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 Q&A PAL,
Adrian Boeing
nov. 2007
 

 

"3D artists are able to take advantage of the PAL technology, through any application that supports PAL. The primary advantage for artists and animators will be the ability to select the underlying physics engine which provides the most visually pleasing results. In this way artists are able to get more control over how objects should react and move in their game or animations.

For example, an animator may wish to animate a wall being hit by a cannon ball. The results from one physics engine might not give the results an animator wants. Too many of the bricks in the wall may be flying in the wrong direction. By switching to a different physics engine, the animator can get more control over how the bricks will move."

< Each image is generated at the same point in time, however each engine provides a different result.

   
Q1 Could you please give a brief description of PAL?
A1 The Physics Abstraction Layer (PAL) defines a open standard API for exchanging physically based animation content between different content creation packages and physics engines.
   
Q2 PAL offers a unique interface for most of the OpenSource engines. What about commercial products such as Havok?
A2 Most open source physics engines are supported by PAL, (Bullet, JigLib, ODE, OpenTissue, Tokamak) and PAL supports a number of commercial products as well, including AGEIA PhysX, Newton Game Dynamics, and True Axis Physics. However, PAL does not currently support Havok. We hope to add Havok support to PAL in the future.
   
Q3 What are the relations between Collada and PAL? Can PAL be used without Collada?
A3 COLLADA is one of the file formats compatible with PAL. PAL itself can be used without COLLADA, either through its own XML file format, or through the Scythe file format, or directly by a custom application.
   
Q4 Is PAL for developers or for 3D artists?
A4 PAL is for anyone who wishes to make physically based animations, this includes developers, researchers, animators and other 3D artists. However PAL is primarily targeted at software developers.

3D artists are able to take advantage of the PAL technology, through any application that supports PAL. The primary advantage for artists and animators will be the ability to select the underlying physics engine which provides the most visually pleasing results. In this way artists are able to get more control over how objects should react and move in their game or animations.

For example, an animator may wish to animate a wall being hit by a cannon ball. The results from one physics engine might not give the results an animator wants. Too many of the bricks in the wall may be flying in the wrong direction. By switching to a different physics engine, the animator can get more control over how the bricks will move.

   
Q5 Is it possible to generate PAL files directly from DCC software such as Maya, 3dsmax or XSI?
A5 Since PAL provides support for a number of file formats it is possible to use PAL with any software that supports COLLADA physics or the Scythe physics format. Softimage XSI has native COLLADA support and Feeling Software provides COLLADA plug ins for both Max and Maya. There is a number of other DCC software available with COLLADA support, such as Blender and Houdini. Scythe support is available for 3ds files and Wavefront obj files, so any DCC software that can export to 3ds, obj, or COLLADA can take advantage of PAL.
   
Q6   Is PAL opensource?
A6  Yes, PAL is opensource and released under the BSD license. This means it is free to use in commercial applications. You can download the source code and example applications from the PAL website http://pal.sourceforge.net/
   
Q7 What is the future of PAL, can it be included in DCC softwares or 3D engine ?
A7 The PAL project is always growing and expanding, and we hope to see PAL directly integrated to a number of DCC packages and 3D engines in the future.
   
   
   
 
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