#Real 3D Program
29 messages in this thread
>>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
>>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????
Jim????
– G
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]
>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).
Mike,
<< wishes>>
got them.
jonas[adesk]
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)
John,
<< wishes >>
got 'em.
jonas[adesk]
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
<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?
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
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
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
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.
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
Is this something similar to "Smart Skin" in the Wavefront arena?
SW
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".
>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
Pavel,
<< wishes >>.. thanks.
jonas[adesk]
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
Michael,
<< .. radiosity, raytracing, and platforms..>>
I'll take this as a wish or was it more of a question?
jonas[adesk]
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.
Michael,
<< wishes >>
got 'em.
jonas[adesk]
I think that those are good wishlist items… <g>
– G
(whispering)
pssst, Jonas, just port 3DSr4 to NT and the Alpha processor… thanks 🙂
ana /krazy images
<< …whispering wishes to me…>>
got it.
jonas[adesk]
What is R4?
Henning,
<< what's R4 >>
R4 is release 4 of 3DS. 3DS is currently at R3.
jonas[adesk]
>> 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.