This table outlines the primary similarities and differences between Okino's NuGraf and
PolyTrans software products. To read about the current main feature list, please
click here.
If you would like to upgrade to the current version then simply submit your
serial number and name via this online form.
The "¥" symbol means to click on the "Notes" red link to read associated notes and information. A blank cell means that the features is not
included with that specific version of the software.
Click on the "Notes:" link to make pop-up notes appear.
This is a polygon reduction system written by Okino over a period of several years and has not been licensed from a third party. It is included in every copy of Okino software and not as an expensive add-on module as with offerings from other companies.
Data-centric system plug-in architecture which allows any type of third party plug-in module to be created and tightly integrated into the PolyTrans or NuGraf user interface (menus, custom toolbars, MDI document windows, .NET-style docking windows, Selector Window via panels, roll-up windows, and many more integration methods.
Full featured OpenGL support, including NVIDIA & ATI pixel shaders, texture caches, transparency, gradated color backgrounds, real-time cubical & spherical mapping, bump mapping, and more. View the optons online: 1, 2, 3, 4, 5, 6
Once of the most overbearing and demanding projects for the 2 years prior to the V4.1 release has been our implementation of the best skeleton & mesh skinning conversion system amongst Maya, 3ds max, XSI and DirectX (all bi-directional between any of these named packages). Skinning is also supported coming in from Kaydara FBX file format. This has prompted the development of our "Arctic" toolkit which handles the proper bi-directional conversion of the skinned meshes and skeletons, as well as a bevy of important processing functionality such as re-alignment of Maya bones which coming into 3ds max, removal of off-axis scaling from Bipeds coming out of 3ds max (including resampling all the animation curves), finding a "proper" bind pose coming out of Maya (there tends to be 3 but more than a few customer files are 'broken'), moving the skeleton hierarchy out of the mesh hierarchy when going from 3ds max to DirectX, fixing invalid skinning weights coming out of various 3D packages, equating one program's skinning system with another (everyone does it just a tad bit different than the others), etc.