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From: Ken
Subject: Re: modeller vs. hand coding...
Date: 25 Apr 2000 18:32:50
Message: <39061CAB.F07D27A3@pacbell.net>
Charles Fusner wrote:

> I contend it isn't necessary to choose one or the other. You get
> the best of both worlds by using both together. I regard the text
> editor as a form of specialty editor, as Leveller is to
> heightfields, or Poser is to human and animal forms, or Rhino
> and/or sPatch is to freeforms, so the text editor is to anything
> that either can't be done in modeller, or at least can't be done
> as easily. The hand code I then filter back into the modelled
> scene as either an INC file or an UDO (in the case of Moray).
> Having a general knowledge of a good variety of modellers *and*
> text editing of scenes simply gives you a fuller toolbox
> to work from, IMHO.

Though I count myself as a hand coder kind of guy there are admittedly
certain things I do use a utility for. An example would be the creation
of points for a lathe object. However when it comes time for actually
scene development I much prefer the text based interface over the
GUI method.[

-- 
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Sven-Erik Andersen
Subject: Re: modeller vs. hand coding...
Date: 25 Apr 2000 18:38:13
Message: <39061dd4.658675725@204.213.191.228>
On Tue, 25 Apr 2000 15:31:07 -0700, Ken <tyl### [at] pacbellnet> wrote:
>Though I count myself as a hand coder kind of guy there are admittedly
>certain things I do use a utility for. An example would be the creation
>of points for a lathe object. However when it comes time for actually
>scene development I much prefer the text based interface over the
>GUI method.[

Have to side with you here, Ken. I also prefer using a textbased
editor (read PFE32). I have never quite got my head around those
modellers. I also use pen and paper to draw up scenes.

Sven-Erik Andersen
----
sve### [at] andersenas
sea### [at] mailcitycom
http://www.geocities.com/SiliconValley/Program/2549/


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From: Alan Kong
Subject: Re: modeller vs. hand coding...
Date: 25 Apr 2000 21:23:01
Message: <l1hcgsgdd2cvvqr5nhmrvjvbah68b0i1eu@4ax.com>
On Tue, 25 Apr 2000 06:54:13 -0700 Ken <tyl### [at] pacbellnet> wrote:

>The pop'n'fresh URL for the Pillsbury Doughboy is - http://pillsbury.com/

  Uh-oh... looks like we chose a culturally-dependent icon for our
impromptu modeling contest.

-- 
Alan - ako### [at] povrayorg - a k o n g <at> p o v r a y <dot> o r g
http://www.povray.org - Home of the Persistence of Vision Ray Tracer


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From: ryan constantine
Subject: Re: modeller vs. hand coding...
Date: 26 Apr 2000 01:06:47
Message: <390679E7.77B13056@yahoo.com>
I agree with your method.  There is no way I could've gotten this far in
my x-wing model (see images ng) without moray, and yet when it comes
time to create an actual scene with it, there are things I will need
MegaPOV for.  If you master your tools, you can't have too many.

Charles Fusner wrote:
> 
> Mike Weber wrote:
> >
> > A few weeks ago there was discussion as to what method was better to
> > construct a POV scene: using a modeller such as Moray or doing it by
> > straight POV text.
> 
> I contend it isn't necessary to choose one or the other. You get
> the best of both worlds by using both together. I regard the text
> editor as a form of specialty editor, as Leveller is to
> heightfields, or Poser is to human and animal forms, or Rhino
> and/or sPatch is to freeforms, so the text editor is to anything
> that either can't be done in modeller, or at least can't be done
> as easily. The hand code I then filter back into the modelled
> scene as either an INC file or an UDO (in the case of Moray).
> Having a general knowledge of a good variety of modellers *and*
> text editing of scenes simply gives you a fuller toolbox
> to work from, IMHO.


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From: Patrick Joyal
Subject: Re: modeller vs. hand coding...
Date: 26 Apr 2000 12:54:51
Message: <39071f5b$1@news.povray.org>
a remote control

Mike Weber wrote in message <390619ce$1@news.povray.org>...
>After a little thought of what is known to all world wide...
>I thought of...
>
>1. a toothbrush
>2. a shoe
>3. a key (for a lock)
>4. ...?
>
>--
>Mike
>
>wk: mik### [at] pyxiscom  www.pyxis.com
>hm: mwe### [at] sciticom  www.geocities.com/mikepweber
>
>
>"Ken" <tyl### [at] pacbellnet> wrote in message
>news:39061626.229C30D0@pacbell.net...
>>
>>
>> Mike Weber wrote:
>>
>> >  I'll try to think of another 'target' subject.
>>
>> I would recommend it. Besides the fact that the figure you suggested
>> being suited to a particular discipline character modelling in general
>> is not something that everyone excels at. I would recommend something
>> a little more object oriented instead. Perhaps something along the
>> lines of a common household item with moderate complexity but one that
>> is easily familiar to everyone competing.
>>
>> --
>> Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
>> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
>
>


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From: chris
Subject: Re: modeller vs. hand coding...
Date: 26 Apr 2000 18:15:53
Message: <39076A89.6BDA1F75@yahoo.com>
If you have enough time, you can model everything by hand in povray. If
you do not find satisfaction in calculating distances and angles, and
looking all the time to the paper, where you have the drawing (!!!!!!!),
you should take a modeller. 
chris


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From: Steve
Subject: Re: modeller vs. hand coding...
Date: 27 Apr 2000 08:59:00
Message: <slrn8gev70.s6.sjlen@zero-pps.localdomain>
On 25 Apr 2000 10:48:40 -0400, Warp wrote:
>Mike Weber <mik### [at] pyxiscom> wrote:
>: Unfortunately they are DOS products...
>
>  And what's the unfortunate thing about this?


It won't run on linux without an emulator.

>
>-- 
>main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
>):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


-- 
Cheers
Steve              email mailto:sjl### [at] ndirectcouk

%HAV-A-NICEDAY Error not enough coffee  0 pps. 

web http://www.ndirect.co.uk/~sjlen/

or  http://start.at/zero-pps

 12:30am  up  2:31,  4 users,  load average: 1.01, 1.02, 1.00


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From: Boom
Subject: Re: modeller vs. hand coding...
Date: 30 Apr 2000 05:25:20
Message: <390bfc00$1@news.povray.org>
Mike Weber <mwe### [at] sciticom> wrote in message
news:39051fc1@news.povray.org...
> A few weeks ago there was discussion as to what method was better to
> construct a POV scene: using a modeller such as Moray or doing it by
> straight POV text.  I came up with an idea for an object/scene as a base:
> the Pillsbury Doughboy - so who can model the best doughboy with Moray (or
> other modeller) and who can do the best with straight POV text?  I'm
curious
> to see if anyone is up to the challenge....
>
> Mike
>
>
> --
> mwe### [at] sciticom
> www.geocities.com/mikepweber
> Don't forget about Santee Schools Family Email Newsletter Sign Up
> http://www.santee.k12.ca.us/family/emails.html

I use modellers to rough out the scene then go in and tweak by hand.
>
>


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From: Greg M  Johnson
Subject: Re: modeller vs. hand coding...
Date: 1 May 2000 11:32:09
Message: <390DA26D.8153ABC7@my-dejanews.com>
My blobmon is done entirely by hand coding...

See the face at p.b.a:
    Subject: Facial animation (166kbbu)
    Date:  Sat, 29 Apr 2000 07:37:51 -0400

It's funny how it works.  Two or three times in the past year, I sat down to
improve  a version I made in 1998. Sometimes the more time I spent on it, the
worse it got.  The key is knowing when to throw it all away and start over from
scratch. When it's already looking pretty good, just about all adjustements are
imporvements.....

Mike Weber wrote:

> A few weeks ago there was discussion as to what method was better to
> construct a POV scene: using a modeller such as Moray or doing it by
> straight POV text.  I came up with an idea for an object/scene as a base:
> the Pillsbury Doughboy - so who can model the best doughboy with Moray (or
> other modeller) and who can do the best with straight POV text?  I'm curious
> to see if anyone is up to the challenge....
>
> Mike
>
> --
> mwe### [at] sciticom
> www.geocities.com/mikepweber
> Don't forget about Santee Schools Family Email Newsletter Sign Up
> http://www.santee.k12.ca.us/family/emails.html


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From: Mike Weber
Subject: Re: modeller vs. hand coding...
Date: 1 May 2000 12:45:27
Message: <390db4a7$1@news.povray.org>
I just started a new animation project and I decided to do it by hand.  Its
an animation - and the Moray anim plug-in doesn't provide the right type of
movement for my object - so - I switch tools depending on what I need.

--
Mike

wk: mik### [at] pyxiscom  www.pyxis.com
hm: mwe### [at] sciticom  www.geocities.com/mikepweber


"Greg M. Johnson" <gre### [at] my-dejanewscom> wrote in message
news:390DA26D.8153ABC7@my-dejanews.com...
> My blobmon is done entirely by hand coding...
>
> See the face at p.b.a:
>     Subject: Facial animation (166kbbu)
>     Date:  Sat, 29 Apr 2000 07:37:51 -0400
>
> It's funny how it works.  Two or three times in the past year, I sat down
to
> improve  a version I made in 1998. Sometimes the more time I spent on it,
the
> worse it got.  The key is knowing when to throw it all away and start over
from
> scratch. When it's already looking pretty good, just about all
adjustements are
> imporvements.....
>
> Mike Weber wrote:
>
> > A few weeks ago there was discussion as to what method was better to
> > construct a POV scene: using a modeller such as Moray or doing it by
> > straight POV text.  I came up with an idea for an object/scene as a
base:
> > the Pillsbury Doughboy - so who can model the best doughboy with Moray
(or
> > other modeller) and who can do the best with straight POV text?  I'm
curious
> > to see if anyone is up to the challenge....
> >
> > Mike
> >
> > --
> > mwe### [at] sciticom
> > www.geocities.com/mikepweber
> > Don't forget about Santee Schools Family Email Newsletter Sign Up
> > http://www.santee.k12.ca.us/family/emails.html
>
>
>


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