CompuServe Thread

#PC PAR Wanted

23 messages in this thread
#151396From: GREG TEEGARDENFeb 6, 1995 9:18 PM
Anyone out there in the LA area have a PC PAR they want to unload? Having just purchased a Pentium system, I'm looking around to see if anyone has one for sale.
#151640From: ALAN IGLESIASFeb 8, 1995 2:50 AM
How gozit? Don't know of anyone getting rid of a PAR offhand, but if I come across one, I'll give ya a call…
#151885From: GREG TEEGARDENFeb 9, 1995 12:54 AM
Hey Alan! What's up out there! I'm still doing seaQuest, and it's as wacky as ever. We did however get ST Voyager as a client. We actually built a CG Voyager that is indistinguishable from the real model. So how's things down under in sunny San Diego? I'm looking for a PAR because I just picked up a freelance job and need one to put in my new PC. God I'm glad to finally get off that Amiga! Take care Greg
#151946From: ALAN IGLESIASFeb 9, 1995 10:08 AM
Hey, Greg, it's good to hear that y'all are still crankin' away on SQ. You guys must be the Undersea Rendering Experts of the world by now!<g> Congrats on the STV model coming out so nicely. I'd love to see a segment with both the model and CG to eyeball them together…did ya go to film with it? Kinda seems to me that the production values over there probably wouldn't allow for anything less, eh? If you know of a particular segment with the model, could you let us know? Things are great down here, thanks. Still goin' at the game stuff, and I am enjoying it very much. It's a bit more rewarding these days 'cause we are delivering high-res/quality shots and animation. The game producers then can "beat down" the stock into whatever format they need for a particular game platform, and always have the high-quality stuff on hand. Hey, best of luck with the PC stuff. The Amiga was an old friend to me, and it's kinda sad to see it die like this. Oh, well. Time marches on…
#152083From: GREG TEEGARDENFeb 9, 1995 11:08 PM
Good to hear that the games are treating you so well. There is this game company upstairs from us called Naughty Dog, and they are using Alias Power Animator running on Indigo 2 Extremes to build 700 face polygon models! A little overkill IMHO, but hey, if money's no object….. I just picked up a freelance job from Toshiba. It's a kind of 'Intel inside' type spot where we fly through the inside of their new VHS deck. Right now I'm building the deck, so I have this dismantled VCR sitting on my dining room table. As far as Voyager goes, we have our CGI mesh in the first, third, and final shots of the opener each week, in addition to episodes. The first one is where the Voyager flies through a solar flare, with the flare created by Santa Barbera Studios, as well as the ship flying through the clouds, with the clouds done on Wavefront by SB Studios as well, and the final jump to warp shot at the end is also our mesh model. All other elements of the opener were done by SB Studios. All other Voyager shots in the opener are the real model done with motion control. As a general rule, any shot of the Voyager rolling or jumping to warp is ours. Another tell tale givaway is if you see illuminated windows on the butt of the ship. The real model dosen't have them because they couldn't fit lights back in that part of the model! I do think that they go to film for international distribution, but all shots are rendered at D1 rez, which I think is 752×480. The Voyager itself was built using a new tool we have called Metaform. It's a kind of intelligent sub-divide routine that will take a blocky primitive mesh and smooth it out to give you a clean organic shape. Once you have the primitive built, you just keep sud-dividing it until it has the refinement you're looking for. I'll never use splines again!!! (besides, LightWave's splines have never been my favorites….) Anyhow…. take care, and if you hear of a PAR somone wants to sell, let me know. Greg
#152196From: ALAN IGLESIASFeb 10, 1995 10:39 AM
Whew! Thanks for all the great info, Greg. I'm sure many on line here appreciate hearing about this stuff as much as I do. I'll be keeping an eye out for your shots…and a 3DS version of Metaform! Thanks again, -Alan
#152389From: GREG TEEGARDENFeb 11, 1995 12:36 AM
Hey, nice hearing from you again Alan. I'm glad that you're obviously keeping yourself busy down there. I'm thinking of visiting my sister sometime soon. She lives in San Diego. Perhaps we could finally hook up. Talk to ya later. Greg
#152411From: ALAN IGLESIASFeb 11, 1995 9:31 AM
And it was nice hearing from you, as well Greg (as usual). If you do come down this way, _please_ let me know. It would be very nice if you stopped in sometime. Later, -Alan
#151986From: Ralph F. FrantzFeb 9, 1995 1:23 PM
>> We did however get ST Voyager as a client. We actually built a CG Voyager >> that is indistinguishable from the real model. That show is turning out to be quite interesting, but every time I see the ship I can't tell if it's a mesh model or real model. Are you saying they are using both? If so… nice job!
#152084From: GREG TEEGARDENFeb 9, 1995 11:08 PM
Yep, they're using both. See my message to Alan for a more complete description of the shot which are ours.
#152156From: James SpierFeb 10, 1995 8:56 AM
Great job on the Voyager model. I love the shot where it is flying over the astriod belt and you can see its' reflection. Is Metaform is a subset of lightwave? Can you produce similar results using the smooth utility that shipped with Bones Pro?
#152185From: John StetzerFeb 10, 1995 10:28 AM
>>Can you produce similar results using the smooth utility that shipped with Bones Pro? PMJI. While I haven't used Metaform, I was able to come fairly close to duplicating an example I saw in an old VTU in which two hexagon tubes, one 90 degrees to the other, were booleaned together and Metaformed into a smooth link. Took a couple of minutes. If you like, I can upload a before/after pic. or the mesh itself.
#152388From: GREG TEEGARDENFeb 11, 1995 12:36 AM
Thanks for the kudos. Actually, the shot where the Voyager flies over the asteriod belt was the real model though. Metaform is a modeling tool in the PC and Alpha standalone versions of LightWave. It's been a while since I've used 3DS, so I'm not real framiliar with the smooth utility in Bones Pro.
#152415From: Yost GroupFeb 11, 1995 10:06 AM
Max, both Metaform and Bones Pro smooth use a subset of the Sabin Do subdivision algorithm. – G
#152610From: Darrin SabinFeb 12, 1995 2:16 PM
<<Sabin Do subdivision algorithm.>> Wow! You wouldn't happen to know the full name of the Sabin in that little piece of trivia would you?
#152800From: Yost GroupFeb 13, 1995 12:26 PM
Sure… The original paper, published in 1978, was by M. Sabin and D. Doo at Brunel University (somewhere in the UK). Any relation? – G
#153059From: James SpierFeb 14, 1995 8:43 AM
Gary, <<both Metaform and Bones Pro smooth use a subset of the Sabin Do subdivision algorithm.>> If smooth works in a similar fashion to the way Greg described Metaform it will be an invaluable modeling tool. ME
#153077From: John StetzerFeb 14, 1995 10:23 AM
>>If smooth works in a similar fashion Looks like it does to me, save that it (smooth) doesn't tessalate as it goes along; you've got to tessalate in advance. John Stetzer JWS
#153515From: James SpierFeb 16, 1995 6:44 AM
John, <<it (smooth) doesn't tessalate as it goes along>> I d-loaded your mttest.zip. Thanks for the example. ME
#153550From: John StetzerFeb 16, 1995 10:49 AM
>>Thanks for the example No problem. In fact, it was your post that started me asking questions. One other difference I've been told as to how Metaform and smooth work is as follows. W/Metaform, the resulting shape will pass through the 'control points' (the benifits of tessalating as you go along, I guess), wereas w/smooth it is averaged to near the 'control points' (sort of like the difference between a Catmull-Rom spline and a B-spline). As an example, if you Metaformed a box into a sphere shape, the sphere would enclose the orginal box; if you smoothed a box into a sphere shape, the sphere would be inside the original box. The Metaform info is second hand; still haven't gotten a chance to see it in action first hand. John Stetzer JWS
#152097From: James Coulter[Mindscape]Feb 10, 1995 12:05 AM
> We actually built a CG Voyager that is indistinguishable from the real model.< You know, Greg, I would be happy to make sure your monitor and keyboard stays clean for minimum wage . . . 🙂 — James — Choreo Motion —
#152387From: GREG TEEGARDENFeb 11, 1995 12:35 AM
Thanks, but we already have a maid… <g>
#152844From: James Coulter[Mindscape]Feb 13, 1995 2:20 PM
> we already have a maid < Aw, shucks. I guess I'll just have to help you with those images then. <BG> — James — Choreo Motion —