CompuServe Thread

#Why Imagine?

6 messages in this thread
#4185From: Tim Wilson [Crestline]Feb 12, 1995 3:32 AM
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
#4194From: Michael S. FlynnFeb 12, 1995 12:18 PM
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
#4196From: Tim Wilson [Crestline]Feb 12, 1995 2:41 PM
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
#4204From: Michael S. FlynnFeb 12, 1995 8:12 PM
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
#4364From: Tim Wilson [Crestline]Feb 16, 1995 2:40 AM
>> 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
#4366From: Michael S. FlynnFeb 16, 1995 3:36 AM
Tim, It sure beats $3000 for 3D Studio! Michael