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|==================================|
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| AUTODESK 3D STUDIO RELEASE 3.1 |
| README.DOC |
|==================================|
This file contains information about 3D Studio Release 3.1 that
became available after the documentation was printed. We
recommend that you look over this information now, and then print
this file and keep a copy with your Reference Manual. Later, when
you're more familiar with 3D Studio, reread this document. Also,
if you run into a problem with the program and can't find the
solution in the printed documentation, look again at the
README.DOC.
This document has been divided into 10 sections:
I. Preliminary Information
II. Memory Management
III. Operating Systems and Hardware
IV. Hardware Lock
V. Displays and Output Device Configuration
VI. New 3ds.set Parameters
VII. Rendering Notes
VIII. Network Rendering
IX. IPAS Notes
X. Miscellaneous Notes
I. PRELIMINARY INFORMATION
I.1. MODIFYING THE EXECUTABLE FILES
Customers are reminded not to tamper with or modify in any way
the supplied executable files (3DS.EXE) or unpredictable results
will occur. If the program does function unpredictably, it has
been modified or damaged. At that point, the only way to restore
normal program function is to re-install 3D Studio from the
release disks using the INSTALL procedure.
I.2. ALWAYS USE THE 3DS.SET FILE
3D Studio is designed to work in conjunction with the parameters
contained in the 3DS.SET file (or an alternate .SET file that you
may be using for the same purpose). We do not recommend running
3D Studio without the 3DS.SET or alternate file. See page 22 in
the Installation Guide for instructions on how to use an
alternate settings file.
I.3. COMPUSERVE FORUM ON 3D STUDIO
The CompuServe Information Service has a Forum dedicated to
3D Studio questions and issues. Use GO ASOFT to access the
Forum.
I.4. CORRECTIONS TO TUTORIALS
A. On page 13-18, after step 3 at the top of the page, you must
click on an item in the lights branch first for the omni light
icon to appear.
B. On page 18-5 at step 4, make sure that the Hide button is also
on.
C. On page 20-3, in the paragraph following the illustration, the
reference to chapter 3 in the Reference Manual should read as
follows: "All the options are described in detail in chapter
3, 'The Pull-Down Menus,' in the Reference Manual."
D. On page 23-14, in step 7 at the top of the page, turn on the
Selected button before moving the selected faces.
I.5. CONFIGURING YOUR DIGITIZING TABLET
When you set the area of your digitizing tablet in the Program
Configuration dialog box (described in chapter 3 of the Reference
Manual), the defined area is lost when you reset or exit the
program. To solve this, save a 3ds.prj file after setting your
tablet area, and the area will be restored each time you enter
3D Studio.
II. MEMORY MANAGEMENT
II.1. PAGING TO DISK
If you don't have enough RAM, 3D Studio will use your hard disk
as virtual memory. This is called "paging to disk." When it
happens--usually during rendering -- 3D Studio slows down a great
deal. To see if 3D Studio is paging to disk, select Status from
the Info menu (or press ?). If the "Swap File" value in the
Status dialog box is greater than 0, you're paging to disk and
probably should get some more RAM. In any event, once you begin
paging, you need to exit 3D Studio and restart it to clear the
swap buffer.
Note also that in chapter 3 of the Reference Manual, in the
description of the Info Menu/Status command, you are referred to
the Advanced User's Guide for more information on memory. This is
incorrect. See instead "Virtual Memory Management" in the
Installation Guide.
II.2. AUTOMATED MEMORY MANAGERS
If you feel you're having memory problems while using 3D Studio,
or can't properly shell out to external programs, reread the
sections entitled "EMS and 3D Studio" on page 104, and "Using
CFIG386.EXE" on page 108 in the Installation Guide.
Your memory manager might require manual configuration to use
various memory management schemes for different application
programs.
As noted in the Installation Guide, automated memory managers
such as Quarterdeck QEMM and Qualitas 386-to-the-Max
automatically reconfigure memory as needed by different
applications. We highly recommend that you try these memory
managers if you have any questions about your memory
configuration.
II.3. "ABNORMAL PROGRAM TERMINATION" ERROR MESSAGE WHILE PAGING
On certain machines, you may receive an "Abnormal Program
Termination" error while paging to disk. This occurs because the
PharLap parameter is set, and it's incompatible with some bios'.
To disable this, move to your 3ds executable directory, and type:
CFIG386 3DS.EXE -LFU -VSCAN 4000
To determine what your current settings are, type:
CFIG386 3DS.EXE
(Read the parameters from the bottom up.)
In addition to providing more PharLap compatibility with certain
bios', these settings may provide slightly faster swap file
performance while paging for all systems. Feel free to
experiment, but remember... the best thing to do if you're paging
is to go out and buy more RAM. You'll save money (by saving
massive amounts of time) in the long run.
III. OPERATING SYSTEMS AND HARDWARE
III.1. WEITEK COPROCESSORS ARE NOT SUPPORTED IN RELEASE 3
The Weitek Math Coprocessor is not supported in Release 3. Only
the Intel and 100% compatibles are supported.
III.2. USING 3D STUDIO UNDER WINDOWS
A. If you want to run 3D Studio under Windows, we highly
recommend that you use the built-in Vibrant drivers. Avoid
using VGA or ADI drivers.
B. Note also that Vista cards do not function properly when using
3D Studio under Windows. You can model, but you can't render
to the Vista display.
C. Do not attempt to run 3D Studio as a slave system from the DOS
shell under Windows. You cannot exit slave mode in this
situation, because the Alt+Esc key combination required to
exit slave mode is intercepted by Windows, and causes Windows
to switch to another application.
D. In order to run 3D Studio under Windows 3.1, you must edit the
3ds.pif file to conform to your installation. Edit the
Start-up Directory field to match the drive and path where
3D Studio is installed. See page 96 in the Installation Guide
for more information on the PIF file.
E. Before starting 3D Studio under Windows, be sure your current
Windows/3D Studio configuration is functioning properly before
starting work in 3D Studio. If your configuration is not
operating properly, you may lose your work if you switch from
3D Studio to another application, and for some reason cannot
return to 3D Studio.
F. You may have problems running 3D Studio under Windows if the
display board you are using does not have enough onboard
memory. If you are experiencing unsatisfactory results that
may be due to display board memory, try reconfiguring for a
smaller resolution. Remember that 3DS requires at least a
640x480x256 display resolution.
G. Do not use 3D Studio under Windows with real mode display,
digitizer, or VTR controller drivers. For example, some VESA
BIOS extension TSRs are not compatible with Windows, thus
preventing 3D Studio from using a VESA display configuration.
III.3. 3D STUDIO R3 DOES NOT SUPPORT WINDOWS NT
3D Studio Release 3 does not run under the currently shipping
version of the Microsoft Windows NT operating system.
III.4. CONFIGURING OS/2 FOR 3D STUDIO
Although it has not been extensively tested, 3D Studio has been
shown to run successfully under OS/2, version 2.1. If you want
to try running 3D Studio under OS/2, we recommend that you set
the DOS settings for 3D Studio as follows:
A. Set DPMI to Enabled.
B. Set the DPMI Memory Limit to 64 MB, even if you do not have
this much memory.
C. Set Interrupt During I/O to ON.
III.5. ERROR: .RES FILE NOT FOUND
If you receive this error on starting 3D Studio, and the file
named 3DS.RES is in the same directory as 3DS.EXE, examine the
FILES parameter in your CONFIG.SYS file. The default value of 8
is insufficient; we recommend that you set FILES=40 as a minimum.
Similarly, we recommend that you set the BUFFERS parameter to a
similar value to ensure a sufficient number of file transfer
buffers. See your DOS manual for more information.
IV. HARDWARE LOCK NOTES
IV.1. ERRONEOUS HARDWARE LOCK ERROR MESSAGES
A problem has been identified with some hard disk controller-I/O
Ycards that causes the 3DS hardware lock to produce the erroneous
error message "SentinelPro must be plugged into parallel port,"
even though the hardware lock is properly installed.
This problem can be caused by controller-I/O cards that use the
WINBOND W83757F chip in the controller circuit. This chip can
produce extraneous electrical signals that result in erroneous
error messages from the hardware lock, even though a printer
works properly. Even keeping the printer turned on, as suggested
on page 101 of the Installation Guide, doesn't cure this problem.
Two manufacturers who use this chip, DTK and JOINDATA, have added
capacitor circuits to their controller cards, and corrected the
problem on their cards. However, there does not appear to be a
less noisy replacement for the WINBOND W83757F chip. If you
receive the error message, even though the hardware lock is
properly installed, either use another parallel port, or replace
the controller card.
IV.2. NETWORKS AND THE HARDWARE LOCK
If you are using 3D Studio on a network system, you must disable
any parallel-port redirection, otherwise 3D Studio probably won't
be able to locate the hardware lock. Consult your network
documentation for instructions on how to disable parallel-port
redirection.
In order to use file transfer programs that use the parallel port
(such as Flying Dutchman and LapLink), you must first remove the
hardware lock.
V. DISPLAY AND OUTPUT DEVICE CONFIGURATION NOTES
V.1. VISION 16
The 3D Studio Release 3 Installation Guide contains a section
about the Everex/Vision Technologies Vision 16 board on page 85.
On this page the environment variable settings are described,
note that a leading zero must be included in front of the
EV680MAP environment variable, such as:
SET EV680MAP=06
V.2. CONFIGURING ADI DRIVERS
CAUTION: Improper installation of ADI drivers can cause
unpredictable results in the operation of 3D Studio.
Please read carefully the section named "Configuring Protected-
Mode ADI Devices" beginning on page 81 of your Installation
Guide. This section describes proper configuration of ADI
drivers. It's important to use the DOS set command to set the
environment variables used by 3D Studio to find the ADI drivers
whenever they are needed by the program. If you do not set the
appropriate environment variable before starting 3D Studio and
then attempt to use an ADI device from within the program, the
function of the program might be limited and unpredictable
results might occur.
If, while running 3D Studio, you plan to use an ADI device but
have not set your environment variables, save your work, exit the
program, and then set the variables as instructed in the
Installation Guide before restarting 3D Studio.
V.3. BEFORE YOU USE YOUR RELEASE 2 RCPADI DRIVER
Your Release 2 RCPADI driver might not work with Release 3.
Before using it, check to see if your display device is covered
by the internal Vibrant drivers. If so, use the Vibrant drivers.
If not, try your RCPADI driver. If it works, fine. If it doesn't
work, contact the manufacturer of your display card for an
updated version of the driver for Release 3.
In order to use an RCPADI display driver such as RCPVESA.EXP
which was included in the 3D Studio R2, you must choose a
resolution larger than 640x480x256. This is due to a font
requirement by the R3 Materials Editor. The R3 Materials Editor
requires a font no larger than 8x14 when run in 640x480 mode.
V.4. NEW RDPVISTA.EXP
If you're currently using an RDPVISTA.EXP driver compiled before
September, 1993, it won't work with 3D Studio Release 3. We're
supplying a new version of this driver for you as a convenience
so you don't have to log into ASOFT on CompuServe and download
it. For more information about this driver, contact Truevision.
V.5. VIBRANT DRIVER UPDATES
As necessary, we will be uploading updates of the Vibrant drivers
on the ASOFT forum of Compuserve. Type GO ASOFT, enter a DL
library, and then type:
BRO ALL KEY: VIBRANT
V.6. USING TIGA-BASED DISPLAYS
If you are using a TIGA-based graphics adapter running TIGA
version 2.x, you must copy the VG920922.RLM file found in the
3DS3 root directory to your TIGA directory in order for the
Vibrant Graphics drivers to work correctly with the TIGA
standard. (The TIGA directory, typically called "C:\TIGA", is
created when you install the TIGA adapter.)
We recommend that you go through the following steps before
attempting to run the Vibrant TIGA driver with 3DS3:
A. Ensure that the TIGA 2.x driver has been installed correctly.
(Refer to instructions that came with your TIGA board.)
B. Make sure that the TIGA environment variables are properly
set. In general, this is accomplished by using the following
SET statements:
set TIGA=-m<drive>:<dir> -l<drive>:<dir> -i?
<drive>:<dir>\TIGACD
<drive>:<dir>\TIGALNK -lx
where <drive>:<dir> denotes the drive and directory that contains
the TIGA support files (often "C:\TIGA"), and '?' is the
interrupt setting (usually '0x60'). TIGACD.EXE and TIGALNK.EXE
are provided by your TIGA board manufacturer. You may wish to add
these statements to your AUTOEXEC.BAT file. Note that TIGALNK.EXE
may not always available or necessary with some TIGA boards.
C. Copy the VG920922.RLM file to your TIGA directory.
D. Reboot your system with these parameters in place. Watch for
any errors reported by the TIGACD program and verify that you
have the TIGA 2.x device driver active.
E. Start the Vibrant Configuration Program by typing 3ds vibcfg
from the DOS prompt within the 3D Studio Release 3 directory,
and configure for the board-specific TIGA selection or use
TIGA v2.x generic selection in the card list. Test the video
mode to ensure that you have properly installed the TIGA
device driver and Vibrant support files.
If you are running TIGA version 1.1, we suggest that you contact
your board manufacturer for a TIGA version 2.x upgrade, and then
For additional information on configuring TIGA-based systems for
we suggest you consult and download the appropriate files
found in the CompuServe ASOFT forum.
V.7. USING A COMPAQ MODEL AG-1024 TIGA-BASED DISPLAY
If you are using a Compaq model AG-1024, you will need to copy
the VG920922.RLM file from the 3DS3 root directory to your TIGA
directory. You will need the TIGA 2.x driver and the VIG-AG1.EXE
communication file for the AG-1024. These are available from
Compaq. Then follow the above instructions for TIGA 2.x.
For additional information regarding configuring your Compaq
AG-1024 for 3DS3, we suggest consult and download the appropriate
files from the CompuServe ASOFT forum.
V.8. DUAL MODE IN VIBCFG APPLIES ONLY TO VIBRANT DRIVERS
The Installation Guide mentions the use of the Vibrant DUAL
mode at the top of page 72. You can only use the DUAL mode with
Vibrant drivers. Configuring the DUAL mode with drivers other
than the Vibrant driver can cause unpredictable results.
V.9. RUNNING A FLIC WITH DRIVERS SUPPORTING OVER 256 COLORS
Only use flic drivers intended for running 8-bit flic files with
8-bit (256 color) flics. Attempting to run a standard 3D Studio
(8-bit) flic with a flic driver designed for more than 256 colors
will most likely cause serious, unpredictable results. In some
cases, it's possible to configure VIBCFG to run a flic with many
more than 256 colors, depending on the display board you are
using and the driver you select. There is no way for the program
to know what type of file you will be running under your
configuration, so it is not possible to warn a user that unwanted
results will occur.
V.10. USING HIGHCOLOR AND TRUECOLOR DISPLAYS FOR MAIN DISPLAY
Although the Vibrant Configuration program may allow it for your
display, we do not recommend using a high-color (15- or 16-bit)
or truecolor (24-bit) display as the Main Display. 3D Studio
will still run, but the display colors may be unpredictable, and
the display will run much slower than when it's in 256-color
mode.
V.11. DISK-TO-VTR WITH TARGA+ 64-BIT DISPLAY BOARDS
Because of random toggling problems with the twin 32-bit buffers
used in the Targa+ 64-bit display board, blank frames instead of
the intended image are rendered during Disk-to-VTR operations.
(This does not occur with the Targa16, Targa24, or Targa16/32.)
To avoid this, instead of using the Disk-to-VTR function, use the
command-line image loader and editing utilities supplied with
your VTR controller. For example, DiaQuest provides TPLUSLOA.EXE
which avoids this problem. Do not, however, use the GETTGA.EXE
which comes with the Targa+ boards, since this causes the same
problem.
V.12. VTR CONTROLLER DRIVER FROM LYON LAMB
A sample ADI driver for the Lyon Lamb MiniVAS and PCVAS VTR
controllers from Lyon Lamb Video Animation System, Inc. has been
included with Release 3, and can be found in the \DRIVERS
directory. To use this driver (LLMVAS.EXP), refer to the
accompanying LLMVAS.DOC file for instructions. In addition to
the inline support for DiaQuest controllers, Release 3 also
includes drivers for BCD and Videomedia VTR controllers, and the
Sony EVO-9650 VTR and LVR-3000N laser video recorder.
V.13. VTPADI DRIVERS AND DROP FRAME TIME CODE
When using the external VTPADI driver and an NTSC tape using Drop
Frame SMPTE time code, if you specify an inpoint at a time code
that does not exist on a Drop Frame tape, the results will be
unpredictable. Set the inpoint to any valid time code to avoid
any problems (and we recommend using the standard SMPTE Non-Drop
Frame time code method).
VI. NEW 3DS.SET PARAMETERS
VI.1. SHADOWS THAT MOVE WHEN THEY'RE SUPPOSED TO BE STABLE
If your shadows are moving during an animation -- even though
nothing else in the scene appears to be -- it's probably due to
the way the 3D Studio calculates shadow bias. In Release 1 & 2
and (as a default) in Release 3, the shadow bias is scaled
RELATIVE to the scene, as defined by all the geometry in the
scene. Thus, you can have an apparently static scene where the
camera and all objects in the camera view are stationary, but if
any object OUTSIDE of the scene is moving, the shadow bias will
change and the shadows will move.
To avoid this, set the shadow bias to ABSOLUTE by turning on the
SHADOW-BIAS-ABSOLUTE parameter in your 3ds.set file. This causes
the shadow bias value to be used directly, rather than scaling it
by the scene geometry dimensions. If you turn this switch on,
you will probably have to adjust your bias values to get the
results you want. If your scene is very large, then you will
have to use a larger bias value, and if your scene is small, you
will have to use a smaller value. ( A scene that is about 100
units deep will require little or no adjustment to bias).
A specific example would be: if your scene is 1000 units deep,
you'd have to make your bias 10 times larger than that it was set
when in RELATIVE mode.
Warning #1: Since this is a 3DS.SET parameter, it will affect all
scenes rendered, and will make scenes that were previously
correct look different.
Warning #2: Since this isn't carried with the project file, it
won't be propagated through your network when doing network
rendering. If you want to use this setting with network
rendering, you must make sure that it's set consistently among
all of your network slaves.
VI.2. SETTING COLORS FOR THE TEXT EDITOR
There are undocumented parameters at the end of your 3ds.set file
that let you specify the color of text and selected text in the
3D Studio text editor. ED-TEXT-COLOR sets the color of the text,
and ED-SEL-TEXT-COLOR sets the color of selected text.
VI.3. IXP PROCESSES AND THE OUTPUT-RENDER-COORDS PARAMETER
When set to ON or YES, this 3ds.set parameter causes 3D Studio to
output screen coordinate minimums and maximums for each non-
instance object to a file on disk. This is required by some
third-party IXPs, such as FLARE.IXP, so that they can easily
determine where objects are located on the rendered image and
operate on those areas exclusively.
VI.4. BATCH RENDERING AND THE BATCH-RENDER-PAUSE PARAMETER
With this parameter set to YES or ON, if you render batch files
with multiple lines, the Renderer pauses at the end of each line,
or sequence, and displays the output. In order to proceed with
the next line of the batch file, you must press Esc. To perform
unattended batch rendering with multiple line scripts, set this
parameter to NO or OFF; the Renderer will skip the display of the
result of each line of the batch file.
VII. RENDERING NOTES
VII.1. OPTIMAL RENDERING PERFORMANCE FOR 486 COMPUTERS
For optimal rendering speed on a 486, we recommend the use of an
extended memory manager. We have found that some 486 computers
will render at almost twice the speed when an extended memory
manager is being used. The need for a memory manager for faster
rendering speed is only required for some 486 computers. Some
486 computers have an extended memory manager built into the
hardware.
VII.2. MAKING FLICS USING HIGH PALETTE MODE
The color compression routines in 3D Studio R3 are so much better
than the routines in version 2.0, that High palette mode has
become almost unnecessary. In fact, under certain cases, High
palette mode can actually produce unwanted color artifacts.
Therefore, we recommend that Medium palette mode be used for
making flics instead of High. There are still times when Low and
Custom modes may be necessary, and those should be used
accordingly. See "VGA Palette Control for Flics" on page 8-117 in
the Reference Manual for detailed instructions on how to create a
custom palette.
VII.3. AUTOMATIC REFLECTION MAPS AND CLOSE OBJECTS
If an object with an automatic, non-flat reflection map is placed
closer than the Z-CLIP-NEAR distance from another object, that
object will appear clipped in the reflection map. If you see
pieces of an object missing in the reflection of a very close
object, either lower your Z-CLIP-NEAR value, or increase the
overall scale of your scene so that the objects are greater than
the Z-CLIP-NEAR distance (in units).
VII.4. PREVIEWING FIELD RENDERINGS
If you are going to render an animation to fields instead of to
frames, and you want to examine each field before preparing the
final rendering, you can use the Preview/Make function in the
Keyframer to do so. However, you must first scale the animation
to twice its original length before making the preview flic. In
this way, each frame of the preview flic represents a field
instead of a frame. This technique is only necessary when
examining an animation which might have abrupt changes on a
field. Use the following procedure to create a "field-accurate"
preview flic:
A. Save your animation to disk before performing this procedure.
B. Load the animation and select Time/Scale Segment in the
Keyframer and set the number of frames to twice that displayed
in the "Scale to:" field.
C. Use Preview/Make to create the preview flic. Although the flic
will not accurately play back the speed of the animation, each
frame will correctly display the position of the objects for
each field of the animation.
D. IMPORTANT: Reload the original .3ds file to restore the
correct frame count before rendering your animation. For best
results, do not use Time/Scale Segment to halve the number of
frames back to the original total.
VII.5. RECOMMENDED GAMMA SETTINGS
There are certain instances in which you can't check the output
gamma on the output device because you're using a service bureau
to output your files. These include: D1 or D2 digital video,
print media, slides, etc. In these cases, it's best to ask the
tech people at the service bureau what gamma they want. If they
don't know or aren't sure, use a file output gamma of 1.8.
VII.6. GAMMA CORRECTION CAN MAKE DARK PIXELS VERY BRIGHT
It may be surprising to you to see very dark pixels that are
un-gamma-corrected become much brighter when gamma corrected
(especially to NTSC gamma of 2.2). This is because the gamma-
correction curve is extremely steep at the dark end of the
luminance scale. For example, the following table illustrates
how much a gamma value of 2.2 affects the original RGB pixel
value:
2.2 gamma-corrected
Original RGB value RGB value
0 0
1 20
2 28
3 33
4 38
5 42
6 46
7 49
8 52
9 55
10 58
Conversely, there is very little RGB shift at the upper end of
the gamma-correction curve... even with an extreme gamma value of
2.2.
2.2 gamma-corrected
Original RGB value RGB value
250 252
251 253
252 253
253 254
254 254
255 255
So, if you see large shifts at the lower end of the spectrum,
don't panic. That's how gamma-correction (especially NTSC gamma
correction with a 2.2 value) works.
If you're interested in learning more about gamma correction and
other important aspects of computer graphic color technology,
read "Illumination and Color in Computer Generated Imagery" by
Roy Hall, Published by Springer-Verlag. It contains everything
you ever wanted to know about the subject.
VII.7. WIREFRAME MATTE ATTRIBUTES
The Matte attributes in the Modify/Object/Attributes dialog box
will not produce a wireframe matte with objects that are assigned
Wire-attribute materials. The Matte attribute always assumes a
solid material.
VII.8. "OBJECT NEEDS MAPPING COORDINATES" ERROR MESSAGE
If one or more objects with a mapped material assigned but no
mapping coordinates applied, when you render them, 3D Studio
displays an alert box that advises you that one or more objects
needs mapping coordinates. this alert is displayed only once,
even if there is more than one such object.
VII.9. COMMAND LINE RENDERING OF .PRJ FILES
When rendering .prj files from the command line, or using a batch
file, note the following:
A. The rendering resolution saved in the .prj file is not
recognized. The output image uses the default resolution.
B. The /N (Render Fields) and /M (Show Hidden Lines) switches are
overridden by the settings saved in the .prj file.
VIII. NETWORK RENDERING
VIII.1. THE MOST COMMON NETWORK PROBLEM
YIf you're getting a large number of "Network Queue Failure"
reports, or multiple machines that render the same frame, it's
likely due to your machines not being properly synchronized via
your network's Set Clock function. If the time on your various
slave machines are more than ten seconds off, you will run into
these problems. In some instances, if your systems are more than
one or two seconds off, errors can occur. To avoid problems of
this nature, use a network that maintains synchronization
automatically.
VIII.2. IPAS ROUTINES AND NETWORK RENDERING.
When using network rendering and IPAS routines, it's best to use
a network with its own file management system, like Novell
NetWare. If you're using a DOS-based network (such as Lantastic),
you may get IPAS conflicts if you keep all of your IPAS routines
in a process directory on your central server, with all of the
slaves accessing that machine at once. In this case, there are
two things you can try:
A. Set the read-only flag for your IPAS routines.
B. Move your IPAS routines to a process path on each of your
slave machine's local hard disks.
VIII.3. CAUSE OF CORRUPTED TARGA FILES WHEN USING NETWORK
If you find that Targa files rendered by a fast (such as a 486/66
or Pentium) machine over your network are corrupted, the problem
may be that the rendering machine is faster than its network card
can handle. If this is the case, replace the network card with a
faster one.
IX. IPAS NOTES
IX.1. IF YOUR R2 IPAS ROUTINE DOESN'T WORK
Certain IPAS routines compiled with the Watcom compiler that work
with 3DS Release 2 won't work with Release 3 because of the
changes to Release 3's version of Phar Lap. Try running
YIPASFIX.EXE on the IPAS routine if it appears to allocate all
available RAM when you go into its Setup dialog. If that doesn't
solve the entire problem, contact the developer of the IPAS
routine for an update.
IX.2. USING SXP'S WITH DIFFERENT SETTINGS AND OVERLAPPING
OBJECTS.
If you use two materials that use the same SXP but have different
SXP settings on two different objects in your scene, and if the
objects are overlapping, rendering will go slower than usual. To
avoid this, you can copy the SXP to a unique file name (i.e.,
copy NOISE_I.SXP to NNOISE_I.SXP) and use each unique version of
the SXP in each material. This technique can also be used if you
want to morph materials between two objects that have the same
SXP, but with different settings.
X. MISCELLANEOUS NOTES
X.1. README FILE FOR THE WORLD-CREATING TOOLKIT
The readme file on the R3 World-Creating Toolkit CD-ROM is called
CDREADME.TXT rather than CDREADME.DOC as mentioned on page 49 in
the Advanced User's Guide.
X.2. .PFB FONTS ON CD-ROM AND IN FONTS DIRECTORY
There are a total of 100 custom .PFB fonts included on the
World-Creating Toolkit CD-ROM, and a selection of them has been
added to the installation disks to be copied into the fonts
subdirectory. Because there is more space on 1.44 MB (3.5")
disks than on 1.2 MB (5.25") disks, more of these sample files
will be copied into your fonts subdirectory from the first type
of installation disks than from the second type. However, all 100
available fonts are included on the CD-ROM, no matter which type
of disks you have.
X.3. .PFB FONTS AND AUTODESK ANIMATOR PRO
We do not recommend using the .PFB fonts that are included with
3D Studio in Autodesk Animator Pro version 1.3a, as the fonts
have been customized for use in 3D Studio.
X.4. RENDERING EASTER4.3DS FROM THE R3 WORLD-CREATING TOOLKIT
In order to render the EASTER4.3DS mesh file found in the World-
Creating Toolkit CD-ROM supplied to you with Release 3, you must
have the IPAS program called NOISE2_I.SXP file in one of your map
path directories. If you already have a file named NOISE2_I.SXP,
no further action is necessary. However, if you don't have such a
file, you can either copy NOISE_I.SXP as NOISE2_I.SXP or use the
Materials Editor to replace NOISE2_I.SXP with NOISE_I.SXP in the
material that uses this file.
X.5. ADDITIONAL SAMPLE FILES IN THE MESHES DIRECTORY
There are fifteen additional sample files in the meshes directory
and one additional sample file in the vpost directory that merit
special attention. They are described in the SAMPLES.DOC file,
which has also been copied into the same directory as this
readme.doc. We recommend that you load the sample files, read the
SAMPLES.DOC file, and experiment.
X.6. UTILITY TO CREATE IFL FILES
We've included a small utility on the Release 3 disks, called
MAKEIFL.EXE, that creates an .IFL file from series of
sequentially numbered image files. It's run from the DOS command
line using the following syntax:
MAKEIFL <file name> <prefix> <start frame#> <end frame#> (suffix)
The <prefix> argument is the first four letters of the image file
name. For example, the prefix for BOOK0000.tga is BOOK.
The (suffix) option lets you specify the file suffix. (The
default is .TGA.) To use another file suffix, enter GIF, CEL,
JPEG, or TIF here.
EXAMPLES:
MAKEIFL SKY CLDS 0 200
Creates SKY.IFL listing CLDS0000.tga to CLDS0200.tga.
MAKEIFL TVSCREEN SCRN 40 0 GIF
Creates TVSCREEN.IFL listing SCRN0040.gif to SCRN0000.gif.
To see brief instructions on how to use the utility, type:
MAKEIFL
NOTE: When the START frame number is higher than the END
frame, the list is created in descending order. This is a good
method to reverse the order of animated sequences and maps.
X.7. .VUE FILES HAVE CHANGED FROM RELEASE 2.0
.VUE files have changed in Release 3 so that the contents of the
file represent the absolute transformation matrix of an object.
This should make the object representation in the file less
confusing than it was in the old .VUE file. .VUE files created
in 3D Studio R2 (2.0) are compatible with Release 3, although
.VUE files created in Release 3 are not compatible with version
2.0. This change was implemented in Release 2.01, so that any
.VUE files created in that version are 100% compatible with
Release 3 .VUE files.
X.8. USING COREL DRAW VERSION 2.01 WITH 3D STUDIO
When nested polygons are exported from release 2.01 of Corel Draw
as Adobe Illustrator (.ai) files, the program converts the curves
into hundreds of closely spaced vertices with linear segments.
Follow these steps when exporting text or nested objects to .ai
format in Corel Draw 2.01:
A. Convert all text to curves. (Convert to Curves in the Arrange
menu, or [Ctrl]-[V].)
B. Break apart any objects with nested holes. (Break Apart in
the Arrange menu, or [Ctrl]-[K].)
C. Export the graphics normally, using the .ai filter. (Ignore
the Convert Text to Curves option.)
X.9. .AI FILES CANNOT BE LOADED BY ADOBE ILLUSTRATOR 4.0
.AI files saved by 3D Studio cannot be loaded into Adobe
Illustrator version 4.0, However, they can be loaded into Corel
Draw.
X.10. RESTORING DATA AFTER A CRASH
If you should (perish the thought) crash while in 3D Studio, AND
you have recently pressed the Hold button in the icon panel, you
can restore the data in the Hold buffer. The Hold buffer is
stored in the TEMP directory in a file called MODEH$$$.TMP.
Rename this file to anything with a .3ds extension (HOLD.3DS),
and then load the renamed file.
X.11. USING SHAPES/ALIGN LEFT AND ALIGN RIGHT IN THE 3D LOFTER
When you use Shapes/Align Left and Align Right on a SurfRev path
in the 3D Lofter, the direction of the path (clockwise or
counterclockwise) affects the direction of the face normals in
the resultant object. For example, using Align Left with the
default counterclockwise SurfRev path results in the face normals
pointing outward; but using Align Right with the same path
results in the face normals pointing inward. On the other hand,
using Align Left with a clockwise path results in inward pointing
faces, while using Align Right with a clockwise path results in
outward pointing faces.
X.12. USING TRACKS/FILE INSERT WITH MORPH KEYS
When you use the Tracks/File Insert command in the Keyframer with
Morph keys, the morph target objects must have the same names in
both the source and destination files.
X.13. EFFECT OF DOUBLE BUTTON IN TRACKINFO DIALOG BOX
When you use the Double button in the Track Info dialog box
to double the length of an animation segment, remember that it
overwrites the keys on the last frame of the active segment with
copies of the keys at frame 0. If you have a 30-frame active
segment, Double produces an active segment twice as long, or 60
frames. The keys on the last frame of the original active segment
(frame 30) are overwritten by the keys on frame 0.
X.14. USING INHERIT LINKS WITH FIRST KEYFRAME OTHER THAN FRAME 0
If you do an Inherit Links operation on a frame before the first
keyframe, the keys are created at the first keyframe, rather than
at frame 0, as stated in the Reference Manual.
X.15. ILLUSTRATION ERROR IN REFERENCE MANUAL
On page 5-31 of the Reference Manual, the illustration labelled
as union represents the original two polygons, and the topmost
illustration is the result of a union operation.
X.16. MORE ABOUT FACE MAPPING
As discussed on page 9-66 of the Reference Manual, the face map
button in the Materials Editor lets you place a mapped area in
each rectangular facet of an object without applying mapping
coordinates to it. This method can cause one facet to be mapped
with the same portion of the bitmap. That is, one of the
rectangular facets will display the same half of the map, twice,
rather than applying the entire map to the facet. At this
writing, there is no work-around, so plan your images
accordingly.
[END OF README.DOC]