Future Yost IPAS list?
18 messages in this thread
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
Gary just posted a list in message 83298. If you find it's scrolled off, I
could repost it for you.
Dave
David,
Got the info.
Thank you,
Don Hanson
Dave,
I missed that message – could you repost it for me?
Thanks,
BITS
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,
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.
I *love* these suprises!
-Alan
You're gonna love this one!
– G
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?
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…
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.
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.
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
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
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.
Yup, I can tell already…
-Alan
gotta grab that suprise flic. I know it'll be showstopping. I hear
the shockwave coming! A blind congrats to ya.
Ooooo! Can't wait to see it!
Dave