Both
Chris and I had some additional suggestions we'd love
to see in a future version of this software, whether that
be 2.5 or 3.
Chris'
Additional Suggestions for Options in the Next Version:
An
option where the user can cycle through poses in addition
to the standard click and pick.
In
the green room, I'd like to see the capability of
cycling through control points with the mouse wheel
and modifying the rotations axes via the old "\click-drag
+key" method.
In English: I.E.: ALT key = Y-axis, CTRL Key = X-axis,
SHIFT Key = Z-axis. (Ask any CAD user how useful this
is.)
Adding
an environmental object category where users could
pick such naturally occurring entities as smoke, flame,
wind, rain, snow, explosions(?) etc. Maybe an expansion
package where we could add visual effects filters
to help add to the overall feel of a shot? (users
could blue tint scenes like in The Matrix, Donnie
Darko, and pretty much anything)
And,
finally, wouldn't it be great to have the capabilities
to port your storyboard frames directly into a 3D
program (Maya, 3D Studio) as keyframes? Think about
being able to create your static storyboard, and blocking
for an animated feature simultaneously!
Jeremy's
Additional Suggestions for Options in the Next Version:
More
specific body customization, with more options than
just a man's general 'fat-ness' or a woman's general
'bustiness' or 'heaviness.'
The
ability to create relationships between more than
two people or more than one person and an object,
which would help with fight scenes, couples in vehicles,
and a variety of other useful relational setups.
The
ability to percolate multiple changes to multiple
actors or objects through a scene at once, as well
as the ability to remove all decals from actors in
a scene to start with a clean slate. This would help
speed up scene alterations with different actors and
would allow you to get rid of place-holder decals
when you've got the appropriate skins for actors midway
through the storyboarding process.
Performance In the official release version, the relationship bugs
from the Beta version seem to have been fixed. I have
to say that it is quite handy to be able to have a predefined
snap-to capability in a 3D environment. I was also happy
to notice the addition of muzzle flashes to the gunnery.
It makes a nice representation that the firearms are actually
being discharged rather than merely being pointed at a
target.
I
too found the overall performance of the release version
of FF3DS2 to be quite good, with some rather
odd exceptions (which will be mentioned later). The smoothness
of behavior, the options of movement, and the simplicity
of design make FF3DS2 a very powerful program.
There
were a few issues with the performance that needed to
be straightened out.
For
example, one issue I noticed is that the sports equipment
didn't seem to have any sort of onboard relationships
intact for the child actors; When attempting to have a
boy hold a baseball bat, I was only successful in getting
the bat to stand on his head. So essentially, the user
will have to define their own relationships which is pretty
simple to do, but still a bit of a pain to have to set
up in the first place, when these relationships are in
place for adults.
A
second issue comes in the form 'clipping' that results
from a lack of surface contact between your actors' bodies
and other objects (which was also an issue in FF3DS).
Because of this, you can easily stick an actor's foot
into the floor or through a bed, which is pretty annoying.
There's an option to 'disable collision checking' when
it comes from other actors for setting up relationships,
so it's too bad that they didn't give you the option for
'collision reaction' for how a character's body reacts
to it's environment. Being able to have hands and feet
conform to floors and walls when you move limbs up against
them would be very helpful.
A
third issue, which was present in the first program and
is more annoying in the sequel because of how much other
stuff has been improved, is the inability to resize actors
without losing all their relationships. For example, the
FF3DS2 height for all men is 5' 9.6".
If you change that height to 6' 4" to represent an
actor of that height, all of the male relationship options
go right out the window. The reason this is occurring
is because the program is basing relationships on height
and limb distance, rather than on joints. In the world
of create-your-own-character video games, this problem
was assisted by creating algorithms that defined
relationships by proximity of joints, rather than distance
from the ground.
Use
of a joint system wouldn't be perfect, because bigger
people have bigger limbs and smaller people have smaller
limbs, which would, of course, lead to lots of clipping
issues. However, if they would keep the basic joint connections
for the relationships in place, then the individual designer
could fine tune things as needed. That's a lot simpler
than having to start from scratch if you make the 'mistake'
of casting someone who's 6'6" in a film.
The
final issue comes down to refining the decal system. The
ability of the decal system is great, but right now it's
prone to bugs like having one person's hair color extend
to another person nearby, or having a 'skin' or decal
vanish in the green room. Along with fixing these bugs,
they'll need to come up with more robust abilities for
controlling where decals are placed on clothing and skin,
to help eliminate the hit or miss method that's currently
in place.
Value
While it may seem like we've brought up a number of problems
with this program, the reality is, as we mentioned at
the beginning of this review, there's just no way you
could make a program as complex as this and not have issues.
The fact that there are as few as there are speaks volumes
to Innoventive's hard work and persistence.
This
is a program that can allow you to come up with a truly
amazing visual look for your film, which is even more
crucial in a micro-film world where we tend to have to
shoot as fast as possible during production. By being
able to set up your scenes, set up your camera, and map
out where the coolest shots are going to come from, you
can end up with a truly professional looking film. And
because you'll know exactly where your cameraman is going
to set up and where you need your actors in relationship
to the camera, you can shave a good amount of time off
your actual shooting schedule.
In addition to getting the program and the updates that
Innoventive provides, the users of FF3DS have always
had a huge propensity for creating a large amount of content
and posting it on the FF3DS bulletin board.
With
all that in mind, this is a program that is well worth
the $400 that is being charged for it.
Overall
Comment An amazing weapon for any low- or no-budget
filmmaker, Frame Forge 3D Studio 2 is an impressive program.
It's not done growing or evolving yet, but it's already
at a place to shave hours and hours of production and
'meandering' time off your shoots. With a company that
seems dedicated to perpetual improvement and enthusiastic
user mods readily available, FrameForge 3D Studio 2 might
be one of the best $400 purchases you make for yourself
as a filmmaker.