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AECbytes Product Review (November
30, 2006)
formZ 6.0
Product Summary
formZ
is a full-fledged 3D modeling, rendering, and
animation application that can be used to create
highly detailed and accurate models across a
variety of design fields, including architecture,
interior design, product design, automotive
design, mechanical design, movies and gaming,
etc.
Pros: Ease of use remains
unmatched compared to other high-end 3D modeling
and visualization applications, despite the
continued addition of new features; new object
animation capability makes it possible to create
complex animations with multiple attribute changes
to multiple objects, lights, and the camera
in a single sequence; support for 3D color printing
with textures; several additional new tools
and enhancements in the latest release; includes
support for network rendering and multiprocessing
to speed up rendering and animation; includes
an API for writing plugins and scripts; cross-platform,
with both Windows and Mac versions; relatively
modest system requirements.
Cons: Does not provide an
efficient way to generate 2D plans and sections
of a building model, making its use inefficient
for architectural design in comparison to BIM
applications; limited component libraries for
creating building models, requiring the user
to model even commonly used objects such as
doors and windows from scratch.
Price: $1495 for formZ;
an additional $500 for RenderZone that adds
photorealistic rendering capabilities; and an
additional $395 for RadioZity that adds radiosity-based
rendering.
At the AIA
National Convention in June, autodessys
Inc. formally released the next version of its
modeling, rendering, and animation application,
formZ 6.0, a sneak peak of which had been
given earlier in the year at the Macworld
show. Coming close to 18 months after its
last major release, formZ 5.0, the new version
marks the introduction of object animation and
support for 3D printing with color and textures,
along with a number of modeling enhancements including
skinned lofting, controlled deformations, and
morphing. This review takes a detailed look at
the new features in formZ 6.0. For a comprehensive
overview of the application for those not familiar
with it, please see my earlier
review of formZ, version 5.0, that was
published in February 2005.
New Object Animation Capabilities
Previous versions of formZ provided the traditional
walkthrough or fly-by type of animation, which
involved setting up camera views and animating
them to simulate a viewer moving through or around
a scene. The animation capability has been significantly
enhanced in formZ 6.0 with the ability to also
animate objects and lights. The animation capability
extends to most parameters of an entity that are
user controllable. So for objects, this includes
movement, rotation, and scaling in the X, Y, and
Z directions; attributes such as visibility, surface
style (color of texture), casting shadows, receiving
shadows, and so on; as well as modifications such
as revolution, sweep, deformations, and so on
that can be applied to entities. In the case of
lights, their intensity can be animated as well
as their location and center of interest. It is
also possible to animate multiple objects, lights,
and the camera in a single animation sequence,
with multiple attribute changes for each entity
in the course of the animation. Thus, you can
create a walkthrough animation in which objects
and lights are not static as in previous versions
of formZ but are themselves being transformed
in various ways, creating very dynamic scenes.
A very compelling example of this was demonstrated
at Macworld in the form of a slick animation (see
Figure 1) that had attendees riveted to their
seats during the presentation.
Figure 1.
An object animation sequence created in formZ
6.0 that was demonstrated at Macworld. (Courtesy:
autodessys Inc.)
While the ability to transform multiple parameters
of multiple entities within the course of a single
animation might seem like a very complex undertaking,
it is relatively simple to set it up in formZ.
You first define the basic settings of the animation
such as the duration, number of frames, and so
on and create the scene in the expected starting
position. This would be Frame 1 of the animation,
at a time of 0.00. Subsequently, you would apply
the Keyframe tool to those entities in the scene
that you want to animate. You would then use the
Animation TimeLine palette to move to the first
keyframe of the animation, say at 1 or 2 seconds,
and then modify all those entities to which you
applied the Keyframe tool such that they have
the desired attributes, configuration, and position
at that point of the animation. An Auto Keyframe
feature allows the program to interpolate between
Frame 1 and this keyframe to derive the in-between
frames. You would simply repeat this process for
each keyframe of the animation to create all the
frames, which you could then subsequently render
and save as an animation file. Figure 2 shows
a simple example of a door, for which the swing
was animated by applying the Rotate tool about
the Z axis. Prior to applying the rotation, the
axis of the door object from moved from its default
position at the center of the door down to the
front, left corner using the new Transform Object
Axes tool.
Figure 2.
Using the new object animation feature to animate
the swing of a door. The animation is being previewed
by using the Animation Time Line palette.
The animation process in formZ is supported
by several additional tools and palettes, which
provide alternative ways of animating entities
and modifying the animation parameters. In addition
to the Keyframe tool method that was just described,
three other methods are available to convert static
entities to animated entities. An Animate Along
Path tool can be used to animate an object along
a specified path object, while an Animate Entities
tool allows a single animated entity to be created
from a set of multiple static entities. The final
method is to drag the entities to be animated
from their respective palettesObjects, Lights,
Views, or Surface Stylesinto a new Animation
Score palette, shown in Figure 2. This is an interface
for viewing all the animated entities and how
they are arranged hierarchically, along with all
of their tracks and controllers.
A track here refers to each parameter or piece
of information about an entity that can be animated.
Typically, an animated entity has a number of
tracks. A controller refers to the change in the
value of a track during the animation; there can
be more than one controller associated with a
track. Essentially, the controllers define the
key values for a track at specific points in time
and define the method for interpolating the time
between the key values. An Animation Manager allows
entities to be collected into animation groups
and new tracks and controllers to be created.
A separate Animation Editor palette allows the
controllers for a track to be graphically edited
for creating complex and sophisticated animation
effects (see Figure 3). It is possible to create
animation settings for simple objects and then
transfer them to more complex objects.
Figure 3. Modifying
the animation curve for the door created in Figure
2 (shown in the top image) for a more complex
animated effect of the door swinging, such as
realistic movement during a breeze (the animation
curve for which is shown in the lower image).
While the object animation capability is undoubtedly
more useful in some of the other industries that
formZ caters to such as movies, gaming,
industrial design, and so on, it can also be used
for creating some special effects in architectural
animations, for example, opening and closing doors
as demonstrated above, simulating the movement
of people, showing the construction sequence of
a building, and so on. It can also be used to
better visualize "dynamic" or "responsive"
architecture where parts of a building move in
response to certain conditions, for example, sun-shading
devices that adjust their angle according to the
position of the sun to minimize heat gain in the
building and reduce the cooling load. An example
of this kind of animation of a building is shown
in Figure 4. While this kind of dynamic architecture
is not yet commonplace, the rapid advances in
both computing and building technology certainly
make it more possible going forward. (The recent
Dec 2 issue of The Economist featured a brief
article in its Technology section entitled "Buildings
with minds of their own," which described
various responsive buildings, capable of changing
shape and responding to their users' needs, that
were being planned.)
Figure 4.
An example of object animation applied to dynamic
architectural design. Two different frames of
the animation are illustrated, showing how the
fins at the roof of this structure swing like
wings. (Courtesy: Etienne Otero and John Pollard
of autodessys Inc.)
Modeling and Other Enhancements
formZ 6.0 introduces several new modeling tools
and enhancements to existing tools, some of which
are illustrated in Figure 5. A new Skinned Loft
tool allows objects to be constructed by fitting
a surface through a series of source shapes, with
the optional use of paths and guides to further
define the shape of the object (see Figure 5-a).
Also new is a Morph tool that allows you to pick
two objects and have the shape of the first object
change to the shape of the second object by a
certain percent (see Figure 5-b). The operation
can be executed dynamically by varying the morphing
percentage or in one step. The morphing can also
be animated with the new animation features to
show dynamic transitions between objects. A new
Cap tool allows you to pick a set of segments
that form a closed loop in 3D space and create
a surface from them. Also very convenient is a
new Transform tool that combines the use of all
the other transformation tools by allowing the
position, rotation, and scale of an object to
all be edited graphically, facilitating the process
of making multiple changes to an object without
needing to change tools (see Figure 5-c). The
Disturb and Deformation tools have been drastically
revised, allowing multiple operations to be applied
and producing controlled objects, whose deformation
parameters are retained in a sequential format
and can be reordered and edited at any time to
modify the shape of the object (see Figure 5-d).
Figure 5.
The use of various new modeling tools and enhancements.
(a) The use of the Skinned Loft tool, showing
the branched form derived from the source shapes
on the left. (b) The Morph tool being used to
derive a form that is halfway between a cylinder
and a sphere. (c) Using the Transform tool to
make multiple modifications to an object. (d)
The expanded range of options for the Deform tool
that allows multiple deformations to be saved
and edited.
Other modeling enhancements include the extension
of the Attach, Extend, and Unfold tools to work
with smooth objects in addition to facetted objects.
Additionally, the transformation tools (Translate,
Rotate, Independent Scale, Uniform Scale, and
Mirror) have been extended to work with smooth
topology (smooth points, segments, outlines, faces,
and holes). The Trim/Split tool can now be applied
to multiple objects and/or use multiple cutters
in one operation. The Reconstruct Curve and Reconstruct
Nurbz tools include the new option to display
the differences between the original and the new
curves, while the range of levels of geodesic
spheres produced by the Spherical Object tool
has been extended. Also new is the Text Search
and Replace tool that can search all objects in
a project or only selected objects and match a
specified string for replacement of the text or
the format.
On the rendering front, a new tool called Render
Textures has been introduced which renders RenderZone
procedural textures so that they may be exported
to applications that do not recognize the procedural
textures. Also new is the support for LWA files
(Lightwave Scene files) in the Predefined Materials
dialog. Interface enhancements include a new contextual
menu containing the most frequently used commands
that can be invoked by right-clicking or by pressing
the Ctrl key when clicking in the window or on
an element. The Help functionality has been improved
by closer integration of the formZ User's Manual
with the application. A new command is available
in the Help menu to open the manual from the application;
you can now also directly access the relevant
section of the manual directly from a tool or
palette.
Last but not the least, a significant improvement
formZ 6.0 is support of the PLY and ZPR file
formats for 3D printing and prototyping, including
the coloring of objects. This means that you can
now directly print a 3D model from formZ in full
color including textures, as shown in Figure 6.
This capability is accompanied by a new Print
Prep tool that can be used to diagnose imperfections
in the model that may cause a 3D Printer to stall.
Figure 6.
An example of a 3D color model with textures,
printed from formZ. (Courtesy: autodessys
Inc.)
Analysis and Conclusions
With the release of version 6.0, formZ has taken
a giant leap forward in its animation capabilities.
While modeling has been the forte of the application
ever it made its debut in 1991it continues to
be a hands-down winner when it comes to precise,
dimensionally accurate, geometric modeling across
different design domainsits animation capabilities
have now caught up with those of other sophisticated
visualization and animation capabilities, allowing
its users to continue their animation tasks within
formZ rather than use formZ for modeling alone
and then export the model to another application
for animation. Its ease of use remains unmatched
in comparison with other high-end 3D modeling
and visualization applications; even a complex
task like setting up an object animation is relatively
simple to execute in formZ. The new modeling
tools and other enhancements continue to expand
the form-making repertoire of the application
and the new 3D color printing capabilities are
right on target, considering the growing use of
rapid prototyping and 3D printing in all the design
disciplines, including architecture. While the
documentation still lacks video tutorials that
would have made the application easier to learn,
it is greatly improved since the last release
by being more closely integrated with the application.
While formZ continues to make significant improvements
as a general-purpose 3D application that can be
used across a variety of design fields, its long-term
future in architectural design remains uncertain,
given the growing momentum of building information
modeling (BIM) and the increasing popularity of
SketchUp, which now has a free version after being
acquired by Google. The ability of BIM applications
to automatically generate coordinated drawings
and reports from the model give them a significant
edge over an application like formZ, which still
provides little help for deriving 2D drawings
from the 3D model. Thus, even though formZ has
an ease and fluency of modeling that BIM applications
lack, it will be increasingly difficult for architectural
users to justify the use of formZ given that
they will have to revert to the inefficient CAD-based
workflow of redrawing plans, sections, and elevations
and keeping them coordinated manually. formZ
also lacks another important feature that even
its non-BIM competitor, SketchUp, providescomponent
libraries of common building objects such as doors
and windows that automatically cut walls when
placed, as well as furniture, people, and so on.
In formZ, creating a door or window in a wall
still has to modeled from scratch.
Going forward, unless formZ makes a significant
effort to adapt to the changing AEC technology
landscape by providing competitive features such
as automatic drawing generation and object libraries
of components that interact intelligently with
the model, it is likely to continue to be marginalized
in architectural design. But its overall excellence
as a general-purpose 3D modeling, rendering, and
animation tool that combines power and sophistication
with unmatched ease of use will continue to ensure
its success in the other design fields that deal
with the articulation of 3D spaces and forms,
such as computing gaming, animated movies, creation
of virtual worlds, industrial design, and interior
design.
About the Author
Lachmi Khemlani is founder and editor of AECbytes.
She has a Ph.D. in Architecture from UC Berkeley,
specializing in intelligent building modeling,
and consults
and writes on AEC technology. She can be reached
at lachmi@aecbytes.com.
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