after you install or put the software in a folder you just open the package and navigate to models then drop yous in there.
The models have to be huge so I would open one up to get an idea,
Christian
after you install or put the software in a folder you just open the package and navigate to models then drop yous in there.
The models have to be huge so I would open one up to get an idea,
Christian
I think I see why this is undocumented!! I don't think hacking at the package resource level was what the High End sales literature had in mind!Originally Posted by litemover
Anyway, I've got a good looking half a meg of humanoid, who looks quite funky with some suitable lurid color fx applied whirling about.
Thanks
Best Regards
Mic Pool
When this feature is fully implemented it would be really useful to be able to access entire folders of models.
The model visual fx animate very well so animation sequences can be run by changing the visualfx parameter to change models 10 times a second or so.
A small 2Mb Screen capture movie of a bit of a running man can be downloaded from
http://homepage.ntlworld.com/soundan...ananimmpg4.mov
which shows the idea. (Slightly limited by the fact I can't get any model number higher than 10 to work, and the limitations of the screen capture software with Catalyst running)
Best Regards
Mic Pool
animating models this way isnt really very good in catalyst- its not a very efficient use of models.
models tend to be huge - much bigger and more unwieldy than movie files.
and the modelling application is sooo much better at editing, and rendering-
why do you need it to happen live?
why not render off line to a movie???
if you had a loop of 20 300k model poses it would take up 6Mb or so , not that huge.Originally Posted by samsc
I thought live was the whole point. Most of my work is prerendered, but ocassionally I do need to throw together a few looks for some ambient visuals with no pre-production, I think a few animated figures, would be more interesting to play with than a cardboard cut out forest.
Also I think the more possibilities included in software tools, the more amazing creative things video designers will find to do with them beyond what was originally envisaged.
Best Regards
Mic Pool
i can give you more models in a test version - if you like?Originally Posted by micpool@mac.com
Sorry get on the discussion,
But i like that...
Richard, you can email me some models ? or have it on the web for dwnload?
my email is gbortolotti@ibeamsp.com
Thanks
BTW Great job on version 4. Looks great
Gian
Gian
Ibeam SP
SP, Brasil
Do you mean more wavefront .obj files (In which case I'm fine creating my own) or the means of being able to use more of them.Originally Posted by samsc
When will the program have the "Ability to import 3-D images (.obj)" using the user interface?
Best Regards
Mic Pool
3d models have to be stored on the graphics card - which is a very limited resource compared to the hard disc. around 100MB ( on older macs ) compared to GBytes on the hard disc.Originally Posted by micpool@mac.com
it takes more memory than you think to store models, and you can easily overload graphics memory. -
there are also serious realtime performance limits with having large models- graphics architecture related.
almost everything in 3d is much harder than it looks.
for years artists and programmers in games have struggled with very limited resources-
games might look really cute and fast - but they have been very highly optimised - with simple geometry - texture maps and things like bump maps to make it look like it has more detail than it has.
in the realtime 3d world - geometry is often very simple. the textures make it look more complex.
also you might be shocked to discover realtime games rendering is a horrible hack. almost everything is faked up and heavily optimised for specific situation...those games with nice things like soft shadows - are a horrible hack...often pre-rendered - or simplified.
offline rendering - with things like radiosity and raytracing and nice shadows - making 3d models look real - is an entirely different art - to realtime - and takes a very long time to process frames. thousands of times slower than realtime.
do not get these two confused.
you cannot do any kindof realistic rendering with realtime rendering.
thats why its better to do it as a movie...