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A Tale of Four Testers
Many people wonder what it is like "behind the scenes"
in developing software like trueSpace7.5. During the course of development,
some of that has been shared from the point of view of Caligari,
through the Captain's Blog, but now we are switching perspectives
and letting you hear from four of our beta testers about what it
was like helping test and shape the next version of trueSpace!
Stephen
Beauchamp
Tom:
Tell us a little about yourself.
Stephen:
I started using computers in 1983. Since 1988 I have worked in the
digital design and output field for the display graphics, identity
graphics & photographic industries.
| I purchased trueSpace 1.0 when it was released
. I knew of it’s existence as an Amiga user but didn’t purchase
it until it was released for MS Windows. I started using trueSpace
for Trade Show Displays on a part time basis with my personal
business in 1992.
Five years ago I left my day job and went into my business
full time. I do contract work for various clients. My main
jobs include trade show displays, identity creation, and concept
visualization.
Originally, I chose trueSpace as my main 3D application because
of the unique interface. I relate |

Stephen
showing character rigging in 7.5 |
to a graphic environment and can relate to
the visual, so I found trueSpace very easy to learn and use.
Tom:
Beta testing - fun, or hard work?
Stephen:
Well, I’d have to say both. It’s great to receive a new beta, I
get the same rush of excitement as receiving a release version of
the software, but it happens more often! I’ve always enjoyed exploring
the features of software, testing its complexities and limits.

A real-time
abstract object by Stephen |
Another thing that is fun & rewarding
is the direct communication with the Caligari Developers.
Having a question answered, concerns addressed or suggestion
acknowledged is great!
The hard work part for me is sometimes a beta release happens
when I’m swamped with my own work. Since I have my own business
there’s no one to crack the whip (except my clients of course).
So there have been times when I’ve had to choose between finishing
a job, or checking out a new beta (I usually chose the latter!).
But luckily, being an insomniac helps in that department.
|
Tom:
What do you think people will like most about the software once
they get it for themselves?
| Stephen:
I think (in no particular order), the Workspace modeling tools,
the UV editor, character posing & animation, displacement
mapping, hair/plants/trees, V-Ray rendering in the Workspace,
the new library system, floating/docked windows, improved
real-time DX9 appearance & alpha, and the general workflow
and speed improvements. |

Stephen
applies two layers of hair to a model |
Sorry, but I couldn’t think of just one thing and I’m sure even
then that there are some I’ve missed! My personal favorites are
the modeling tools, U/V editor, plants/trees and displacement mapping.
Tom:
What do you think of the new character posing and animation tools
in trueSpace7.5?
| 
trueSpace7.5's
ease of use for skeletons is
not limited to bipeds as Stephen shows here! |
Stephen:
In earlier versions of trueSpace I had tried character posing
and animation to learn the workflow and to be honest the results
were less than satisfying. When I purchased an upgrade offered
inclusion of Motion Studio I found it easier to use than the
native bones, but without any real purpose in mind I gave
up fairly quickly.
Working with the current betas I've found it very easy to
do the initial setup that had stopped me in previous attempts.
The process is very intuitive, and I can now rig a simple
character in 10 to 15 minutes! |
Tom:
What are your future plans for your 3D work?
| Stephen:
I have already incorporated the real-time display of trueSpace
& truePlay into my work. Now my clients can view a 3D
scene instead of just a static image.
This gives them a better understanding of complex concepts
& structures. Also the use of the shared space is very
interesting to me, and has many possiblities to explore.
I plan to expand on this with motion and interaction |

A real-time
forest scene by Stephen |
that the Link Editor allows me to access and
intend to learn scripting as well. Also from a recreation or hobby
perspective, I have many ideas that I'm working on.
David
Bokon
Tom:
Was beta testing more fun or hard work for you?
David:
It can actually be both, fun when new features pop up that
are awesome leading to lots of experimentation and sometimes
the imagination just goes wild. Hard work also catching any
problems from the revisions, sometimes things just don't go
right.
Tom:
What did you enjoy most about being on the beta team?
David:
There are too many to list! First and foremost are the outstanding
people there, from Roman and all the Caligari staff
|

David's
real-time metal and glass shaders |
including the developers, to all the other
Beta Testers. Second is the hands-on working with potential future
software and seeing trueSpace being developed, which is very exciting
to say the least.

David's
video of the real-time shaders in action |
Tom:
Any favorite things to test?
David:
On this round it has to be shaders, DX9 shaders to be exact.
I really believe the trueSpace7 series has a very accessible
and powerful DX shader system, which I am finding easy to
work with.
The real-time renderer gives you
instant feedback which allows rapid progression of a scene.
I also found I can render to large resolutions including HDRI
file output which I can edit externally and get spectacular
results.
|
Tom:
What have you created using the beta software that you'd say
was your favorite?
David:
LOL, the DX glass shader that I created - I am currently working
on a more advanced DX reflection shader
|
Tom:
Anything surprising about how the beta testing went?
David:
The utterly rapid progression from one beta to the next, bug
fixes and advancements - all I can say is frantic pace!
Tom:
What is your favorite improvement from this round of development?
David:
Animation abilities that keep on getting more and more powerful,
OUTSTANDING!
Tom:
When the users get the software, what do you think will
be their favorite?
|

Bump and
normal maps work with David's reflectance
shaders too
|
David:
It will have to be in the character animation aspects with the very
accessible but powerful new animation tools.
Tom:
If we asked you to beta test again, would you say yes?
David:
Ahmmm, sign me up for the next ten years if you would :)
Heidi
Simonsen
| 
Heidi demos
soft shadows |
Tom:
Was beta testing fun for you, or hard work?
Heidi:
Oh, definitely fun! Getting to try out all the new features
is really great.
Tom:
What was the most enjoyable part of being on the the beta
team?
Heidi:
Watching the product evolve as feedback comes in regarding
workflow and ease of use. Having a beta-testing forum is really
nice. There's open discussion between beta testers and with
Roman and the programmers on features and preferences. The
result is that there's no question about the status of the
beta or what issues are at the forefront.
|
Tom:
What was your favorite thing to test?
Heidi:
I'd been playing a lot with V-Ray and trying different renders.
But I really like the new point edit tools. If I had to pick a favorite,
it would be the new soft brush. I really got hooked on it. It's
a very organic and intuitive way to model.
Tom:
What is your favorite thing that you've made using the
beta software?
Heidi:
The glass shoes. I think that was beta 10 or 11.
Tom:
What was the biggest surprise for you in beta testing?
Heidi:
I was really surprised at how quickly the programmers respond
when bugs or concerns are posted. That and there's a new build
to test every week. It's a very fluid process and much more
responsive than I expected it would be.
|

Heidi achieves
amazing results from V-Ray |
Tom:
What was your favorite improvement during the beta?
Heidi:
The point edit tools are definitely my favorite. I'm not particularly
fast
at modeling, but the point edit tools on the workspace side support
a really productive workflow for me.
Tom: What do you think the
users will like best once trueSpace7.5 is released?
|

Heidi's
render looks good enough to eat |
Heidi:
I think they're going to be really surprised at how user-friendly
trueSpace7.5 is. It's got more features and a lot of improvements
over the original 7.1, but it's a lot 'friendlier' to work
with.
I know my reaction when I first fired up trueSpace7.5 was
that it had a completely different feel to it than 7.1 - it
was FUN! Feature-wise, I think people are going to go for
the soft brush and the upgraded animation tools as their favorites.
|
I also think they're going to find the tighter
integration and render controls for V-Ray really great to work with.
|
Tom:
What was your least favorite beta testing moment?
Heidi:
When I found a little bug that not only closed the application,
but also shut down my computer. That was scary. The programmers'
response was that I'd had a 'good' crash (hehehe).
Tom:
Would you beta test for Caligari in the future?
Heidi:
Absolutely. Everyone involved has been friendly and supportive
of one another. I've really learned a lot from being able
to participate and see how the software evolves. I really
appreciate Roman inviting me to join in :)
|

Heidi adds
hair to the Millenium edition horse |
Marcel
Barthel

Real-time
capture from Marcel's scene |
Tom:
Is beta testing fun, or hard work?
Marcel:
Definitely fun! To test out new features, and to see how bugs
are solved, makes working a pleasure.
Tom:
What has been most enjoyable about being part of the beta
team?
Marcel:
The friendly working atmosphere with other testers and with
the developers - receiving help with problems, the understanding
shown when we make feature requests , etc.
|
Tom:
What has been your favorite thing to test?
|
Marcel:
First it was rendering and the V-Ray functions, but with the
time the new real-time DirectX possibilities and the Link
Editor has become a fantastic thing. The new real-time view
is much more accurate and the textures look sharp and clean,
there are no distortions anymore like in the earlier versions
of trueSpace.
This means you can create real-time worlds where you can
walk in and watch, and build the world just as if you were
living in it. Building - modeling and placing objects - with
real-time shadows is also a great help.
|

Real-time
walkthrough of Marcel's house scene |
The Link Editor is another fantastic thing. The possibilities are
unlimited, from modifying widgets, to building shaders, just by
placing and connecting bricks.
Tom: What is your favorite
thing that you've made using the beta software?
Marcel:
Some of my real-time spaces like the Hinterhof (backyard) or the
House. I have never been able to build such scenes in any other
software, especially not in a modeling package with such a high
output quality like trueSpace7.5 has. The easy flow from modeling
to texturing to lighting, with the possibility to show customers
scenes directly in real-time is a real benefit.
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Marcel's
real-time shader on his imported model |
Tom:
What was the biggest surprise for you in beta testing?
Marcel:
Working with the Link Editor Shader system. It was amazing
to find that you can create things of your own, or extend
and build upon items made by others (or just work with them
if you don't want to build upon them), and to see it all work
in the end.
It was a great emotional moment, at least for someone who
has no feel for scripting and coding :D
|
Tom: What is your favorite
improvement that you've seen during the beta testing?
Marcel: The 'drag & drop'
possibilities, such as the ability to move pictures and data from
Windows explorer directly into the program. The enhanced library
system is also great.
Tom:
And what do you think will be the users' favorite improvement
once they get the software for themselves?
Marcel:
Oh I think there is something for everyone. Maybe the new bone system.
As far as I have tested it, it is rock solid and there is no comparison
with the previous trueSpace6.6 bone system any more.
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Tom:
Would you beta test for Caligari again?
Marcel:
Of course! It's fun to torture Developers with feature requests
and bug reports :D Just kidding ;)
The answer is most definitely 'Yes', at any time. The developers
did a great job and from my point of view were always open
to any suggestion.
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Marcel's
real-time garden scene |
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