3D Artist Magazine Articles
Volume 4, Issue #s 22 to 28 (1995-97)

> Articles are listed as newest by page number.
> Issues now indexed: 21 to 44, more in progress.
> Most print articles are NOT available as full text online. See about ordering back issues.
> Issues available: current back to #19.

Print Article DetailsOnline Refs

Cover Story; by Adnan Edwards; 3DA#28 p. 6 (<1 p.). Many plug-ins and stock models were used to create an imaginary car rollover in 3DS (DOS) r4. Plus talk about the practicalities of using motion blur for forensic animation. See also earlier article, Rollovers.[full text]
[cover image] 23Kb

Contents Page Story; by Alex Kiriako; 3DA#28 p. 6 (<1 p.). How the Contents page image was done with 3DS Max r1.2 and Tree Factory Max. Created with Kimm Wiens.

RealLensFlare 1.5; by Alex Kiriako; 3DA#28 p. 8 (<1 p.). First look at the RealLensFlare optics and special effects plug-in for 3DS Max r1.

RDS Extensions; by John B. Crane; 3DA#28 p. 8 (<1 p.). Brief report on the Four Elements, Radical FX, and other plug-ins for Ray Dream Studio 4.1.3.

Particle Storm; by Alex Kiriako; 3DA#28 p. 8 (<1 p.). First look at the Particle Storm particles plug-in for LW3D.

Photoshop 4.0; by John B. Crane; 3DA#28 p. 10 (<1 p.). Review and tour of Photoshop 4.0.

Imagine for Windows; by Randy Penn; 3DA#28 p. 12 (<1 p.). First look at the first Windows version of Imagine.

Ssmokin'!; by Daryl Bartley; 3DA#28 p. 14 (2 p.). How to use the LazyGUI plug-in and LightWave's Lazypoints to make a model do a tornado effect, like whirling cartoon figures and The Mask.

Fake Particle Explosions; by David Hopkins; 3DA#28 p. 16 (2 p.). How to get the look of a particle system explosion in LightWave without particles or additional plug-ins.

Expressive Expressions; by Michael Koch; 3DA#28 p. 18 (2 p.). An introduction to slider objects and a nifty use for 3DS Max r1 expressions for facial animation.[info/download]

Incoming; by Wade Owens; 3DA#28 p. 20 (2 p.). Creating a spectacular asteroid atmospheric entry in Bryce 2 using the Amapi modeler and Bryce's Deep Texture Editor. Written with Steve Owens.

Tired; by Adnan Edwards; 3DA#28 p. 22 (1 p.). How to make a rolling vehicle tire go flat for forensic animation, using 3DSr4 and the Bones Pro plug-in. See also Maximum Tired, and sidebar, Watch Your Step.

Maximum Tired; by Adnan Edwards; 3DA#28 p. 23 (<1 p.). How to easily simulate a deflating flat tire in motion for forensic animation using 3DS Max r1's space warps in a non-obvious way. See also Tired.

Watch Your Step; by Adnan Edwards; 3DA#28 p. 23 (<1 p.). Some sage tips about how to conduct business as a freelance forensic animator. See also main article, Tired.

A Forensic Animator's Toolbox; by Paul Kakert; 3DA#28 p. 24 (1+ pp.). A report and some tips on Character Studio r1.1 for 3DS Max, Poser 2, Detailer (now Painter 3D), Unwrap Object Texture, and other tools.

Kickin' Glass II; by Jeff Paries; 3DA#28 p. 26 (1+ pp.). The steps involved in creating a stained glass window, and also an animatable flat stained-glass character.

A:M Particle Waterfalls; by Eric Lindstrom; 3DA#28 p. 27 (<1 p.). Using Animation Master's blobby materials to simulate flowing water.

A:M's True Colors; by Charles Kaufman; 3DA#28 p. 27 (<1 p.). If Animation Master keeps crashing, make sure your video is in 24-bit true color mode.

Maps of the Interior; by Charles Rohn; 3DA#28 p. 28 (1 p.). How to do texturing and rendering with trueSpace 2 inside an object, such as a torus or mineshaft.

Plug-In Mania; by David Hopkins; 3DA#28 p. 30 (2 p.). Wrapup report on a collection of plug-ins for LW3D, including Time Machine, Gaffer, Pupper Master, WaveFilter, Sparks, ParticleType, MacroForm, and QV.

Poser 2; by Cecilia Ziemer; 3DA#28 p. 34 (1+ pp.). Review and tour of Poser 2, a "jolly" program where even the skeleton figures and the manual are "cheerful."

Sculptor NT 2; by Sanford Kennedy; 3DA#28 p. 36 (<1 p.). First look at the Sculptor NT 2 NURBS modeler.

HyperMatter; by Sanford Kennedy; 3DA#28 p. 36 (<1 p.). First look at the HyperMatter physics plug-in for 3DS Max r1.

Boolean Brew; by John B. Crane; 3DA#28 p. 40 (1+ pp.). Using Ray Dream Studio 4 with with the Radical FX extension to model a bottle to display the author's label design work for a microbrewery.

4D Paint 1.1; by Alex Kiriako; 3DA#27 p. 12 (<1 p.). First look at 4D Paint, a standalone 3D paint program with a launcher plug-in for 3DS Max.

Detailer; by Cecilia Ziemer; 3DA#27 p. 12 (<1 p.). Review of Detailer (now Painter 3D) for 3D painting with Ray Dream, 3DS DOS files (on PC), and 3DMF files (on Mac), with some tips for the Mac version and RDS.

ParticleType; by Alex Kiriako; 3DA#27 p. 12 (<1 p.). First look at the ParticleType plug-in that substitutes 2D stand-ins for LightWave 5's particle object.

Sand Blaster; by Alex Kiriako; 3DA#27 p. 12 (<1 p.). First look at the Sand Blaster particle system generator for 3DS Max, including the appearance of morphing one object into another through a particles' stage.

5 Years of 3D How-To!; by Bill Allen; 3DA#27 p. 18 (<1 p.). Report on the first five years of 3D Artist magazine See also Who Reads 3D Artist?, and Great Blues.

Who Reads 3D Artist?; by Bill Allen; 3DA#27 p. 18 (<1 p.). Results from surveys of new and renewing 3D Artist subscribers. See also 5 Years of 3D How-To!.[full text]

Ant Acid; by John B. Crane; 3DA#27 p. 19 (3+ pp.). How the author put Ray Dream Studio 4.1 to work to create a massively complex mechanical character and an award-winning image.

Making Waves; by David Hopkins; 3DA#27 p. 22 (2 p.). The author's long-running Taming The Wave column for LightWave makes its first appearance in 3D Artist with how to create a wavy ocean surface, among other topics.[image] 32Kb

Working Around; by Alex Kiriako; 3DA#27 p. 24 (<1 p.). A collection of info and tips for 3DS Max and LightWave 3D.

Porsche Blow-By; by Eric Regner; 3DA#27 p. 24 (1+ pp.). How to use the 3DS Max r1.1 FFD plug-in to do a squash-and-stretch effect for an accelerating car.

Rendering in the Design Process; by Robert Lominski; 3DA#27 p. 26 (1+ pp.). Why and how not to disassociate computer modeling and rendering from the product design process, shown for furniture design with AutoCAD and AccuRender.

AccuRender Tips; by Robert Lominski; 3DA#27 p. 26 (<1 p.). Tips on better spheres, smooth ACIS entities, and infinite ground planes for AccuRender.

Modeling New Architectural Tools & Outlets; by Jermome R. Kalisz; 3DA#27 p. 27 (<1 p.). A look at where architectural computer software needs to go, plus a call for the architectural field to grow into virtual worlds.

Red Sky at Night; by Lee Sullivan; 3DA#27 p. 28 (1 p.). Using KPT Convolver, a stock FLC animation, and a lightning plug-in to create a convincing background sky animation in 3DS (DOS) r4.

Background Views; by Boyd Lake; 3DA#27 p. 29 (1 p.). Tips about mixing real background photos with architectural renderings, pointers about ethical problems, and why the author prefers noncomposite images.

Great Blues; by Sanford Kennedy; 3DA#27 p. 31 (2 p.). How the author created our Fifth Anniversary issue cover's great blue herons using 3DS Max r1 with the Clay Studio metaballs plug-in and Animation Master. See also 5 Years of 3D How-To!.[info]
[cover image] 28Kb

MaxTrax 1.1; by Paul Kakert; 3DA#27 p. 33 (1 p.). Review of the new 3DS Max r1 version of MakeTracks (for 3DS DOS), for tire tread marks and other trails. See also previous article, Make Tracks.

Tree Noise; by Gary Dohanish; 3DA#27 p. 33 (<1 p.). Quick and not-so-pretty foliage for forensic animation using 3DS Max r1's noise modifier and some found textures.

Simple Plants & Vehicles; by Gary Gresham; 3DA#27 p. 33 (<1 p.). Avoid shadows on 2D cookie-cut plants, and make sure your parking lots look successfully busy!

3D for Product Documentation; by Tim W. Moseley; 3DA#27 p. 34 (<1 p.). Using 3D Studio DOS to render product documentation images from Pro/E design files.

Creating Particle Systems; by Shawn A. Svacha; 3DA#27 p. 34 (1+ pp.). How to get started with blobby materials in Animation Master.

Star Clusters; by Keith Christopher; 3DA#27 p. 38 (1+ pp.). Using LightWave 3D v4 with its Pennello Lite plug-in and VertiLectric demo to create a background star cluster.

TrueSpace Lens Flares; by Peter Plantec; 3DA#27 p. 40 (<1 p.). Using shareware add-ons for trueSpace 2 for lens flares.

Windows Imagine Tips; by Randy Penn; 3DA#27 p. 40 (<1 p.). Tips including some help for transitioning from Imagine 4 for DOS/Amiga to IFW for Win95.

3D in the News; by Tim Johnson; 3DA#27 p. 40 (<1 p.). How LightWave 3D was used at a local TV station to quickly create a graphic for a breaking news story, the crash of TWA 800.

ElectricImage Broadcast 2.7; by John B. Crane; 3DA#27 p. 44 (1+ pp.). Review of ElectricImage as experienced with EIB 2.7, plus some info about plug-ins.

Turtle Textures; by Joel Bellucci; 3DA#27 p. 48 (1 p.). How a sea turtle was created in trueSpace 2 for an educational CD-ROM.

Two-Fisted 3D; by Alex Kiriako; 3DA#26 p. 15 (<1 p.). First look at using a 3D controller, the AniMotion SpaceController, with 3DS Max r1.

World Builder; by Timothy Duffield; 3DA#26 p. 16 (2 p.). Review of World Builder 1.0 (for DOS) by a landscape architect who comes up with both beautiful results and a critical critique.

World Construction Set; by Pat Lichty; 3DA#26 p. 18 (1 p.). Reviews of WCS 2.115 by a sculptor/graphics artist who finds fun in them thar hills. See also sidebar, A World in 7 Minutes.

My Private Island; by Christian Gahre; 3DA#26 p. 19 (<1 p.). How the author used WCS 2 DEM Designer feature to create a tropical island.

DEM Files; by Alex Kiriako; 3DA#26 p. 19 (<1 p.). Where to find and how to deal with USGS DEM files.

A World in 7 Minutes; by Pat Lichty; 3DA#26 p. 19 (<1 p.). In a maze of possibilities and WCS 2 dialogs, how to quickly get some results. See also main article, World Construction Set.

Funky Objects; by Cecilia Ziemer; 3DA#26 p. 20 (2 p.). About Bryce 2's undocumented primitives (disk & sphere sets, etc., on Mac version only), shown used for trees and futuristic architecture. Also tips on DXF/3DMF import.

The Best Max Utility: 3D Studio r4; by Sanford Kennedy; 3DA#26 p. 22 (1 p.). Using 3DSr4 metaball plug-ins Blob Sculptor, MetaReyes, and OrganiX Pro to model creatures, people, and spaceships for 3DS Max r1. Info about using Snapshot for modeling.

DAB; by Alex Kiriako; 3DA#26 p. 23 (<1 p.). First look at DAB (Digital Art Brushes), a LightWave v5+ plug-in that applies brush strokes in 3D rather than in postprocessing. See also A DAB Will Do.

A DAB Will Do; by Alex Kiriako; 3DA#26 p. 23 (<1 p.). Using the DAB plug-in to put brush-stroked leaves on Tree Factory trees, coming up with a complete leafed-out tree in less than 13K polygons. See also DAB, and Tree Factory.[image] 92Kb

Tree Factory; by Alex Kiriako; 3DA#26 p. 23 (<1 p.). First look at this standalone program for interactively creating tree objects for LightWave 3D and DXF output. (Note that Tree Factory is less capable than, and different from the later Tree Factory Max.) See also A DAB Will Do, and Tree Factory Max.

Tree Factory Max; by Lee Steel; 3DA#26 p. 24 (<1 p.). Review of this plug-in for procedurally generating 3DS Max r1 real and fantasy trees and shrubbery. See also Tree Factory, and Tree Expressions.

Tree Expressions; by Lee Steel; 3DA#26 p. 25 (1 p.). How to use 3DS Max expressions with Tree Factory Max to control level of detail based on camera distance. Explained using expression code by David Marks. See also Tree Factory Max.[code]

Leafy Layers; by Rodger Reynolds; 3DA#26 p. 26 (3+ pp.). How to use opacity mapping to create beautiful realistic low-data trees, shown with Animation Master.[info]
[image] 166Kb

Character Studio; by Alex Kiriako; 3DA#26 p. 29 (<1 p.). First look at Character Studio r1's Biped and Physique plug-ins for 3DS Max r1.1.

Working Around; by Alex Kiriako; 3DA#26 p. 30 (<1 p.). Tips about running Painter 4.0 under WinNT 3.51, using Illustrator with 3DS Max, and more about 3DS Max Multi/Sub-Object materials. See also previous article, Infinite Mapping.

Sumatra; by Peter Plantec; 3DA#26 p. 30 (<1 p.). First look at the next version of Softimage, code-named Sumatra.

SIGnificant People; by Lee Steel; 3DA#26 p. 32 (<1 p.). Memoriam for Jeff Reisner, user group organizer and accomplished AutoCAD and 3D Studio artist.

Tiger Woman; by Robert J. Undi; 3DA#26 p. 40 (1+ pp.). How to do a super-complex facial map from photos, shown with 3DS (DOS) r4. Also more about the author's polygonal hair work. See also next article, SurfaceSuite.[info]
[cover image] 24Kb

Speed Razor Mach III; by Paul Kakert; 3DA#25 p. 14 (1+ pp.). Review of this non-linear video editing software.

Bryce/Dream: Mixing tools; by Cecilia Ziemer; 3DA#25 p. 15 (1+ pp.). How the author used Ray Dream Designer 3.1.2 and Bryce 1 to render aligned scenes composited in Photoshop 3.0.3.

What you see is the paint...; by Alex Kiriako; 3DA#25 p. 16 (<1 p.). An unusual point of view about texturing models from desktop 3D pioneer Joe Conti, with images from his production company's LightWave work for Courage Under Fire.

The Art of Ugly; by Alex Kiriako; 3DA#25 p. 17 (1 p.). How to get the most mileage out of a few maps using LightWave 5's texture stacking, Photoshop 3's layers, and MeshPaint, as demonstrated with a horror story character's facial mapping created by Jason Bickerstaff and Suzanne Kaufman.

Tank Battle; by Sanford Kennedy; 3DA#25 p. 18 (1 p.). Animating a scene in 3DS Max with a running soldier and exploding tank, using various Max features and add-ons.

Infinite Mapping; by Alex Kiriako; 3DA#25 p. 19 (1 p.). How to apply multiple adjacent textures to a single object in 3DS Max r1. See also next article, Working Around.[addendum]

Cover Story; by Todd Sheridan; 3DA#25 p. 20 (2 p.). How the author sculpted in clay, digitized, and textured the ballerina model seen on this issue's cover, done with 3D Studio (DOS) r4. See also sidebar, Stereograms.[cover image]
[info/images] 40Kb

Surviving Without Skin; by Joel Bellucci; 3DA#25 p. 22 (2 p.). How to do organic modeling in trueSpace 2, demonstrated with an undersea dolphin scene.[manual refs]

Animating an Altercation; by Ed Hanson; 3DA#25 p. 24 (1+ pp.). How the author went about animating the events leading up to a police shooting, including general info and tips about crime scene preservation and rendering a nighttime event.

Make Tracks; by Paul Kakert; 3DA#25 p. 25 (<1 p.). Review of the Make Tracks plug-in for creating trails in 3D Studio r4 (DOS), shown in use for tire marks in accident reconstruction. See also next article, MaxTrax 1.1.

3D Artifacts; by Nancy Heinz-Yerka; 3DA#25 p. 26 (1+ pp.). Using TriSpectives to model and render Native American basketry for an interactive media project based on a collection made by a friend of Frederick Remington.

Projection Mapping; by Jeff Paries; 3DA#25 p. 27 (1 p.). Getting started with compositing Animation Master work onto still or video backgrounds.

Shadow of Doubt; by Tim Wilson; 3DA#25 p. 30 (1+ pp.). Dealing with the problems of realism in raytraced and mapped shadows, and showing how to get better results with light arrays, as demonstrated in LightWave 4.

LightWave 3D 5.0; by Alex Kiriako; 3DA#25 p. 33 (<1 p.). First look at the newest LW3D and features such as MetaNURBS.

Stereograms; by Todd Sheridan; 3DA#25 p. 36 (<1 p.). How to do create stereograms using black fog in 3DS Max (or most other 3D apps) and a freeware stereogram generator, SISGen, for Windows. Shown with the ballerina from the issue's cover. See also main article, Cover Story, and next article, Depth Clues.

Beam Weapons; by Pat Lichty; 3DA#25 p. 38 (<1 p.). How to create space battle weapon beams in 3D Studio (DOS) r4.

Cover Story; by Steve Sherer; 3DA#24 p. 6 (<1 p.). A little about how this issue's dragon rider cover was done with 3D Studio (DOS) r4, created with Earl Wenzel.[cover image] 16Kb

Curtains; by Alex Kiriako; 3DA#24 p. 10 (<1 p.). Using the Sculptor plug-in for 3D Studio (DOS) r4 to a curtain animation with NURBS.

Saws, Torches & Software: 3D graphics for sculpture; by Pat Lichty; 3DA#24 p. 12 (2 p.). Using CAD packages, 3D Studio (DOS), and other apps to design, previsualize, and even create real-world sculpture, with possibilities for virtual work, too.

Slice; by Michael Krakow; 3DA#24 p. 14 (1 p.). How to deal with problems in Imagine 3 and 4 slice operations, shown with an abstract sculptural visualization.

Head Start; by Jean-Yves Chasle; 3DA#24 p. 15 (1+ pp.). Using a Personal Digitizer, HyperSpace, and voice recognition to digitize a plaster model human head for 3D Studio (DOS).

3D Studio Max; by Ron Lussier; 3DA#24 p. 16 (2 p.). Review and tool tour of 3D Studio Max r1.0, as viewed by a major studio user/trainer.

Max Explosion; by Stefan Didak; 3DA#24 p. 18 (1+ pp.). How to create an explosion using 3DS Max r1.0's native particles.[addendum]

Snake Noise; by Sanford Kennedy; 3DA#24 p. 19 (<1 p.). How to create a snake and make it slither in 3D Studio Max r1.0, all with the noise modifier.

Fiction Textures; by Archie Jones; 3DA#24 p. 20 (1+ pp.). Scuffing and beating on textures for LightWave 3D 4.0, as shown with some interesting robot characters.

A Glossary in Realtime; by Josh White; 3DA#24 p. 22 (1 p.). A glossary of terms used in realtime modeling.

A Car in 210 Polygons; by Roberto Guijarro Belda; 3DA#24 p. 23 (1 p.). How to model and texture low-res cars in 3D Studio (DOS).

Lip Sync; by Jeff Paries; 3DA#24 p. 24 (1+ pp.). How to do phoneme lip sync in Animation Master.

Poser Tunic; by Alex Kiriako; 3DA#24 p. 28 (1+ pp.). How to easily create a tunic for a Poser 1 female model brought into 3DS Max r1.[addendum]

Sleepless in Edge City; by Cecilia Ziemer; 3DA#24 p. 32 (1 p.). How to deal with the changes that happen when bringing Ray Dream Designer 3 files into Ray Dream Studio 4, shown with a castle scene.

Softimage NT; by Rob Glidden; 3DA#23 p. 6 (1+ pp.). First look at the first version of Softimage for Windows NT.

3D Movie Maker; by Alex Kiriako; 3DA#23 p. 6 (<1 p.). Review of 3D Movie Maker, an attempt at a simple consumer-level 3D-based storytelling package.

QD3D Accelerator Card & StudioPro 1.75; by Andrew Hess; 3DA#23 p. 7 (1+ pp.). Review of StudioPro 1.75 "Blitz" used with the QuickDraw 3D Accelerator Card, shown for modeling a 48K-polygon formula race car.

Can you animate for $12,000 a minute?; by Rob Glidden; 3DA#23 p. 8 (<1 p.). A brief report on how 2D and 3D are shaping up as competitors for doing production TV and movie work.

Amapi 2.05; by Alex Kiriako; 3DA#23 p. 8 (<1 p.). First look at Amapi 2.05, a NURBS/polygon modeler for Win3.1/95/NT, Mac, and Unix, and also runs as a 3DSr4 plug-in.

Metaballs 3 for 3DS; by Alex Kiriako; 3DA#23 p. 8 (<1 p.). First look at the OrganiX, MetaReyes 2.0, and Blob Sculptor metaball modeler IPAS plug-ins for 3D Studio r4.

Poser 1.0; by Alex Kiriako; 3DA#23 p. 9 (<1 p.). Review of the first Poser version, with notes about using with 3D Studio.

Group Project; by Swami; 3DA#23 p. 16 (<1 p.). How a user group pulled together to do an animation project with multiple 3D apps.

Octopus's Garden; by Sanford Kennedy; 3DA#23 p. 17 (2 p.). Modeling and animating an undersea scene with an octopus, a crab, and fish using 3D Studio (DOS) r4 with Keyscripting, OrganiX Pro metaballs, and the Bpatch patch modeler. World Builder 1 for DOS was used for the underwater landscape elements. See also previous article, Intro to Keyscripting, sidebar, MeshPaint, and sidebar, Some Script Schooling.

MeshPaint; by Sanford Kennedy; 3DA#23 p. 18 (1 p.). How the MeshPaint IPAS was used in 3DS (DOS) r4 to take care of painting in 3D a surface as irregular as a metaball octopus's skin. See also main article, Octopus's Garden, and sidebar, Putting the Mesh in MeshPaint.

Some Script Schooling; by Sanford Kennedy; 3DA#23 p. 19 (1 p.). Using Keyscripting in 3DS (DOS) r4 to animate a school of fish. See also main article, Octopus's Garden.[full script]

Putting the Mesh in MeshPaint; by Sanford Kennedy; 3DA#23 p. 19 (<1 p.). How to make the mesh appear while working in the MeshPaint IPAS. See also main article, MeshPaint.

The Making of a Cover; by Cecilia Ziemer; 3DA#23 p. 20 (2 p.). How Ray Dream Designer 3 was used to create a cover scene with trilobites and nautiloids.[info]
[cover image] 22Kb

Dynamic Motion Module & KeyFactory; by Paul Kakert; 3DA#23 p. 24 (1+ pp.). Review of two physics plug-ins for 3D Studio r4, of special interest to forensic animators.

Impact!; by Larry Mitchell; 3DA#23 p. 25 (<1 p.). Review of the Impact! physics standalone program for creating files for LightWave 4.

Scene Modeling; by Adnan Edwards; 3DA#23 p. 26 (1+ pp.). How to use aerial photography in 3D Studio (DOS) to re-create a car accident scene, with notes about how much detail to include.

Rollovers; by Adnan Edwards; 3DA#23 p. 27 (<1 p.). Tips for animating a car rollover, with the aid of qualified expert if done for courtroom work. See also later article, Cover Story.

Contents Page Story; by Verin Lewis; 3DA#23 p. 30 (<1 p.). A little about how a giant manta ray model was created for an educational underwater adventure.

Good References; by Paul Muns; 3DA#23 p. 34 (<1 p.). Using references in the Moray modeler for POV-Ray.

Rock Science; by Alfonso Hermida; 3DA#23 p. 36 (<1 p.). Creating a piece of ancient Egyptian wall bearing cartouche hieroglyphs.

Pyromania; by Peter Plantec; 3DA#23 p. 36 (<1 p.). Using the Pyromania special effects CDs along with Photoshop 3 and trueSpace 2 to create an explosion.

Mastering Fonts; by Jeff Paries; 3DA#23 p. 37 (<1 p.). Using the text import option in Animation Master 3 to get 3D type.

QTVR & Infini-D; by Michael Nibeck; 3DA#23 p. 40 (1+ pp.). Tips about creating QTVR panoramic images with Infini-D and Apple's QTVR authoring tools.

Nightmare" Wasn't; by Cecilia Ziemer; 3DA#22 p. 6 (<1 p.). A little about how the "Nightmare" Contents Page image was done with Ray Dream Designer 3 on an 8Mb Mac IIci.

LightWave 3D v4 & Accessories; by Alfonso Hermida; 3DA#22 p. 7 (<1 p.). Report on LW3D final arrival on multiple platforms.

Sparks; by Peter Plantec; 3DA#22 p. 7 (<1 p.). First look at the Sparks particle system for LW3D 4, including waterfalls, and a glance at FiberFactory's polygonal fibers.

Rocket Science; by Alfonso Hermida; 3DA#22 p. 7 (<1 p.). Review of the videos, Spacecraft Model Design and Spacecraft Surfacing Techniques, by Ron Thornton of Foundation Imaging (Babylon 5, etc.).

Sculptor for 3DS; by Alex Kiriako; 3DA#22 p. 8 (<1 p.). First look at the Sculptor NURBS modeler IPAS for 3DS (DOS) r4.

Ray Dream Studio; by Alex Kiriako; 3DA#22 p. 9 (<1 p.). Review of RDS 4 on Mac and Win95 by an experienced Mac-based Ray Dream Designer user.

Moray 2.0; by Paul Muns; 3DA#22 p. 9 (<1 p.). Review of the new Moray shareware modeler for (copyrighted) freeware POV-Ray 2.2.

Cover Story; by Tim Wilson; 3DA#22 p. 14 (<1 p.). Using Imagine 4 to create a highly realistic Allosaurus Fragilis, modelled in collaboration with dinosaurologist Greg Paul.[cover image]

Intro to Keyscripting; by Sanford Kennedy; 3DA#22 p. 14 (1+ pp.). Using 3DS (DOS) r4's Keyscripting feature to move a camera, and correctly animate an octopus tentacle (created with OrganiX metaballs) with its linked suckers. See also next article, Octopus's Garden.

Rescue; by Cecilia Ziemer; 3DA#22 p. 16 (2 p.). How a remarkably mysterious single image was done in Ray Dream Designer on a Mac IIci with 8Mb RAM.

Forensic Animation; by Paul Kakert; 3DA#22 p. 19 (<1 p.). Introduction to this issue's focus topic, with some important observations for those entering this exacting 3D specialty.

Courtroom Show & Tell; by Paul Kakert; 3DA#22 p. 20 (1+ pp.). Tips for forensic animators about managing a forensic project, from initial consultation to getting paid. Includes a vehicle collision "case" study. See also sidebar, Tempo for Forensic Animators.

Tempo for Forensic Animators; by Paul Kakert; 3DA#22 p. 21 (1 p.). Using the Tempo Motion Editor and Key Manager add-on IPAS routines for 3DS (DOS) r3 and r4 as a means to control the timing of a car/truck crash reconstruction. See also main article, Courtroom Show & Tell.

Rear Views; by Adnan Edwards; 3DA#22 p. 22 (1+ pp.). Presenting to a courtroom a reconstruction of what appeared in a rearview mirror, using 3DS (DOS) r3 on an accident case involving a car and a motorcycle.

Forensic & Medical Mix; by Adnan Edwards; 3DA#22 p. 23 (<1 p.). Using 3DS (DOS) r4 with Humanoid to demonstrate to a jury the flaws of a knee brace design.

Skinning a Hawk; by Boyd Lake; 3DA#22 p. 24 (2 p.). Using the 3DS 2D Shaper to loft the body and wings of a hawk for reconstructing power line accidents to use in safety education.

Animation on Trial; by Gary Dohanish; 3DA#22 p. 26 (<1 p.). A forensic animator tells what's involved in getting an animation into court, and why his work hasn't gotten there yet.

Dirty Details; by Rodger Reynolds; 3DA#22 p. 28 (1+ pp.). Why and how to include the dirt in your detailed work, shown in constructing a 1940s pickup in Animation Master.

Easy Trip-Lets; 3DA#22 p. 32 (<1 p.). Creating a complex Boolean object in trueSpace 2.

Working on Time; 3DA#22 p. 32 (<1 p.). How to get clock hands to show a valid time, rotating in sync with an animation done in 3DS (DOS).


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