Strata StudioPro Message Board Archive

 Subject:  Strata StudioPro Msg Brd Archive

Author:  Various

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Date:  5/16/1997


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Archive of messages posted in the Macintosh Graphic Arts Forum's 3D SIG's Business of 3D message board. All posts prior to 3/97

  

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Macintosh Graphics Forum          Go Keyword MGR

Checked with Disinfectant 3.6    released by mw


Subj:  Sinkha: modeled...where?

Date:  96-05-12 16:22:08 EDT

From:  AFC John        

Posted on:  America Online


This thread has been moved over from the SoftImage folder. It basically deals

with whether M.Patrito did in fact model the Sinkha images in SSP or another

program. Here are some relevant posts (reposted), so if you know the truth,

let us know too!

________________________________________


Subj:  Re: Alias, SI, Etc.

Date:  96-05-12 04:10:36 EDT

From:  ErikTek1        

Posted on:  America Online


>>>Actually, you're wrong about that.  The images they show are NOT "all

Strata". Most of the really cool images you see from Strata were modeled

somewhere else and imported via DXF into Strata for rendering. ***For

example, almost all of Patrito's stuff (Sinka) was not modeled in Strata, it

was just rendered there.***<<<


I don't know how these rumours always get started, bad news for you Crawfish!


The following tools were used exclusively in creating Sinkha:


Strata StudioPro

Strata MediaPaint

Adobe PhotoShop

MacroMedia DIRECTOR, not any of their modellers.

QuarkXPress, (Used for assembly on the printed version of the book.)


Sources:


The Making of Sinkha

Mojave Publishing, 1995-96

Virtual Views, 1993-96


>>>***For example, almost all of Patrito's stuff (Sinka) was not modeled in

Strata, it was just rendered there.***<<<


Of all projects released currently, Sinkha was modelled and rendered

exclusively in Strata!  Marco is currently working on, "Escape from

Thallisar", once again done with SSP and this time using  QTVR Technology.

This info comes directly from Marco Patrito and his team and is published in

the book that they wrote themselves.


I don't know where you got your info, but I have their book right here in my

lap.


Erik D.

_________________________________________


Subj:  Re: Alias, SI, Etc.

Date:  96-05-12 12:13:47 EDT

From:  ACrawfish       

Posted on:  America Online


Erik:


I worked at Strata during 1993 and, when those Sinka images started coming

in, discussions were held re. why Marco was NOT using Strata for his

modeling. I don't have to look at a book to know how it was done, I was

there. If they are revising history for whatever purpose, fine by me. Doesn't

change what happened. It is interesting to note that it is Strata themselves

who are publishing Sinka. 


_______________________________


AFC John

3DSIG/MGR

Subj:  Re:Sinkha: modeled...where?

Date:  96-05-12 20:31:54 EDT

From:  Macromed3       

Posted on:  America Online


Issue's similar to the one with Myst and MacroModel. I don't care myself,

just two structurally similar situations.


Regards,

John Dowdell

Macromedia Tech Support



Subj:  Re:Sinkha: modeled...where?

Date:  96-05-13 18:40:31 EDT

From:  StrataTek2      

Posted on:  America Online


John I have been working at Strata for three years and your name hasn't been

on any directories arround here.  Your on line  information states Quoting

you for 1993"John Goodman

(AFC John)


 From 1990 to 1993 he was art director and animator at Golan Productions,

Chicago, supervising animation production and editing for commercial and

corporate broadcast. From 1992 to 1995 John was a freelance animator and

designer in Chicago, working with clients including Cartoon Network/Turner

Television, "       CaughtSubj:  Re:Sinkha: modeled...where?

Date:  96-05-13 19:09:47 EDT

From:  Sweaz           

Posted on:  America Online


The way I read it, it was this ACrawfish who claimed to work for Strata, not

ol' AFC John, who was merely carrying the message over from the SGI forum

(?).


BTW... are people claiming that it is not possible to do this kind of

modeling in StudioPro? I would be careful making a statement like that. Subj:

Re:Sinkha: modeled...where?

Date:  96-05-13 20:24:29 EDT

From:  Bugs123456      

Posted on:  America Online


<<<The way I read it, it was this ACrawfish who claimed to work for Strata,

not ol' AFC John, who was merely carrying the message over from the SGI forum

(?).>>>


Hmmm....I read it the same way...unless AFC john goes by the name of

Acrawfish?  See what happens when you try to do something nice John?Subj:

Re:Sinkha: modeled...where?

Date:  96-05-13 22:06:47 EDT

From:  AFC Zoot        

Posted on:  America Online


<The way I read it, it was this ACrawfish who claimed to work for Strata, not

ol' AFC John, who was merely carrying the message over from the SGI forum

(?).>

I totally agree,  John never said that. You should probably cut back on the

caffeine, your alittle tense.

If you dispute the post, please post Info that supports your position. Thats

all that was asked for anyway.

<This thread has been moved over from the SoftImage folder. It basically

deals with whether M.Patrito did in fact model the Sinkha images in SSP or

another program. Here are some relevant posts (reposted), so if you know the

truth, let us know too!>

BTW what did you catch? Everything you said about John were true, I know ,

I've known John since he was at Golan........and what do you think you caught

him at.

True he doesn't work at Strata.......But are you saying he hasn't

accomplished anything?   

Btw . Johns working for Rythm & Hues, what does that say? 

Z Subj:  Re:Sinkha: modeled...where?

Date:  96-05-13 23:19:00 EDT

From:  ErikTek1        

Posted on:  America Online


This was obviouosly a misunderstanding.  The individual who claimed to have

worked for Strata was ACrawfish.  John carried the thread over to the Strata

StudioPro Forum from the Soft Image Forum.  It's easy to figure out how the

mix-up occured.


For the record:  ACrawfish has stated that Sinkha was not modeled in SSP when

in fact it was all done in SSP, 

anyway back to the issue,,,  


Why did ACrawfish deduce that Sinkha, a wonderful 3D work, was not done with

Strata?


Did ACrawfish really work for Strata in 93?


Theres no profile for ACrawfish and we would like to know why.  At this point

all we can do is wait for ACrawfish to reveal himself and his source of info.


Calling all Crawfishes to the podium!Subj:  Re:Sinkha: modeled...where?

Date:  96-05-14 02:34:25 EDT

From:  Gatzz           

Posted on:  America Online


While I have never worked at Strata...


I remember the post form way back, I believe they where those golden days of

Ron Woodland manning Strata online. The crux of the response to queries about

the SSP box was that the original modeling was done in Sculpt and Super 3D.

There were also references to PhotoShop retouching, directed primarily at the

lensflare on the front of the box. I realize this is only anecdotal

"evidence" but it might account for some of the conflicting stories floating

around....Subj:  Re:Sinkha: modeled...where?

Date:  96-05-14 02:39:27 EDT

From:  CD3D            

Posted on:  America Online


>>>For the record:  ACrawfish has stated that Sinkha was not modeled in SSP

when in fact it was all done in SSP, 

anyway back to the issue,,,  <<<


Can you really call this a fact if you are just going by information in the

book?  The publisher might be considered to be a little biased.  I'd like to

hear from someone who REALLY knows what the facts are, someone who was

standing there looking over Marco's shoulder for instance.


I have read a lot of posts on this issue which disagree with each other.  I

am one of the people who finds it hard to believe that the forms I have seen

were modeled entirely in V3D and SSP, although I would not call it impossible

by any means.  Just extremely difficult.  I also believe there was a whole

lot of digital painting going on there as well.


ClydeSubj:  Re:Sinkha: modeled...where?

Date:  96-05-14 03:38:27 EDT

From:  APMODELER       

Posted on:  America Online


ErikTek's idea of _all Strata_ (for his Warner Bros. project begun a year ago

and expected to continue thru 96) is DXF imports of laser scanned sculpted

models -  which are _fine-tuned_ in Studio Pro.  (source: MicroPublishing

News April 96).    

Why yes, they were _modeled in Strata_

Some people just need to be pinned down with explicit qualifiers to their

claims, else we're deluged with their galling misrepresentation.


don't bother flaming me, I'm back out of this 

JRSubj:  Re:Sinkha: modeled...where?

Date:  96-05-14 04:01:29 EDT

From:  AFC John        

Posted on:  America Online


Thanks all, for helping clear up the Strata issue.


Obviously it was just a mix-up, I was not claiming to have worked for Strata

in any capacity. I was just reposting some stuff from another folder in

3DSIG, and as it was pointed out mix-ups like that can happen easily enough.


No harm done, but thanks for the support. =]


AFC John

3DSIG/MGR

http://www.rhythm.com/~goodman/index.htmlSubj:  Re:Sinkha: modeled...where?

Date:  96-05-14 05:22:38 EDT

From:  ErikTek1        

Posted on:  America Online


>>>DXF imports of laser scanned sculpted models -  which are _fine-tuned_ in

Studio Pro.  (source: MicroPublishing News April 96).<<<


Yes, of all the Digital modelling I have done by hand in the past 9 years, my

Looney Tunes characters do in fact start out by being Digitized.  This was

also pointed out in (MacWeek Feb 96), nothing to hide.  Theres a reason for

this.  I hope I've qualified for the audition, ;-)

Ironically enough, Marco Patrito is prejudiced against digitizing.  That

avenue wont work, he does all of his work by hand.  It's amazing how some

people are trying to deprive Strata of the credit for Sinkha.  Secrets of the

Luxor was also done exclusively with Strata SSP and Media Paint.  I can't

wait to see the rumours for that one.  Before any of these postings, before

any of these SIG's, there was Photoshop.  Everything goes through Photoshop

sooner or later.


Erik D.


Day 2, still no sign of the Crawfish, come out wherever you are.Subj:

Re:Sinkha: modeled...where?

Date:  96-05-14 05:29:52 EDT

From:  ErikTek1        

Posted on:  America Online


>>>Can you really call this a fact if you are just going by information in

the book?  The publisher might be considered to be a little biased.  I'd like

to hear from someone who REALLY knows what the facts are, someone who was

standing there looking over Marco's shoulder for instance.<<<


Virtual Views was the original publisher, 1993-96.  They had their hands on

this before Mojave.  Why don't you querie them if you want.Subj:  Re:Sinkha:

modeled...where?

Date:  96-05-14 08:33:58 EDT

From:  Sculpt Dev      

Posted on:  America Online


I know I'm running the risk of seeming spiteful, but I'm more interested in

this thread as a detective story. I went searching for the original Strata

posts about Sculpt and Super 3D and could only find references to the post

(other people talking about it in other forums). But here are some posts I

did find (edited to focus on the Sinkha parts). Apparently some of the images

were done in SSP, while others relied on other modelers and on Photoshop for

assembly and retouching.

___________



Subj:  Message from Kyle Maxwell             93-06-15 19:11:31 EST

From:  Strata3d


 [promotional stuff removed]

     In answer to some of the questions:  Marko Patrito's "Sinka" image was

created completely in early versions of StudioPro.  Actually, the "Sinka"

image was one of the milder examples of his work, some of his images are so

unbelievable that we're purposely holding them back until StudioPro ships.

Even WE didn't believe some of his other images; we made him send in the

model files to prove that they were completely Strata!

 [promotional stuff removed]

     

Subj:  Marko Patrito                         93-08-12 16:12:41 EST

From:  Strata3d


MaxEffex,


In his own words, from a letter send in with images... "The methods I use to

obtain a final image is very complex, and it's not assimilble with a simple

"model and render".


"In the old nameless man, an important rule is covered by the bump, traced

with great care.  Once finished the rendering, I retouch it with Photoshop,

sometimes erasing junction lines with a little blurring, edges rounding  (is

excellent operating in on the alpha channel  generated by StrataVision).


In other images the work with PhotoShop is more heavy, and consists in

assembling of various parts (via alpha channel:  You made great job with this

function!)) on a background ever generated by StrataVision, or drawing not

moldable particulars as hairs flowing in the wind ( concerning Hylejn the

front hairs are a mapping, and the hairs on the shoulders have been drawn in

a second time) water drop, light glows, soft shadows..."


Hylejn is Marco Patrito's young girl image sent out with our mailing .  The

wording in the flyer is 'Changing the face of 3-D design and animation...'


Marco's old man and Hyejn images were both created for the comics story

"Sinkha".  They were fully produced on a computer system.  He used Super 3D

for characters and smooth surfaces.  Mechanical, landscapes and architectural

parts modeling, parts assembly, surface creation and final rendering were

done in StrataVision.  PICTs used in mapping were created in PhotoShop, as

well as retouching and paging.



Subj:  Re:Sinkha CD

Date:  96-03-22 14:58:07 EDT

From:  StrataTek       

Posted on:  America Online


The Sinka CD is an Interactive Novel that was created by Marco Patrito using

Strata products and other software to create this amazing CD.  

[sales stuff removed]  


Joseph Ashear

Sculpt 3D Product Manager

Byte by Byte Corporation


Subj:  Re:Sinkha: modeled...where?

Date:  96-05-14 08:36:12 EDT

From:  Sculpt Dev      

Posted on:  America Online


One more message, this time from the Byte by Byte forum. (Hope you don't mind

if I repost it here, Joe!)

________________

Subj:  Strata images made w/Sculpt?

Date:  94-12-04 12:15:07 EDT

From:  JStratmann

Posted on:  America Online


I just read a message in the Stratavision folder that the images shown by

Stratavision, for their Studio Pro product, of a girl was modelled in Sculpt

3d!  The rendering was done in Studio Pro but I just couldn't get over the

fact that it was modelled in Sculpt 3D.


In addition, the lens flare on the front of the box of Studio Pro was done in

Photoshop (obviously).  But this brings up an important point in my opinion.

When a company shows images created with their product and there is no

mention that a part of it was done in another package - I see this as

misleading.


The best case I can think of is this girl image by Marco Patrito (sp?).  The

lens flare thing is no bigge.  But with the image of the girl I think it is

material that none of it was modelled in Studio Pro yet it is prominently

displayed on the box with no mention that the model came from Sculpt 3D.


Any thoughts on this?


Joe

_____________ END OF MESSAGE _____________


Note: the Joe who wrote this message is not me.


Joseph Ashear

Sculpt 3D Product Manager

Byte by Byte CorporationSubj:  Re:Sinkha: modeled...where?

Date:  96-05-14 10:22:34 EDT

From:  StrataTek2      

Posted on:  America Online


I pointed out the Wrong person forgive me John.  it is Crawfish that I am

disputing that he ever worked here he claimes to know what is going on here

but clearley he doesn't  you should see the book being published on how the

shapes were created the lizard in some of the renderings is a skined

object.Subj:   Re:Sinkha: modeled...where?

Date:  96-05-14 12:07:11 EDT

From:  ACrawfish       

Posted on:  America Online


StrataTek2: 


Merciful heavens, somebody worked at Strata before you did! How is that

possible? You mean reality isn't purely solipsistic?


I did NOT bash Strata so stop bashing me. I have never claimed to know what

is going on at Strata now, only what happened when I was at Strata. All I

said was that the original Sinka was NOT modeled in Strata. We were told they

were modeled in Sculpt. I said that, at the time the images were first sent

to Strata, we (Ken & Gary Bringhurst, Jim Boyd, Reed Terry, Brett Johnson,

Bruce Wilson, Kyle Maxwell, and me)  discussed why Marco didn't use Strata's

modeling. This was obviously so we could try to put in the right modeling

features so he would choose to do the whole piece in Strata. 


I am Alan Crawford. I worked at Strata from Jan. thru December 1993. While

there, I wrote the ray/patch intersection code, 2D region tessellator, the

interpolation routines used by Jim Boyd for lofting (which is the basis of

the skinning you mention), a micropolygon-based scanline renderer (that never

got released to my knowledge), etc. Go ask Ken, Gary, Scott Lovell, Jim, or

Brad who I am. 


What else have I done? I began in computer graphics in 1976 at the Univ. of

Utah when I was in grad school. From 82 to 86, I wrote CAD/CAM modelers and

simulators in aerospace. From 86 to 91, I worked at Bosch on their rendering

engine and, in collaboration with Alias, to port Alias 2.4.2, 3.0, & 3.1 to

this renderer. During 93, I worked at Strata. I left Strata to be the project

leader for Softimage's modeling team. I continue to do contract work for

Softimage. I developed all the algorithms for their NURBS library and

modeling applications from 1994 continuing to the present. I also have done

(since 1987) and continue to do freelance animation (Alias & Softimage) and

on-site training (Alias). 


What is amazing to me is how hyperbolic this is making some people. If a

little reality like "it was modeled somewhere else" causes folks to go

ballistic, I would suggest reading Eric Hoffer's book True Believers and

maybe taking up Zen.Subj:  Re: Re:Sinkha: modeled...where

Date:  96-05-14 16:58:36 EDT

From:  Bugs123456      

Posted on:  America Online


::munch, munch, munch.......

                         slurp, slurp, slurp...............

                                             render, render, render:::Subj:

Re: Re:Sinkha: modeled...where

Date:  96-05-14 17:37:38 EDT

From:  RandyWyan       

Posted on:  America Online


---->I am  ........


Heheheheh.


Go Alan.


RandyWyanSubj:  Re: Re:Sinkha: modeled...where

Date:  96-05-14 17:46:13 EDT

From:  LarryRCUBE      

Posted on:  America Online


Eee gads....


I've got to ask....What is the value of this discussion?...Are Marco's images

nice..yes..you all seem to agree. One "product tool" or another.....really

now....

Who the f-ck should care.! Unless each of you own stock and expect each of

these tool companies to become the size of Microsoft (they won't) what should

it matter to any of "you" "3d artists" or whatever you want to call

yourselves in a marketing brochure like resume....Marcos images are some of

the few computer 3d rendered based images that due to his craft and design

talent actually become  "art".

IT HAS NOTHING TO DO WITH WHO'S OVERHYPED $300-1500-6500.00 dollar tools were

used in their creation,Personally they are a testiment to his TALENT and NOT

to any one companies product.

- Yeah,yeah,yeah...i've used em all,now...mac pc and softimage..all are used

in projects I direct....and after

almost 10 years of this stuff I dont care about this nonsense anymore;).

It aint what you use..it's how you use it...gee, how original;)

Larry Rosenthal

cubeSubj:  Re: Re:Sinkha: modeled...where

Date:  96-05-14 18:01:06 EDT

From:  Kth Lango       

Posted on:  America Online


It seems as if an apology is due to Alan Crawford. If you can't own up to the

post, then don't light the flame.


Keith


Subj:  Re: Re:Sinkha: modeled...where

Date:  96-05-14 21:34:33 EDT

From:  ErikTek1        

Posted on:  America Online


>>>what should it matter to any of "you" "3d artists" or whatever you want to

call yourselves in a marketing brochure like resume<<<


I think it's safe to say that we all are very passionate about what we do and

the tools we use.  Anyone, in my opinion, who thinks he/she is superior, I

put in last place.  I've got  9 years under my belt and I still learn

something new everyday.  I've been an illustrator since I was 5 years old,

I'm now 31.  Why don't you figure out what I call myself.


>>>- Yeah,yeah,yeah...i've used em all,now...mac pc and softimage..all are

used in projects I direct....and after

almost 10 years of this stuff I dont care about this nonsense anymore;).<<<


Fine, then don't worry about the debate, this is an open forum.  This is what

goes on in an open forum.  I for one want to know about things going on

around here.  Crawfish had some very interesting info, it is his right to

post it.  It is our right to respond.  If you've had your chance over the

past 10 years to discuss these things, great!  Then you may disregard what

the rest of us are discussing right now.  


>>>It seems as if an apology is due to Alan Crawford.<<<


If Alan feels in any way whatsoever bashed by this debate, I apologize.  It's

not my intention to bash anyone, but to find out the truth.  I can handle

being proven wrong, I'm also very interested to know the truth is about this

matter.  I was informed by a book that the work was done in SSP.  Now that

Alan has brought it up, I'm curious.


Popcorn and Dr. Pepper!  Next round!!


Erik D.Subj:  Re: Re:Sinkha: modeled...where

Date:  96-05-15 00:15:22 EDT

From:  AFC John        

Posted on:  America Online


Thats what I like to see, a civil argument! You guys make me proud. :)


And as Joe said, its been a fascinating "detective" story to hear about all

this.


AFC John

3DSIG/MGR

http://www.rhythm.com/~goodman/index.html


Subj:  Re:Sinkha: modeled...where?

Date:  96-05-15 03:52:05 EDT

From:  PixelsSD        

Posted on:  America Online


>>>Day 2, still no sign of the Crawfish, come out wherever you are.<<<


Erik, don't turn into another ignorant jerk. Lord knows we have enough of

them in this world already.


-AndrewSubj:  Re: Re:Sinkha: modeled...where

Date:  96-05-15 03:56:36 EDT

From:  PixelsSD        

Posted on:  America Online


>>>If a little reality like "it was modeled somewhere else" causes folks to

go ballistic, I would suggest reading Eric Hoffer's book True Believers and

maybe taking up Zen<<<


Well said!


-AndrewSubj:  Re: Re:Sinkha: modeled...where

Date:  96-05-15 12:50:23 EDT

From:  ErikTek1        

Posted on:  America Online


>>>Erik, don't turn into another ignorant jerk. Lord knows we have enough of

them in this world already.<<<


Hmmm, I suppose you would prefer me to be a stifled mute?  Naw, I don't think

so.  I have a right to my opinion.  This isn't a one sided argument where a

statement is made without a counter statement.  That wouldn't be realistic at

all.  Theres alot of unneeded bashing going on in here, I'll agree with that

one.  The tool that I rely on being used as the main victim.  Naturally I'll

take a stand and defend what I believe in.  I'm getting the job done with

SSP.  Wait for 2.0, then make your deductions.  You could say this is almost

like a religion, 


Subj:  Re: Re:Sinkha: modeled...where

Date:  96-05-15 13:30:31 EDT

From:  Nurbs242        

Posted on:  America Online


Relax Erik, I dont think he want to see you mute yourself...I think its in

the way and the tone taken in someones responses that makes them look like a

jerk.


And to respond to your last post about SSP doing the job for you,..... that's

great. My point is simply that the job you do and the job others do is

different. WE have found (seems like the majority) that SSP is not really

capable of doing the Job WE do.  If it works great for you then what we say

is irrelevant to you and vice versa.  We dont walk in your shoes and you

don't walk in our shoes.


- Nurbs242Subj:  Re: Re:Sinkha: modeled...where

Date:  96-05-15 13:42:08 EDT

From:  StuArtist       

Posted on:  America Online


>It aint what you use..it's how you use it...gee, how original;)

Larry Rosenthal

cube<


Amen Larry. I admit to a "natural" curiousity about tools one uses, yet I

really do appreciate and agree with your post here. Somewhere in midst of all

this "gee wiz" thinking, we can lose sight of the "Artist" and his true

aesthetic.Subj:  Re: Re:Sinkha: modeled...where

Date:  96-05-15 13:44:36 EDT

From:  StuArtist       

Posted on:  America Online


correction: his/her true aesthetic.Subj:  Re: Re:Sinkha: modeled...whe

Date:  96-05-15 15:27:38 EDT

From:  LarryRCUBE      

Posted on:  America Online


Thank you Stu....;)


THAT was my point.:)


BTW Erik...I checked out your bio stuff, You seem to have it happening

dude...cool.

One quick piece of nonsolicited advice from someone who spent a few years as

a "strata" and other MAC 3d.

poster boy in NYC. Our relationship was mutually benefitial....They made

something that as a "self interested" designer I could use to advance my work

and projects... I wanted other designers to "go digital"(-more closer to

religion than any one product I should think.) so I spent NON PAID time

evangalizing these companies products.Today i dont want to and dont have the

time to do this anymore ....when i see something that looks neat i'll let

others know, but god help me if I'll spend any non paid time trying to defend

a companies lack of interest in making a product that I need for what i

do...They arent obliged to make it and neither am i to purchase it....


---THIS IS FUNNY...as im writing this email I JUST RECIEVED a call from Pratt

NYC to ask me if I could teach the basic 3d class this summer that will

feature studio pro as the tool. I had arranged to do it last winter but the

classes were "snowed out". Not sure if i have the time this summer...I'll ask

my old partner Alex S. if he wants to do it.I can only say that if I do do

it, those students are gonna learn about "basic 3D design" and not only one

companies solution in a tool to understand and produce it.


As to the discussion,


These are companies, not prophets..oh "profits"


I still use Studio pro alot, but no longer for anything that will require

complex animation....as a modeler its still good for alot., and does have a

core interface more logical than form z's "modifier type" interface .Thats my

opinion as an interface designer and industrial designer who has spent time

designing everything from consumer kiosks to aviation control systems(look

what happens there if tools dont work-everglades-)


Who should expect a company NOT to make the best "looking" box or promotional

pamplet it can...I'll bet quark express is used for all the text on those

package designs..(let's see it in Stratatype!:)...oh..thats meant as a joke

not a product slur..


All these comments are about the "buisness of design"...thats important to

me, and probably all who check out these folders, the "art of design" seems

to be where the images we're all commenting on exist. As to the "art of

design" I say, smudge,blur,composite,lens flare ON!!!


I think if we treat or tools like tools and our ideas and images as ideas and

images,we'll all be makin cooler stuff:)


Thats all from this buckaroos blabbering mouth,

Larry r.

cubeSubj:  Re: Re:Sinkha: modeled...where

Date:  96-05-15 22:33:04 EDT

From:  PixelsSD        

Posted on:  America Online


>>>Hmmm, I suppose you would prefer me to be a stifled mute?  Naw, I don't

think so.  I have a right to my opinion.  This isn't a one sided argument

where a statement is made without a counter statement.<<<


No one said don't make a statement, I just said don't be a jerk about it. The

statement you made about 'no sign of Crawfish' was uncalled for. Chill out.


-AndrewSubj:  Re: Re:Sinkha: modeled...where

Date:  96-05-15 23:39:43 EDT

From:  ErikTek1        

Posted on:  America Online


>>>No one said don't make a statement, I just said don't be a jerk about it.

The statement you made about 'no sign of Crawfish' was uncalled for. Chill

out.<<<


Andrew, if you scroll back a few you'll notice that this has been going up

and down.  I've been pulled into the arena several times on this.  I come to

peace with one person and then all of a sudden another person pulls me back

in again.  I can't back down down if I wanted to.  Think about it, ;-)


As for the Cube, I'm glad to hear that Pratt contacts people such as

yourself.  An interesting note for you regarding Pratt.  A good freind of

mine just graduated from there last year with a degree in Arts, obviously.

All of his studies were conventional based only.  He was one year shy of the

computer age at Pratt and was denied access to the first classes and then all

of them.  Here is an awesome artist that can't find work anywhere because he

doesn't know the CGI aspect.  No computer knowledge, no job.  I think we are

lucky enough to have had an art backround before the computer revolution took

hold of things.  In my book that is a close call.  I still remember my sketch

teacher back in 83 telling me this computer thing was only going to be a

short lived fad.  If you do wind up this year at Pratt, let them know that

they should bring back their alumnists and help them out on this.


Just a thought,


Erik,Subj:  Re: Re:Sinkha: modeled...whe

Date:  96-05-16 00:26:44 EDT

From:  LarryRCUBE      

Posted on:  America Online


About Pratt,


FYI, I'm a Pratt graduate myself...BID 1985.....I actually was one of the

first students in industrial design there to be involved with the future

digital world by taking place in the first classes using Movie byu on a vax

computer...It was horrible by the way, it wasnt untill i was given a copy of

swivel 1.0 on a mac 11 that 3d on a computer made any sense to me as someone

who was interested in the design process and not the computing process. My

current intern is a graduating Pratt cg student this spring. He's I'm afraid

been taken on an expensive ride by Pratt that really makes me question the

state of the design education today. He's quite talented and has been offered

a job at rythm and hues for quite a bit, directly out of school....He has raw

talent but I'm afraid has not been given a fundamental design education due

to an over emphasis on "applications"....reminds me of an art center

education of ten years ago...all marker comp flash, and minimal thinking

required. Obviously, that marker comp skill was only valuable for the first

few years of a designers career and due to the intervention of 3d rendering

in design, not even relevant in the future market of design.He'll

survive,he's smart enough and talented enough.and he can draw and understand

3d objects without the aid of a product more expensive than a pencil.


One other note, when i did spend a few years doing seminars at apple ny

center just about every ex teacher of mine from pratt showed up at one point.

They were all trying to figure out "what s the fastest mac to get and what

software was the best".....I thought it was horrible that they had been

reduced to this nonsense. The fear of digital was upon us..:) I believe that

all these "my program is better than yours" discussions only added to their

anxiety and and their current students misunderstanding of what all these

digital tools could really mean.For an instant replay I suggest you all look

at what VRML(internet3d) means to the 3d design profession. Those who think

of it as "low end' and feel secure in their EI renderings as "professional"

should look again. It's the BIG ONE for 3d.....don't let your tool size get

in the way;).


Pratt today?... I understand that Industrial design(the traditional realm of

3d thinking) and Computer graphics are different departments and students are

forced to "fight" over which tool and  time using it.... Sounds pretty silly

to me.I know my current intern has a mac at home and does his projects in

infini d because thats all he can afford for home use. I took him on as an

intern due tothe thinking evident in  his sketchbook and a few infini d

renderings. I really didnt care that he wasnt SI and EI savy.Cube is not a

"production house" we're a design and new media group, so my interest wasnt a

cog for our "crank it out" machine. He got to play with SI in my studio and

helped produce a project with me on it. It was his ability to think about

design that made him valuable, not again SI vs. Infini-D vs anything specific

as a tool.


I'm thinking about teaching that class at Pratt NY this summer, god help the

student who just wants to "learn what program is the best" who wanders into

that class;)


LarryR.Subj:  Re: Re:Sinkha: modeled...where

Date:  96-05-16 09:31:01 EDT

From:  AdobeSmudg      

Posted on:  America Online


ACrawfish -- obviously a phony name, Crawfishes have no spines, and you've

certainly displayed one here! ; )


What's great about Hoffer is, doesn't (or didn't) he work as a longshoreman

most of the time and only write when he has something to say?


Nicely put. I was confused by the whole thing, it seemed clear to me you were

saying you'd been at Strata awhile back...



MCSubj:  Re: Re:Sinkha: modeled...where

Date:  96-05-16 09:39:47 EDT

From:  AdobeSmudg      

Posted on:  America Online


>>>>>>Hmmm, I suppose you would prefer me to be a stifled mute?  Naw, I don't

think so.  I have a right to my opinion.  This isn't a one sided argument

where a statement is made without a counter statement.<<<


No one said don't make a statement, I just said don't be a jerk about it. The

statement you made about 'no sign of Crawfish' was uncalled for. Chill out.


-Andrew<<<



Nicely put, Andrew, I'd have thrown up my hands at that point -- Erik, a wise

man once said, "If a man calls you a mule, smile at him. If another man calls

you a mule, punch him in the mouth. If a third man calls you a mule... buy a

saddle."


You keep protesting and missing the point, your post was basically a taunt,

making the argument the whole thing, screw the forum, let's argue, etc.


Andrew is making a reasonable and insistent point which you are refusing to

take. 


MCSubj:  Re: Re:Sinkha: modeled...where

Date:  96-05-16 10:25:42 EDT

From:  Sculpt Dev      

Posted on:  America Online


Woah... when the epithets begin to fly, that's my cue to step aside. I'll be

back when the topic swings away from personal squabbling and back to 3D

graphics (although I'll settle for 2D at this point).


Joseph Ashear

Sculpt 3D Product Manager

Byte by Byte CorporationSubj:  Re: Re:Sinkha: modeled...where

Date:  96-05-16 12:27:27 EDT

From:  ACrawfish       

Posted on:  America Online


Yes, let's PLEASE put this to rest! The only reason that I mentioned that

some Sinka modeling was done elsewhere was so that folks would not use the

quality of such images as the basis for an attack on people who don't like

some of Strata's tools (see the original thread back in the Softimage folder

if you remain a glutton for punishment). LarryR pointed out that it's the

artist NOT the tools that makes great images great. Amen! Why not discuss

that Sinka represents a whole new area for writing/publishing? That

QuicktimeVR segments are going to be used for Marco's next edition is very

exciting.  


As the potentially offended party, I didn't & don't view  "the crawfish

issue" as a taunt. My chitinous carapace is sufficient protection that I

don't consider such minor probings to be outrageous slings & arrows. On the

other hand, StrataTek2 basically called me a liar "disputing" my working at

Strata. I certainly am a crusty enough of crustacean to come out with pincers

extended and mandibles clicking away at such potential libel (N.B.,

StrataTek2, potential libel).


Subj:  Re: Re:Sinkha: modeled...where

Date:  96-05-16 15:42:57 EDT

From:  DarkPrints      

Posted on:  America Online


I've been following this Sinkha debate from the start and am amazed at all of

the twisting and turnings it has taken.


Initially it was a question of did or didn't SSP create these images (and

they are gorgeous). I think that it was posited with the thought "If someone

else can do it then so can I". 


Yes I agree that its the design and thought behind any image that makes it

live, however what if you can't get there from here? Naturally you want to

spend your time wisely and use the best tool for any given job, but who has

enough money to buy every tool? Its very difficult to produce oil paintings

with a 2H pencil. Form usually follows function. This is both good and bad.

If the software or whatever media you choose has a natural inclination toward

your idea... great. If not then you are constrained by what the tool CAN

produce.


Religious ardour or no, why bind your hands by trying to produce images that

can't be had except through some tortuous path?


Ultimately the question becomes, is the truth that this package can produce

these images in a sane and timely manner? If not, then I don't want to use it

nor should it be advertised that this was done solely in SSP when that isn't

the case.


I don't think that we've determined the truth of the matter yet, but I'll

return to see how this comes out.


with bated breath,

DarkPrintsSubj:  Re: Re:Sinkha: modeled...where

Date:  96-05-16 22:51:08 EDT

From:  ErikTek1        

Posted on:  America Online


>>>You keep protesting and missing the point, your post was basically a

taunt, making the argument the whole thing, screw the forum, let's argue,

etc.<<<


What is this Adobe?  I thought the argument was dissapating.  Are you trying

to reignite the argument?  I'll buy you a saddle, I want a ride out of this

canyon.  


Drop it already!Subj:  Re: Re:Sinkha: modeled...where

Date:  96-05-16 22:54:47 EDT

From:  ErikTek1        

Posted on:  America Online


Come to think of it,,, Larry and I were discussing the issues of CGI

intergrating into Fine Art schools and how it affects some artists.  That

doesn't sound like an argument to me.  It sounded constructive.


Erik D.Subj:  Re: Re:Sinkha: modeled...where

Date:  96-05-17 07:28:41 EDT

From:  AdobeSmudg      

Posted on:  America Online


Let me clarify, and it's the last i'll say: a teasing reference to an

argument is a taunt. Maybe it sounds like an ugly word, but it fits and it's

just means, like a "nyah, nyah nyah, nyah, nyah" kind of thing, and there are

mild ones and ugly ones and I didn't say it was blatant. I didn't say anybody

was a bad person. I just thought Andrew had a point that he wouldn't have

made in the way he did if he didn't feel some care and concern that Erik was

at a juncture where he needed to hear it. Andrew's judgment in these things

is pretty impeccable, he wasn't being heard, so I thought Erik would be

better off if he truly _heard_ that the comment could be perceived as

anticipated enjoyment of conflict. No condemnation involved. And just 'cause

it didn't read that way to some doesn't invalidate the way it can be and is

read by others. If it was so innocuous what was Andrew objecting to? Anyone

ever known him to chastise _anyone_ before?


Dropping it, hope everyone else is done, and, if not, hope they don't need a

response, my thesaurus is hashed. ; - }

 

Subj:  Re: Re:Sinkha:

modeled...where

Date:  96-05-17 07:35:57 EDT

From:  AdobeSmudg      

Posted on:  America Online


Let me get this straight...a crawfish computer contract consultant constantly

constructing characters commercially can completely cushion controversy cause

carapaced chitinously ---   cool!


CollenSubj:  Re: Re:ccc&ccc

Date:  96-05-17 15:37:06 EDT

From:  BKnob97         

Posted on:  America Online


Ahh! 

AdobeSmudge is  a skit writer for a Prarie Home Companion!

LOL!!


BrianKSubj:  Re: Re:ccc&ccc

Date:  96-05-17 22:51:04 EDT

From:  AdobeSmudg      

Posted on:  America Online


My damn cat just keeps running across the keyboard, sorry folks...



MC Subj:  Rivers of Dawn?

Date:  96-05-18 19:28:26 EDT

From:  DJ Carson       

Posted on:  America Online


Does anyone know what it is, and if Strata or Mojave is coming out with this

game?? I just downloaded the JPG's from the Strata Misc. folder.....pretty

impressive!


--DonSubj:  Re:Rivers of Dawn?

Date:  96-05-21 18:26:02 EDT

From:  StrataTek       

Posted on:  America Online


Rivers of Dawn is not being published by Strata or Mojave.  Those images were

posted to the forum so that the artist (Kenneth Elhardt) could show off his

work and introduce his game (very cool images!!!).  If you would like more

specific information concerning it, please contact him at "elhardt" on AOL.


Cory

Strata TechSubj:  3D APP NEEDED

Date:  96-06-01 12:47:34 EDT

From:  JRDiDo          

Posted on:  America Online


KEYWORDS: TEXT TXT 3D 3DMF DXF RIB GRAPHICS GRAPHICCONVERTER CONVERTER

APPLICATION APPL QUICKDRAW 3D COLOR TREES LEAVES FOLIAGE MAC APPLE MACINTOSH

HELP MONEY SHAREWARE FREEWARE SOFTWARE KEYBOARD MOUSE MONITOR ANYTHING SOUND

PICTURES CD MODEM VCR TOOLS UTILITIES EXPAND COMPRESS SWITCHERS WINDOWS CGI

CG QUICKTIME VR VIRTUAL REALITY STUFFIT SOFTIMAGE ELECTRIC IMAGE SOFT IMAGE

ALIAS SPECULAR STRATA INFINI-D STUDIO PRO STRATA3D INTERNET CYBERDOG INTERNET

COMPATIBILITY MAIL FILES *.* * NETSCAPE MICROSOFT DOOM DEVELOPERS ENGINEERS

HELPERS HARD DRIVE DISK 95 96 97 8500 9500 00 1 2 3 4 5 6 7 8 9 10 I NEED ANY

POSSIBLE APPLICATION FOR CONVERTING DXF RIB STRATA FORM Z SKETCH 2.0 NEW

FILES FORMATS INTO 3DMF FILES FOR QD3D QTVR


Hello,

 I am asking for anyone who can make a utility for changing DXF (as well as

any other formats of 3d objects) into 3dmf files, and maybe even the other

way too.

 My recommendations on how it should be done is an exaple set by the

"GraphicConverter v2.4.1" (Availible on AOL) that it is an open converter

program, that can read almost any format, and then change it to another. I

know it's not that simple, (infact, if anyone does set out to do this, and

accomplishes it, they should win a Nobel prize) but I think it'll be a pretty

popular item if anyone does it.


 Please send me whatever you got to:

JRDiDo

WWHole


Thank you for hearing me out,

Joe DiDonatoSubj:  Re:3D APP NEEDED

Date:  96-06-01 14:24:12 EDT

From:  WaltSterdn      

Posted on:  America Online


Hi Joe;


>>I am asking for anyone who can make a utility for changing DXF (as well as

any other formats of 3d objects) into 3dmf files, and maybe even the other

way too.<<


I don't know if you'll have too much luck with this, as most of the 3D apps

that support Quickdraw 3D can already do this (Infini-D, StrataBlitz+, etc.).

One of the problems in building the converter is that the DXF format is still

pretty open, and if a product that can import DXF actually imports over 90%

of the DXF files out there, it's doing pretty good. With the 3D app of

choice, you can make minor changes to the models before exporting them as

well, something that a straight converter can't do. Moreover, most of the

high-end converters (you might try CadMover from Kandu Software -- Phone:

703-532-0213, Fax: 703-533-0291--I don't know if they've added 3dmf) cost

almost as much as the 3D software.


A more sought-after Mac file converter these days is a 3DS->DXF converter

(though there's rumours floating around the Strata camp about their next

update). Hope this helps a little.


What would really be great is a DXF->Native file translator (kind of a 3D

Streamline) that would take the polygons from a DXF and trace them into 3D

splines.


-- Walt Sterdan

Subj:  Re:3D APP NEEDED

Date:  96-06-01 18:27:20 EDT

From:  ErikTek1        

Posted on:  America Online


For those of you fellow 3DMF lovers out there, theres lots of little apps

popping up all over.  Go onto Apples Site or download the 3DMF Optimizer 1.0

APPL.  MGR:  PD & Shareware.

On the DXF Topic, the Streamlining method mentioned is called, "Decimation".

So far the only available product of this type is on the SGI.  It's called,

"CyberSurf".  Keep the faith though, all of these little goodies will be

making it to the Mac Platform within the year.

Just a thought,


Erik D.Subj:  Re:3D APP NEEDED

Date:  96-06-02 14:31:47 EDT

From:  WaltSterdn      

Posted on:  America Online


Erik D.;


>>On the DXF Topic, the Streamlining method mentioned is called,

"Decimation". 


Thanks for the info. It's always nice to know the real names of things.


>>Keep the faith though, all of these little goodies will be making it to the

Mac Platform within the year.<<


Within the year?  Isn't a year almost two decades in computer time? Ah well,

thanks for the tease.


-- "Keeping the faith,"

Walt SterdanSubj:  Re:3D APP NEEDED

Date:  96-06-03 03:42:15 EDT

From:  ErikTek1        

Posted on:  America Online


>>>Thanks for the info. It's always nice to know the real names of things.<<<


Naw, thats OK.  I knew the process, but I kept calling it Desomation myself

until the guys corrected me, ;-)


Murphy's law, etc., etc.


Erik D.Subj:  where'd U edu?

Date:  96-06-08 13:38:41 EDT

From:  Wrangler82      

Posted on:  America Online


 Hi, I'm a videographer who recently got bitten by the 3D bug (using

Lightwave 3D in the Video Toaster). I'm interested in knowing more about.

Perhaps go to school for design/art. -I'm not a fine artist- I want to know

if there are some schools I should look into? Can anyone make some

suggestions? Or should I buy my own package (i.e. Strata Studio caught my

eye) and muddle through it? Another Qusetion: are there preferences between

modeling, rendering and animation programs? Is there one that a lot of people

like? Is there one that, when bundled, is superior to others? Do you think I

ask too many questions?

   An idea of what I would like to do is animate text, extrude it in real

time. I would also like to learn to animate human and other animal figures.

If you'd like to tell me where you got your training or answer any or all my

"100 questions", I'd appreciate it.  

   Thanx, Wrangler82Subj:  Dragon Models

Date:  96-06-09 13:26:32 EDT

From:  RCohen9951      

Posted on:  America Online


I'm looking for nicely detailed dragon models made in or at least usable in

SSP. The've got to be able to be animated in an at least limited way. I've

got some models I could part with for royalty-free dragons please email me.

or post reply.

Subj:  Sinkha Book?

Date:  96-06-16 15:40:57 EDT

From:  AndyD65         

Posted on:  America Online


Did I understand a previous post correctly?  Did someone say an in-depth book

on the creation of SINKHA was going to be released?  I just got Sinkha and

I'm dying to know exactly how it was produced.  


As far as the big debate going on in here, I didn't find it very

enlightening.  As someone who has StudioPro, I am just interested in knowing

if it is realistic for me to try to create such complex images solely using

StudioPro (with a little help from Photoshop & MediaPaint).  Anyone know the

truth?  I'm dying to know.


So, does anyone know if there's gonna be a book?  Certainly Mojave's "making

of" pamphlet was less than adequate.  Thanks for any info you can offer.


Andy

Subj:  Re:Sinkha Book?

Date:  96-06-16 19:15:57 EDT

From:  DDC2000         

Posted on:  America Online


I heard that Sinkha was created with really, really sharp crayons, then

scanned and imported into a proprietary Italian pixel-editing program,

MarcoPaint 1.0. Anybody else hear this rumor?


Tim (mad at missing the debate) Mahoney

Art Director

DDCSubj:  Re:Sinkha Book?

Date:  96-06-16 23:11:45 EDT

From:  ErikTek1        

Posted on:  America Online


>>>I heard that Sinkha was created with really, really sharp crayons, then

scanned and imported into a proprietary Italian pixel-editing program,

MarcoPaint 1.0. Anybody else hear this rumor?<<<


It's called "Texture Maps" and thats what 3D Artists use to map onto their 3D

Models.  Sharp crayons?  It can be anything, Oil on canvas, Watercolor,

Charcoal.  Whatever you create digitally or scan in.

If you want to get down to the nitty gritty then go out to the Christian

Lassen Gallery in Las Vegas.  Even he is using digital as well as

conventional methods.  Most of his works these days are Iris' with additional

painting on top of them.

None the less, Sinkha was modelled, rendered, and animated in StudioPro.

Photoshop was used for the Texture editing, etc. and MacroMind Director was

used to author the CD.  That pretty much sums it up for you.


Erik D.  

 Subj:  Re:Sinkha Book?

Date:  96-06-18 14:20:49 EDT

From:  D Grahame       

Posted on:  America Online


As the resident user of old and forgotten software (Renderman, 3D Works),

what about Super 3D! 


I loved that program, when Apple finally came out with a 68040 Mac (that was

fast enough to run it - the fx didn't cut it - Swivel (and "Spotlight") was

the only thing that ran fast enough to use on it.) 


I wish a few current software developers spent awhiles playing with it, and

learnt a little about the elegance of simplicity.


If Brainerd didn't kill it, and its developer didn't get bored with it, I

think it could have been developed into truly the 3D modelling program "for

the rest of us."


Donald GrahameSubj:  Re:Sinkha Book?

Date:  96-06-18 14:43:05 EDT

From:  D Grahame       

Posted on:  America Online


On second thoughts "loved" was too strong a word to describe my relationship

with Super 3D. "Liked" is better......



Subj:  Re:Sinkha Book?

Date:  96-06-18 21:10:24 EDT

From:  DDC2000         

Posted on:  America Online


I was kidding Erik. 

Is this board really this serious?



Tim (Obviously no comedian) Mahoney

Subj:  Re:Sinkha Book?

Date:  96-06-19 01:58:42 EDT

From:  AndyD65         

Posted on:  America Online


Geez...I originated this post and I still don't have an answer as to whether

or not there is any detailed making-of SINKHA book available/on the

way.<Grin>Subj:  1.5.2 and 7.5.3

Date:  96-06-20 01:51:50 EDT

From:  GrrBear         

Posted on:  America Online


I can't get 1.5.2 to work with the new system upgrade, on a nubus ppc,

regardless of extension configuration. Tried a reinstall, no difference. It

crashes with a type 28 error. It works fine if I boot from 7.5 unpatched.

Anybody else getting this? We're not going to upgrade to 1.75.Subj:  Re:1.5.2

and 7.5.3

Date:  96-06-20 10:54:44 EDT

From:  MediaGuy98      

Posted on:  America Online


well, if you want SSP to work, you're going to either need to leave Sys 7.5

unpatched, or upgrade...


unless there's something else?Subj:  Re:1.5.2 and 7.5.3

Date:  96-06-20 22:06:01 EDT

From:  ErikTek1        

Posted on:  America Online


>>>unless there's something else?<<<


I'm not going to tell you that 2.0 is coming, ;-)Subj:  Re:Sinkha Book?

Date:  96-06-21 15:06:01 EDT

From:  StrataTek2      

Posted on:  America Online


FYI.


The only SINKA manual is "The Making of SINKA" that is included in the box.

This isn't a detailed making of SINKA, as many of you have stated.


There is not any detailed making of SINKA book available or on the way.


A detailed making of SINKA will have to come directly from Marco if he is

going to reveal any of his secrets.


It would be great to know the secrets, but at this time, there isn't anything

available.


Launa

Strata Technical SupportSubj:  An SSP Statistic

Date:  96-06-30 20:16:49 EDT

From:  ErikTek1        

Posted on:  America Online


I uploaded one of my archives to the 3D Sig a couple of weeks ago.  I decided

to see how many people had downloaded the archive.  I was very happy to see

the results.  I started digging through other peoples archives.  Heres what

I've found,,, for every 3 archives I called up a description on, two had been

done with StudioPro.  Im amazed to see just how many people are using SSP and

how creative the users really are.  I like it, ;-)

I felt the subject needed a comment.  I'm sure the other vendors will start a

big push to have their users up load more work now that it's been mentioned.


Just a thought,


Erik D.  

 

Subj:  QD3D's Killer App

Date:  96-07-09 11:10:53 EDT

From:  JayGoodman      

Posted on:  America Online


Wouldn't it be great if there was a Mac 3D package that FULLY supported the

Quickdraw 3D API?  Shouldn't that application allow the user to model with

polygons or nurbs, and easily switch between the two?  Shouldn't it allow for

complex organic deformations with bones?  What about advanced character

animation with inverse kinematics,  unlimited surface textures, easy to use

vertex manipulation, an integrated, easy to navigate, easy to understand user

interface.  ALL OF THESE FEATURES ARE COMING SOON TO A MAC NEAR YOU.  But,

this application is not from Strata, NewTeks LIGHTWAVE 3D 5.0 has been the

professional standard for over 5 years, and now its coming to Power

Macintosh.  NewTek will release the PowerPC and QD3D native version of

LIghtWave 5.0 in September.  You can see it first at Stretching the Canvas:

An Exploration of LIghtwave 3D 5.0, an instructional seminar being held in

New York CIty August 23rd & 24th.  Major hardware and software vendors will

be coming together for this unique event.  For more information visti

http://www.msd-nyc.com.  Register today, seats are limited.Subj:  Re:QD3D's

Killer App

Date:  96-07-09 11:17:20 EDT

From:  ACrawfish       

Posted on:  America Online


Look JayGoodman. It's great that LightWave is porting to the Mac. I'll

probably even buy it. BUT PUT YOUR POST IN ONE FOLDER ONLY! Spam is a

waste.Subj:  Re:QD3D's Killer App

Date:  96-07-09 12:48:26 EDT

From:  AFC Zoot        

Posted on:  America Online


Hey Jay....its a good thing that you posted in 11 folders! I almost missed

it, I think most of use read the annoucements it would probably be sufficient

to post there. It kinda rude to post in that many folders.

I understand your excited about LW 5, I can't wait to see it either

but................control yourself!     :)


Thanx ,

AFC ZOOTSubj:  Reply to "Killer App"

Date:  96-07-11 01:22:18 EDT

From:  WaltSterdn      

Posted on:  America Online


Hey guys, I'm just as disgusted as you are by the multiple postings, but

really, should we all be adding messages and making each other read them to

see if anything new or interesting was posted? While I too think that the

incredibly brain-dead multiple postings were...really stupid (there's other

ways to describe it, but there are censors), and I find the postings of the

advertising in the folders of competing products incredibly tasteless, I

don't think multiple forum responses are the answer.


HOWEVER, might I suggest mailing comments directly to him, with varying

subjects, randomly over the course of a couple of weeks adequate payback for

making us check every folder for REAL new messages?


Just a thought.


--Walt Sterdan,

(checked an extra 18 folders for nothing)Subj:  Re:Reply to "Killer App"

Date:  96-07-11 02:18:29 EDT

From:  ErikTek1        

Posted on:  America Online


I understand where you are coming from Walt, but the rule of an open forum

states that everyone has a right to their opinion.  Whats going on is that

the users are just frying up the Spam comment so it wont become Smagma

Cheese.


;-)  

 

Subj:  Re:Reply to "Killer App"

Date:  96-07-11 10:27:48 EDT

From:  Sculpt Dev      

Posted on:  America Online


> Whats going on is that the users are just frying up the Spam

> comment so it wont become Smagma Cheese.


Okay, I guess I'll just set aside this danish and coffee for a bit while I

regain my bearings...


- JoeSubj:  No need for Lightwave!

Date:  96-07-16 02:26:18 EDT

From:  Power3D         

Posted on:  America Online


Hey, check out the specs for StudioPro 2.0, there will be no need for

Lightwave one StudioPro 2 is out.  I wouldn't want to work in that Amiga

environment in System 8 anyways.Subj:  Re:No need for Lightwave!

Date:  96-07-16 16:14:39 EDT

From:  NthMan          

Posted on:  America Online


SSP 2.0 looks promising, but we'll have to see it in action, and put it

through the pacesSubj:  Re:No need for Lightwave

Date:  96-07-17 01:55:33 EDT

From:  Kth Lango       

Posted on:  America Online


>> Hey, check out the specs for StudioPro 2.0, there will be no need for

Lightwave one StudioPro 2 is out.  I wouldn't want to work in that Amiga

environment in System 8 anyways. <<


There will still be a need for Lightwave. Will it conquer the Mac 3D market

in 2 hours like some claim? No. Will it be a really well developed tool that

can do many great things? Yes. Will it be the only 3D app I ever own on a

Mac? C'mon.

It's a screwdriver. Nothing more, nothing less. A high quality screwdriver,

yes, but a screwdriver nontheless. SSP 2.0? A wrench. ID 3.5? Wire snips. EI

Broadcast? Circular saw. Form-Z? 62 piece socket set. Sculpt3D? Needle nose

pliers.

Get the picture?


KeithSubj:  Re:No need for Lightwave

Date:  96-07-17 02:07:16 EDT

From:  Nurbs242        

Posted on:  America Online


I agreee with you for the most part Keith, but I dont see the need for So

many tools...I also use more than 2 or 3 tools , but I certainly dont see the

need for all of them?? I mean com'on, there isnt anything that the combo of

formZ/EIAS cant do that Infini-D or Sculpt or several others can do.

ALthough with Lightwave we are gonna have to be patient because Ligtwave has

a much more loyal following than EIAS and other Mac tools do. Lightwave is

gonna do many more things than most people realize. Even with SSP 2.0..I

still believe that Lightwave will be out of its league.


- Nurbs242Subj:  Re:No need for Lightwave

Date:  96-07-17 02:53:26 EDT

From:  Gary 3000       

Posted on:  America Online


I think all the 3d apps will have a piece of the pie.

Lightwave will certainly find its niche,..especially since it's

"cross-platform". The PowerMac might not be an Alpha,.but it'll still

probably be a strong contender for rendering LW projects and stuff.


But after reading what Strata 2.0 will offer,.it sounds like Strata is

definately coming up to bat.


Gary

Subj:  Re:No need for Lightwave

Date:  96-07-17 13:56:25 EDT

From:  Kth Lango       

Posted on:  America Online


>> I agreee with you for the most part Keith, but I dont see the need for So

many tools...I also use more than 2 or 3 tools , but I certainly dont see the

need for all of them?? I mean com'on, there isnt anything that the combo of

formZ/EIAS cant do that Infini-D or Sculpt or several others can do. <<


True, but I sometimes find it easier to get a path extrusion out of infini-D

than form-z (this is all personal preference, BTW, not a feature knock. I

KNOW form-z can do anythithng, I just find it faster fro myself to use ID for

some things ..) and Sculpt3D's trim & weld booleans are easier for me to

understand than form-z's (not as many rules). As for rendering, no doubt, EI

beats em all. I keep things around because I find them easier for *me* to do

a few specialized things in. Besides, with the way things are with competitve

upgrades, this isn't as expensive as it might sound. I just like having a

bunch of stuff on my hard drive. Call me odd. :)

Just a personal preference, that's all.... <shrug>


KeithSubj:  Re:No need for Lightwave

Date:  96-07-17 14:24:16 EDT

From:  Nurbs242        

Posted on:  America Online


Yeah I know what you mean Keith...I also have alot of tools on my drive...I

love to put them through their paces and really find out what they are

capable of..(and what they arent capable of), but its fun to have a large

variety of tools to choose from.


EIAS definately has the speed edge, but I think Lightwave will have an edge

in just about every other aspect of a strong all-in-one tool.  Its gonna

suprise a lot of people that have never used anything other than MAc apps,

believe me!Subj:  Re:No need for Lightwave

Date:  96-07-17 16:19:21 EDT

From:  ErikTek1        

Posted on:  America Online


>>>I KNOW form-z can do anythithng,<<<


I don't, ;-)


>>>I think Lightwave will have an edge in just about every other aspect of a

strong all-in-one tool.<<<


I would like to think this is true, but,,, this is their first port.  It's

frightening to think about all of those little bugs in there.  EIAS still

does it right, ;-)Subj:  Re:No need for Lightwave

Date:  96-07-18 00:21:27 EDT

From:  Gatzz           

Posted on:  America Online


What is Newtek's reputation on the other platforms they support? My biggest

fear is simply sloppy coding on a new platform and the differences in

performance that this usually results in. Animation Master in habitual in

favoring the Wintel versions, often letting bugs slide and features go

unimplemented in the Mac version (sometimes it so bad that their tutorials

and tech support insist that something is possible until it they find that

you're using the MAC version). And, finally, I hope Newtek is smart enough to

uses the MAC platform to it's advantage. Simply porting the prog without a

review of some of the more elegant conventions of the resident platform would

be a shame.Subj:  Re:No need for Lightwave

Date:  96-07-18 03:00:22 EDT

From:  Kth Lango       

Posted on:  America Online


>> What is Newtek's reputation on the other platforms they support? <<


NewTek's online and phone tech support is historically poor. It's ability to

port on schedule also leaves much to be desired. We're STILL waiting for the

Toaster and Flyer systems for PC a full 2.5 YEARS after they were announced

as "imminent". And their marketing department at times seems like a bunch of

microwaved monkeys with large pick awls stuck in their ears. Honestly,

they're that bad. Their distribution channels are almost 100% old Amiga

dealers who can't move product to save their own hides. For many on the PC

side, the real challenge has been finding a Lightwave distributor that has LW

in stock and priced reasonably. Basically, if you had to grade NewTek as a

market force, you'd be forced to give them an "F" in every department except

software quality. They get an "A" there. But do look for quite a few bugs

when LWave Mac is released. Lwave 4.0 on the PC was just a roach motel til

5.0. To be honest, my opinion, based upon NewTek's track record, if we see a

full final release Mac Lightwave that is relatively stable before Christmas,

I'd be surprised.


KeithSubj:  Re:No need for Lightwave

Date:  96-07-18 05:28:11 EDT

From:  Nurbs242        

Posted on:  America Online


>>>I KNOW form-z can do anythithng,<<<


>I don't, ;-)<


True Erik, formZ can't do *everything*, but it has a lot fewer things it

can't do than SSP, I guarantee you that. (with the exception of animation of

course)Subj:  soft shadows

Date:  96-07-19 21:24:42 EDT

From:  Aart99          

Posted on:  America Online


Will SSP be capable of soft shadows in the 2.0 upgrade?

RichSubj:  IK in SSP 2.0

Date:  96-07-19 21:28:18 EDT

From:  Aart99          

Posted on:  America Online


When IK is implemented into SSP 2.0 will one bone just control one piece of

the model, say for instance a cylinder for a forearm. Or will it be such that

we could build an entire forearm and bicep out of one piece and place

multiple bones inside to manipulate the arm (forearm/bicep in one) at the

poly level?


The second method allows for a much more realistic look and much less

creasing as in the hard mechanical lines between two separate pieces. 


I am mostly interested in the new character animation aspects of SSP 2.0, any

examples to look at? Screen shots etc.? Anything organic not robotic is what

I would like to see samples of. Subj:  Re:IK in SSP 2.0

Date:  96-07-21 00:00:49 EDT

From:  JohnLiscom      

Posted on:  America Online


" Anything organic not robotic is what I would like to see samples of."  I

think that most users would like a stable program.  You know, tools that work

how they are supposed to.


Cheers,

John LiscombSubj:  Re:soft shadows

Date:  96-07-21 00:36:36 EDT

From:  RK JEDI         

Posted on:  America Online


Strata can all ready do soft shadows.  There are two methods I know of and

they are are very time consuming.  First method is to use Radyosity - ouch!

This will create very realistic soft shadows with a very long rendertime.

There is a way to do it with Raytracing too.  It was in a Strata newsletter a

long time ago.  Instead of using a single light source you would create a

circle of lights (maybe 8 or so) and use this a light source.  The lights

needed to be fairly close together.  I don;t think I have the newsletter

anymore so you'll have to experiment.Subj:  Demo?

Date:  96-07-24 18:55:44 EDT

From:  BRC100          

Posted on:  America Online


Is there a demo version of Strata so that I can test it out before I buy it?


Brian

^Has no moneySubj:  Re:Demo?

Date:  96-07-24 23:33:03 EDT

From:  RK JEDI         

Posted on:  America Online


There is a demo of Studio Pro.  You might be able to find it here on AOL in

the Strata Forum in the software library.  I know it is at there ftp site:

ftp.strata3d.com


RussSubj:  FS: Studio Pro Blitz 1.75+

Date:  96-07-30 01:27:06 EDT

From:  M8BIUS          

Posted on:  America Online


For Sale


Studio Pro Blitz 1.75+


All manuals, disks, CD-ROMs.  Mucho textures and hundreds of clip models by

Strata in Shapes format included.


$500


Email m8bius@aol.com for more infoSubj:  Dumb Question

Date:  96-08-08 12:00:31 EDT

From:  RobertC63       

Posted on:  America Online


OK, I've only played around with a demo version, but can you move the center

point- you know so stuff rotates off center?Subj:  Re:Dumb Question

Date:  96-08-08 12:50:56 EDT

From:  Sweaz           

Posted on:  America Online


>>OK, I've only played around with a demo version, but can you move the

center point- you know so stuff rotates off center?<<


Yes.

Click on Centerpoint (it should turn red), Control-Drag to desired

location.Subj:  Re:Dumb Question

Date:  96-08-08 13:23:05 EDT

From:  Sweaz           

Posted on:  America Online


I gave you a dumb answer to a legitimate question. My answer SHOULD have

been: Click (with pointer tool) on the centerpoint, then >Command-Drag< to

desired location.

Sorry 'bout that.Subj:  Unfolding objects

Date:  96-08-08 14:08:33 EDT

From:  CaptCloud       

Posted on:  America Online


Anyone know of a program to 'unfold' a 3D model so I can print it, cut it out

then fold it into a 'real' model.Subj:  Re:Unfolding objects

Date:  96-08-08 14:15:20 EDT

From:  Gatzz           

Posted on:  America Online


>>Anyone know of a program to 'unfold' a 3D model so I can print it, cut it

out then fold it into a 'real' model.<<


Form*Z can create unfolded 2D projections. It will even add the tabs for

gluing.Subj:  Re:Unfolding objects

Date:  96-08-09 23:14:32 EDT

From:  VirCon          

Posted on:  America Online


FormZ does this easily. A neat trick, but kind of pricey if that's all you

need to do.


Greg JSubj:  Re:Unfolding objects

Date:  96-08-10 17:37:38 EDT

From:  WaltSterdn      

Posted on:  America Online


The demo of Amapi also had this feature, but I didn't test it too much.

Still, if that's all you need and you can check if first in a free demo, it

might not be too bad a price (combined with its file conversion features,

like 3DS -> Amapi -> Strata), though SSP 2.0 should take care of this).


-- Walt SterdanSubj:  Strata 2.0 Release Date

Date:  96-09-08 15:04:56 EDT

From:  StuArtist       

Posted on:  America Online


In a phone call I made to Strata a couple weeks earlier they told me the

release date for the 2.0 version will be September 23rd. So far she said,

"Everything looks on target for that date."


Subj:  Re:Strata 2.0 Release Date

Date:  96-09-08 23:36:14 EDT

From:  Gatzz           

Posted on:  America Online


As a dissappointed SSP user who's found better ways to make things move I'm

actually looking forward to 2.0. And Amphi's the reason why! Strata will

probably piss alot of people of with the staged rollout that's been hinted

at. But SSP should give the Amphi modeler the foot hold it needs to grow.

Does anyone know it the engine was licensed or bought out right? Who will be

responsible for it in the future?

In any event its what we need, funky tools for funky shapes... Subj:

Re:Strata 2.0 Release Date

Date:  96-09-09 00:44:51 EDT

From:  Rex Niger       

Posted on:  America Online


>>Does anyone know it the engine was licensed or bought out right? Who will

be responsible for it in the future?


  Licensed. Yonowat's still chugging along with Amapi.


-EricSubj:  Re:Strata 2.0 Release Date

Date:  96-09-09 02:58:14 EDT

From:  ErikTek1        

Posted on:  America Online


Licensed from Amapi, but it doesn't look like Amapi at all.  The way Amapi

handles geometry has been addressed.  There is a new interface for 2.0 and

I'm sure you'll all be quite content.  There are so many new features that it

will take you quite a while to learn them all.  The Shaders are all new.  The

Project window is all new.  The Particles, Terrain, Infinate Plains, Working

Grids, Booleans, Multiple Texture Mapping, UV Mapping, MIP Mapping, Lens

Flares, Deformation Lattices, Goulash, etc.


You just gotta wait on it.


;-)  

 

Subj:  Re:Strata 2.0 Release Date

Date:  96-09-10 00:36:11 EDT

From:  Gatzz           

Posted on:  America Online


>>Dude. It's Amapi. Not Amphi. You're confusing people.<<


...Just lucky I didn't try to type Yonowat...Subj:  Re:Strata 2.0 Release

Date

Date:  96-09-10 02:42:59 EDT

From:  ErikTek1        

Posted on:  America Online


>>>...Just lucky I didn't try to type Yonowat...<<<


Hehehe,

OK, Gatzz is granted a giggle for that one.


;-)  

 

Subj:  Re:Strata 2.0 Release Date

Date:  96-09-10 10:27:12 EDT

From:  Skcull          

Posted on:  America Online


>>Dude. It's Amapi. Not Amphi. You're confusing people.<<


...Just lucky I didn't try to type Yonowat...<<<<


Touche'!


SkcullSubj:  Modelers & Animators wanted

Date:  96-09-11 00:02:17 EDT

From:  Media Ho        

Posted on:  America Online


   Magik Icon productions is currently seeking Modelers and Animators for a

multitude of upcoming projects. All work will be done on a freelance basis

and conducted on-line and in person whenever possible. All styles of work

will be considered on a project-by-project basis.


Please send resume and non-returnable samples (reel or images - NO MODELS)

to:

Magik Icon Productions

211 Garfield Avenue

Clementon, NJ 08021


or e-mail:

MediaHo@aol.com


If you have any questions, please don't hesitate to ask. I'm looking forward

to seeing your stuff!


Regards,

ed Lynch

Magik Icon ProductionsSubj:  3D Artist Wanted

Date:  96-09-22 16:29:48 EDT

From:  GameWireAE      

Posted on:  America Online


Hello:


My company is working on an interactive Egyptian Game for the Mac/PC

platform. We need good 3D talent on our art team (currently consisiting of

one member). You would be paid with 15% of all profits made from the game.

Please eMail me.


Thank you,

Ben Wigler

Co-Founder of HyperPlay InteractiveSubj:  Strata 2.0 Delayed

Date:  96-09-25 12:11:41 EDT

From:  Gary Alvin      

Posted on:  America Online


I just talked with Strata and they said that 2.0 has been pushed back to late

November to middle December for release.


GarySubj:  Re:Strata 2.0 Delayed

Date:  96-09-25 14:07:53 EDT

From:  StuArtist       

Posted on:  America Online


Why am I not surprised!Subj:  Re:Strata 2.0 Delayed

Date:  96-09-25 14:40:20 EDT

From:  RandyWyan       

Posted on:  America Online


---->I just talked with Strata and they said that 2.0 has been pushed back to

late November to middle December for release.


Better to have it "late and satisfying"  rather than "early and frustrating"

- afterall it is a very, very ambitous upgrade.


RandyWyanSubj:  Re:Strata 2.0 Delayed

Date:  96-09-25 22:21:40 EDT

From:  ErikTek1        

Posted on:  America Online


Agreed Randy!Subj:  Re:Strata 2.0 Delayed

Date:  96-09-26 02:36:08 EDT

From:  StuArtist       

Posted on:  America Online


Your point is well taken. I have to agree in that sense too. 


Just a little anxious to get my hands on it for good reasons.Subj:  Re:Strata

2.0 Delayed

Date:  96-09-26 10:24:55 EDT

From:  Skcull          

Posted on:  America Online


Can't blame anyone for lashing really. It's like starving wolves climbing a

90 degree rock face for a zebra carcass just to have it jerked away on a rope

at the last second. 


Morbid, but true. 


Hey, is that a puppy?


Yipe!


SkcullSubj:  Re:Strata 2.0 Delayed

Date:  96-09-27 00:06:44 EDT

From:  ErikTek1        

Posted on:  America Online


Big bummer that Strata gets all the credit for being delayed.  They simply

don't want any mistakes.  Alas Vertigo just announced delays until next year

and LW is kinda slagging behind there as well.


;-)  

 

Subj:  Re:Strata 2.0 Delayed

Date:  96-09-27 10:44:03 EDT

From:  EagleMH         

Posted on:  America Online


No software companies meet their dates.  People shouldn't be surprised or

complain.  Its better to wait for it to be done correctly.  I look at release

dates more like a ballpark figure.Subj:  Is this program good?

Date:  96-09-28 09:48:40 EDT

From:  MessMeg         

Posted on:  America Online


Is this program good?  It's the only one that doesn't need an FPU.Subj:

Re:Is this program good?

Date:  96-09-28 18:44:15 EDT

From:  Macromed3       

Posted on:  America Online


Hmm, to my knowledge, "Mess", Ray Dream Designer is the only Mac 3D program

that does not require an FPU. 


Regards,

John Dowdell

Macromedia Tech Support



Subj:  Re:Strata 2.0 Delayed

Date:  96-09-30 00:55:04 EDT

From:  Gary 3000       

Posted on:  America Online


<<I look at release dates more like a ballpark figure.>>


At the rate we're going,..I don't think companies should announce a release

date until they have their products finished and shrinkwrapped!!!


GarySubj:  Re:Strata 2.0 Delayed

Date:  96-09-30 16:11:11 EDT

From:  Macromed3       

Posted on:  America Online


"At the rate we're going,..I don't think companies should announce a release

date until they have their products finished and shrinkwrapped!!!"


But then we get pounded 'cause we didn't provide enough notice...!  ;-)


j "ya just can't win" dSubj:  Re:Strata 2.0 Delayed

Date:  96-09-30 19:32:45 EDT

From:  STILR           

Posted on:  America Online


Life without the "Hype" just wouldn't be the same.Subj:  Re:Strata 2.0

Delayed

Date:  96-09-30 19:49:19 EDT

From:  CD3D            

Posted on:  America Online


>>>Life without the "Hype" just wouldn't be the same.<<<


Yeah, some people want to take all of the mystery out of life. ;)


ClydeSubj:  Re:Strata 2.0 Delayed

Date:  96-09-30 20:36:44 EDT

From:  JohnSledd       

Posted on:  America Online


I'm tellin' ya. The six month window scheme would work and work well.


Gee, I hope it was here that I was talking about that...


J.Subj:  Strata Dongle

Date:  96-10-02 09:55:40 EDT

From:  Gatzz           

Posted on:  America Online


I've heard that SSP 2.0 will require a dongle. No big deal...but I'm

wondering if there is limit as to how many of these things can ride on a

single ADB chip? Hell of a time for Apple to drop dual ADB ports and

introduce hard wired extended key boards. Subj:  Re:Strata Dongle

Date:  96-10-02 11:10:34 EDT

From:  Bugs123456      

Posted on:  America Online


.<<but I'm wondering if there is limit as to how many of these things can

ride on a single ADB chip? >>


I don't know what the limit is, but one machine has five on it and has always

worked fine.  Someone did bring up the drawing tablet point in the adb port.

I have no idea about any conflicts there i put mine in the serial port.Subj:

Re:Strata Dongle

Date:  96-10-02 13:59:07 EDT

From:  ErikTek1        

Posted on:  America Online


I also use my Tablet through a dongle and theres never ever been a problem.


;-)  

 

Subj:  Re:Strata Dongle

Date:  96-10-03 00:23:27 EDT

From:  Gatzz           

Posted on:  America Online


>>Huh ? hard wired extended key boards ?<<


The "new" extended keyboards have the cord from the computer permanently

connected to the back of the keyboard, the mouse is still loose but connects

to a point at the deep center back with the cord feeding thru a wire path. My

wife's school received a pile of them...just glad the sales person at Club

Mac warn us off of them, luckily they still had some of the older models.

Subj:  Dongle/ADB wear

Date:  96-10-03 04:09:14 EDT

From:  Virtuality      

Posted on:  America Online


I posted a similar question in Strata's forum: Is there the possibility of

connector wear (on the dongle side or the ADB side) if I need to plug/unplug

the device every (working) day? I work at two sites, which will necessitate

dongle movement because I refuse to pay extra for an extra dongle just so

that I can work where I need to work and just to be able to use something

I've already paid for and registered. If I know that a dongle/connector can

be safely plugged and unplugged four times a day for, say, 3-4 years -

without any wear - I'll be able to rest a little easier.Subj:  Dongle/ADB

wear

Date:  96-10-03 04:09:14 EDT

From:  Virtuality      

Posted on:  America Online


I posted a similar question in Strata's forum: Is there the possibility of

connector wear (on the dongle side or the ADB side) if I need to plug/unplug

the device every (working) day? I work at two sites, which will necessitate

dongle movement because I refuse to pay extra for an extra dongle just so

that I can work where I need to work and just to be able to use something

I've already paid for and registered. If I know that a dongle/connector can

be safely plugged and unplugged four times a day for, say, 3-4 years -

without any wear - I'll be able to rest a little easier.Subj:  Dongle/ADB

wear

Date:  96-10-03 04:09:56 EDT

From:  Virtuality      

Posted on:  America Online


I posted a similar question in Strata's forum: Is there the possibility of

connector wear (on the dongle side or the ADB side) if I need to plug/unplug

the device every (working) day? I work at two sites, which will necessitate

dongle movement because I refuse to pay extra for an extra dongle just so

that I can work where I need to work and just to be able to use something

I've already paid for and registered. If I know that a dongle/connector can

be safely plugged and unplugged four times a day for, say, 3-4 years -

without any wear - I'll be able to rest a little easier.Subj:  Re:Dongle/ADB

wear

Date:  96-10-03 04:41:51 EDT

From:  ErikTek1        

Posted on:  America Online


Deja vu?Subj:  Re:Dongle/ADB wear

Date:  96-10-03 09:55:29 EDT

From:  EagleMH         

Posted on:  America Online


I've been plugging and unpluging dongles for several years and never had any

problems yet.  Just take the necessary precautions like turning the system

off and being careful not to force it in the adb port.  Most companies that

make you use a dongle are pretty good about replacing them if there is a

problem.  Dongles are a pain, but look at it this way.  There will be fewer

people using software for free that you had to pay for.Subj:  (multiplicity)

Date:  96-10-03 15:11:49 EDT

From:  Virtuality      

Posted on:  America Online


In case you wondered, that multiple post of mine was an AOL hiccup... I swear

I only hit the Post button once! Once! Once!


once,

-onceSubj:  Re:(multiplicity)

Date:  96-10-03 16:36:17 EDT

From:  ErikTek1        

Posted on:  America Online


>>>I swear I only hit the Post button once! Once! Once!<<<


hehehe, just having fun with the multiposts, ;-)  

 

Subj:  Re:ADB

Date:  96-10-03 23:41:17 EDT

From:  TWSMAC          

Posted on:  America Online


I was told by apple several years ago that 7 divices was the recommended

total including the mouse and keyboard.


Tom SnyderSubj:  Re: Multiprocessing?

Date:  96-10-04 18:33:12 EDT

From:  D Grahame       

Posted on:  America Online


Anybody heard any news about multiprocessing and Strata? I think I read

somewhere that the new version won't be supporting it first up - seems a

shame, as Apple's multiprocessing API just went gold master, and their scheme

seems to be very well suited to 3D apps, and rendering in particular


Despite reading about the expected-to-be-pricey 500 megahertz PPC chips

coming on the horizon from that small startup, the pricing strategy that

seems to have become industry standard for CPU chips is charging a hefty

premium for early production runs of the fastest chips, and significantly

slashing the prices of slower ones, and this points toward a dual processor

slower system continuing to be around the same prices as the 'next fastest"

single chip system (which seems to be generally only 25 percent faster.)  


Macweeks tests on Photoshop multiprocessing show that dual processors make

slow processes run TWICE as fast, so a dual processor 150 megahertz machine

would signiciantly outperform a comparably priced single 200 megahertz system

for processor intensive work - ie OUR work, for those in this forum.


I note Daystar is selling a two 604 180 megahertz board for  7500 7600 8500

9500 for $1499, and Powertools has a Dual 604 150 for $999, a dual 604e 200

for $1799, and a quad 604/150 for $3999 and a quad 64e/200 for $5,299, all

Power tools prices after trading in your 120 or 132 card.


I think all Mac 3D developers should be making their Mac 3D code

multiprocesser friendly, even if it is just the rendering to begin with, as a

dual processor system of slightly slower chips currently seems to be the

maximum bang-for-buck for everybody with demanding applications,


regards,


Donald G.

Subj:  Re: Multiprocessing?

Date:  96-10-04 18:38:53 EDT

From:  D Grahame       

Posted on:  America Online


"as a dual processor system of slightly slower chips currently seems to be

the maximum bang-for-buck for everybody with demanding applications" --- AND

of course there all of us as well who are willing to spend more, and get

multiprocessing systems of the latest fastest chips!


DGSubj:  Re: Multiprocessing?

Date:  96-10-05 05:09:25 EDT

From:  Gary 3000       

Posted on:  America Online


<<I think all Mac 3D developers should be making their Mac 3D code

multiprocesser friendly, even if it is just the rendering to begin with>>


I couldn't agree with you more. MP machines are the future,..especially for

doing 3d.


GarySubj:  Re: Multiprocessing?

Date:  96-10-05 13:40:08 EDT

From:  Kth Lango       

Posted on:  America Online


>>> I couldn't agree with you more. MP machines are the future,..especially

for doing 3d. <<<


While it is encumbet upon the software makers to support MP, I think it

absolutely CRITICAL that Apple have an OS that can handle MP without cheesy

work arounds. I'm hoping beyond all hope that Apple does buy Be and we can

get the BeOS as our new MacOS 8. They'd be absolutely INSANE and tragically

myopic not to buy that OS. I mean, they could fork over a really big chunk of

change and have a shippable MP native, PowerPC native, preemptive

mutlitasking, microkernal, protected memory space OS by April- OR- they could

stick there head in their butts and re-invent the wheel in time for Siggraph

1998. I hope , I hope, I hope.....



KeithSubj:  Re: Multiprocessing?

Date:  96-10-05 13:53:30 EDT

From:  D Grahame       

Posted on:  America Online


It was in the Examiner yesterday that Ellen Hancock has announced that Mac OS

8 will not be backwardly compatible - sounds like they might be taking some

of the Be stuff, adding it to some Copland stuff, and coming out with the OS

we've all been waiting for    - and sooner than expected.


I suspect the advent of Mac clones (and Macs) that run both the Mac OS and

Windows NT as last the laststraw for a backwardly compatible Copland - face

with that direct omparison, nobody in their right mind would run the Mac OS

rather than NT PPC because it was so sluggish. Now it will smoke, I daresay!


Donald G.

Subj:  Re: Multiprocessing?

Date:  96-10-05 23:51:45 EDT

From:  OLSONJJ         

Posted on:  America Online


This is a direct quote from Heidi R. from the Strata list.


"We will not charge extra for MP support. As far as third parties 

developing plug-ins for 2.0, there are a lot of very interested 

companies, however, the SDK is not quite ready yet. Once it is documented 

and tested all these people can get going. Probably just before the full 

product release in January."


Heidi Rosenberg




-I guess that ends this thread.. atleast about Strata and MP.


JohnnyO.

Subj:  Re: Multiprocessing?

Date:  96-10-06 17:44:42 EDT

From:  D Grahame       

Posted on:  America Online


Maybe Strata will be the basic power 3D app we've been waiting for. The list

at SIGGRAPH sure looked good - still in many ways it sounds like it will be a

"version 1", so it might have too many unwanted quicks. I hope not,


Donald GSubj:  Sinkha

Date:  96-10-09 23:47:56 EDT

From:  NthMan          

Posted on:  America Online


Hi there


In a special edition of Heavy Metal on the newstands now, there is a 64 page

spread on Sinkha as a comic. It also has info on the making of it. 


After picking it up, I decided that I will go out and buy the CD Rom.Subj:

dongle

Date:  96-12-07 18:36:14 EDT

From:  CCherub823      

Posted on:  America Online


Is Strata even worth a dongle?Subj:  re: Dongle

Date:  96-12-12 07:13:39 EDT

From:  Splaticus       

Posted on:  America Online


Excuse my ignorance, but what is a Dongle? Is Strata 2 Gonna have some

equiolent to an "authorization disk"?Subj:  Re:re: Dongle

Date:  96-12-12 11:07:55 EDT

From:  EagleMH         

Posted on:  America Online


>>Excuse my ignorance, but what is a Dongle? Is Strata 2 Gonna have some

equiolent to an "authorization disk"?<<


Its a small peice of hardware that plugs in to the adb port on the mac.  If

you have it plugged in you can run your software.  If its not plugged in you

can't run it.Subj:  Re:re: Dongle

Date:  96-12-12 17:27:59 EDT

From:  SmokerButt      

Posted on:  America Online


A dongle is what hangs between your legs.  It is generally is surrounded by

hair.Subj:  Re:re: Dongle

Date:  96-12-12 23:24:01 EDT

From:  Kth Lango       

Posted on:  America Online


><>> A dongle is what hangs between your legs....<<<<


Other banality snipped.


Hey bud. Try posting when you get out of 6th grade, OK? We don't need this.


Respectfully,


KeithSubj:  Re:re: Dongle

Date:  96-12-13 00:11:27 EDT

From:  KRONOS 1        

Posted on:  America Online


Is Strata even worth a dongle?Subj:  Re:re: Dongle

Date:  96-12-13 05:46:47 EDT

From:  ErikTek1        

Posted on:  America Online


Are you worthy of Strata?Subj:  Re:re: Dongle

Date:  96-12-13 05:47:42 EDT

From:  ErikTek1        

Posted on:  America Online


Sorry, couldn't resist that oneSubj:  Artists

Date:  96-12-13 23:09:33 EDT

From:  RicmaSoft       

Posted on:  America Online


Ricma Software is looking for some talented artists to help create a game.

Our last game was created by some online members and it genreated some nice

income, but this one is expected to go above and beyond that.  Contact me for

information.Subj:  2.0

Date:  96-12-20 07:01:11 EDT

From:  Davein310       

Posted on:  America Online


I was at the Billboard Live launch party a couple weeks ago and saw it in

action.  I was impressed with what it could do but not impressed by the fact

that it kept crashing at the demo stations.  I'd like to know what Strata has

to say about it.  I'm going to wait for 2.0.1.Subj:  Re:2.0

Date:  96-12-20 16:11:55 EDT

From:  Gary 3000       

Posted on:  America Online


<<I was impressed with what it could do but not impressed by the fact that it

kept crashing at the demo stations.  >>


I was there too!

..but can't remember much,.I was too busy sucking down a drink. 

Obviously, I'm confident we were seeing a demo of a BETA of 2.0, not the

actual release version 

...I'm sure once 2.0 officially is released,..it won't bomb (as much?)


GarySubj:  Re:2.0

Date:  96-12-20 22:37:39 EDT

From:  Kth Lango       

Posted on:  America Online


>>> (as much?) <<<



Words that will define our generation....

:o)


KeithSubj:  Re:2.0

Date:  96-12-21 00:13:27 EDT

From:  KRONOS 1        

Posted on:  America Online


<<Words that will define our generation....>>

Ain't that the truth.Subj:  Re:2.0

Date:  96-12-21 06:29:00 EDT

From:  Spence 3D       

Posted on:  America Online


I was not impressed with Strata's demonstration at the party.  It was overly

simplistic and did not show any of the features that are the big selling

points.  The quicktime demos were pathetic.   I went away wondering if any of

these trumpeted capabilities are even working.  It looked to me like the

interface is nothing but a facade for an empty shell of a program.Subj:

Re:2.0

Date:  96-12-21 14:56:38 EDT

From:  AZHSCS          

Posted on:  America Online


   For all of us not so patiently waiting for the new and improved SSP. The

word at Newtek is that the Mac version of LW 5.0 is being duplicated for

distribution RIGHT NOW.Subj:  Re:2.0

Date:  96-12-21 20:16:15 EDT

From:  Macromed3       

Posted on:  America Online


" For all of us not so patiently waiting for the new and improved SSP. The

word at Newtek is that the Mac version of LW 5.0 is being duplicated for

distribution RIGHT NOW."


Hey, even better, EXTREME 3D 2.0 has *already* been duplicated and is now

being shipped out from distributors!!  : D


jd


Subj:  Re:2.0

Date:  96-12-22 00:43:48 EDT

From:  KRONOS 1        

Posted on:  America Online


<<Hey, even better, EXTREME 3D 2.0 has *already* been duplicated and is now

being shipped out from distributors!!  : D>>


Any better still, Extreme whoops Stratas behind BIGTIME!

8-pSubj:  Re:2.0 (character animation)

Date:  96-12-22 20:26:41 EDT

From:  Aart99          

Posted on:  America Online


>>EXTREME 3D 2.0 has *already* been duplicated and is now being shipped out

from distributors!! <<


Can anyone point me in the right direction?


I am looking for character animation examples (QT movies) of walking

characters (not robots) or  a character picking up an object like a glass,

done in SSP or EXTREME 3D. Also what new features might be pointed out that

aid the character animator? Is lip-synching possible? Examples?


Thanks.


RichSubj:  Re:2.0 (character animation)

Date:  96-12-22 21:43:21 EDT

From:  Rex Niger       

Posted on:  America Online


>>Is lip-synching possible?


For facial and general character work VIDI's probably a much better choice

than either SSP 2.0 or E3D 2.0. Their new morphing system is just *awesome*.

The modeler's very powerful and the raytracer can do everything that SSP's

can except for the raydiosity mode. (Though I'm sure with enough bugging,

VIDI's engineers might be persuaded.) The Phong renderer is also about the

same speed as Electric Image, unfortunately no shadows or transparency yet :<

One big bonus, as a result of Apple's recent Nextstep acquisition, is that

Apple will presumably be bundling Renderman with the next version of the OS,

and VIDI's Renderman support is among the best.


>>Also what new features might be pointed out that aid the character

animator? 


VIDI also has some excellent built-in 3D sound capabilities. So not only can

you see the lips moving you can hear what they're saying ;) There's also a

flocking animator which is good for animating herds or groups of things.


-EricSubj:  Re:2.0 (character animation)

Date:  96-12-23 15:43:28 EDT

From:  DarkPrints      

Posted on:  America Online


<<One big bonus, as a result of Apple's recent Nextstep acquisition, is that

Apple will presumably be bundling Renderman with the next version of the OS,

and VIDI's Renderman support is among the best.>>


Wow, that's quite a leap of intuition. From what I've read they only acquired

the Next company not Steves' other company or any rights to it. 


Frankly for lip synching or character animation Animation Master is far and

away a better product with many more powerful features.


DarkPrintsSubj:  Re:2.0 (character animation)

Date:  96-12-23 17:48:09 EDT

From:  Timokay         

Posted on:  America Online


10 replies to a comment about 2.0 (as of my posting...) 

Does anyone else sense a response from ErikTek coming soon?....


TimSubj:  Re:2.0 (character animation)

Date:  96-12-23 18:24:05 EDT

From:  Macromed3       

Posted on:  America Online


VIDI has an audio display within the timeline, which is helpful, but I'm

still unsure how'd you get away from the traditional animator's dope sheet...

for most soundtracks you'd need to tag beats anyway, and it's pretty trivial

to just mark down the time of each label. 


VIDI's morphing puzzled me... it's just like the old MacroModel/MacroMind

Three-D pair, right? You sculpt copies of the model in one applicaton, save

the file, then switch over to the other application to control the morph

between them. This is nice 'cause it gives you discrete poses, but there's no

direct animation of geometry... am I missing something here?


Regards,

John Dowdell

Macromedia Tech Support


Subj:  Re:2.0 (character animation)

Date:  96-12-23 20:21:42 EDT

From:  Rex Niger       

Posted on:  America Online


>>Wow, that's quite a leap of intuition. From what I've read they only

acquired  the Next company not Steves' other company or any rights to it. 


Renderman is part of the Nextstep standard install for years, i.e. where

Nextstep goes Renderman goes too. 


>>Frankly for lip synching or character animation Animation Master is far and

away a better product with many more powerful features.


And many more quirks and bugs too :D I keep getting this >< close to giving

AM a try then I go read some of the posts over in their forum and I get

frightened away again. Apparently they are a member of the Strata 'Thou Shalt

Remove All 'Unnecessary' Extensions, Because Our App Is So Flakey We Can't

Figure Out What's Going Wrong, And That's The Only Way It'll Work.' club.

Apparently AM *is* getting better, but with no docs, lousy QA, and an

'unusual' interface I think many will find it more trouble than its worth.


-EricSubj:  Re:2.0 (character animation)

Date:  96-12-23 20:41:48 EDT

From:  VIDIshawn       

Posted on:  America Online


For those interested in lip syncing, check the Morph and Lip Sync tech

reports at http://erehwon.caltech.edu/vidi/


Regards,


MilanaSubj:  Re:2.0 (character animation)

Date:  96-12-23 20:57:28 EDT

From:  Rex Niger       

Posted on:  America Online


>>This is nice 'cause it gives you discrete poses, but there's no direct

animation of geometry... am I missing something here?


Yes and no. While there are no tools in Presenter 3D that will let you say

lock a control point to a spline motion path, you do get an incredible amount

of flexibility with the Multitarget morphs. Since you can blend the targets,

you can a hold bunch of amazing effects that would be a royal pain to do via

direct geometry animation. I've done animation both ways, and overall I like

VIDI's way better. I've yet to actually use the multi-target morphing

animator solely in the traditional way of setting a target at a keyframe and

letting it morph from A->B->C. Instead I usually attache a whole bunch of

extra 'perturbing' targets that I use to add a bit of variety and 'life' to

the morph. For instance in this lava pool animation I've been working I

created ~12 targets. (I'll probably add a few more.) None of which are meant

to be used alone, i.e. I know I want a sort of twisting vortex effect when it

'gurgles' so I created a crater-like target and another that just twist the

control points of my patch around in the center. I combine then and voila

I've got a neato twistable craterish thing. But it's too smooth so I mix in a

bit of a 'randomized' target I made and it gets nice and bumpy. Wiggling the

sliders is so much easier than trying to directly animate the points over

time. You still have to edit them, but you just set up the 'boundaries' once

and sort of roam around inside them. Animating them sort of looks like 1/3A +

1/5B -3D -> 2A-1/10C + 3/8D -> etc.

With all of that said, I *would* like to see Modeler as a plug-in type thing

for Presenter instead of as a separate app to make editing targets more

efficient, but I don't really feel a pressing desire to go back to directly

animating geometry controls like in E3D. That's also a powerful way of doing

things, but gads it can be a pain in the butt at times... 

Incidentally let me put in a request to the VIDI folk for a multitarget

freeform deformation animator. :D


-EricSubj:  Real morphing for characters

Date:  96-12-24 00:39:51 EDT

From:  VIDItek         

Posted on:  America Online


To expound on Rex's description, Presenter 3D morphing is much more than the

object A to object B morphing of old. While it does require that all targets

be built from a common base, it allows you to blend several distortions or

shapes at one time.  One could go to the extreme and make a seperate target

for the movement of every point in the patch mesh, and then be able to

individually animate each control point of the mesh in the animator.


While not as powerful as Kinemation's skeleton and joint system and not as

focused on full body character work as Animation Master, we are working to

extend the functionality and Presenter 3D is very powerful for facial

expresions and subtleties.


So Rex, what is a multitarget freeform deformation animator?  (I can't write

one if I don't know what it is).

VIDI EngineeringSubj:  Re:2.0 (character animation)

Date:  96-12-24 03:37:09 EDT

From:  CD3D            

Posted on:  America Online


>>>Apparently they are a member of the Strata 'Thou Shalt Remove All

'Unnecessary' Extensions, Because Our App Is So Flakey We Can't Figure Out

What's Going Wrong, And That's The Only Way It'll Work.' club. Apparently AM

*is* getting better, but with no docs, lousy QA, and an 'unusual' interface I

think many will find it more trouble than its worth.<<<


I've seen them say this myself, but they are being a bit hysterical.  I run

AM all of the time with my standard extension set, which is pretty large, and

experience relatively few difficulties.  I've found it to be enormously

powerful for the price, and in my opinion the $199 dollar version is so great

a deal for the money that no one should pass up having at least this less

expensive version in their tool box.  I love to model with it.


ClydeSubj:  Re:2.0 (character animation)

Date:  96-12-24 03:39:10 EDT

From:  CD3D            

Posted on:  America Online


Oops, forgot to mention that they (Hash) also do have printed docs for AM

now.


ClydeSubj:  Re:Real morphing for character

Date:  96-12-24 04:27:31 EDT

From:  Rex Niger       

Posted on:  America Online


>>So Rex, what is a multitarget freeform deformation animator?  (I can't

write one if I don't know what it is).


Very similar to the morphing animator, in that you would create an object

with multiple targets in Modeler, but instead of using the targets to morph

the base object, you would place and orient that object in space such that it

enclosed a region containing other objects. These objects would be 'linked'

to the deformation and would deform according to the deformation object's

morph targets. (the deformation object would usually be hidden during renders

:))

For instance suppose you had a bundle of thin cylinders, you could enclose

them with a larger cylinder that had two morph targets. One of which twists

it about its central axis, the other bends it into an S-shape. By linking the

thin cylinders to it via a deformation animator you could have the bundles

twist and bend themselves into an S-shaped rope. The amount of twisting and

bending would be controlled via the morph sliders of the large cylinder.

Obviously coupling this with a future IK implementation would be very cool.

(Blatant Hint ;)) 

Since all of this will probably be rather nasty to implement, I'd also like

to ask for the very achievable short-term goal of being able to implode stuff

with the shatter plug-in as well as explode. :)


-EricSubj:  Re:2.0 (character animation)

Date:  96-12-24 04:28:40 EDT

From:  Rex Niger       

Posted on:  America Online


>>Oops, forgot to mention that they (Hash) also do have printed docs for AM

now.


Cool, how are they?


-EricSubj:  Freeform deforming tool

Date:  96-12-24 12:49:04 EDT

From:  VIDItek         

Posted on:  America Online


Using a morphing object as a reference to morph sets of other objects is an

interesting twist on lattis deformation capabilities (ala TrueSpace). An

artist though once pointed out to me why he didn't like deformation tools.

He said that they were like a big complicated sculpting tool, only you were

restricted to applying them once "from afar".  Often they would only do 95%

of the job, and he would waste large amounts of time trying to get the last

5%.  It was far better for him to have good sculpting tools for making

targets (like a lattis deforming tool in modeller), and then he could clean

up the last 5% by hand, moving individual verteces if necissary.


That's the strategy we're looking at for Presenter 3D.  While we don't have

all the tools ready yet (like multi-object morphing), what we do have gives

you complete control.  I think that's necissary for producing professional

work.


VIDI EngineeringSubj:  Re:2.0 (character animation)

Date:  96-12-24 14:06:07 EDT

From:  DarkPrints      

Posted on:  America Online


>>Renderman is part of the Nextstep standard install for years, i.e. where

Nextstep goes Renderman goes too.<<


I hope that you're right! When a company pulls all support for a platform it

makes me wonder if they'll jump back in again. There have been alot of

promises from Apple and Jobs before with regard to what they intend. "The

proof of the pudding, is in the eating." So I'll belly up to the table and

hope to eat something besides vapor.


>>I keep getting this >< close to giving AM a try then I go read some of the

posts over in their forum and I get frightened away again.<<


For a lousy $200 bucks you can try it yourself and see what it's all about.

Quirky? You bet.. However, if you can just get past the initial shock of a

different methodology, you might be suprised =)


It's about as crashy as any other 3D package that I run. Sure it helps to

turn off alot of stuff so that it will run better, but I do that for almost

every 3D app so that it won't have to fight other extensions/inits.


All I'm saying is try it yourself. It'll only hurt for a minute. ;)


DarkPrintsSubj:  Re:2.0 (character animation)

Date:  96-12-24 15:41:04 EDT

From:  Rex Niger       

Posted on:  America Online


>>I hope that you're right! When a company pulls all support for a platform

it makes me wonder if they'll jump back in again. 


True, but these are Strange days :) An Apple QD 3D rep. said on the dev.

list that he's really looking forward to seeing Renderman as a plug-in for QD

3D, or as he put it, maybe even more integrated than that.


>>There have been alot of promises from Apple and Jobs before with regard to

what they intend.


It's really pretty simple. Next has an agreement with Pixar that states that

they can bundle Renderman with every copy of the Nextstep they ship. Apple

now owns Next and the definition of 'Nextstep' is changing by the minute now,

therefore it's highly likely that Apple will do *something* with Renderman.

It's too choice a technology to just toss away. Furthermore I'm sure Pixar

would just *love* it if Apple were to lend them a couple hundred PowerMacs

and a few NetServers to render their next movie ;) Both sides of the fence

have a lot to gain by incorporating Renderman into the new OS.


>>For a lousy $200 bucks you can try it yourself and see what it's all about.


I was under the impression that the $199 MHA was a stripped down version of

AM.


>>All I'm saying is try it yourself. It'll only hurt for a minute. ;)


But how long will that minute take to render? :)


-EricSubj:  Re:Freeform deforming tool

Date:  96-12-24 15:52:49 EDT

From:  Rex Niger       

Posted on:  America Online


>>It was far better for him to have good sculpting tools for making targets

(like a lattis deforming tool in modeller), and then he could clean up the

last 5% by hand, moving individual verteces if necissary.


It'd be really nifty if you use such an object deformation tool in both

Presenter and Modeler. That gives the best of all worlds. Want a lattice for

sculpting in Modeler, make a box around want you want to deform, give it some

targets and play with the sliders. Want to Morph object groups in Presenter,

use that box again. Really it's basically the same code being put in both

places, if you could get such a system working in Modeler it shouldn't be all

that hard to get it working in the Presenter or vice versa.


>>While we don't have all the tools ready yet (like multi-object morphing),

what we do have gives you complete control.  


That it does :D


-EricSubj:  Re:2.0 (character animation)

Date:  96-12-24 16:47:45 EDT

From:  Stabnoise       

Posted on:  America Online


>>I was under the impression that the $199 MHA was a stripped down version of

AM.<<


The $199 version lacks the network renderer(netrender) and the

compositer(multiplane).

Renderer is a bit on the slow side.

Most problems I have experienced in Hash have to do with lost decals and

such. In order to maintain cross platform compatability Hash structures the

project files in such a way that the whole project is readable across various

platforms.(or so I am told)  If you move a decal or a folder, then you will

experience problems. Most other problems with Hash are avoidable (once you

know what they are) but the interface is definitely non-mac.

On a side note, some reveiws and literature out there say that Hash exports

RIB files. Don't beleive it. The RIB export out of Hash is lousy.Subj:

Re:2.0 (character animation)

Date:  96-12-27 00:07:15 EDT

From:  D Grahame       

Posted on:  America Online


Another Mac application that is in some ways unsurpassed on any platform for

certain types of character animation (specifically, complex human

dance/motion using separated polygonal jointed figures) is Lifeforms. 


Since Macromedia stopped publishing it (they never developed it, only

distributed and published it), development has continued , and a version 2

was recently released by another publisher (on Windows as well, I think now,

with the SGI version dropped), whose name I have forgotten, I think it was

something like Kinetic Effects. If anyone is interested, it was in a recent

Macweek; I can hunt it down if anybody does not have access.


It writes out a character animation  script that can be used by Electric

Image, Extreme 3D, and the old 3D Works. I think the new version supports

some other formats also, maybe VIDI.


I intend to update my copy when I get the chance (the update is $99). Then

I'll know more about it. What we are lacking on the Mac as far as I know is

some skeletal-based deformation animation system, like 3D Studio's "Bones",

although maybe the new Lifeforms allows you to do this, although I doubt it,


regards,


Donald GrahameSubj:  Re:2.0 (character animation)

Date:  96-12-27 00:12:02 EDT

From:  D Grahame       

Posted on:  America Online


<<What we are lacking on the Mac as far as I know is some skeletal-based

deformation animation system, like 3D Studio's "Bones">>


Except AM of course. I'm afraid, despite vocal support from some, I have

found I hate it pretty much totally (not the least of its problems is an ugly

renderer to my eyes), and have let my upgrades lapse on it.


DGSubj:  question?

Date:  96-12-27 01:46:04 EDT

From:  VisLink         

Posted on:  America Online


Siince no one else cares that they're discussing other products other than

Studio Pro, I can ask a question.


Has anyone seen the ElectricImage Modeler in action yet? They're slated for a

Feb release and I was thinking of getting it (or Lightwave.)


RobertSubj:  Re:question?

Date:  96-12-27 01:51:59 EDT

From:  Sric            

Posted on:  America Online


If you can wait the EI modeler appears to be much more robust than anything

else out there. Although only time will tell.Subj:  Re:question?

Date:  96-12-28 18:17:02 EDT

From:  Kandori         

Posted on:  America Online


I called EI several times to ask about it's new modeler and heard some good

things about it.   The President of EI has LW and SI and other softwares and

is aware of EI's competitors features.  I don't think EI would come up with a

modeler inferior to LW nor Form-z.   They just wouldn't be dumb enough to put

all the effort into it knowing there are Form-z, VIDI, LW users out there and

then put out an inferior modeler.     The tech guy at EI told me that LW does

not have a "true" Nurbs, but something "like" true Nurbs (he called it a

"neat trick").   But the New EI modeler will have True Nurbs(which doesn't

have to have "four" points always like the LW's meatnurb).     Maybe we'll be

able to see it at Macworld.


KanSubj:  Re:question?

Date:  96-12-30 19:12:59 EDT

From:  Macromed3       

Posted on:  America Online


"The President of EI has LW and SI and other softwares and is aware of EI's

competitors features."


Okay... but the geometry and animation engines still aren't speaking to each

other, true? Just different apps that pass data back and forth? That's useful

for solid-body animation, but seems like a big barrier to future growth....


jdSubj:  Re:question?

Date:  96-12-31 10:53:53 EDT

From:  Sric            

Posted on:  America Online


<

Okay... but the geometry and animation engines still aren't speaking to each

other, true? Just different apps that pass data back and forth? That's useful

for solid-body animation, but seems like a big barrier to future growth....>

 

That's true for the first version John, but then it will be intergrated in

the next rev of EI. Which will have morphing John.


..FredSubj:  Re:question?

Date:  96-12-31 20:13:05 EDT

From:  Macromed3       

Posted on:  America Online


Ah, good, so they'll be following Extreme 3D too, glad to hear it.... ;-)


j "can't resist the tweak" dSubj:  Re:question?

Date:  97-01-01 13:09:50 EDT

From:  Sric            

Posted on:  America Online


<<Ah, good, so they'll be following Extreme 3D too, glad to hear it.... ;-)


j "can't resist the tweak" d>>


Yes.... but I'm sure it will be much more professional, unlike E3D.


..Fred Subj:  Re:question?

Date:  97-01-01 15:00:18 EDT

From:  VisLink         

Posted on:  America Online


<<Ah, good, so they'll be following Extreme 3D too, glad to hear it.... ;-)


j "can't resist the tweak" d>>


Besides, a couple neat tricks, I haven't seen anything in Extreme3D to make

me want to buy it. One person says its buggy anyway (V1.x)

Its simply behind the times like most long-time modeler/renderer packages

born on the Mac. InfiniD, Designer, StudioPro, Extreme3D, they all fall

short.


The newbies to the Mac platform ALL have more potential then whats out there

presently. Lightwave, (ElectricImage Modeler from what I hear), PixelPutty(if

it evers grows up), Cinema4D(just barely) are simply more powerful.


RobertSubj:  Re:question?

Date:  97-01-02 03:50:34 EDT

From:  AZHSCS          

Posted on:  America Online


   While E3D may have a long way to go to get into the big leagues, wouldn't

it be nice if all other companies had as constant a presence on the

boards?Subj:  Re:question?

Date:  97-01-02 12:37:27 EDT

From:  VisLink         

Posted on:  America Online


I won't argue that John board hops more then anyone else (for better or

worse), and almost always has usefull information to post, Specular has a

great online presence as well.Subj:  Re:question?

Date:  97-01-02 15:09:41 EDT

From:  Macromed3       

Posted on:  America Online


"The newbies to the Mac platform ALL have more potential then whats out there

presently. Lightwave, (ElectricImage Modeler from what I hear), PixelPutty(if

it evers grows up), Cinema4D(just barely) are simply more powerful."


Hold that pose... say "cheese"... [CLICK!]  Great! We'll come back to this

once you can actually use those tools....  <wicked grin>


j "#grass: [0,255,0]" d




Subj:  Re:question?

Date:  97-01-18 16:02:45 EDT

From:  EMC ART         

Posted on:  America Online


I have just read the posts of the last month and I have a few questions:

1. Does anyone own/use lightwave for the mac and how good is it?

2. Can lightwave do the Japanese style animation I saw on their demo reel yet

or is that to come later?  Can any other program do that?

3. what is AM, is it Hash, and where can I get more info on these programs?

4. Did anyone see the new EI modeler at Macworld, or is there any info on it?

5. If you had to buy one package for illustration (and animation for fun)

which would be best?


thank you,

EricSubj:  DR2 experience

Date:  97-01-18 20:26:03 EDT

From:  MindzEye        

Posted on:  America Online


Just got the dr2 release last week before MacWorld, installed it [removed ATM

& Type Reunion] on my 8100/100 with 80megs. For 2 hours this was the routine

- just using the standard primitives nothing major: crash, reboot; hang,

reboot; crash, reboot; crash, reboot; spinning watch forever, reboot; hang,

reboot; etc. for 2 HOURS!


My response - took out the cd, broke it on my leg, and threw everything away.

Ordered Lightwave and now looking for some sucker to sell 2.0alpha to when it

comes out.


Enough is enough......


MindzeyeSubj:  Re:DR2 experience

Date:  97-01-19 19:29:48 EDT

From:  Sweaz           

Posted on:  America Online


>>Just got the dr2 release last week before MacWorld, installed it [removed

ATM & Type Reunion] on my 8100/100 with 80megs. For 2 hours this was the

routine - just using the standard primitives nothing major: crash, reboot;

hang, reboot; crash, reboot; crash, reboot; spinning watch forever, reboot;

hang, reboot; etc. for 2 HOURS!<<


I used mine for nearly 4 hours, initially, without crashing once, on an

8500/360+. 

Don't really know what people expect from a Developer's  (pre-) Release.Subj:

Re:DR2 experience

Date:  97-01-19 23:58:38 EDT

From:  MHYPER          

Posted on:  America Online


>>>Don't really know what people expect from a Developer's  (pre-)

Release.<<<


Too much Sweaz, way too much.


MhyperSubj:  Re:DR2 experience

Date:  97-01-20 13:28:28 EDT

From:  MindzEye        

Posted on:  America Online


>>>I used mine for nearly 4 hours, initially, without crashing once, on an

8500/360+. 

Don't really know what people expect from a Developer's  (pre-) Release.<<<


I'd expect it to work at least half as good as other beta software I've

tested over the past few years - Infini-D 3.0, Extreme 3D 2.0 to name a few.


As a seasoned 3d user, I understand that this isn't even beta software and

had no expectations that it would work. But come on, it isn't stable at all.

Watching the Strata demos at MacWorld last week led me to believe that they

were walking on eggshells hoping it didn't crash in the middle of their very

simple demos.


Once again Strata's backed themselves into a corner by promising way to much

way to soon. Get the software stable, then add bells and whistles.


MindzeyeSubj:  Re:DR2 experience

Date:  97-01-21 00:28:06 EDT

From:  KELTER          

Posted on:  America Online


>>Watching the Strata demos at MacWorld last week led me to believe that they

were walking on eggshells hoping it didn't crash in the middle of their very

simple demos<<


Actually dr2 did die a few times when I saw it at MWSF. All kinds of screen

update problems, too. Subj:  Re:DR2 experience

Date:  97-01-21 13:42:12 EDT

From:  MMMarketng      

Posted on:  America Online


KELTER ,

RE:Watching the Strata demos at MacWorld last week led me to believe that

they were walking on eggshells hoping it didn't crash in the middle of their

very simple demos

RE:Actually dr2 did die a few times when I saw it at MWSF. All kinds of

screen update problems, too. 

I too caught the demo's and thought that the software was clearly in an alpha

state (barely).  We have DR1 & DR2 and these do not qualify as alphas.  Alpha

is defined as feature complete, all features function and the product is

usabley stable.  How this code is going to ship in 10 days is beyond me.  DR2

reminded me of  E3D1 (a rewrite also) when we launched it at Siggraph in

August of 1995.  We ultimately shipped it in January of 1996 (nearly 6 mos

after launch!).  I'm looking forward to my shipping copy.

Regards,

Rix Kramlich

3DPM

MacromediaSubj:  Re:DR2 experience

Date:  97-01-21 21:31:14 EDT

From:  Macromed3       

Posted on:  America Online


"DR2 reminded me of  E3D1 when we launched it at Siggraph..."


I'm sorry, Rix, I'd have to differ with you on that. I demo'd it all day

every day there, doing whatever people asked it to do. It was

feature-complete, and did fail occassionally, but it was a joy.


jdSubj:  Re:DR2 experience

Date:  97-01-21 22:40:50 EDT

From:  Aart99          

Posted on:  America Online


>>I'm sorry, Rix, I'd have to differ with you on that. I demo'd it all day

every day there, doing whatever people asked it to do.<<


Macromed3 (JD):


Good thing I wasn't there... I keep asking for examples of character

animation because I feel that this is the determining factor for my decision

making. Do you have any examples of organic character animation (not robots).

Not stills or bad animation but realistic or cartoonish animation of real or

cartoonish characters. I am sincerely interested, not trying to be a pain.


Rich


>>> It was feature-complete, and did fail occassionally, but it was a joy.


jd<<


Subj:  Re:DR2 experience

Date:  97-01-22 18:52:59 EDT

From:  Macromed3       

Posted on:  America Online


"Do you have any examples of organic character animation (not robots)."


Are you asking where there are examples of Extreme 3D being used in

commercial cartooning work? If so I'd be hardpressed to answer, because there

are few cartoons that use 3D, and those tend to be production studios...

ReBoot on SoftImage, some of the... uh... I forget their name, y'know the

ones on Saturday mornings with the nice wipes.


I know that Martin Hash & Co have a reel that shows their tool in cartoon

work, but from what I understand that worked backwards... they wanted to make

a cartoon, so they made the tools they could use.


Maybe there's another way I could be of help...? Aside from looking for

examples, are there particular abilities you're seeking...?


Regards,

John Dowdell

Macromedia Tech Support



Subj:  Re:DR2 experience

Date:  97-01-23 02:50:20 EDT

From:  ErikTek1        

Posted on:  America Online


Some of you may remember when I did the 3D Looney Tunes project during my

tenor with Warner Bros using Strata SSP Blitz.  We also did some anis with

the characters in SSP Blitz.  The models were also ported to EIAS for various

animations.  In short they were all organics animated with DeskTop Software.


Ask not what your software can do for you, but what you can do with your

software, 

 

;-)  

 


Subj:  Re:DR2 experience

Date:  97-01-23 11:26:13 EDT

From:  RandyWyan       

Posted on:  America Online


---->during my tenor with Warner Bros


Erik,


I had no idea you vocally talented as well ;-)


Best,

RandyWyanSubj:  DR2 Being Stable

Date:  97-01-23 16:11:24 EDT

From:  Mr Fizzz        

Posted on:  America Online


Macromed3 typed:


<< I'm sorry, Rix, I'd have to differ with you on that. I demo'd it all day

every day there, doing whatever people asked it to do. It was

feature-complete, and did fail occassionally, but it was a joy. >>


Hello,


What exactly is your configuration on your computer, Macromed3? I am just

curious because when I tried DR2, it crashed a couple of times too. I have an

8500/64/2gig/256k system and it worked for about 10 minutes, then crashed.

This happened a couple of times. Could you inform me (and maybe some others

in the process) what makes your system stable when running DR2?


Thanks,


ScottSubj:  Re:DR2 Being Stable

Date:  97-01-23 17:47:46 EDT

From:  Macromed3       

Posted on:  America Online


I'm sorry, Scott, for discretion's sake I was a bit less than clear... I was

demo'ing a pre-beta of Extreme 3D 1.0 all day at SIGGRAPH 95, not SSP.


(I've read the docs on my SSP DR2, but from comments on the boards, I've not

fired it up.)


jdSubj:  Re:DR2 experience

Date:  97-01-23 20:43:56 EDT

From:  Aart99          

Posted on:  America Online


I wrote:

"Do you have any examples of organic character animation (not robots)."


John Dowdell responded:

>>Are you asking where there are examples of Extreme 3D being used in

commercial cartooning work? If so I'd be hardpressed to answer, because there

are few cartoons that use 3D, and those tend to be production studios...

[snip]<<<


Actually I'm not as interested in big name Studio's work just examples using

E3d or any other desktop programs.


>>>Maybe there's another way I could be of help...? Aside from looking for

examples, are there particular abilities you're seeking...?<<


Always trying to develop my character animation abilities and capabilities.

For instance I don't think that many computer based apps handle squash and

stretch very well; simply scaling in x,y or z or any combination thereof

doesn't quite look right, because it affects the entire object as a whole

instead of just the portion that should have squash or stretch. 


Thanks.


RichSubj:  Re:DR2 experience

Date:  97-01-23 20:53:19 EDT

From:  Aart99          

Posted on:  America Online


ErikTek1 wrote:   


>>>Some of you may remember when I did the 3D Looney Tunes project during my

tenor with Warner Bros using Strata SSP Blitz.  We also did some anis with

the characters in SSP Blitz.  The models were also ported to EIAS for various

animations.  In short they were all organics animated with DeskTop

Software.<<<


Can you point me in the right direction? I would love to see these.

especially the SSP Blitz examples of anims, were the models skinned or did

they have joints, were they modeled in SSP Blitz or digitized from maquettes

and imported? 



>>>Ask not what your software can do for you, but what you can do with your

software, 

;-)  <<


Sorry but I have to ask:

How did you handle squash and stretch, can't imagine WB stuff without it. Or

maybe I should say how would you handle squash and stretch in Blitz, and do

you have examples? What about lip-synching or having for instance Bugs

picking a carrot up and eating it?


RichSubj:  Re:DR2 experience

Date:  97-01-24 01:28:22 EDT

From:  ErikTek1        

Posted on:  America Online


>>>were they modeled in SSP Blitz or digitized from maquettes and imported?

<<<


Templates for the initial models were digitized, but the posing, assembly,

etc. was done in SSP.  Facial expressions, fine sculpting, Texture Mapping,

Style Guides, etc. were also done in SSP.  The project is about three years

old now and to date I model with Alias and SI.  Digitizing is a thing of the

past and is fading fast in the industry.  There are still many uses for it,

but the fine line comes down to digital sculpting exclusively at this point.

Organics is what the industry wants.  SSP, Amapi, VIDI, etc. all do their

fair share of Organics.  It all comes down to the Artist, not user, artist to

get the end result.


The point is, rely on yourself to get your job done, not just your software.

While all the complaining continues the rest of the gang is getting their job

done, something to think about.


;-)  

 

Subj:  Re:DR2 experience

Date:  97-01-24 03:53:20 EDT

From:  Kandori         

Posted on:  America Online


"to date I model with Alias and SI"----Since you use both, I'd like to ask

you something.   I heard that the way many people do it is: Model in Alias

and then Animate in Softimage (then render in Renderman).

        But If I had money to buy only one, which one should I go for?    Is

Softimage modeler good enough for most things?   Also, how is the rendering

speed of Softimage renderer, especially the Mental Ray renderer?(Is the

Mental ray render quality really up to par with Renderman?).       I

currently use EI/VIDI/Fz combo, and am spoiled by it's rendering speed, but

the overall interactivity is just too slow (especially after seeng OpenGL in

action.. : (       )


Thanks in advance for any info, Erik.


KanSubj:  Re:DR2 experience

Date:  97-01-24 14:09:50 EDT

From:  MMMarketng      

Posted on:  America Online


Rich,

Check out the following web site fopr some cool character animations made by

E3D user John Laney: www.idido.com.

He has some animations, wherein the character motion is generated in Life

Forms which supports the E3D Track import feature.  LF also supports other

motion data standards too.

These animations, though, are not deformation based, but based on multiple

object hiearchies.  Regardless these test animations are pretty cool.  I just

got a copy of LF and the process of applying motion data is not for the

newbie.  Experienced users, though, will find it a valuable tool for creating

believable human motion.  The auto-walk generator is really cool!

-Rix

E3DPM

MMSubj:  Re:DR2 experience

Date:  97-01-24 14:16:12 EDT

From:  MMMarketng      

Posted on:  America Online


Kan, 

It depends of what you are doing.  Alias' modeler is without peer which is

why a large chuck of the product line's revenue is generated from the product

and automotive design markets.  The animation very competent and the renderer

is really nice also.  The proceedurals that Alias supports are very

sophisticated.

SI is very attractive if you want to do animation.  It is also available on

NT platforms for $7.5K.  The Mental Ray renderer is an add-on that features

displacement mapping and is the only other rendering engine outside of RM

that does this.

Realize that the sales model for these tools differ VASTLY than that on the

mainstream desktop.  The products have a "basic" version and cool

functionality is sold piecemeal to you as you need it.  A "loaded" copy of

APA or SI could easily run you $15K minimum.

-Rix

E3DPM

MMSubj:  Re:DR2 experience

Date:  97-01-24 14:42:47 EDT

From:  ACrawfish       

Posted on:  America Online


>>>>>

      But If I had money to buy only one, which one should I go for?    Is

Softimage modeler good enough for most things?   Also, how is the rendering

speed of Softimage renderer, especially the Mental Ray renderer?(Is the

Mental ray render quality really up to par with Renderman?). 

<<<<<<


I have & use them both but prefer SI. It's much easier/faster for me to do

almost everything (except assign textures) in SI. SI's modeler is improving

(they've added surface blending, for instance) and their polygon modeling has

always been much better than in Alias. They still lack modeling tools based

on surface/surface intersections for patches (booleans, fillets, chamfers,

etc.) that Alias does have. But when you try to animate such stuff in Alias,

it becomes almost useless since the animation update rate slows down

incredibly. Alias charges an additional $10K for each of their Advanced

Modeling & Animation modules so their software really ends costing $30K when

you get almost everything. It should be noted that Alias still sells other

"design" modules which are basically modeling modules for product designers

for which they charge BIG bucks (up to $75K): this is where they put all

their newest modeling tools.  SI with mental ray & particles goes for about

$14K ($8K w/o) on either NT or SGI and you get everything. 


There's a PC modeler called Rhino3d which uses the same NURBS library that

Alias does, has a much better interface than Alias, does everything Alias

modeling does, and costs less than $1K. Check out their web site at

rhino3d.com. If I had to buy new stuff, I'd get SI running on an SGI O2

machine for most everything and Rhino3d on a PC for models that SI can't

make.


As regards rendering speed, mental ray is now as fast as the SI internal

renderer but makes MUCH better use of multiple processors. Either is MUCH

faster than Alias's renderer. As for rendering quality, ILM has just

purchased a bunch of mental ray licenses because they now like it well enough

to realistically use it rather than their own Renderman. They were very

impressed with its motion blur and shading language capabilities. Mind you,

SI has been trying for over 2 years to convince them but ILM had their list

of requirements (shadow maps, motion blur, speed, all of Renderman's shading

language capabilities, etc.) which, apparently, mental ray has finally met.

mental ray now communicates with SI via an ASCII text file which is quite

similar to a RIB file so you can go in and hack it if you want.Subj:  Re:DR2

experience

Date:  97-01-24 14:49:35 EDT

From:  Aart99          

Posted on:  America Online


ErikTek1 wrote:   

>>>The point is, rely on yourself to get your job done, not just your

software.   While all the complaining continues the rest of the gang is

getting their job done, something to think about.<<<


I didn't mean to come across as complaining, I was hoping that you had

examples that I could see on a web site somewhere, or to see how you handled

squash and stretch for the WB project or in general. 


Maybe I should direct the question more to the group, especially character

animators:

How do you folks handle squash and stretch in Blitz? And does anyone have

examples?


RichSubj:  Re:DR2 experience

Date:  97-01-24 14:52:31 EDT

From:  Aart99          

Posted on:  America Online


>>>Subj:  Re:DR2 experience

Date:  97-01-24 13:09:50 EST

From:  MMMarketng      


Rich,

Check out the following web site fopr some cool character animations made by

E3D user John Laney: www.idido.com.

He has some animations, wherein the character motion is generated in Life

Forms which supports the E3D Track import feature.  LF also supports other

motion data standards too.

These animations, though, are not deformation based, but based on multiple

object hiearchies.  Regardless these test animations are pretty cool.  I just

got a copy of LF and the process of applying motion data is not for the

newbie.  Experienced users, though, will find it a valuable tool for creating

believable human motion.  The auto-walk generator is really cool!

-Rix

E3DPM

MM<<<Subj:  Re:DR2 experience

Date:  97-01-24 14:55:01 EDT

From:  Aart99          

Posted on:  America Online


>>>Rich,

Check out the following web site fopr some cool character animations made by

E3D user John Laney: www.idido.com.<<<<


Sorry about the last posting what I meant to say was:


Rix:


Thanks for the information I'll check it out.


RichSubj:  Re: Alias and Soft Image

Date:  97-01-25 02:26:26 EDT

From:  ErikTek1        

Posted on:  America Online


Phew!  Thats a tough call because both are so awesome.  Coming from a

modeler's standpoint,,, (AFC John shaking with anticipation), Alias wins for

modeling.  The curve control, CV's, Shading Speed/Redraw and the Shaders in

general are amazingly fast and efficient.  On the other hand the learning

curve is quite intense.  You draw curves, you skin, you have to clean up the

Geometry, there is alot of thinking to keep in mind.  You are afterall using

digital puddy and you are sculpting in real time.  I am once again sentenced

back to art school taking every conventional sculpting class I can get my

hands on.  Theres alot to be said with thinking in 3D, xyz, uv, etc. and

understanding volumes.  I suggest that all of you modelers out there take

conventional sculpting classes. 


After training on Alias I confronted Soft Image,,, in two hours I was

sculpting away.  The learning curve is much less and it gets the job done.

The awkward part is trying to get to your Marking Menus in SI when you want

to access your tools.  For those of you who get the joke, ;-)

There are some major differences between the two, some being that you have

versatile undos in SI, Alias not.  In Si your changing of views also count as

undo/redos, but you can save up to four vies per window and if you set up

correctly in the first place, you wont have to waste your undos panning

around the models.  ;-)  

 

There are many subtle differences as well, one thing in Alias goes the other

way in SI.  You also have to deal with the scourge of the unix universe when

it comes to a beast called "Database".  One nifty feature that I personally

appreciate in SI is the fact that you can draw curves in the perspective

window.

In short both apps are absolutely incredible!  Both are very strong in what

they do and I for one could never decide which one is ultimately better.


On another note, I am still shivering over the upcoming Modeler from EIAS.

This is it gang, the shit is coming down to terms and the Mac is being

brought into the final cutting edge relm!  With the features that Strata is

bringing to the DeskTop, along with the already established intense power of

EIAS to the Alien Style PolyMesh Lava that Amapi generates to the unending

dimensions with Detailer for texture painting to IK and Physics generating

from apps such as LifeForms to the continued ingenuity of VIDI as well, I

will say that the Golden Age of the Mac will be shortly upon us.  It's

confusing to have the unleashed raw power of an SGI unlimited to the power of

it's creation ability vs. the awesome versatility of the Mac and all that it

has to offer to choose only one, hence I have one overall conclusion.  Know

and use both!  


The platform and the software will no longer be an excuse because it's all

there for the taking.  I forsee the future arguments in this forum coming

down to discussing technique and further personal artistic improvment as

opposed to what software can do what, lets do it ourselves, forget the

pre-programmed crap already.


Phew,,, all that in one giant breath.


I'm signing off so I can model some more, use what you will and do what you

do, it's a free universe afterall and these times are going to be the proving

grounds. 

 

;-)  

 

Subj:  Re: Alias and Soft Image

Date:  97-01-26 18:30:21 EDT

From:  MMMarketng      

Posted on:  America Online


Erik,

Good synopsis...It's good to get the real deal from a user POV.  My

descriptions always sound like something I'd write for a competitive market

anaylsis.

FYI: RE: Physics generating from apps such as LifeForms

**LF doesn't do physics, just human motion.

The best 3D physics I've seen on a Mac is found in Knowledge Revolution's

Working Model 3D.  It is a $3K app' designed for engineers that can create

hi-res' (accurate) physically based motion simulations that are too cool to

believe.  At this time it does not interface w/any 3D animation app's.  The

app' does not do any physically-based deformations, but that's on the way.

Checl it out if you have the chance.  It's also on the PC platform.

Regards,

Rix Kramlich

E3DPM

MMSubj:  Re: Alias and Soft Image

Date:  97-01-27 05:54:36 EDT

From:  ErikTek1        

Posted on:  America Online


One thing for sure, I always appreciate JD and Rix's feedback in these

forums.  They don't just take, they also give.  I always neglect to mention

some of the great things Extreme 3D does.  Not intentional of course, my only

wish is that I could have a few licks with the Interface.  I often have to

evaluate how fast I can teach a group of people an application quickly, not

that I'm in that position all the time, but when I am, etc.etc.

I have said this in the past, but I say again, it is quite inspiring to see a

3D app company in here with an extreme minimum of bias and quite an interest

in the 3D cause.  I only wish that more companies would do the same.

I look forward to what 3d Software you guys will cook up in the future for us

fellow Mac 3D geeks out here in Post it land.  Keep up the posts, I for one

read every one of them.


;-)  

 

Subj:  Re: Alias and Soft Image"

Date:  97-01-27 13:22:31 EDT

From:  Kandori         

Posted on:  America Online


"If I had to buy new stuff, I'd get SI running on an SGI O2 machine for most

everything and Rhino3d on a PC for models that SI can't make.


As regards rendering speed, mental ray is now as fast as the SI internal

renderer but makes MUCH better use of multiple processors. "---


O2?   Wouldn't SI running on a DecAlpha with a good OpenGl card be a better

and "faster" deal?  Or Is SGI still the king when it comes to realtime

shading (with it's built in OpenGL card)?    I'm asking this because I'm

really looking into buying SI(base version first and then Extreme later).

But I could get a Dec Alpha 500mhz for around $5000.     


KanSubj:  SI

Date:  97-01-27 14:20:27 EDT

From:  DAEIL           

Posted on:  America Online


I'm thinking of buying SI NT, but, I just heard that SI is going through a

major remodeling of it's interface.  I remember the nightmares I had with

Alias when Alias 7.0 sustantially changed its interface from previous

version.  I don't want to go through that again with SI.  Does anybody know

when the new version of SI will come out? Subj:  Re: Alias and Soft Image"

Date:  97-01-27 19:52:07 EDT

From:  ACrawfish       

Posted on:  America Online


>>>>>

O2?   Wouldn't SI running on a DecAlpha with a good OpenGl card be a better

and "faster" deal?  Or Is SGI still the king when it comes to realtime

shading (with it's built in OpenGL card)? 

<<<<<


SGI is still "king." Any OpenGL board with comparable performance to the O2

is going to set you back between $5-8K! You really need to get a lot of

texture memory & geometry processing to get the board to compare to the O2's

built-in graphics. Realistically, you'd probably be looking at close to $10K

for an O2 with sufficient RAM (64 Mb minimum, preferably 128).  A Dec Alpha

would require that much RAM as well but still needs a graphics card. That

puts the Dec NT in at least the same price range as the O2, probably more

expensive. 


The 500 MHz doesn't help interactive work all that much. It makes for faster

renders but not so much faster than the O2 that it would be the deciding

factor. Another thing to consider is that the O2's video option (for realtime

video I/O  NTSC, PAL, D1, etc.) is only $1K. NT video options typically go

for $4-8K.Subj:  Re: Alias and Soft Image

Date:  97-01-27 23:42:34 EDT

From:  STalkowski      

Posted on:  America Online


ACrawfish wrote:


"Realistically, you'd probably be looking at close to $10K for an O2 with

sufficient RAM (64 Mb minimum, preferably 128)."


hmm, I've been investigating an O2/Soft combo myself and the most recent

quote i've been told for the hardware is just under $7k for a p32 plus an

additional 64 mb of ram (96 mb total) AND a 20" monitor.


Regarding the following quote (can't remember who said this):


"If I had to buy new stuff, I'd get SI running on an SGI O2 machine for most

everything and Rhino3d on a PC for models that SI can't make."


After using Wavefront for 6 years (pre-Alias days) and mastering building

with pols, i have to admit it was quite refreshing to get the opportunity to

reapproach my modeling methods utilizing patches in Soft.  I've yet to come

across ANYthing that i haven't been able to model in Soft.  At Blue Sky we

also use Alias as an alternative modeling tool and find that it does offer

more tools dealing with NURBs, but that in no way lessens our output with

Soft either.


I guess what it comes down to is identify the problem needed to be solved and

pick the appropriate tool.  Both do the job very well.


Steve Talkowski

Animator / Blue Sky Studios

http://www.blueskystudios.comSubj:  Re: Alias and Soft Image"

Date:  97-01-28 05:28:27 EDT

From:  Kandori         

Posted on:  America Online


"hmm, I've been investigating an O2/Soft combo myself and the most recent

quote i've been told for the hardware is just under $7k for a p32 plus an

additional 64 mb of ram (96 mb total) AND a 20" monitor."---


Would you be so kind as to share with me where you got this offer?   It

sounds like an incredibly good deal to be truth...   A 20" monitor itself is

about $1500. Please post here or e-mail me the # of the dealer.


Thanks a million.

KanSubj:  Re: Alias and Soft Image

Date:  97-01-29 00:59:24 EDT

From:  Alias3D         

Posted on:  America Online


Erik,


>>One nifty feature that I personally appreciate in SI is the fact that you

can >>draw curves in the perspective window.


You should start working with construction planes in PA. They create a 2D

context in 3D space that allow you to draw in the perspective window. I use

them a lot and they offer a lot of functionality. Take a look at the Concept

modeling tutorial to see them in action. In V8 they are even better....


Have fun,

RobertSubj:  Help-Path Extrude

Date:  97-01-29 19:05:37 EDT

From:  CyberDJC        

Posted on:  America Online


I am trying to create an intecate bent tube and I assume that using a

"path-extrusion" is the answer (if it's not please enlighten). If so how can

I do this - I have the 2D path and the 2D shape I wish to extrude, but the

surface modeler is still ghosted in the menu.

Thanks in advance!Subj:  Re:Help-Path Extrude

Date:  97-01-29 21:01:26 EDT

From:  Sweaz           

Posted on:  America Online


I'm not familiar with the term "intecate", but for all purpose bent tubing,

I've found it easier to use the link-Rib and Skin technique easier to use (in

StudioPro 1.75+) than Path Extrude. This is not true in StudioPro 2.0, where

Path Extrude is vastly improved.





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