NEWS         TESTS         INTERVIEWS         DOSSIERS         GALLERY 3D         3D SITES
 Q&A Michael Reinholdt
TurnTool
26/04/02
Q1 Why another 3D Web Technology?
A1

Well, that's a long story. But to make things short: TurnTool started as the main 3D engine behind the computergame "It came for Zog". As it turned out, the flexibility of the code produced could be easily adapted to the internet. So we did just that. Besides that.other web 3D technologies are just too expensive.

   
Q2 What are the actual texture canals supported (for instance : diffuse, alpha, reflection, bump...)?
A2

TurnTool supports diffuse, opacity and reflection mapping, they are the practical ones when it comes to well performing realtime 3D.

   
Q3 Is it possible to interact with a 3D object (open/close a door, sound...)?
A3 Certainly. All those things and many more are possible. TurnTool is very powerful when it comes to scripting. Currently advanced scripting has to be programmed by TurnTool ApS, but full scripting capability for our users is a thing soon to come. As a matter of fact it is being constantly expanded. Users are recommended to check our updates page regularly for new features available to them.
   
Q4 What are the basic interaction/navigation tools ? Is it possible to programm new commands?
A4 Basic interaction is done with the mouse and keyboard. With a target camera you rotate, zoom and pan around a target point using the mouse. This is used when you want to examine an object placed at the target. With a free camera you are looking around when moving the mouse. It is even possible to attach a free camera to a physics object controlled by the keyboard. This result in
a Quake like control ideal for walkthroughs. Through scripting the controls can be tailored to suit any need.
   
Q5 Is it possible to animate meshes ("morph"), lights, textures, particles with TurnTool?
A5 Everything you can animate in 3ds max or VIZ is supported by TurnTool. The TurnTool has special support for Character Studio and you are able to animate everything from lightsources, to texturemaps, UV coordinates and even background pictures.
   
Q6 What about avatars? Is it possible to create avatars with TurnTool?
A6 It is technically possible through scripting, but we haven't experimented with it (...yet).
   
Q7 Is there any 3D compression for geometry? What kind of compression is attributed for textures?
A7 TurnTool uses runlength encoding including a dynamic Huffman compression (lossless) for geometry. Textures are compressed using a proprietary wavelet algorithm. Users can specify how much they want their textures comressed.
   
Q8 Is it easy for Viz users (mostly architects) to create a walkthrough visit of their project and publish it on the web ?
A8 Very! TurnTool features its own physics engine, which makes creating game like environments very easy. And you dont need a special piece of development software to do it, it is all done from within max or VIZ. It is also possible to create a camera tour if that is what is desired.
   
Q9 For "e-commerce objects" is shadow automaticaly generated? What are the characteristic of the render engine (antialiasing, blending...)? What is the maximum polygon weight of a Turn Tool scene?
A9 TurnTool does not pretend to be better than the artist to create a scene. We feel, that making things look just right by adding details, is his job. TurnTool puts a lot of effort to run smoothly. We feel that the only way to do this properly is using the 3D hardware acceleration available in most machines. Basically we do what the machine is capable of, and fast. TurnTool also features a nice subsampling antialiasing which gives a very crisp and smooth result.
TurnTool is not limited to a specific number of polygons per scene, though most systems will have a practical limit. As a rule of thumb a polygon count of 30000 is smooth on most systems. If you are targeting high end systems you can easily triple that.
   
Q10 What about the license fees? Why do you offer two different licenses system (annual/per object)?
A10 Well, we are aware that web 3D software is very expensive. The primary reason for this is that there are only so many 3D modellers in the world to buy the software and developing it is also very expensive. We wanted to give the guy on the floor a chance because if you don't do a lot of commercial modelling you may not be able to justify the cost of a full software license.
   
Q11 What do you think about the emerging 3d web market, and the future of 3d web technologies?
A11 We think that particular market has a huge potential, blocked until now by inflexible, rediculously exorbitant pricing and to a lesser degree a lack of computer power. We are expecting the market to grow fast, it just needs a little time to get started, and we would like to help it along.
   
   
 
  Search on 3d-test with Google
      A PROPOS DE 3D-TEST            INFORMATIONS LEGALES               LINKS              TRANSLATE WITH GOOGLE
 
© 2001-2007 3d-test, Panorama of web 3D technologies, 3d-test is edited by Westimages Realtime 3D Solution Provider