CompuServe Thread

#Real 3D Program

29 messages in this thread
#84238From: M. G. BATCHELORFeb 16, 1994 1:45 PM
>>Have you heard about Real 3D V2 Windows? It is available as a prerelease (a.k.a. beta?) for $500 and the features look good. If anyone has any comments, I would be interested. Especially about the interface being better or worse than either Animation Master or 3D Studio. Also the modeling capabilities. Albert, PMJI, but I can comment briefly on Real 3D for Windows. I won't use this forum for an in-depth analysis for obvious reasons, but I have been HEAVILY involved in the beta program for some time. You singled out 2 program areas, modeling & interface, which conincidentially are the program's most truly noteable features. You design your own interface, literally. There are viewport windows, measuring sytem windows, color pallette, cam control, animation control, materials, tool icons, etc.. You just call them up and size/place them to your liking, and save the environment for future use, and they are interchangeable as needed while working on a project. Very nice implementation with only some minor caveats. As far as the modeler is concerned, I have used virtually every 3D app. ever written on the SGI, PC, Amiga, and to a lesser extent, Mac platforms over the last 10 years. I will not get into the feature set here, and you probably have seen it anyway, but let me just say it is one of the best and most complete modelers that I have ever used on any platform, including Alias on SGI. The B-Spline implementation only deals with the UNIFORM variety (unlike Alias), but short of the NURB support, the B-Spline implementation is incredible. (You must be pretty experienced with advanced B-Spline construction though). I have been trying to drive it into their heads to package just the modeler with GOOD 3ds object converters, and market that as an alternative modeler for 3DS. I was told that John Foust was working on this, but you may want to check with him for the real story. The rest of the program, while laden with functional – not so functional features such as Collision Detetction, Procedural Modeling / Animation, Inverse Kinematics, (CRYPTIC) Programming Language, etc.., is not up to par with the modeler though. The documentation is out-dated, full of errors, and very incomplete. They are supposedly working on much improved doc's (essential), and in fact, asked me to write the B-Spline related portions. I have so far declined, as my technical questions have been literally avoided by the programmers OR answered incorrectly, and the programmers seem to not be able to distinguish constructive criticism from program bashing. With this attitude and the many shortcomings of the program for COMPLETE animation production (no traditional keyframer for example – time based only), I did not feel my labor would be justified, as they would not sell many copies. But who knows in this market ! Unfortunately (as this COULD BE a most amazing app.), the program's development is ENTIRELY engineering-driven as opposed to market-driven. And while the programmers are quite sharp, they ONLY program what interests THEM, as opposed to what is needed to "complete the package" to serious commericial standards and requirements. If this should change over time and/or if good 3DS converters do materialize, then I HIGHLY reccomend the program, if only for use as a modeler. Otherwise, it can not be used realistically for commercial production for a variety of reasons too numerous to mention here. This is a great shame, as the program has SO MANY very nice and unique features. Hope this has been helpful, if not too explicit. Trust me. Bill – MEDIA MAGIC
#84282From: Jim LammersFeb 16, 1994 4:18 PM
>>as the program has SO MANY very nice and unique features. Bil – Thanks for your comments on this. I saw the real 3D presentation(sponsored by 3D Artist magazine) at the Disney Hotel at last years SIGGRAPH. It was very interesting, and I got to meet two of the Real3D team (Finnish nationality, I think). I bet they're the same guys you were dealing with on documentation because the comments you had really ring true from what I saw <G>… Anyway, great information! I hope I get a chance to try out their modeler sometime. Also, I hope Gary is monitoring this and considers lifting <G> some of the better ideas from Real3D for the R4 wishlist… Gary????
#84289From: Yost GroupFeb 16, 1994 4:43 PM
Jim???? – G
#84290From: Jonas Ruikis [ADESK]Feb 16, 1994 4:47 PM
Jim, <<.Also, I hope Gary is monitoring this and considers lifting <G> some of the better ideas from Real3D for the R4 wishlist… >> Gary's focussed on R4 but I'm collecting wishes in any form, found anywhere in this forum <g>. I've got yours. Wishlist deadline April 1st.94. jonas[adesk]
#84302From: Mike KelleyFeb 16, 1994 5:17 PM
>Gary's focussed on R4 but I'm collecting wishes in any form, >found anywhere in this forum Since you mention… Object Collision detection/avoidence, inverse kinetics, the ability to have "skin" as found in Tuber (but elaborated) and elaboration of the IPAS Spline routine (so you can bend more than 89 degrees) are about all 3DS really needs, IMVHO. I suspect that all can be accomplished with IPAS3, but whether they will or not (and if so, when so) is anyone's guess. It would be a shame to think that we have to wait 18 months until these things are possible with 3DS (since we're starting to see most of them appear on much inferior products).
#84308From: Jonas Ruikis [ADESK]Feb 16, 1994 5:58 PM
Mike, << wishes>> got them. jonas[adesk]
#84372From: John TissavaryFeb 16, 1994 9:45 PM
Put me down for the following: 1) NURBS (and other spline systems) for modeling and animating, so we can get rid of unescessary morph objects. 2) IK 3) Multi platform support (not just for renderer, either) for new low cost/high performance chips like Alpha AXP, MIPS R4400, Power PC, etc… This may or may not include NT as OS. 4) ability to support advanced 3D hardware for rendering acceleration and preview aids. 5) Enhanced Video Post module. Interface more along the lines of OZ, Video Machine, (drop and drag) etc… but with 3DS in mind. I'll think of more as time goes by <g>. John Tissavary (La Luna cie)
#84401From: Jonas Ruikis [ADESK]Feb 16, 1994 11:30 PM
John, << wishes >> got 'em. jonas[adesk]
#84339From: Yost GroupFeb 16, 1994 7:51 PM
Mike, by Siggraph you'll see everything on your list implemented with the exception of IK. Hey… we've got to leave _something_ to do after Siggraph! – G
#84510From: Mike KelleyFeb 17, 1994 10:35 AM
<by Siggraph> But when's THAT? (Are we there yet? I want it NOW). Seriously, thanks. After having owned (and loved) this program for several years, I'm just now starting to be able to use it, and am constantly amazed at both its depth and what it allows a total non-artist like myself to achieve (my animation last night had ME gasping — and I created it!). However, I still want everything yesterday, so just in general what time are we looking at?
#84528From: Yost GroupFeb 17, 1994 11:40 AM
Siggraph is always in July. And don't worry, you'll see most of that stuff this spring. >My animation last night had ME gasping… Don't forget to keep breathing! <g> – G
#85230From: GREG TEEGARDENFeb 20, 1994 5:56 PM
Hello Gary, Been offline since October, just got back on this weekend. So R4 will have NURBS? Interesting. The skin feature would be extremely useful too. Was also curious if you got an E-Mail I sent you last October just before I went offline for the last few months. Greg Teegarden seaQuest CGI/Amblin Imaging
#85299From: Yost GroupFeb 21, 1994 12:33 AM
Hi Greg, I didn't get your comment about nurbs… the skinning stuff we're currently doing is based on bi-cubic patches. I sent you a response to your email in the 3rd week of October. Didn't you get it? – G
#85313From: GREG TEEGARDENFeb 21, 1994 1:48 AM
Hi Gary, I would have to say I didn't unfortunately. I had by that time moved and sold my PC. I haven't been online in almost four months now, so if you would resend it ( assuming you even remember what you wrote!) I would appreciate it. Thanks GT BTW here's my two cents towards the wish list: The ability to have shapes UNDER your primary mesh objects that would by method of moving them around cause the outside geometry to deform accordingly. Would be a good way to simulate breathing, muscles contracting, etc.
#85356From: Yost GroupFeb 21, 1994 11:12 AM
I don't keep my old messages, so I can't resend it to you. (and after four months, I can barely remember it) Re the wishlist items… I'm sure that Jonas will dl that and add it to the list. Note that our new skinning routine will allow you to do muscle and breathing deformations for cross-sectional models, and you don't have the problems with surface topology discontinuities that you'd have with something like what you describe. Take care, – G
#85437From: S WhiteFeb 21, 1994 5:23 PM
Is this something similar to "Smart Skin" in the Wavefront arena? SW
#85472From: Yost GroupFeb 21, 1994 7:07 PM
Smart skin is actually pretty different. That is basically a skeleton underlying a polygon mesh that has mesh points attached to the skeleton. Wavefront's version also adds free form deformation boxes that you can apply to each node of the skeleton to deal with the associated problems with deforming a mesh, hence the term "smart skin".
#84319From: Pavel KorenskyFeb 16, 1994 6:31 PM
>Gary's focussed on R4 but I'm collecting wishes in any form, >found anywhere in this forum <g>. I've got yours. Wishlist >deadline April 1st.94. Maybe several ideas: Inverse kinematics Possibility to import more formats from other 3D programs Support for advanced 3D hardware like MGA cards from Matrox built-in inside modeller and 3D editor. Possibility to remove all hidden lines in 3D Editor IPAS SDK as a part of 3DS. Possibility to generate Video for Windows files from 3DS Some kind of enhanced video-post, with possibility of DVE etc. Something like built-in Adobe Premiere <g>. RAYTRACING !!! Pretty please. For reflections and refractions. Can be implemented as another shading option. The possibility to make information notes for keys in the keyframer. Free form deformations built-in into 3D editor. Best regards PavelK
#84402From: Jonas Ruikis [ADESK]Feb 16, 1994 11:31 PM
Pavel, << wishes >>.. thanks. jonas[adesk]
#84556From: Michael BassierFeb 17, 1994 2:35 PM
Yes, Raytracing would be great. Maybe Radiosity would be greater! But speed is very important. I wouldn`t like to wait a few days for a high-res image. And the renderer should be optimized (not only re-compiled but really optimized) for other platforms like Alpha, PowerPC, Mips R4400 and so on… What do you think Gary ? <G> Michael
#84560From: Jonas Ruikis [ADESK]Feb 17, 1994 3:09 PM
Michael, << .. radiosity, raytracing, and platforms..>> I'll take this as a wish or was it more of a question? jonas[adesk]
#85168From: Michael BassierFeb 20, 1994 7:28 AM
Jonas, this are only the things that I`d like to see on my screen. Vertex independent morphing would be a nice feature, too. Morphing between a mouse and a car without (much) thinking about the vertices and their position is one of my dreams. I`ve seen this feature on SGI and Macintosh.
#85177From: Jonas Ruikis [ADESK]Feb 20, 1994 10:07 AM
Michael, << wishes >> got 'em. jonas[adesk]
#84572From: Yost GroupFeb 17, 1994 4:04 PM
I think that those are good wishlist items… <g> – G
#84613From: krazy imagesFeb 17, 1994 7:39 PM
(whispering) pssst, Jonas, just port 3DSr4 to NT and the Alpha processor… thanks 🙂 ana /krazy images
#84779From: Jonas Ruikis [ADESK]Feb 18, 1994 11:14 AM
<< …whispering wishes to me…>> got it. jonas[adesk]
#84859From: Henning HoffmannFeb 18, 1994 2:57 PM
What is R4?
#84862From: Jonas Ruikis [ADESK]Feb 18, 1994 2:59 PM
Henning, << what's R4 >> R4 is release 4 of 3DS. 3DS is currently at R3. jonas[adesk]
#84363From: albert waltnerFeb 16, 1994 9:04 PM
>> Unfortunately (as this COULD BE a most amazing app.),…<< Thank you for the very interesting and informative comments. I will look for anything on the possible modeler that you suggested to them. In general, I will move this package to the interesting but, for now, no purchase category.