was a couple weeks ago, and thusly it should probably be only a couple more weeks <g>. From the messages I read preceding the books release I thought it _came_ with the book. Of course, all is forgiven if its cool when it finally arives… Mark