CompuServe Thread

#Text Morph Probs.

8 messages in this thread
#82690From: Brad BlockFeb 9, 1994 10:11 PM
Hello, What type of fonts can 3DS support? .FNT is Softkey isn't it? Can it do TTF? .PFB? How does 3DS handle morphs? Does it require that both objects have the same number of vertices/points? Thanks, Brad Block
#82722From: Yost GroupFeb 9, 1994 11:51 PM
3DS supports URW fonts in .FNT format and Postscript Type1 .PFB fonts. Morphing does require that target objects have the same basic vertex list as the source object.
#82831From: Jim LammersFeb 10, 1994 11:43 AM
>>Morphing does require that target objects have the same basic >>vertex list as the source object. Gary, I'm curious about vertex lists. I've done my share of morphing, and ended up with varying results (better as I've progressed <G>). I know that there is a vertex list associated with each object, but it seems that it's neither viewable or editable. With thousands of vertices it would not be practical to try to edit, but still sometimes I'm still surprised at how an object morphs, and wonder if I couldn't get a better handle on what's going on (esp. with simpler objects) if I could see how they're being ordered. Also, along these same lines – couldn't an IPAS help morph dissimilar non-concave objects by simply adding the required number of vertices and then reordering all the vertices of both objects in a predictable manner (say, polar coordinate sorting).
#82929From: Yost GroupFeb 10, 1994 9:36 PM
Yup, an IPAS routine _could_ do that. We actually got about 60% of the way there, and then found out about a 3rd party developer doing the same thing. Instead of competing with them, we scrapped our plans, put our energy into OTHER IPAS effects, and are hopeful that they come out soon with a robust solution.
#82875From: Andy WeedFeb 10, 1994 2:38 PM
Brad brings up a good question about editable ASCII lists of a 3DS object's insides. Could we have some facility added so that 3DS would import/export objects as an ASCII file. This would allow to do all kinds of external things like reorder the vertexs or whatever, with out having to write an IPAS. This would be great where an IPAS might be overkill and we just wanted to tweek a few things that were too involved to do with the 3D Editor. This kind of thing is already supported in the keyframer for keyframe data. p.s. I caught a thread between you and another 3DS user about a Pentium compile of 3DS. You said that the hidden complication to supporting the P5 was that all parts of the program needed to be aligned someway, and that included IPAS routines too. Can you explain what this alignment is? With the newer compilers that are available with P5 support, I think that it is acceptable to require IPAS developers to recompile and sell upgrades. Have you tested P5 code in house? Are the gains in performance worth the effort to support it. I use a Gateway 2000 P5-60, and I'd like to get all the performance it's capable of! Also when 3DS supports Windows, will IPAS routines be in DLL format?
#82902From: Jonas Ruikis [ADESK]Feb 10, 1994 5:27 PM
<< cheap look at the insides of an object >> I'll save this as a wishlist. jonas[adesk]
#82903From: Jonas Ruikis [ADESK]Feb 10, 1994 5:29 PM
Andy, <<ASCII file read and write>> 3ds can do this today. file-save-*.asc file-load-*.asc.. jonas[adesk]
#82930From: Yost GroupFeb 10, 1994 9:37 PM
As Jonas said, the save/load ascii function of 3ds lets you do just that. Re Pentium optimization… as I mentioned in that email about it, we're working on a long-term solution to the problem.