CompuServe Thread

#Blob Sculptor Feedback

12 messages in this thread
#150686From: Alfonso HermidaFeb 2, 1995 5:24 PM
Are there any Blob Sculptor users out there? What kind of models do you create with it? Any comments/suggestions? The Blob team has already ported Blob Sculptor to run as an IPAS (PXP)….the AXP should come out soon. Alfonso
#150711From: Ian ChristieFeb 2, 1995 7:23 PM
Blob ipas. Great news. I'm a graduate student just starting my thesis which will be an animation involving some animals. My plan is to create the critters with blob and animate them with the BOnesPro deformation IPAS. Suggestions- be able to load a background reference bitmap image to model over. especially having separate images in each view. Label the ports. I keep getting lost. One of the biggest problems I have is switching back and forth between 3DS and Blob. The differences in interface cause me to take several minutes to reset my mind. Though, sounds like the IPAS version would slove that problem. It would be nice to be able to animate the blobs and their parameters and have the meshes produced at render time. (though, I'm not sure what that would do to mapping coords). Speaking of mappind. It would be nice if Blob layed out some UV mapping Coordinates. That's all I can think of off the top of my head. But as I get further into the project I'm sure I'll come up with more. By the way, sincere thanks from a poor college grunt for sharing this lovely piece of code. It is giving my the chance to do things that I would not have been able to do. When is the Blob IPAS expected? Ian.
#150817From: Danny MercurioFeb 3, 1995 11:44 AM
Stay tuned for a new Metaball PXP/AXP combo coming very soon. Features will include: 1) User configurable mapping coordinates. This will allow you to apply any kind of material, reference, bump, relfection, etc. map to the metaballs, just like any other 3DS mesh object. 2) It will include both a PXP and an AXP. The PXP portion will allow you to create mesh objects with the same parameters as the AXP so you'll be able to "preview" the objects or use them as regular mesh objects. In other words, you can play with the blob parameters and get immediate results in the 3D Editor until you get the effect you're looking for, then these parameters can be passed to the AXP for animated metaball rendings while still maintaining low face counts in your scene. 3) You can set any detail level you like from both the PXP and the AXP. No need to "scale" you scene numerous time to get the mesh resolution you need. I typically play around with blob settings at a low detail level until I get the shape(s) I like using the PXP, then I transfer the values to the AXP and set the detail level to a higher setting for rendering. 4) Parametric animated metaballs! What this means is that you'll be able to modify the parameters assigned to the metaball source objects over time in an animation. You will be able to assign values to source object parameters and then have these values change from frame to frame. This will give you absolute control over the metaballs and wil allow you to create effects that no one else even comes close to! To my knowledge, no other program on the PC platform lets you do this. It will allow you to create the weirdest, most organic animations you've ever seen! All this is accomplished using a very intuitive spline-based envelope dialog. 5) Speed! To my knowledge, this is the fastest metaball generator for 3DS out there. Danny…
#150820From: Jonas Ruikis [ADESK]Feb 3, 1995 11:53 AM
Hi Danny, << Stay tuned for a new Metaball … coming very soon.>> great news!..
#150949From: David GouldFeb 3, 1995 10:54 PM
<<Stay tuned for a new Metaball PXP/AXP combo coming very soon.>> Sounds great. A few questions: 1) When can we expect it since we have a project on course that could possibly use this tool? 2) How does it compare to MetaReys Metaballs? 3) Any chance of a working demo IPAS for inquisitive users like myself? 4) What "primitives" does it offer? Blob Sculptor allows for spheres, cones and cylinders which we need. <<You can set any detail level you like from both the PXP and the AXP.>> One feature I'd love is to be able to adjust the level of detail over time. For instance, when the camera is far from the blob it uses a small level of detail and then as it approaches it shows more. Would this be possible? <<What this means is that you'll be able to modify the parameters assigned to the metaball source objects over time in an animation.>> Which parameters? <<It will allow you to create the weirdest, most organic animations you've ever seen!>> In that case send it my way fast! BTW, What happened to the Patch Modeller? David "Mr Blobby" Gould
#150904From: Alfonso HermidaFeb 3, 1995 5:27 PM
Thanks for the feedback! I'll keep everyone here posted on Blob Sculptor for 3DS. Alfonso
#151039From: Brandon MacDougallFeb 4, 1995 2:23 PM
Alfonso, Good news! I had a lot of fun with your product. I would like to see a "shaded preview viewer" thank you, Brandon
#151042From: Alfonso HermidaFeb 4, 1995 2:40 PM
Thanks for reminding me of the shader! I new I was forgetting something! Alfonso
#150740From: Mike KelleyFeb 2, 1995 10:53 PM
>The Blob team has already ported Blob Sculptor to run as an IPAS (PXP)….the >AXP should come out soon. I really like Blob Sculptor, but I've only used the Windows version. One of the reasons I haven't done more with it is the lack of integration with 3DS, so a PXP and/or AXP is very exciting. Is the PXP available now? How do we go about getting it? I particularly think that Blobs will be exciting when combined with Bones Pro — animation possibilities abound. Thanks to you and the other Blob authors.
#150905From: Alfonso HermidaFeb 3, 1995 5:30 PM
I'm trying to get the PXP finalized so it can be distributed. I don't have any dates on hand right now 🙁 Alfonso
#150856From: John K. JordanFeb 3, 1995 2:28 PM
Hi Alfonso, I've used the software (just playing) to make several head models, a hand, and some cave models to fly (swim) through. I assume the PXP has an interactive user interface similar to you DOS and Windows versions. Some miscellaneous comments in no special order: I liked having all the buttons available on one screen in the Windows version. I had difficulty in zooming and setting the view efficiently in both versions. I did not like the relationship between the final mesh density and the number of blobs – as I added more blobs and made a larger model I would have liked to have more density in the mesh. I had trouble with occasional extra faces on the surface of the mesh which gave problems with smoothing – requiring manual face/vertex editing. I noticed some inconsistencies in the operation of the buttons in the user interface. I liked the quick shading previews. I'd like a way to add a blob to an existing mesh that was perhaps made by another method, for example to a side of a box. I haven't had a chance to use the program since the first time or two, so I can't remember anything else just now. JKJ
#150902From: David GouldFeb 3, 1995 5:24 PM
<<Are there any Blob Sculptor users out there?>> We are working on a project where we have to show the process of cell separation. No-one could think of a way to create the endoplasmic reticulum(lattice of fibers) so that they would be natural looking. I downloaded a copy of Blob Sculptor and then did a few tests and it works great for this type of application. Great work! <<Any comments/suggestions?>> I wanted to used the Blob Sculptor for the separation of the chromosomes and then their later condensation but unfortunately your program does produce objects that I can morph. It creates objects with a different number of vertices which means I can't create morph targets. If you could solve this problem I would be very, very, very content! Also the bugs mentioned in the documents could be fixed. <<The Blob team has already ported Blob Sculptor to run as an IPAS (PXP)….the AXP should come out soon.>> Let me know where to find the PXP and/or AXP, I really could use these tools. Keep up the good work. David "Ain't no blob" Gould