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Date: Tue, 16 Apr 1996 04:52:38 -0700
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From: DavHibsher@aol.com
To: Multiple recipients of list <lightwave@garcia.com>
Subject: LW 5.0 features
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On Mon, 15 Apr 1996 David Warner <dwarner@albany.net> asks:
> What's the story with Steve Whorley's procedural textures?
> (I think they're called "Tsunami") Are they at NAB??
I don't know. I think Steve is going to be there though.
> Is there OpenGL support for anim previews yet? Wireframe
> previews just don't cut it anymore.
Yes, but it's VERY slow on my p100. It's slow to render and slow to play
back. My guess is most people will do this once for the coolness value and go
back to wireframes for getting real work done. The exception to this is those
with a VERY fast machine and/or graphics accellerators.
However, the really awesome thing I have found about openGL (static) previews
is it is much easier to tell when objects in a complex scene are
intersecting, touching, etc. Bones in particular are a lot easier to position
in your objects when viewing them as shaded previews.
> > Inverse Kinematics now has active goals and goal weighting,
> > so you can animate goals and simulate joint friction.
>
> Does this mean we can now key-frame goals by themself, instead
> of having to keyframe all objects in the hierarchy?
Yes.
There is more of this post to be answered, but its 4:30 am and I have school