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Amiga Plus 1995 #5 & #6
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000024_owner-lightwave-l _Thu Jan 5 11:41:12 1995.msg
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From: enigma@dorsai.dorsai.org
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Date: Thu, 5 Jan 1995 13:30:33 -0500 (est)
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To: Joseburgos@aol.com
Cc: lightwave-l@netcom.com
Subject: Re: Object importing
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On Wed, 4 Jan 1995 Joseburgos@aol.com wrote:
> I plan to model with a Mac modeler. I will proberly get one that has good
> spline modeling tools.
Please read the last paragraph, to find about what's coming for Lightwave
splines.
Fori.
> My question is, does anyone suggest any Modeler and
> will I be able to import it into LightWave? I've tried Freeform 3D but it
> lacks many editing tools. Also when in the translation from spline to poly,
> how can I keep the same amount of poly's if I model, let say a pear, and
> import it and then reshape the pear using the spline modeler. Then import
> that new object as a morphable target? Again I tried this in Freeform 3D and
> it comes up with a different poly count every time I reshape the object.
If the two objects are the same and you did not change the point count,
by doubling or tripling control points, and all you did was change the
shape, then the two objects will have the same point count, if you set
the same polygon subdivision level in the conversion requester. In an old
version of FreeForm, when you output an object to modeler, there was a
problem with the object morphing, but it was not caused by FreeForm. The
problem came about when you used modelers' merge points, to merge the
points. In the newer versions of FreeForm, I wrote a merge points routine
inside the program, so you didn't have to do it in modeler anymore, and
now the morphs work fine. Since you didn't say what version your using,
and I don't remeber seeing your name past version 1.6 or 1.7, you may be
making comments based on old information as FreeForm has been through 1.65,
1.7, 1.8, 1.85, 1.88 and now 1.9 with new many functions added. As far as
Mac spline modelers go, you'll be hard pressed to find one that does all
of what FreeForm does, and does it as fast for the price; you'll start at
$595 and that's not even counting the inverse kinematics you'll be at $1000 or
more by then. FreeForm is not even a year old yet, and I think I have
done pretty well for that time period. Think about your other programs
that you may have used when they first came out, Turbo Silver, Real3D,
Lightwave 1.0, Caligary original and compare the modeling capabilities of
those in there first year to what FreeForm can do. What I'm saying is,
give me the same consideration and time, that you gave those programs to
get where they are today. This stuff isn't written in one Sunday
afternoon you know.
> As far as why a Mac based modeler, I have a Mac II si I use with my system
> tied to my Implant on my Amiga and I've seen a lot of spline based modelers
> advertised in Mac magizines.
> LightWaves Modeler is a great model program but..it's spline patch system is
> very time consuming. I mean after you create a spline skeleton you then have
> to selectivly patch the splines. Although I have become quite good at it
> (thanks to David Duberman's book), the process can take
> forever.
> Hay Stuart, why can't Modeler assume a spline cage to be patched or at least
> allow you to switch back and forth from poly to spline. With the shaded
> object showing in the preview window to help along in spline patching.
> Hint..Hint..
I am currently working on an auto-patcher for Lightwave spline cages,
that will attempt to patch the whole object for you in one press of the
button; as well as a whole new spline patching modeler, that will combine
the best of FreeForm, Animation Master, and Lightwave splines into one and
make spline patching easier than it has ever been before. I am automating
and removing many of the steps that the other programs had you perform,
and devising routines so that the program does most of the work for you.
So if you can stand waiting a bit longer, you may actually get what
you want.
Fori.