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... modelers will be like this:
http://www.youtube.com/watch?v=VzFpg271sm8&fmt=18
--
- Warp
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On 3/14/2009 11:22 AM, Warp wrote:
> .... modelers will be like this:
>
> http://www.youtube.com/watch?v=VzFpg271sm8&fmt=18
>
Cool software, predictable plot.
--
...Chambers
www.pacificwebguy.com
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Warp <war### [at] tag povray org> wrote:
> ... modelers will be like this:
>
> http://www.youtube.com/watch?v=VzFpg271sm8&fmt=18
Yeah, saw it a while ago. Breathtaking.
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> ... modelers will be like this:
>
> http://www.youtube.com/watch?v=VzFpg271sm8&fmt=18
Looks a little bit easier to use than Blender :-)
Seriously, there seems to be huge efficiency increases possible in 3D design
just through GUI development, both the software and hardware input methods.
If someone wrote some software similar to the one in that clip just to run
on already existing VR goggles and finger tracking hardware that would be
awesome. Or even just on large displays with multi-touch capabilities, like
the Microsoft Surface computer - some sort of 3D modeller for that system
would be cool, where you could rotate things around, draw new 3D objects and
stretch and squash them all just using your fingers.
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scott wrote:
>> ... modelers will be like this:
>>
>> http://www.youtube.com/watch?v=VzFpg271sm8&fmt=18
>
> Looks a little bit easier to use than Blender :-)
Honestly? Not really. :-) Think about memorizing all those guestures.
> clip just to run on already existing VR goggles and finger tracking
> hardware that would be awesome.
http://www.ted.com/talks/pattie_maes_demos_the_sixth_sense.html
Cool stuff, without any special hardware.
--
Darren New, San Diego CA, USA (PST)
My fortune cookie said, "You will soon be
unable to read this, even at arm's length."
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Warp <war### [at] tag povray org> wrote:
> ... modelers will be like this:
>
> http://www.youtube.com/watch?v=VzFpg271sm8&fmt=18
>
> --
> - Warp
Not that I'm an expert, but modelling in Second Life, though still very painful,
does have the sense of being in there.
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JimT wrote:
> Warp <war### [at] tag povray org> wrote:
>> ... modelers will be like this:
>>
>> http://www.youtube.com/watch?v=VzFpg271sm8&fmt=18
>>
>> --
>> - Warp
>
> Not that I'm an expert, but modelling in Second Life, though still very painful,
> does have the sense of being in there.
>
Yeah. Other than the fact that its no where "near" the detail level, and
you have no mesh generation/lathe functions, procedural texturing, or
"simple" means to add multiple colors, there is a lot of similarity in
what this showed and what SL uses. And, frankly, there isn't anything
"preventing" the addition of missing things like lathe, procedurals,
etc., other than the unwillingness to add them, and issues of
"ownership" of the result (how do you own what is just numbers fed into
a texture maker?). And, there are huds, I have one, that use inworld
data to rotate, align, etc. objects too. You just select the two you
want to have touch, and, within the limits of what SL can allow for it,
tell the tool, "Align these to the edges.", and "poof", it happens.
The only thing novel here is using 3D tools/huds, linked to the
character, and your own hands, to do what is currently done using a 2D
interface, and a mouse. And, it doesn't require a "lot" of gestures.
Most of the stuff the guy was doing was "bring up object pallet, select
prim type, create prim by "grabbing" the corners of the one you want to
add, then stretching to size.", or, "bring up color pallet, then pick
'smart color', then tap what ever you are coloring. (which presumes a
system smart enough to 'guess' that you are coloring a door, and that
the general human preference is to 'paint' the frame darker than the
door)", or, "Pick lathe tool, make basic shape, drag polyline to form a
complete shape.", etc.
Its all "doable" with existing systems, save that the graphics just
isn't *there* yet. Well, that and the processor power and bandwidth
would be hell... But, if you presume a dedicated server, just to run one
virtual "sim", which used something like the OnLive render/video stream,
tech, it looks more plausible. The biggest limitation, as which I also
have with OnLive's idea, is, "How many people could you really have in
there at one time, without needing a super computer to do the
rendering?" Presuming you could render say 50+ views, in real time, with
"decent" image quality, the toolset is the *trivial* part of the whole
thing.
--
void main () {
if version = "Vista" {
call slow_by_half();
call DRM_everything();
}
call functional_code();
}
else
call crash_windows();
}
<A HREF='http://www.daz3d.com/index.php?refid=16130551'>Get 3D Models,
3D Content, and 3D Software at DAZ3D!</A>
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Patrick Elliott wrote:
> Yeah. Other than the fact that its no where "near" the detail level, and
> you have no mesh generation/lathe functions, procedural texturing, or
> "simple" means to add multiple colors, there is a lot of similarity in
> what this showed and what SL uses.
I understand you can import stuff from standard CAD package formats now, but
I haven't tried it.
--
Darren New, San Diego CA, USA (PST)
There's no CD like OCD, there's no
CD I knoooow!
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Darren New wrote:
> Patrick Elliott wrote:
>> Yeah. Other than the fact that its no where "near" the detail level,
>> and you have no mesh generation/lathe functions, procedural texturing,
>> or "simple" means to add multiple colors, there is a lot of similarity
>> in what this showed and what SL uses.
>
> I understand you can import stuff from standard CAD package formats now,
> but I haven't tried it.
>
Umm. You can on some "variant" systems, like RealXtend. That one even
supports IK. But... As one person that was looking at using Legend City
for some work (cheaper, but its even worse with content theft than SL
has ever been) stated, "It looks like SL for people that don't want to
bother doing anything." lol I take it that they haven't gone to great
lengths to "design" anything spectacular in the world yet there, but..
the concepts they have added are interesting.
In general though, while adding some of the same stuff, including
flexible meshes (the code exists for it, but its not a "supported" SL
feature at this point), is possible, its slow coming, or not happening
at all. SL has, I think, grown too fast, with some sloppy data
management design, and most of the teams time has been spent, it seems,
squashing bugs in the existing physics, data management back end,
working out why things that worked fairly well a year ago don't do so
well now, etc. They could probably use a serious rethink on a "lot" of
the stuff they originally designed it around. And, all this glitches..
delay adding new features (not the least being because every time they
do add one, half the users scream, "Why are you adding this, instead of
fixing <list of problems>?".
--
void main () {
If Schrödingers_cat is alive or version > 98 {
if version = "Vista" {
call slow_by_half();
call DRM_everything();
}
call functional_code();
}
else
call crash_windows();
}
<A HREF='http://www.daz3d.com/index.php?refid=16130551'>Get 3D Models,
3D Content, and 3D Software at DAZ3D!</A>
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Patrick Elliott wrote:
> Umm. You can on some "variant" systems, like RealXtend.
I see. It's a patch to the client to send the instructions that would build
the same thing that's in the .OBJ files and such. I thought they'd added
stuff as a primitive. I think I'm confusing it with unreal engine.
> squashing bugs in the existing physics, data management back end,
> working out why things that worked fairly well a year ago don't do so
> well now, etc.
Yeah. It was a clever business idea, with a horrific implementation.
--
Darren New, San Diego CA, USA (PST)
There's no CD like OCD, there's no CD I knoooow!
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