Link Editor ?

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Link Editor ? // Roundtable

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Post by Emmanuel // Apr 1, 2006, 1:04am

Emmanuel
Total Posts: 439
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This is a capture of the software used to create the Appleseed 3D movie. The panel in the center looks like our LE.

That design -I mean with panels and wires- seems to become common in 3D ?

Does anyone know which software is that capture from ?


In case the link to the pict doesn't work, here is the URL of the page : http://www.pixelcreation.fr/diaporama/diapo.asp?Code=323&Pos=30

Post by GraySho // Apr 1, 2006, 1:24am

GraySho
Total Posts: 695
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linking nodes isn't really new. It was even available in previous trueSpace versions (shader magic). From what I heard Poser is using nodes as well. And there is this neat terrain generator called world machine which is node based. I'm sure there are plenty of others.

Post by KeithC // Apr 1, 2006, 3:08am

KeithC
Total Posts: 467
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I know XSI uses a node-based LE; but I like the look of TrueSpace's better.


-Keith

Post by Johny // Apr 1, 2006, 5:06am

Johny
Total Posts: 672
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I think Houdini's LE is the best I ever saw.

For compare and see how Houdini LE work You can download Houdini apprentice edition at their site. (ps: download the stable one rahter than the newest one)


Their procedure modelling LE give their user a real non limit undo as long as the user not pack some procedure process into one object.


Look at below ilustrate image. (A= object3 before packed) (B=last result that seen on monitor).


If user not pack object3, user can change shape B by change parameter of objec1 and/or object2. Or maybe change the union process with other boolean process. User also can exchange object2's and object4's link target.


If user packed object3, the shape of B only can change by change object4 or change subtraction to other boolean process. Or if user want their can make object3 link target to other process before link the result to subtraction input.


to save memory space, User can also pack all process until poin B became new one object. If they did they can not undo it again because all process already become one new object.


And my wish is: I hope on the next mayor release tS also have full procedure modelling:jumpy: like what I see on Houdini years ago.

Post by KeithC // Apr 1, 2006, 6:50am

KeithC
Total Posts: 467
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I tried the demo of Houdini once, but it looked a bit complex (not to mention the high price tag).


-Keith

Post by Johny // Apr 1, 2006, 1:19pm

Johny
Total Posts: 672
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Keithc, that's because you're not familiar with procedurel modelling concept while you tried it. It's happened to me too when I tried it on 2003 (if don't forget). At the year there only a traditional modelling concept inside my head. And I also don't like that procedure modelling concept. So I deleted it from my harddisk :)
When tS7 come with procedure modelling concept. I just realize the power of the procedure modelling concept. But I found there're many tools need to add. So I talk about houdini's procedure modelling tools, hope their can download it and try by them selves for their inspiration ;)

Post by KeithC // Apr 2, 2006, 2:48pm

KeithC
Total Posts: 467
pic
You're right about my unfamiliarity with procedural modeling. Maybe I'll give it another shot one of these days. It just doesn't seem to have a place in the Game Development world though.


-Keith

Post by rj0 // Apr 2, 2006, 8:07pm

rj0
Total Posts: 167
Cinema 4D has Xpresso which is also node/wire based like LE, but that screen capture sure doesn't look like Cinema 4D.


rj

Post by tomasb // Apr 3, 2006, 5:05am

tomasb
Total Posts: 261
I think Houdini's LE is the best I ever saw.

For compare and see how Houdini LE work You can download Houdini apprentice edition at their site. (ps: download the stable one rahter than the newest one)


Their procedure modelling LE give their user a real non limit undo as long as the user not pack some procedure process into one object.


Look at below ilustrate image. (A= object3 before packed) (B=last result that seen on monitor).


If user not pack object3, user can change shape B by change parameter of objec1 and/or object2. Or maybe change the union process with other boolean process. User also can exchange object2's and object4's link target.


If user packed object3, the shape of B only can change by change object4 or change subtraction to other boolean process. Or if user want their can make object3 link target to other process before link the result to subtraction input.


to save memory space, User can also pack all process until poin B became new one object. If they did they can not undo it again because all process already become one new object.


And my wish is: I hope on the next mayor release tS also have full procedure modelling:jumpy: like what I see on Houdini years ago.


Boolean functions or similar that work on a mesh as a whole will be/are represented the same way as on those images. We were thinking also about representing ordinary point edit tools (sweeps etc.) as nodes. For initial implementation it would take too much memory which due to old tS is not available. Mesh editor is prepared for this and in a future you will be able to set maximal depth of construction history...

Post by Gwot // Apr 6, 2006, 2:56am

Gwot
Total Posts: 25
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The image in that shot is a screen capture of Motion Builder. The nodes are part of the relational constraint.
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