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Text File | 1994-10-15 | 61.9 KB | 1,437 lines |
-
-
-
- |==================================|
- | |
- | AUTODESK 3D STUDIO RELEASE 4 |
- | README.DOC |
- | October 15, 1994 |
- | |
- |==================================|
-
- Copyright 1993, 1994 by Autodesk, Inc.
-
- This file contains information about 3D Studio Release 4 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.
-
- INFORMATION SPECIFIC TO RELEASE 4
- =================================
-
- General
- =======
-
- 1. If you are using 3D Studio for net rendering, be sure to install the
- new executable on ALL the machines on your net. Note that there is a new
- 3DSNET.SET parameter for setting the RDONLY flag on .PRJ files.
-
- 2. You should use a MAIN-DISPLAY setting of at least 256 colors to run
- the R4 Plug-Ins. The IK Plug-In and Fast Preview/Camera Control and
- Match Perspective Plug-In runs with more than 256 colors, but performance
- may be slowed. The Image Browser runs best on displays set to 65,000
- colors or higher. The best solution is to set your MATERIALS-DISPLAY to
- 65,000 or higher, go to the Materials Editor, then load the Image Browser
- using the [F6] key.
-
- If you're using IPAS Plug-Ins requiring displays with greater color
- depths, you may want to create an alternate set file and load it using
- 3DS SET=[filename]. See page 22 of the Installation Guide for more
- information.
-
- 3. There are a number of new 3DS.SET parameters. See the 3DS.SET file
- for documentation of these parameters. See also the notes below in section
- VI of this document.
-
- 4. The materials in the 3DS.MLI has been changed to improve the rendering
- quality of images using materials from this library.
-
- 5. If you are using Liquid Speed from Vibrant Graphics, you need a
- new version to work correctly with Release 4. If for some reason the
- Liquid Speed update is not included in your copy of Release 4, please
- contact Vibrant Graphics at (800)937-1711 or (512)250-1711.
-
- 6. For instructions on using the Image Browser, see BROWSER.DOC in the
- 3DS4 root directory.
-
-
- Inverse Kinematics
- ==================
-
- 7. When using follow objects with the IK, the follow object must have
- a scale of 1.0. You can scale the follow object in the 3D Editor, but do
- not scale it in the Keyframer.
-
- 8. In the IK, each joint is treated as though it were a gimbal ring
- similar to the way a gyroscope works. In certain object orientations, one
- of those rings may lose some of its rotational freedom. This is a
- well-known phenomenon known as Gimbal Lock. However, even if you
- experience this phenomenon when adjusting joint parameters, the IK will
- still solve correctly for joint orientations.
-
-
- Fast Preview/Camera Control and Match Perspective
- =================================================
-
- 9. The Fast Preview does not support rendering of morphed objects.
-
- 10. For maximum performance from the Fast Preview, you must use the
- Vibrant Drivers for your Main Display. Using other drivers significantly
- slows performance of the Fast Preview.
-
- 11. When generating flic files, the Fast Preview does not use the aspect
- ratio of background images. If you need to adjust the aspect ratio of the
- background image, please use the 3D Studio Renderer to render the
- background in the desired resolution and create a new disk file that you
- call up in the Fast Preview.
-
- 12. Page 51 of the New Features manual states that the Ambient color is
- not displayed by the Fast Preview. The material's ambient color actually
- is used when rendering in the Fast Preview.
-
- 13. There are a number of Keyboard Alternates which were added to the
- Fast Preview after the New Features manual was completed. These include:
-
- ALT-L now toggles display of the light icons in both the 3D Editor and
- the Keyframer.
-
- Keyboard alternates available in the Camera/Prevu are:
-
- The Spacebar makes the current viewport active. You no longer are
- required to click the mouse in the viewport to activate it. This is
- especially useful to activate a viewport for adjustment with the cursor
- arrow keys.
-
- Ctrl-H opens the Horizon color dialog.
-
- Each of the Camera Control numeric entry dialogs can be opened by using
- the keyboard alternate listed below:
-
- Ctrl-C opens the Camera Position dialog.
- Ctrl-R opens the Camera Roll dialog.
- Ctrl-V opens the Field of View dialog.
- Ctrl-D opens the Dolly Camera dialog.
- Ctrl-T opens the Target Position dialog.
- Ctrl-K opens the Perspective Setting dialog.
-
- Ctrl-Z resets the camera to its settings when you started the Plug-In.
-
- While in movement mode in Camera Control, Backspace cancels any current
- edits to the Camera but leaves the viewport active. This is not the same
- as the Reset button, which returns the camera to the position it had when
- you started the Plug-In.
-
- With the Camera or Target button on, Tab will toggle through the
- constrained cursors before making the viewport active.
-
- Valid ranges for Camera Roll are from -180 to 180.
-
- 14. Fast Preview does not allow you to set a new aspect ratio. It is
- assumed that you have already set the aspect ratio of any image you want
- to use. If you need to change the aspect ratio of a background image, use
- the 3D Studio Renderer to create a new disk file that you can call up in
- Fast Preview.
-
- On page 30, section 2, and page 31, section 2 of the New Features manual,
- the available range should be 180 to -180.
-
-
- Keyscript
- =========
-
- 15. 3D Studio's internal structure is based on the right-hand rule with
- Z as the vertical axis. However, the default 3D Studio display uses the Y
- axis as the vertical axis. Keyscript does not use the display orientation
- when it gets data from the Keyframer. Rather, it uses the internal
- orientation with Z as the vertical axis.
-
- 16. A number of keyboard alternates were added to Keyscript after
- completion of the New Features manual. These are:
-
- Execute Script F1
- Buffer 1 Alt-1
- Buffer 2 Alt-2
- Console Alt-3
- Embed Alt-4
- Hold Scene Ctrl-H
- Fetch Scene Ctrl-F
- About F12
- Screen Redraw Alt-~
-
- 17. Terminating Keyscript Scripts
-
- Most scripts can be terminated by pressing [Esc]. In cases where the
- [Esc] key does not work, press the combination of [Shift]-[Alt]-[Ctrl]-
- [Esc] should halt execution of the script.
-
- 18. Gfx text calls:
-
- Gfx_Plaintext and Gfx_Colortext both use the 3DS screen font. Dialog box
- buttons use a resolution-dependent font that does not match the screen
- font. Inconsistent screen appearance of dialog boxes that use Gfx_text
- functions may occur if the script is executed at a display resolution
- different than that at which it was created.
-
- 19. InterpolateKey and FracInterpolateKey
-
- These two functions do not always set the eastTo, easeFrom, bias, cont,
- and tens structure components correctly. Manual setting of these
- variables to desired values is recommended after every call to
- InterpolateKey/FracInterpolateKey.
-
- 20. ChooseNode
-
- You do not need to dimension the string array prior to using this command.
-
- 21. If/Then syntax
-
- Use spaces rather than a Tab character in an If/Then statement.
- Keyscript will return a syntax error if there is a Tab character.
-
-
- EPS Output
- ==========
-
- 22. If you are using net rendering and outputting EPS files, you must
- make the EPS.CFG file available to all your slave machines. Each time you
- use the EPS.PXP Plug-In to configure the EPS output, it writes a new
- EPS.CFG file. If you reconfigure EPS Output on one system on a network,
- make sure that its EPS.CFG file is consistent with the settings in the
- EPS.CFG files of the other slaves.
-
-
- INFORMATION APPLICABLE TO RELEASE 4 AND RELEASE 3
- =================================================
-
- This portion of the 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 and Command Line/Batch 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 settings file.
-
-
- I.3. Specifying an Alternate 3DS.SET File
- ==========================================
-
- There is an error on page 22 of the Installation Guide in the section
- describing the use of an alternate 3DS.SET file. Alternate 3DS.SET files
- must be in the same directory as the 3D Studio executable, and when
- specifying the name of an alternate 3DS.SET file, do not include the
- path name. For example, if the alternate 3DS.SET file you want to use is
- named SHARPEN.SET, start 3D Studio by entering the following at the
- command line:
-
- 3DS SET=SHARPEN.SET
-
-
- I.4. Correction to VISTA Parameter in 3DS.SET File
- ===================================================
-
- On pages 57 and 84 of the Installation Guide, the 3DS.SET parameter that
- sets the output mode of the Truevision ATVista card is incorrectly
- identified as VISTA and VIDEO, respectively. The correct parameter is
- VISTA-MODE, and the default setting is NTSC. The 3DS.SET file that
- accompanies this release has the correct parameter.
-
-
- I.5. Limitation to TEMP-PATH Parameter in 3DS.SET File
- =======================================================
-
- The TEMP-PATH parameter is documented on page 35 in the Installation
- Guide, but an additional limitation is not noted there. The TEMP-PATH
- cannot be set to any root directory.
-
-
- I.6. 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.7. 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.
-
- E. On page 2-27, you should load TABLE.3DS, rather than TABLE.SHP.
-
-
- I.8. 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.
-
-
- I.9. Use Caution when Using Quit to Exit Materials Editor
- ==========================================================
-
- At the bottom of page 9-10 of the Reference Manual, it may seem to suggest
- that one of the options on the Library menu can be used to exit the
- Materials Editor. In fact, the Quit option exits 3D Studio completely, as
- documented on page 9-15.
-
-
- 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. Instead, you
- should refer to "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. Restoring the Virtual Control Program Interface (VCPI) in QEMM
- ======================================================================
-
- On page 106 of the Installation Guide, it states that disabling the page
- frame with Quarterdeck QEMM or Qualitas 386-to-the-Max disables VCPI
- support and prevents 3D Studio from running. Although this is true in
- general, if you are using QEMM, you can add the switch "FEMS:Y" to the
- QEMM line in your CONFIG.SYS file, This re-enables VCPI support, even when
- there is no page frame. See your QEMM documentation for further details.
-
-
- II.4. "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 Phar Lap 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 Phar Lap 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 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 and Release 4
- ========================================================================
-
- The Weitek Math Coprocessor is not supported in Release 3 and Release 4.
- Only the Intel and 100% compatibles are supported.
-
-
- III.2. Using 3D Studio Under Windows
- =====================================
-
- A. Vista cards do not function properly when using 3D Studio under
- Windows. You can model, but you can't render to the Vista display.
-
- B. 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.
-
- C. 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.
-
- D. 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.
-
- E. 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
- 3D Studio requires at least a 640x480x256 display resolution.
-
- F. 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 and R4 Do Not Support Windows NT
- =====================================================
-
- 3D Studio Release 3 and Release 4 do 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.
-
-
- III.6. SummaGraphics Driver Support
- ====================================
-
- The SummaGraphics internal driver for the SummaSketch II graphics tablet
- may operate erratically when using the stylus. To minimize this, use the
- puck rather than the stylus, and move the puck slowly.
-
- We do not recommend using an external (ADI) SummaGraphics driver.
-
-
- IV. HARDWARE LOCK NOTES
- ========================
-
- IV.1. Erroneous Hardware Lock Error Messages
- =============================================
-
- A problem has been identified with some hard disk controller-I/O cards
- 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 and 4 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
- starting 3D Studio.
-
-
- V.3. Before You Use a Release 2 RCPADI Driver
- ==============================================
-
- A Release 2 RCPADI driver might not work with Release 3 or Release 4.
- 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 and Release 4.
-
- In order to use an RCPADI display driver such as RCPVESA.EXP which was
- included with Release 2 of 3D Studio, you must choose a resolution larger
- than 640x480x256. This is due to a font requirement by the Release 3 and 4
- Materials Editor. The Release 3 and 4 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 or Release 4.
- 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
- ============================
-
- This release of 3D Studio includes an updated version of the Vibrant
- driver configuration file, VIB3DS.VLM. This includes added support for a
- number of new display cards. As necessary, we will be uploading additional
- 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 3DS4 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 3DS4:
-
- 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 4 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 the
- manufacturer of your board 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 3DS4 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
- 3D Studio Release 4, 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
- ============================================================
-
- Use only 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. See also the notes regarding using
- displays with more than 256 colors in the Release 4 section of this
- document.
-
-
- 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 4, 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 4 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).
-
-
- V.14. New EVO-9650 Driver Supports PAL and Insert Editing
- ==========================================================
-
- There is a new driver for the EVO-9650 in this release that offers
- improved performance and also adds support for both PAL standards and
- insert editing. It has the same name as the previous driver, VTP-9650.EXP.
-
-
- VI. NEW 3DS.SET PARAMETERS SINCE RELEASE 3.0
- =============================================
-
- Note for folks using varying 3DS.SET files in network environments: Since
- each network slave requires the same 3DS.SET file, using any of these
- commands is going to require that you update all of your 3DS.SET files.
- You can do that simply with a network batch file that copies a
- specifically-named .SET file on your master machine to all the slaves.
- Also note that since you only want to invoke some of these parameters some
- of the time, using these will require that you have multiple .SET files
- with different names, and that you keep track of which one you're using.
-
- 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
- and 4, 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
- ===========================================================
-
- When set to ON or YES, 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.
-
-
- VI.5. Increasing Pixel Size Using the MAX-PIXEL-SIZE Parameter
- ===============================================================
-
- To increase the 1.5 limit for Pixel Size and completely eliminate "edge
- ropiness" (sometimes also referred to as "rolling edges"), set this
- 3DS.SET parameter as described below:
-
- MAX-PIXEL-SIZE = <float> ; defaults to 1.5.
-
- For example, if you set this to 2 (the absolute maximum you can "safely"
- set it to), you'll be able to type in values up to 2.0 in the Pixel Size
- field within the program.
-
- Note that we limited Pixel Size in 3D Studio Release 3 and 4 to 1.5 for a
- reason. Here's the explanation: Pixel Size basically looks at an area
- around the pixel and averages it into that pixel, which effectively
- increases the apparent resolution enough to mitigate the "rolling edge"
- phenomenon associated with rendering contrasting lines to video. At a Pixel
- Size of 1.5, the Renderer is looking at a little over twice the area of
- each pixel, which reduces the problem by about 75%. Optimally, in certain
- cases (such as architectural walkthroughs and other scenes in which you've
- got lots of long, straight, contrasting lines which could cause rolling edge
- problems) you'd want even larger Pixel Sizes to completely eliminate the
- problem. Unfortunately, it's impossible for the Renderer to completely
- eliminate the possibility of pixels from objects behind the foreground
- object from showing through a tiny bit at Pixel Sizes over 1.5 -- this is
- why we limited it. But fortunately, this problem only will occur in 10-15%
- of the scenes you're trying to render, and sometimes even when it occurs,
- it'll be unnoticeable. Therefore, if you're having rolling edge problems
- in an animation that has to be PERFECT, it may be helpful to re-render at
- a Pixel Size of 2.0.
-
- Note that if the pixel-showing-through problem does happen, it'll show up
- as single pixels randomly in your scene that look as if they don't belong
- there.
-
- Also note that increasing Pixel Size will always increase your rendering
- time. Only use larger Pixel Sizes if you're doing photorealistic work to
- video or film, and are having rolling edge problems!
-
- Finally, note that this setting the maximum pixel size to 2.0 is something
- you can do to all of your 3DS.SET files globally. Just don't use a value
- over 1.5 unless you absolutely have to.
-
-
- VI.6. Sharpening Map-Filtering Using the TEXTURE-SHARPEN Parameter
- ===================================================================
-
- The Blur (filtering) slider for maps in the Mapping Parameters dialog
- has a bias that can be adjusted to make map-filtering sharper.
- The 3DS.SET option for this is:
-
- TEXTURE-SHARPEN = .6 <DEFAULT>
-
- A value of 1.6 would make it twice as sharp for all maps within the
- system. When we modified the map-filtering system for R3, our primary
- design goal was to eliminate any pixel scintillation (quantizing effect)
- within the maps. We took two approaches to this: 1) if enough memory is
- available, Summed-Area Tables are an optimal solution but take huge
- amounts of RAM, or 2) under ordinary mip-mapping filtering circumstances,
- a little more blur on the map will eliminate pixel scintillation.
-
- Some people have requirements for sharper maps, and don't mind the
- possibility of running into pixel scintillation problems. If you
- absolutely need to increase the sharpness for a scene, you can pump your
- TEXTURE-SHARPEN parameter up to 1.0-1.6 (never run at over 1.6 or you're
- asking for massive texture aliasing problems).
-
-
- VI.7. Adjusting Ray-Traced Shadows Using the MAX-SHADOW-LEVELS Parameter
- =========================================================================
-
- Ray-tracing data structures can be adjusted for memory consumption vs.
- speed. This can be done via a new 3DS.SET parameter called:
-
- MAX-SHADOW-LEVELS = 7 (the default... range is 4-9)
-
- If you're having page fault or other memory problems with a scene that has
- multiple raytraced lights, it's probably because the quad-trees that the
- raytracer is building are trying to allocate more memory than is
- available. To reduce the amount of memory that they allocate, you can set
- MAX-SHADOW-LEVELS to 5 or 6 and the scene will probably render fine. Note
- that this should only be done for scenes with the above-mentioned
- problems. Don't run the system normally with it set this way, or your
- raytraced shadows will take longer to compute than when MAX-SHADOW-LEVELS
- is at its default.
-
-
- VI.8. Changing Object Name Sorting Using the SORT-CASE-SENSITIVE Parameter
- ===========================================================================
-
- To change the object name sorting within the "By Name" dialogs, use this
- 3DS.SET command:
-
- SORT-CASE-SENSITIVE = YES (the default is NO)
-
- When set to ON or YES, the sorting within the By Name dialogs will sort
- all the upper-case names first, and then all the lower-case names. Because
- AutoCAD DXF layers come across all beginning with upper case, this can be
- used to keep your entities created in 3D Studio separate from the ones
- created in AutoCAD. It can make it easier to go back and forth merging DXF
- files because the AutoCAD entities will always stay at the top.
-
-
- VI.9. Built-In Screen Dump Utility
- ===================================
-
- There is a handy screen dump utility built into 3D Studio Release 3 and 4.
- This is primarily for people who are doing docs for IPAS routines and book
- writers, and others who need to be able to dump screens to disk. Here's
- how it works:
-
- In your AUTOEXEC.BAT file, include the following:
-
- SET SCREENGRAB=YES
-
- and reboot your system, then run 3D Studio. At any point in the program,
- press Ctrl-Print Screen. The screen saver will snap a picture of how the
- screen looks at this point, including the cursor position.
-
- The program will pop up a simple filename entry dialog, which lets you
- enter an 8-character filename with a 3-character extension. Type in the
- name you want to use for the file, and specify the file type by including
- the extension (.GIF, .TIF, .TGA, etc.). Then click on Save. (If you don't
- include an extension, it uses the current image file type you've set in
- the Configuration dialog.) This dialog does NOT respond to the Enter or
- Esc keys to Save or Cancel; they would confuse the program if you were
- doing a screen grab from within another dialog.
-
- If you select Save, the image is saved to the IMAGE-PATH under the name
- you entered. You may use any standard 3DS file type or .BXP file type.
- Saving to flics, however, is NOT recommended.
-
- The screen grab will not work if you are inside the screen grab itself,
- viewing its file save dialog.
-
-
- VI.10. Additional Text Editor Controls
- =======================================
-
- There are some Text Editor configuration switches that you can add to the
- 3DS.SET file that will modify your system defaults. They are:
-
- ED-JOIN-LINES = YES/NO (Default YES)
- ED-AUTO-INDENT = YES/NO (Default YES)
- ED-SPLIT-LINES = YES/NO (Default YES)
- ED-TRANSLATE-TABS = YES/NO (Default NO)
- ED-TAB-LENGTH = 2-24 (Default 8)
-
- See page 88 in the Advanced User's Guide for a discussion of the
- equivalent options in the Configure Script Editor dialog box.
-
-
- 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 R4 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. 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.5. 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.6. 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.7. "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.8. 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 AND COMMAND-LINE/BATCH RENDERING
- ===============================================
-
- For a lengthy supplement to the discussion of network rendering in the
- Advanced User's Guide, see the file named README.NET in the same directory
- as this file.
-
-
- VIII.1. The Most Common Network Problem
- ========================================
-
- If 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.
-
-
- VIII.4. Using Large Project Files when Using Network Rendering
- ===============================================================
-
- In some cases, large project files may cause conflicts when using network
- rendering. To avoid such conflicts, set the DOS or network file parameter
- to Read Only status. This lets several machines access the project file
- simultaneously.
-
-
- VIII.5. Batch Mode Field Rendering May Yield Reversed Fields
- =============================================================
-
- If you use command line or batch rendering to render animations and
- render to fields, 3D Studio may render fields in reverse order. To avoid
- this, you can render frames in reverse order to produce reversed fields.
- In other words, when you use the /#[startframe],[endframe],[number],
- [nthframe] option, set the endframe parameter lower than the startframe.
-
-
- VIII.6. New Command-Line Switch for Project File Rendering
- ===========================================================
-
- There is an undocumented switch for command line and batch mode rendering
- that lets you load a project file, rather than using a .3DS or .VUE file.
- To render a project file, use the following syntax:
-
- 3DS RENDER MYFILE.PRJ /X [other switches]
-
- The /X switch instructs 3D Studio to treat the filename as the name of a
- project file. In order to render an animation using Video Post, you must
- add the /#[s,e,n,l] parameter to instruct 3D Studio to render from the
- Keyframer and use Video Post data.
-
-
- IX. IPAS NOTES
- ===============
-
- IX.1. If Your R2 IPAS Routine Doesn't Work
- ===========================================
-
- Certain IPAS routines compiled with the Watcom compiler that work with
- 3D Studio Release 2 won't work with Release 4 because of the changes to
- Release 4's version of Phar Lap. Try running IPASFIX.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 SXPs 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 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 1.44MB (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. Acknowledgment for Custom .PFB Fonts
- ===========================================
-
- The .PFB fonts included with Release 4 are optimized for 3D Studio.
- They are provided courtesy of ANIM8, Inc. and are Copyright 1993, 1994
- by ANIM8, Inc.
-
-
- X.5. Rendering EASTER4.3DS from the 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 4, 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.6. Rendering SHUTTLE.3DS from the World-Creating Toolkit
- ===========================================================
-
- There are two maps required for rendering this mesh that were omitted from
- the World-Creating Toolkit, or misnamed. Specifically, the S-WINGBOT
- material requires the map file named WING_BOT.GIF. This map can be found
- in the MAPS\MESHMAP2 directory. Reassign this map to the material in the
- Materials Editor, and make sure that this path is a part of your map
- paths.
-
- The second map, WING.GIF, is required for the material named S-WING. It
- was inadvertently omitted from the World-Creating Toolkit CD-ROM, but is
- installed in the MAPS subdirectory by the installation program. Again,
- reassign this map to the material in the Materials Editor, and the shuttle
- mesh should render properly.
-
-
- X.7. Additional Sample Files in the Meshes Directory
- =====================================================
-
- There are additional sample files in the meshes directory and ten
- additional sample files in the MAPS 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.8. Utility to Create .IFL Files
- ==================================
-
- We've included a small utility on the Release 3 and 4 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, JPG, 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.9. .VUE Files Have Changed from Release 2.0
- ==============================================
-
- .VUE files have changed in Release 3 and 4 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 and Release 4, although .VUE files created in
- Release 3 and Release 4 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 and Release 4 .VUE files.
-
-
- X.10. 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.11. .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.12. Restoring Data After a Crash
- ===================================
-
- If you should 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.13. 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.14. 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.15. Effect of Double Button in Track Info 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 frames, and any keys on the last frame of the active
- segment (frame 30) are overwritten by the keys on frame 0.
-
-
- X.16. 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.17. 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.
-
-
- X.18. Avoid Copying Multiple Objects with Hidden Faces
- =======================================================
-
- If you want to copy several objects at a time using the [Shift]-command
- method, make sure that all faces of all objects to be copied are visible
- or unpredictable results can occur, including loss of data.
-
-
- X.19. If You Receive an "Allocator Error" Message while Aligning Vertices
- ==========================================================================
-
- If you receive an error message that reads "Allocator Error" in part,
- while using the Modify/Axis/Align/Vertex command in the User view in the
- 3D Editor, you may continue work without loss of data by holding down
- the [Alt] key and pressing the [~] (serif) key to refresh the entire
- screen.
-
-
- X.20. Using the Replace Mesh Menu Option with Morph Target Meshes
- ==================================================================
-
- The Replace Mesh menu option is documented on page 3-24 in the Reference
- Manual. This option can be used as documented there, except that if you
- use it to replace mesh objects that are already assigned as morph targets
- in the Keyframer, results will be unpredictable.
-
-
- [END OF README.DOC]
-
-