CompuServe Thread

Future Yost IPAS list?

18 messages in this thread
#84040From: Don HansonFeb 15, 1994 8:23 PM
Y-, I've been moving the past few days and just got a chance to plug back in. Is there a list of IPAS being worked upon by you guys? I enjoy using your routines, -and its good to know we're not wasting our time. 🙂 Don Hanson
#84187From: David RhotenFeb 16, 1994 10:36 AM
Gary just posted a list in message 83298. If you find it's scrolled off, I could repost it for you. Dave
#84242From: Don HansonFeb 16, 1994 2:03 PM
David, Got the info. Thank you, Don Hanson
#84710From: BITSFeb 18, 1994 6:18 AM
Dave, I missed that message – could you repost it for me? Thanks, BITS
#84736From: David RhotenFeb 18, 1994 10:15 AM
Here it is! >> 83298 S3/Autodesk 3D Studio >> 12-Feb-94 10:46:10 >>Sb: #83103-#Animation:Master specs >>Fm: Yost Group 76702,413 >>To: John Wilson 72674,2643 (X) Actually, when it comes to Yost Group IPAS stuff, I've got absolutely no problem talking about it before it's released. I'm not a publicly held corporation, and nobody really cares what I say about my own software. That said, there are going to be two new collections of IPAS3 routines from us in April… One from Darrel & Jeff Anderson and the other from Rolf Berteig. Here's a synopsis: D&J's disk: SCATTER.PXP: Particle system arraying tool. Uses a distribution object for the arraying surface and source objects (or object groups). Example… you've got a head and you want hair growing out of it. Use the head as your distribution object and a strand of hair as the source object. Apply random rotation, scaling and chaos to the hair, and scatter will make as many copies as you want, aligning the hair to the normal of the head surface. Another example would be aligning trees, cows, houses, or whatever to a topo surface. Great for fields of things, like grass, etc. Of course, like all of our IPAS3 routines, you actually see all your objects inside the routine's dialog and can do real-time previews of the effect, rotate around the objects, etc before you actually commit to it. DEFORM.PXP: Free-form deformation tool… builds a lattice, lets you deform it, then deforms the object, etc. Has a few IPAS3 niceties that let you do some unusual things for FFD's. VAPOR.AXP: All-purpose particle system smoke, gas, steam, etc. Very very sensual. FIRE.AXP: Real 3D particle fire. A few other SURPRISE axp's… Rolf's disk: SPATH.KXP: This is a 150K+ application… the largest IPAS routine we've ever done. It's primary purpose is to allow easy velocity curve editing for position and rotation keys. Draw bezier splines for the velocity over any number of frames and it applies that curve precisely. Includes a velocity curve librarian so you can store an infinite number of curves with each object. Of course, it lets you do REAL-TIME (precise real-time) previews of motion before actually applying anything. You can use inches/feet/miles and seconds/minutes/hours as units, so it's good for forensic work. It also does automatic key reduction. Plus, it has a huge path fractalizing subsystem so you can apply fractal motion to the position or rotation tracks. There are also simple macros for things like constant accelleration and constant velocity. KEYMAN.KXP: This is a keyframe librarian. Basically, it lets you store an infinite number of named 3DS keyframe sequences inside of any object, so you can play with different timings and things and not have to worry about redoing anything or losing anything. This'll be especially valuable once other KXP's come out that do procedural motion, such as Positron's dynamics package that'll be coming out this summer. Run a simulation, save the keys, and then run another simulation. Then, without having to re-simulate, just re-load the last simulation's keys. Keyman.kxp also does adaptive key reduction, just like spath. DIPLACE.PXP: This is the displacment modeling tool that I mentioned earlier. It's a highly-interactive application that lets you load bitmaps for displacement or has a built-in fractal subsystem if you just want to do fractal surface perturbations. Once you load a bitmap, you can visualize the displacement in real time as you move the mapping icon over the surface of the object. LOTS of options here for effects, and it even does adaptive tessellation and object simplification. SIMPLIFY.PXP: If you _just_ want to do object simplification, this routine lets you pump an object in, and get a lossy or loss-less simpler object out. There ya go,
#84810From: Yost GroupFeb 18, 1994 12:10 PM
I just uploaded a demo flic done with that "surprise" AXP from Darrel and Jeff Anderson. I was just too excited about it to keep it to myself any longer. It should be merged into DL9 sometime this afternoon.
#84883From: ALAN IGLESIASFeb 18, 1994 4:07 PM
I *love* these suprises! -Alan
#84990From: Yost GroupFeb 19, 1994 10:44 AM
You're gonna love this one! – G
#85073From: Richard J. SmithFeb 19, 1994 6:47 PM
Will your old IPAS Disks be revised? I need to know so I can buy them all now or wait for newer versions, is there an upgrade path? or do you think all old IPAS will be revised with the new SDK?
#85096From: ALAN IGLESIASFeb 19, 1994 9:07 PM
Go ahead and buy them, Richard. I'm sure the Yost fellas will provide us with all the upgrading we'll need. And 'cause we're on CI$, we'll probably get them as fast (or faster) as anyone…
#85128From: Yost GroupFeb 20, 1994 12:12 AM
All the IPAS disks are current except for the IXP's on Disk#1… they're currently in final beta after having been revised to work with the 64-bit hires color buffers in 3DSr3. The Schreiber folks will be shipping the new versions by March 1st (fingers crossed). Re IPAS3, we're doing completely new routines that we hope to ship in April.
#85255From: Richard J. SmithFeb 20, 1994 9:03 PM
So if I ordered the whole Shabang now,the IXP's shoud be done soon and I would get the New Improved versions free of charge? I was under the impression that the 1st set of IPAS were not improved for the new(R3) enhancements yet.
#85297From: Yost GroupFeb 21, 1994 12:25 AM
Yup. I just told the Schreiber folks to stop shipping Disk#1 until I give them the new masters (by 2/28). Beyond that, we won't be changing anything in that first set of 5 collections. All the IPAS3 features will be incorporated into completely new routines. – G
#85565From: Henning HoffmannFeb 22, 1994 10:44 AM
Excuse the ignorance this question shows, but what are these 64-bit hires buffers in 3DSr3, and what's so great about them? Thanks. Henning
#85578From: Yost GroupFeb 22, 1994 11:07 AM
3DSr3 computes all color in 48-bit space, plus 16-bits of alpha (=64). Then, the colorspace is transformed by the gamma-correction curve. Finally, after THAT, colorspace is samples down to 24-bits plus 8 alpha (= traditional 32). This technique eliminates the quantization artifacts (banding, etc.) that are created by computing color in 24-bit space and doing gamma correction at that color res.
#85101From: ALAN IGLESIASFeb 19, 1994 9:11 PM
Yup, I can tell already… -Alan
#84939From: John N. JordanFeb 18, 1994 10:22 PM
gotta grab that suprise flic. I know it'll be showstopping. I hear the shockwave coming! A blind congrats to ya.
#85352From: David RhotenFeb 21, 1994 11:11 AM
Ooooo! Can't wait to see it! Dave