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Object Management (was Re: Object Visibility)

Object Management (was Re: Object Visibility)

2005-03-02       - By turf_squid

 Back


Ok, I'm going on a bit of a tangent from the original posting, but:

As far as object management goes, one feature I'd like to see is a
details level -- where one object can have several levels of detail.  
For example, take grass -- when you're far away a simple texture map
would do (And allow for fast rendering).  When you get closer, a few
simple polygons, and when you get right up close, you want a high
count of polygons.  Same object, three different models.  Layers does
not cover this quite right.  This also allows you to work with really
complex objects without bogging down the GUI.


P.S.  I really like layers -- I use them in Corel all the time --
they're great when you're doing CAD type applications.  A combination
of these two would be great for object management for me.


John




--- In Carrara@(protected), Harvey White <madyn@(protected)> wrote:
> On Wed, 2 Mar 2005 10:22:17 -0500, you wrote:
>
> >
> > I think having ability for "layers" would also help accomplish
this...
>
> Help, yes.  Solve, only partially.  Layers would help with object
> grouping and management, but (at least, how I envision it), scene
> management would go a step or so beyond that.  I have a scene that
has
> 3 or 4 versions, same models, just because of that very issue.
> Different cameras, different parts of the timeline, different things
> being rendered....  in part, it's a problem with the "light effects
> through transparency ..... read "NONE").
>
> Layers management is also a good idea, so is being able to apply
> changes to a number of objects or tweeners at once, for the common
> properties....
>
> All that is needed.
>
> With scenes getting more complex, more items, better textures, more
> sophisticated renders, animation with the new IK tools, we need some
> good, and high powered, scene management tools as well.
>
> One other idea was the concept of global scaling.
>
> You model a car, say, at a scale of 1 carrara inch = 1 foot.  No
> problem.
>
> Bring it into a scene where your building is 16 inches tall, and you
> have instant CarZilla....  You then have to rescale the model and
hope
> that the scales match.
>
> Why not have one more item in the model, which is the "real world
> scale".....
>
> Import the model into a scene where the scale is 1 inch = 50 feet,
and
> the model presents you with a dialog:
>
> Scene scale differs from model scale...
>
> Scale model to match scene?  () yes  ()no
>
> Since the scene has a global size parameter, say adapted from the
> realistic sky and the new terrains in C4....  You are modeling in
> (essentially) real world units.
>
> Once you have that, and a "library model update", where you can
> optionally link to a model file rather than embed the model in the
> scene.... allows you to change a model and still have the same
> position, tweeners, and movements....  You have a way of really
> developing complex scenes without having to kill yourself
remembering
> that you have to import the model, rescale it, duplicate the
> positions, rework the morphs, redo the tweeners... etc....
>
> Harvey
>
>
> >
> >
> >  Date: Tue, 01 Mar 2005 12:26:43 -0600
> >   From: Harvey White <madyn@(protected)>
> >Subject: Re: Object Visibility
> >This would be called "scene management".  It would allow you to
set up
> >various conditions such as visible/not visible, which camera is
> >rendering, etc and save that as a "set".
> >
> >
> >
> >Welcome Yahoo Members!
> >
> >http://www.eovia.com
> >Yahoo! Groups Links
> >
> >
> >
> >
>
>
>
>
> --
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