#Why Imagine?
6 messages in this thread
Charles,
Imagine is not the only program I use in my production work, it is simply the
principal program I use for animation and rendering. I use Animation Master,
some of LW's object processing features, and image processors as well. The fact
that I augment much of my work in Imagine with other tools probably has a lot
to with why I've been content to stay with it as my renderer. (And I don't mean
this as sarcasm.)
Since I come from the Amiga, which has always been a multi-tasking system, I am
used to a very modular approach, and prefer to chose the best tool for each of
the different jobs in my production work. I think the idea of having one
program do everything probably developed in pre-Windows days, when, on the PC,
you had to completely shut down another program before you could use any other.
But I don't think I would want Impulse to try to put all the other stuff in
Imagine that I currently do with other programs. I'd prefer that they focus
just on making Imagine's rendering, animation, and perhaps also modeling
features better. However, from a marketing standpoint they'd probably be unwise
to heed this advice, because it seems many users are still looking for a
panacea in one program. (I don't mean to suggest that you are one of them
though.)
I haven't spent enough time with either LW or 3DS to offer a truly objective
comparison, but in the final analysis I don't think it makes much difference
what program you use (as GreG and others have already said). Most 3D packages
seem to be heading down roughly the same paths of development, with just slight
deviations in emphasis, like game development, or broadcast effects, character
animation, etc. I don't think anyone could really make an objective judgement
about which program is *better* than the others. Each one has its own
strengths, and your choice ought to be based on what you want to emphasize in
your work. Some of the work I've seen done with Imagine looks just as good as
some SGI stuff. But this doesn't really matter to me, because the point is that
I can get Imagine to do what *I* want it to do, with a little assistance from a
few other programs.
There have, however, been times when my enthusiasm for Imagine has ebbed. My
frustration with the program probably reached its peak just before 3.0 came
out, because, at that time, I felt Imagine's animation features had gone too
long without any major improvement. The biggest problem for me was the lack of
smoothing on the keyframes, and brush tacking. Imagine 2.0's simple linear
interpolation on movement just wasn't cutting it anymore. The animation looked
jerky and unsatisfying, and unsuitable for nice character animation. But once
3.0 came out with the spline interpolation on keyframes, brush tacking, and
Bones (which actually worked(!), albeit difficult to set up) to boot, my
wavering faded away.
It might seem odd to have put so much stock in such seemingly insignificant
features. But there was just *no* practical way around the clunkiness of the
animation in 2.0, without the spline interpolation. I experimented with
combinations of paths following paths, and other such nonsense to try to smooth
out the motion and morphing, but all of my efforts were futile. Although, at
the time I was also captivated by things I saw in other programs like lens
flares, glows, and such, in retrospect, it was the spline interpolation that
was the deciding factor. Looking back on it now, it seems strange that my whole
opinion of the program could have hinged so completely on simply these minute
features. But that seems to have been the case.
Although Imagine's spline interpolation probably isn't as versatile as some
other programs, it has proven more than adequate for my needs, so far. And, for
me, the addition of this and brush-tacking levelled Imagine with LW and 3DS in
terms of its *basic* functionality. Since then, it has simply been a matter of
refinement. <Forgive me for digressing a moment to direct a suggestion to
Impulse>. I know many folks would put the soft shadows at the top of their list
of improvements, but as far as I'm concerned the repairs on the tacked altitude
maps is most important, because it is fundamental to getting my animated
objects to look right. And there are no work-arounds (like light arrays for
soft shadows) to replace it in the meantime.
There are to be sure, other improvements needed in Imagine's fundamental
structure, but it has just about reached the point where I can do everything I
want with the program. Although Impulse may be planning a big paradigmatic
shift after 4.0, I think, with just some slight fine-tuning to the current
program, I could could be content with Imagine's capabilities for quite some
time. I've only recently begun to feel comfortable enough with Imagine to the
point where I feel I can control its output to get almost *exactly* what I
want.
For users who are concerned about losing a learning cycle, I would say the
knowledge you gain by learning any 3D program will be valuable. Most of the
skills and concepts will translate to other programs. After my experiences with
Imagine, other programs like 3DS and LW were remarkably easy to pick up. Since
Imagine is one of the more difficult to use, it makes an excellent `trainer'.
One of the things that I think gives Imagine its solid feel is something that I
initially regarded as a drawback in the program, its emphasis on triangular
polygon modeling. Years ago when I first bought Imagine everyone was saying
that polygonal modelers were archaic, and that splines or multilateral polys
were soon going to take over the world. But look at the results of the Topaz
(spline) vs 3DS (polys) battle. Ideally of course I think a user should have
access to all methods of modeling, which is why I've adopted AM as a new tool.
But when it gets right down to discreetly massaging geometry, Imagine is still
king of the desktop.
Today I think you could make a better case that splines will probably be the
wave of the future, because they are scalable, and eventually may work better
as 3D clip art. But I still have skepticism about this, because I see inherent
limitations in splines. And until the MAC-ESCHER 3D clip revolution happens,
I'm pretty sure I'll want the solidity that comes from Imagine's comprehensive
geometry editing features.
All those point, edge, and face mode commands, give me the feeling that if
anything is wrong with my model, I can simply *muscle* it into shape. Humanoid
was a good example of this. The models were by no means easy to to build, but
at the time I created them there was no other program available with the same
discreet controls for detailed manipulation of points that Imagine had. And for
the most part, I think this is still true today.
Triangular polygon modeling is the lowest common denominator in 3D geometry,
and although you may be able to render and create some types of objects with
splines and multilateral polys more easily, there will almost always be times
when you'll want to come back to tri-polys.
Another thing that I think makes Imagine feel powerful is that it doesn't lock
you into any one course of action to achieve the result you need. Yes, the
program is a bit of a hodgepodge right now, but you know the saying, `there's
at least two ways to do almost anything in Imagine.' And the fact that I've
found work-arounds to solve most of the `problems' in software over the years
bears this out. I even figured out a nasty work-around in 2.0 to simulate
bones. That's how I created all the hand poses for Humanoid. This is just one
of many testaments to Imagine's versatility.
The final thing (I'll mention for now) that has me stoked about using Imagine
is the P90. I can see now that Imagine was made for a machine like this. All
the little things that gnawed at me on slower machines, just zip by virtually
unnoticed on the P90. And that just adds to the feeling of elation that I now
get from using it.
So there you have it. I hope this is helpful, and welcome your (or anyone
else's) reactions, or differing views.
– Tim
Tim,
I am an AM user and I do the type of modeling that you would normally
expect to be done with polys; spacecraft, architecture, that sort of thing, and
have found that modeling is still easier with splines than polys. At first,
before I really decided that I was going to get all I could out of what AM had
to offer, I requested that Hash add a polygon interface for the type of
modeling that I do. If they were to add that now, I would request that it be
removed. A polygon modeler, to me, cannot hope to create organic models as
quickly and easily with the same realism as a spline modeler, but a spline
modeler CAN produce the same or better quality models that a polygon modeler
can. From my point of view, it's 2-1 in favor of splines. You had mentioned
that you think there are limitations to using splines exclusively for modeling,
and I was wondering what you feel the limitations are.
Michael
S. Flynn
Michael,
Thanks for your reply.:-) I too find AM's splines an indispensable tool. In
fact, of the many spline based packages I've tried or seen, for my money AM is
the *best*. It's highly freeform approach comes closer to the flexibility in
polygonal modeling than any other package I've seen. For the type of work I do,
I've found AM to be much faster and more intuitive for basic modeling than
polys. But for rendering, I still find it necessary to convert to polys, for
the final touch up work. And I think with a smooth tessellation routine
(hopefully in 3.2), Imagine's poly modeling might get a lot closer to the
facility of a spline modeler.
I suppose with more practice I could get the spline geometry to render as
smooth as phonged polys, but right now I end up getting a lot of creases and
folds when rendering directly from the splines, because I use a lot of
triangular patches and other `tricks' to close up my unusually complex
biomorphic spline shapes. I've seen similar problems in other AM users work as
well. (Not knocking the program, just reporting what I've seen.)
So far, the combination of the two approaches, splines for basic modeling,
polys for cleanup and detail work, seems to deliver just what I need. However
if I were stuck on a desert island with a choice between the two, and a
lifetime to build all my objects, I'd probably have to go with the poly modeler
(w/smooth tess.), because I'm more confident that I could use it to build
whatever shape I wanted, without ever running into any surface ambiguities.
Again, I'm not trying to say that polys are always *better* than splines, they
each have different strengths, and are each suited to different applications.
I wouldn't see much point in Hash adding polygon modeling tools either.
Programs like Imagine already have that territory well covered. But I do wish
AM had a little better polygon export/import features, with more controls. I've
heard that the newest release may address this, but I haven't seen it yet.
From what I've seen (and I certainly haven't seen it all) most spline packages
have a more rigid and inflexible structure to their geometry than AM, and my
fear is that something along these lines might be adopted as a spline clip art
standard.
-Tim
Tim,
The creases and folds can probably be removed by a dexterous use of
Amplitude, Gamma, and Magnitude. With a little practice, you can start to get a
pretty good feel for the types os settings to use. The drawback for me is that
the click-on-the-radar-botton-drag-across-the-screen approach is not accurate
enough, and manually entering values can be time-consuming. One of my requests
to Hash was to have a highlight-a-control-point feature that would allow you to
select a control point and have handles appear like in CorelDRAW! for adjusting
curves. Of course, you would have to have handles appear in 3 different
dimensions, but I think it would make precision modeling in AM a little easier.
My idea for Hash's .DXF import may have been a little naive since I am not
a programmer and do not really know for sure how surface area is calculated in
either a polygon or spline system, but Hash's import seems to make a
point-for-point transition. I have also found that even a moderately complex
.DXF will have so many points in AM that working on it is "pointless"<g> There
are so many points that there have been times when I've had to wait for more
than 3 minutes just to redraw the screen. And the splines are peaks that cannot
be changed to curves, so that in rendering, I CANNOT get rid of creases and the
like.
My idea was to calucate the surface area of the shape described by the polys,
then calculate the same surface area to match the same shape in AM, but
calculate it in a way that would use the fewest AM control points, of course,
making any necessary adjustments to Amplitude, Gamma, and Magnitude during the
conversion. Probably a too tall or even impossible order.
I will have AM 3.0 in my hands sometime this week. I was told that Boolean
CSG functions were being added to the modeler. Also, in case you didn't know,
they also added a Phong and Gourand Shading option. These may only be options
for test rendering the application of materials and actions. From what I
understand, in the very early days of Playmation, you had a final rendered
output option of Phong, Z Buffer, or Ray tracing, but later versions offered
only Ray tracing. Maybe they revamped the old code and are giving you a choice
again, I don't know for sure. There had been a lot of requests for some type of
quick rendering for Character, Action, and Direction, so I don't know yet
exactly how they have addressed that.
I can make fairly good use of CAD apps, but Playmation was the 3D anim app
that I bought, so I have never tried to do 3D anims with polygons. From what
I've heard and read, most poly users would rather have a spline modeler,
provided of course, that all of their others features were still available. I
hear that 3D Studio users have let out a screech that is breaking windows at
Autodesk for not getting a spline modeler in version 4.
I was just curious about what you perceived as a drawback about splines in
AM. As I said, tweaking some of your more complex shapes can be very time
consuming, so I can see why you would want to stick to polys for detail work if
you are already adept at it. As far as biomorphics with AM, or any other app
for that matter, I think that Rod Havrick Altschul has set a standard to aspire
to. I haven't seen everyone's organic rendering, and I haven't seen any of your
work, but from what I have seen, even in the Mind's Eye series, Rod's organics
are the best. (Of course, so far I have only seen Rod's head creations – I
haven't seen him produce a complete figure yet, but it sure looks like he could
do an awesome job.)
If you are not upgrading to AM 3.0 for awhile, I'll let you know about the
new features if you want.
Michael S. Flynn
>> I'll let you know about the new features if you want.<<
Thanks for the offer, I'll contact you in the AM forum if I have further
questions. But right now, I think I'm getting most of what I want out of AM.
And it doesn't seem exactly apropos for us to be taking up space in the Imagine
forum discussing ways to improve AM. As a parting thought (for now), let me
just say that it's nice to have all these different, but fairly affordable
programs at my disposal, to get exactly the output I want. 🙂
-Tim
Tim,
It sure beats $3000 for 3D Studio!
Michael