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- IMAGINE archive: collected off of imagine@ATHENA.MIT.EDU
-
- ARCHIVE VII
- Jun. 6 '91 - Jul. 14 '91
-
- If you have questions or problems with this file, email Marvin Landis
- at marvinl@amber.rc.arizona.edu
-
- note: each message seperated by a '##'
-
- &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
-
- Subject: Imagine:A Guided Tour tape
- Date: Thu, 6 Jun 91 23:38:22 CDT
- From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham)
-
- I certainly hope that Rick's tape is much better than this one.
-
- If any of you had been thinking about buying it, I'd think twice.
-
- It goes into VERY little detail with each of the different modules, unlike
- the Turbo Silver tape that came out a couple of years ago.
-
- And if it had at least contained a slew of images and animations the fact
- that the tutorial section stunk could be negligable...but it doesn't. The
- finished renderings are washed out, and it's very hard to tell the
- difference between the 12bit and 24bit renderings, except for sharpness.
-
- About the only thing that impressed me at all about the tape was the
- wireframe animations from Victor Osaka (I think). VERY detailed, very
- smooth. I'd really like to see some finished renderings from it.
-
- Disappointing.
-
- Sean
- /\
- RealWorld: Sean Cunningham / \ "Doing our business is what
- INET: seanc@pro-party.cts.com VISION Amigas are for."
- Voice: (512) 992-2810 \ /
- // \/ "Holy #@*!" - any Psygnosis
- KEEP THE COMPETITION UNDER \X/ GRAPHICS game player
-
- ##
-
- Subject: NFF, TTDDD
- Date: Sat, 08 Jun 91 11:36:57 EDT
- From: spworley@ATHENA.MIT.EDU
-
- Juan, there does indeed exist an NFF->Imagine conversion program.
- There is also an OFF->Imagine, another popular format. I wrote
- conversion programs long ago when I wanted to start a library of
- Imagine objects. You'll find that I've already hunted on the net and
- nearly all of the NFF and OFF objects available have already been
- converted. The Imagine versions can be found on hubcap.clemson.edu in
- pub/amiga/incoming/IMAGINE/OBJECTS. There is well over 100 of them.
-
- If you REALLY want the code, I can e-mail it to you. It's quick
- and dirty, without much error checking or deference to the user.
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- ##
-
- Subject: Re: NFF to IMAGINE
- Date: Sat, 8 Jun 91 14:18:01 -0500
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- Is the Linotype Library of Adobe fonts a commercial product? I have about
- 70+ Adobe fonts I got from Compuserve, but I'm always looking for more.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
- ##
-
- Subject: Looking for conversion program
- Date: Sat, 8 Jun 91 14:54:59 -0700
- From: davids@ucscf.UCSC.EDU (Dave Schreiber)
-
- Does anyone know of a program to convert 12-bit Imagine-style pictures
- to HAM? In particular, the program must be able to lock the palette when
- making the conversions, so that if I want to convert a series of pictures
- into an animation, I'll be able to insure that they all use the same
- palette for the base colors. ASDG's Art Department comes to mind
- immediately; can anyone tell me if it, or the professional version, fits
- my requirements?
-
- I'm looking for a program to do this because Imagine doesn't support
- palette locking, like Turbo Silver did, which makes it hard to generate
- anim OPT 5 animations. They might support it in the future, but when I
- talked to a customer service person at Imagine, he seemed to be of the
- opinion that palette-locking should be handled by the animation player(?),
- and that since anim opt 5 didn't support it, it was therefore a problem
- with anim opt 5 and not with Imagine. He said they might consider adding
- palette-locking to Imagine in the future, but he didn't sound too
- enthusiastic about it. Currently, I'm using Turbo Silver V3, which does
- support palette-locking, and which can load Imagine RGBN files and save
- them as HAM, but it's inconvienient, to say the least.
-
- Thanks.
-
- -Dave Schreiber
- davids@ucscf.ucsc.edu
-
- ##
-
- Subject: Re: Looking for conversion program
- Date: Sun, 9 Jun 91 14:22:05 -0500
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- Yes, the Art Department and Art Department Professional will allow you
- to lock the palette and read in those Imagine files for conversion to
- HAM. However, a better bet might be to get Superview 3.1 by David Grothe
- which handles multiple palette anims. If you are forced to use another
- anim player, then TAD or ADPro are a good answer. You can also do the same
- thing with the Digi-View 4.0 software if you have access to that.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
- ##
-
- Subject: Planets
- Date: Sun, 09 Jun 91 20:31:06 EDT
- From: spworley@ATHENA.MIT.EDU
-
- Here's a very useful trick for making stellar objects like planets or
- especially the Moon:
-
- It would be very nice to be able to model these object in Imagine,
- especially for space scenes, or starry nights. It would be especially
- cool if, in the case of the Moon, the crescent shadow were properly
- modelled. It would also be nice to have an accurate, cratered
- surface. Well, you can easily make an object that has both qualities.
- There are a LOT of NASA pictures available, especially as GIFS, which
- convert to HAM or 24-bit Amiga pictures pretty easily. If you could
- map these pictures onto a sphere, shadows would fall on the objects
- realistically. The problem is wrapping the picture onto a sphere- the
- forshortened perspective near the rim of the picture really looks
- wrong if you try to do a normal sphere wrap.
-
-
- The trick lies in how you map the pictures onto the sphere. YOU DO NOT
- _WRAP_ WRAP THE IFF FILE ONTO THE SPHERE. Instead, you FLAT wrap it.
- These pictures are essentially parallel projection views of the
- surface; the coloring already has spherical rim foreshortening
- implicit in it. If you FLAT wrap, these contours will align with the
- sphere's contours nearly exactly. This means you can even rotate the
- sphere slightly, and the craters, banding, etc. will move properly. Of
- course, the angle of view at the rim of the planet will force the
- image to lose detail there, but for turning small angles (like up to
- 20 degrees) the illusion is excellent. Light falling on the sphere
- will also cause the proper crescent shape to appear. Voila! Instant
- planet model!
-
- When making the IFF file, it is important to make sure the image
- exactly fits onto the brush- it should extend all the way to the edge.
- That is, if the circle/oval image is 500 pixels wide and 322 high, the
- brush you wrap should also be 500 wide and 322 high. Then, when you
- wrap the brush onto the sphere, you size the brush to cover the ENTIRE
- sphere, and you know the positioning is accurate. See my tutorial on
- brush wrapping if you need help on how to place brushes. You don't
- have to worry about the black background at the four corners on the
- brush- they are mapped onto empty space, and don't show up.
-
- If you are looking for pictures of stellar objects, an EXCELLENT source are the
- GIFs on wuarchive.wustl.edu. They have pix of Jupiter, the Moon, the
- Earth, and some of Voyager's pix (I forget which ones). The Art
- Department Professional is ideally suited to converting the GIFs to IFF24's
- and cropping the image so they take up the full size.
-
- Just an idea that turned out well. I did a short anim of a Lunar eclipse
- (where the Earth passes between the Sun and Moon) and it looked beautiful!
- A Solar Eclipse (like the one this July) is considerably less interesting,
- since the Moon is invisible until it actually passes in front of the Sun.
-
- Try it out! Saturn is next; the rings should be fun!
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- ##
-
- Subject: Re: Looking for conversion program
- Date: Sun, 9 Jun 91 11:15:41 EDT
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- > Does anyone know of a program to convert 12-bit Imagine-style pictures
- > to HAM? In particular, the program must be able to lock the palette when
- > making the conversions, so that if I want to convert a series of pictures
- > into an animation, I'll be able to insure that they all use the same
- > palette for the base colors. ASDG's Art Department comes to mind
- > immediately; can anyone tell me if it, or the professional version, fits
- > my requirements?
-
- ASDG's The Art Dept. and Art Dept. Pro can both do the job for you.
- But, as long as you're thinking of using TAD or ADPro, why don't you
- generate your images in 24-bit IFF or RGBN, then let TAD/ADPro bring them
- down to HAM?
-
- >
- > -Dave Schreiber
- > davids@ucscf.ucsc.edu
- >
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- ##
-
- Subject: Re: NFF to IMAGINE
- Date: Mon, 10 Jun 91 10:41:57 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > I just bought the Fundamentals of Interactive Computer graphics by
- > Foley and Van Dam. I was wondering if any of you 3D programmers recommend
- > this book or another.
-
- Oh no, you got the old one. The book you bough WAS pretty much known as the
- graphics bible but it has grown grossly out of date. It has been replaced
- by:
-
- Computer Graphics: Principles and Practice (2nd Ed.), J.D. Foley,
- A. van Dam, S.K. Feiner, J.F. Hughes, Addison-Wesley 1990, ISBN
- 0-201-12110-7
-
- which has nearly double the pages (and information) that the first one had.
- It is the new definative graphics bible. Other worthwhile texts include:
-
- Procedural Elements for Computer Graphics, David F. Rogers, McGraw
- Hill, ISBN 0-07-053534-5
-
- Three Dimensional Computer Graphics, Alan Watt, Addison-Wesley, ISBN
- 0-201-15442-0
-
- Graphics Gems, Andrew Glassner (ed.), Acedemic Press 1990, ISBN
- 0-12-286165-5
-
- > Also, could someone explain SPHIGGS to me? What platform is
- > this written for? If it includes C source, has anyone ported it to the Amiga?
-
- I believe you mean SPHIGS which stands for Simple PHIGS (Programmer's
- Hierarchical Interactive Graphics System). PHIGS is a graphics standard
- like GKS and is not intended for any one platform. It is a large hulking
- beast that pretty much gets in the way of high speed/high performance 3D
- rendering. Computer Graphics: Principles and Practice (mentionned above)
- devotes an entire chapter to SPHIGS. I don't know what sort of application
- you are looking at, but PHIGS and SPHIGS are more geared toward CAD and
- are not at all well suited for 3D animation.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Planets
- Date: Mon, 10 Jun 91 15:40:11 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > It would be very nice to be able to model these object in Imagine,
- > especially for space scenes, or starry nights. It would be especially
- > cool if, in the case of the Moon, the crescent shadow were properly
- > modelled.
-
- The reason Imagine and many other renderers out there don't accurately
- model the lighting of planetary objects is because they are non-lambertian
- reflectors. Most all lighting algorithms use a lambert lighting model because
- it is typical of most surfaces. It is not true however of planetary surfaces
- like the moon and using a lambertian model results in the appearance of
- a giant ball of chalk (the crescent shadow is all wrong). For those who
- care, the 2.0 update to Lightwave includes options for non-lambertian
- lighting.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Planets
- Date: Mon, 10 Jun 91 15:13:35 -0700
- From: echadez@carl.org (Edward Chadez)
-
- On Jun 10, 3:40pm, Mark Thompson wrote:
- } Subject: Re: Planets
- }
- } > It would be very nice to be able to model these object in Imagine,
- } > especially for space scenes, or starry nights. It would be especially
- } > cool if, in the case of the Moon, the crescent shadow were properly
- } > modelled.
- }
- } The reason Imagine and many other renderers out there don't accurately
- } model the lighting of planetary objects is because they are non-lambertian
- } reflectors. Most all lighting algorithms use a lambert lighting model because
- } it is typical of most surfaces. It is not true however of planetary surfaces
- } like the moon and using a lambertian model results in the appearance of
- } a giant ball of chalk (the crescent shadow is all wrong).
-
- I *have* sucessfully created psuedo crescents by placing the lighting to
- the _rear_ of the object. However, won't do at all for a scene where there
- are objects in the "foreground" that need illumination.
-
- } For those who
- } care, the 2.0 update to Lightwave includes options for non-lambertian
- } lighting.
-
- Thanks for the tip, Mark. Too bad, tho', that there isn't a non-lambertian
- lighting method for Imagine (are you listening, Impulse?).
-
- } |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- } | ` ' Mark Thompson CONCURRENT COMPUTER |
- } | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- } | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- } | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- } | |
- } ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }
- }-- End of excerpt from Mark Thompson
-
-
-
- Sincerely,
- Ed Chadez
-
- --
- --//-------------------------------------------------------------------------
- \X/ echadez@carl.org/Edward Chadez CARL Systems(303)861-5319
- -----------------------------------------------------------------------------
-
- ##
-
- Subject: Does anyone know how...
- Date: Mon, 10 Jun 91 16:33:36 PDT
- From: Daryl T. Bartley <dmon@ecst.csuchico.edu>
-
- To get the effect of a CD as an object? So that all the reflections and colors
- look right when it is moved around? I saw the CD's in Mark's Blender.av pic,
- and was wondering how they were done...did you just digitize a CD and use it as
- a flat object, or did you actually duplicate a CD as an object?
-
- Just curious...
-
- Daryl Bartley
- dmon@cscihp.ecst.csuchico.edu
-
- P.S. No big hurry replying either, I am probably going to have to render these
- things on a friend's system if it is possible to do at all..:)
-
- ##
-
- Subject: Bump map depth
- Date: Mon, 10 Jun 91 19:46:30 EDT
- From: dak@graphics.rent.com (Dak Productions)
-
- I know this newsgroup is for imagine but here's a question for Lightwave
- which may be helpful to Imagine-ers as well.
- On a bump map mapped on the Z axis is there any control other than the grey
- scale to control the depth of the bumps? Velocity and Amplitute seem to have
- no effect. Any help would be apprecitated. DAK
-
- ##
-
- Subject: Re: Does anyone know how...
- Date: Tue, 11 Jun 91 09:30:19 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- Daryl T. Bartley writes:
- >To get the effect of a CD as an object? So that all the reflections and colors
- >look right when it is moved around? I saw the CD's in Mark's Blender.av pic,
- >and was wondering how they were done..did you just digitize a CD and use it as
- >a flat object, or did you actually duplicate a CD as an object?
-
- Kinda cool lookin aint it. Yes, it was digitized from a real CD and image
- mapped onto the surface of a disk object. I tried numerous effects to attempt
- to mimic the look but nothing came close to a mapped image. As for making it
- look right when it is moved around, this is pretty much impossible with
- current rendering software (that I know of) because nothing can duplicate real
- world optics. One possibility however would be a procedural color spectrum
- spread texture that would assign a color based on a 3D world location. As the
- suface is moved, it would pass through various points altering the color
- spectum displayed. I had asked Allen Hastings about adding such a texture to
- LightWave back when I did the Blender pic, but he has been pretty busy.
- If you could code your own textures in Imagine, you might be able to do it.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Bump map depth
- Date: Tue, 11 Jun 91 09:52:23 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- dak@graphics.rent.com (Dak Productions) writes:
- > I know this newsgroup is for imagine but here's a question for Lightwave
- > which may be helpful to Imagine-ers as well.
- > On a bump map mapped on the Z axis is there any control other than the grey
- > scale to control the depth of the bumps? Velocity and Amplitute seem to have
- > no effect. Any help would be apprecitated.
-
- Velocity controls the rate at which the textural projection will move across
- (through) the surface in an animation. Amplitude does contol bump height but
- not for image mapped bumps, just the procedural ones like ripples. I have
- already put in a request for the ability to specify the actual bump height
- (using the image map as a modulator) and also allow an envelope to control
- that height. I believe Imagine already has a setting for bump height in
- addition to the image map. The 2.0 release of LightWave will provide the
- ability to morph surface attributes through an envelope (as well as load and
- save them) and should also address the bump height setting. Also, the new
- version includes cylindrical and spherical bump mapping (which was in the
- manual I believe but didn't make it into the 1.0 release).
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Detail tutorial
- Date: Tue, 11 Jun 91 23:19:01 EDT
- From: spworley@ATHENA.MIT.EDU
-
- I really worked hard and finished the first Detail tutorial,
- describing the basic commands of the editor. I won't have
- much time to write for the next month or so (I'm moving to
- California!) but this introduction to the Detail Editor is
- definately enough to get things started.
-
- I am sending the 71K tutorial in 3 seperate mail messages in
- order to keep some mailers from choking on such a long
- e-mail message.
-
- Oh- my move will not affect the list at all- it will run without
- a hitch since I'll keep it on the same machine at MIT. My E-mail
- address will probably change soon, though. More about my move
- sometime soon...
-
- Enjoy the Detail tutorial!
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- ##
-
- Subject: Intro Detail Tutorial (file 1 of 3)
- Date: Tue, 11 Jun 91 23:35:30 EDT
- From: spworley@ATHENA.MIT.EDU
-
- This file is a tutorial introduction to the Detail Editor. It
- describes the way Imagine stores objects, how Imagine interacts with
- you to show the objects you are building, how you can build and
- manipulate these objects, and make complex objects formed of many
- sub-objects.
-
- A later tutorial will describe the more advanced features of the
- Detail Editor which allows you to manipulate objects in much more
- complex ways, like cutting one object with another, making outlines
- and filling them with faces, defining objects by successive cross
- sections, and bending objects around tubes and spheres, and
- even using outlines as a lathe guide.
-
- A third tutorial will be a more general discussion of the approaches
- to object creation, discussing how to plan and actually build your
- objects as opposed to what each menu item in the Detail Editor does.
-
- The last two tutorials have not been written as of today (6/11/91) but
- will be forthcoming in the next month or so. My previous tutorials
- are on texture, brushmaps, the use of transparency and glass, the
- Forms Editor, and the Project Editor.
-
- ----------------------
-
- This tutorial is more basic than most of my others. I realize
- that many people will be disappointed, but I feel it is necessary to
- give an introduction describing how objects are defined and how the
- standard controls in the all of the editors are used. New users will
- GREATLY appreciate a description of the goals of the Detail Editor and
- how objects are defined and used in Imagine before delving into a
- description of the suboptions of each menu item. For those of you who
- are looking for a more hard-core Detail tutorial, none to fear! It's
- my next project, and it will should blend into a nice, logical
- successor to this tutorial. Even those who scoff at this introduction
- might want to read it anyway; there are a lot of subtle points
- (especially about pick and select!) that are well worth learning
- about.
-
- This tutorial describes the Detail Editor in Imagine version 1.1. There
- are only minor differences (Taut and Fracture) from version 1.0.
-
-
- -----------
-
-
-
-
-
-
-
- An Introduction to the Detail Editor
- Last Revised 6/11/91
- By Steven Worley
-
- -------------------------------------------------------------------------
- I. What are Imagine objects?
- -------------------------------------------------------------------------
-
- When a computer program wants to draw a 3D object, it must have some
- way of internally representing it. Some modelers store each object as
- a bunch of 2 dimensional polygons- a 3D object is a formed from a
- whole bunch of these polygons pasted together. A cube might be defined
- as six 2D squares arranged in a group. Since our final picture just
- has to LOOK like it is solid, defining the outer surface is usually
- all we need to do to make it seem as if the objects ARE solid.
-
- Any object can be defined as a bunch of flat polygons. Curved surfaces
- like a sphere can use a lot of polygons in order to approximate the
- surface closely; certain computer tricks (including a very important
- one called Phong shading) can smooth out the surface even more. Most
- of the 3D objects, or models, that you've ever seen in any 3D computer
- graphic were defined as polygons. Sometimes advanced programs define
- surfaces with a mathematical equation, or by a certain type of curve,
- and sometimes a computer model will have certain objects it "knows"
- how they should look (like a mathematically defined sphere or cone)
- but most use polygons for definition, Imagine included.
-
- All objects in Imagine are defined as a bunch of triangles. Nothing
- more. It is particularly easy for a computer to decide what a
- triangle would look like when viewed as a 3D image. Any more complex
- polygon (like a square or octagon) can be broken down into a bunch of
- triangles pretty easily. Having only one "shape" to deal with is
- actually a convenience for us, as we don't have to worry about
- questions of what type of polygons a certain object is made of, or how
- to convert one type of polygon into another. The computer likes
- dealing only with triangles because it can optimize it's renderer, the
- program that actually draws the pictures, to expect and deal with just
- one shape simple instead of 246 different ones.
-
- Although an object is made of only triangles (called FACES) it has
- points and edges which define where these faces go. If you think of a
- simple triangle, it has 3 defining points at the corners, three edges
- connecting these points, and one face which actually makes up the body
- of the triangle. Imagine can better deal with the objects by defining
- these sub-parts, and it allows us to manipulate the objects much more
- easily.
-
- Every object has a number of defined POINTS. Imagine understands an
- EDGE to be a line segment that connects any two of these points. A
- face is defined by naming the three edges that make it up. Instead of
- storing nine numbers for each triangle (the X,Y,Z location of each
- corner) it just names the edges, which in turn name the points. This
- reduces the size of a description of an object considerably. It also
- helps in editing objects, since if you move a point, each face that it
- is part of will adjust itself to the include the new location of the
- point. The other alternative would be to have each face manually
- manipulated individually, which is obviously a big pain.
-
- Think of a square. Imagine would store a square as two triangles that
- share one edge together. The square would actually contain FIVE edges
- (the four sides and the diagonal) and FOUR points (one at each of the
- corners.) It would have two faces, or triangles. A cube is stored as
- twelve faces, formed by eighteen edges, which are in turn defined by
- eight points.
-
- This definition of objects actually gives us some extra leeway in how
- we define our model. Imagine doesn't require your object to be
- connected at all; that is, your object could be two completely separate
- surfaces that never touch. You might want an object to be a flying
- logo. The letters don't actually touch and form one solid object; they
- are independent from each other. Imagine doesn't care; you can call
- any collection of points, edges, and faces an object. Imagine also
- gives you tools for splitting off part of an object (like a letter) or
- joining two parts together.
-
- Since this is a computer model and not a physical one, we can violate
- physics and have objects self-intersect. You might overlap two spheres
- half-way and join them together to form one object. You'll only see the
- outer surface when you render the new double-sphere object.
-
- There actually are two objects that Imagine does not define as a group
- of points, edges, and faces: a perfect sphere and an infinite plane.
- These are the only exceptions to the normal definition of objects in
- Imagine. Well, OK, there's another. An axis containing NO points can
- still be manipulated as an object. It certainly won't show up in a
- render, but sometimes it's nice to use a lone axis as an invisible
- object in certain cases. You can also use the axis as the start of a
- brand new object.
-
- There are certain "Editors" in Imagine that allow us to view and
- manipulate objects in different ways. Some editors let you place
- objects in scenes, or define how the objects change with time. The
- Detail Editor is where objects are usually created and modified. It
- allows low-level editing of objects; you can add points and faces by
- hand, move them, delete old ones and in general be as picky as you
- like in adjusting every point.
-
- Defining objects point-by-point is obviously not very suited to
- complex objects, sometimes with THOUSANDS of points. There are more
- powerful controls that let you modify your object in more global ways.
- You can add pre-made 'primitive' objects like a cylinder or a torus
- (doughnut shape.) These primitive objects have the points, edges, and
- faces that define it already defined. There are certain tools that
- let you draw an outline, say the profile of a chess pawn, which is
- converted to a three-dimensional `spun' object, as if it was chiseled
- out on a lathe. Other tools let you slice off parts of your object
- using knives that you can build yourself. In general, object creation
- is done with these powerful tools, and picky touch-ups are the only
- time you grab and move individual points. A sculptor does not glue
- sand grains together!
-
- -------------------------------------------------------------------------
- II. Looking at Stuff in the Detail Editor
- -------------------------------------------------------------------------
-
- The Detail Editor is the program that lets you manipulate and modify
- objects in Imagine. Like the other editors (and any Amiga program, for
- that matter) Imagine gets input and directions from you by either
- moving the mouse and clicking it's buttons, or by typing on the
- keyboard. Most advanced options use pull-down menus to select the
- function you want to perform. An important trick, especially when you
- start using Imagine a lot, is keyboard-equivalents. This lets you
- select menu items via the keyboard, by pressing the right Amiga key
- along with another letter or number. All of the keyboard equivalents
- can be selected via pull-down menus, although not all menu items have
- keyboard equivalents. You'll find that learning the most used
- commands' keyboard equivalents can save a LOT of time. Its quick and
- easy to punch right-Amiga-o to zoom your view out; pulling the menu
- down repeatedly is a pain. A few other commands (especially moving,
- rotating, and scaling objects) use the keyboard to indicate what you
- want to do (move, rotate, or scale) while simultaneously using the
- mouse to control the extent of the transformation.
-
- You can get into it from any point in Imagine by selecting the menu
- item 'Detail Editor' from the Project pull-down menu. The screen
- should then split into four smaller windows with a thin status line at
- the bottom of the screen and another at the top.
-
- When you start up the Detail Editor, you'll see what is known as a
- "Quad-View." Are four windows labeled "top", "front", "right", and
- "perspective", which are different ways of viewing the object you are
- manipulating. It is difficult to manipulate 3D objects with a 2D mouse
- and a 2D screen, and the tri-view is a compromise that makes the best
- of these unfortunate 2D restrictions.
-
- The top, right, and front views show you the wire-frame skeleton of
- the object you're editing. A wire-frame is a view of your object with
- each edge shown as a line segment. Faces are NOT shown, so the object
- looks like it's built from pieces of wire that join at the outside
- edges of the object, hence the name wireframe. Wireframes have two
- advantages; they are much faster to draw than "solid" models, and
- since you can see _into_ the object, you can manipulate points and
- edges on the interior of the object that you wouldn't normally see.
-
- The top, right and front views are just that- a wireframe view of your
- object shown from the three orthogonal (right angle) directions. There
- is also a small axis at the bottom left corner of each view that shows
- the world's X,Y,Z coordinate system. In Imagine, the X,Y,Z is defined
- just like it is in mathematics- X is left to right, Y is in to out,
- and Z is down to up. Some 3D programs define Z to be in-and-out, so
- note Imagine's difference.
-
- There is an absolute "world" coordinate system defined by these axes.
- You can select "Coordinates" from the Display menu, which will
- continually display the coordinates of the mouse pointer in the
- world's X, Y, and Z system. The units that it measures in are
- arbitrary, but it is often convenient to call them "Imagine Units."
- Objects tend to be on the order of 10 to 100 Imagine Units in size,
- since this is a comfortable scale to deal with when we design
- scenes to be rendered.
-
- There is a grid shown in the three main windows. This grid is used to
- give you a sense of scale, and can be turned on or off in the Display
- menu. The spacing between the lines can be set by choosing "Grid
- Size", also from the Display window. The default is 20, which is a
- reasonable starting size. Some commands let you use the grid to snap
- objects to precise locations- these are the most common reasons you
- want to change the grid size.
-
- The fourth window (with no grid in it) is called the "perspective"
- window, which allows you to view your object from any direction. You
- can also change modes to view your object as a wireframe or as a
- "solid" model, where the faces become opaque so that you cannot see
- through your object. In this window, you CANNOT manipulate your
- objects- it is a view only.
-
- Each of the four windows can be quickly zoomed to take up the full
- screen very easily by merely clicking on the tall narrow box to the
- left of each view that contains the name of the window. The window
- will expand to take up the entire screen, allowing you to have a
- better view of whatever you're working on. To zoom back to the
- quad-view, just click on the name to the left again. To go immediately
- from a full screen display of one view to a full screen display of
- another, you just click the name of the new view to the right. Being
- able to see all four views at once is often an advantage, but so is
- seeing a larger, more detailed view. This method allows you to quickly
- and easily change how you look at your model.
-
- Just to get a sense of how this works, pull down the menu item
- 'Functions' and select 'Add primitive'. Click on the 'Torus' button
- and click on 'OK' to accept the default parameters. All this did was
- make a pre-defined object that we can look at when we manipulate the
- views.
-
- You should see an object in all four of the windows. This is the same
- object, just viewed from different directions. Remember the three main
- views (Top, Front, and Right) all show a WIREFRAME view from their
- respective directions, so the inside of the doughnut might look very
- complex.
-
- Perspective, the remaining view, also shows a wireframe view of the
- doughnut. You can change the view by manipulating the two white
- sliding boxes on the top and left of the window. The bottom white
- slider lets you view from different directions AROUND the object. If
- the slider is in the middle, you're looking at the front. If it's 3/4
- of the way to the right, you're looking at the right hand side, and if
- it's all the way in either direction, you're looking at the back. The
- vertical slider on the right controls the ANGLE you're looking at the
- object from. Centered is a level perspective, all the way up gives you
- a straight-down view, and all the way down gives you a straight-up
- view. By combining these two sliders you can look at your object from
- any direction.
-
- You can change the perspective view by selecting 'wireframe' or
- 'solid' from the Display pull-down menu. Solid takes longer to show
- your object, but removes the points that are hidden, getting rid of
- the X-ray wireframe view. A final way of changing the perspective view
- is by selecting 'shaded' from the Mode pull-down menu and zooming the
- perspective view to the full screen. This shades the object in false
- black and white colors which sometimes lets you see the shape of the
- object more clearly.
-
- There are a few commands that let you change your absolute vantage of
- your object. You can zoom your view (on all windows) in and out by
- using 'zoom in' and 'zoom out' from the View menu. This lets you see
- more of your object at once, or just a certain portion. Each zoom in
- or out will double or halve the scale respectively. You can also
- select a numerical zoom by selecting 'set zoom' in the View menu,
- which allows more precise magnification levels by simply typing in a
- number. Zoom in and zoom out are often used, so knowing the keyboard
- equivalents of right-Amiga-i and right-Amiga-o can save a lot of time.
-
- To scroll the views around, you can click in one of the three main
- views, then use the arrow keys to move the view in whatever direction
- you like. You'll notice that if you change one view, the others will
- change as well- all of the views are linked so they show the same
- volume of space. You can also scroll the view by telling Imagine where
- you want the view centered. You select 'Re-center' from the View menu
- and click on where you want the new center of your view to be. Usually
- you click right in the middle of the object or area you're interested
- in. The keyboard equivalent of right-Amiga-. (period) is very
- convenient.
-
- The display that Imagine shows you is very important, as it is your
- interface in dealing with everything in the program. One important
- option is found in the Display menu; it is called "interlace".
- Interlace will change the screen resolution which the display uses. An
- interlaced screen is 400 pixels high, whereas a non-interlaced screen
- is only 200. Unfortunately, the interlaced display will flicker on
- many Amigas. An Amiga 3000 or a "flicker-fixer" equipped Amiga will be
- able to use interlaced mode without the flicker. The interlaced mode
- allows much more detail and more precise location of points, so it is
- by far the preferred mode to work in. Even if you do have a flickering
- display, it is probably worth the annoyance to have the extra
- resolution.
-
- A couple ways to reduce the flicker if you have it: you can muck with
- the monitor's contrast and brightness, or you can change the screen
- colors using the imagine.config file (see my Project tutorial). My
- favorite solution is wearing sunglasses- it works very well indeed,
- and you look cool while using your computer.
-
- --------
- (Continued in next file...)
-
- ##
-
- Subject: Introductory Detail Tutorial (File 2 of 3)
- Date: Tue, 11 Jun 91 23:49:06 EDT
- From: spworley@ATHENA.MIT.EDU
-
- -------------------------------------------------------------------------
- III. Moving Stuff in the Detail Editor
- -------------------------------------------------------------------------
-
- Knowing how to move your views around is important, as when you're
- manipulating an object you'll find yourself changing your viewpoints
- around constantly. There is a whole new set of commands for moving
- the OBJECTS in the editor around.
-
- In order to manipulate an object, we either have to load an existing
- one or start one from scratch. Imagine comes with several simple
- pre-built objects called 'primitives' that are very convenient to use
- as starting points for creating your own objects. Talking about these
- primitives doesn't really belong at this point in the tutorial, but
- it would be nice to be able to have something to look at and manipulate
- as each of the viewing and manipulation commands are presented.
-
- To make a primitive object, select 'add' in the Edit menu, and
- 'primitive' in the sub-menu. There are six simple shapes that Imagine
- will automagically create for you. They are a sphere, a cylinder, a
- cone, a disk, a plane, and a torus. When you select one, Imagine will
- ask how many points the object should have.
-
- With primitives like a sphere, the more points that define it, the
- smoother its appearance is going to be when rendered. Remember that
- even curved surfaces are made from triangles, and the surface becomes
- better defined with each point added. However, an object with more
- points than are necessary can become a burden; drawing the object in
- the editor takes more time, and although the final rendered picture
- with be higher quality with extra points, it will also take longer.
- Thus, when you add new primitive objects, Imagine asks what level of
- detail you would like.
-
- For example, the sphere primitive asks how many circle sections and
- how many vertical sections will make it up. The default is a
- reasonable number of defining points. If you were looking for a higher
- quality sphere because you were going to zoom in very closely to it,
- you might use extra points. If the object is going to sit in the
- background and not be examined closely, you might select fewer points.
- Most of the time, the defaults serve as a nice compromise, but you are
- much more likely to simplify the object as opposed to increase the
- default level of detail. The plane primitive in particular lends
- itself to simplification- most of the time you can bear with defining
- the simplest plane possible (2 triangles) as opposed to the
- overburdened default of a grid of 200 triangles.
-
- Each primitive lets you define the numbers of points that define it;
- the parameters that you can vary are all pretty self-explanatory. For
- example, the cylinder lets you define how many points are to form the
- circle around the rim, and also how many sections the body of the tube
- should be defined as. Other options (available for some primitives)
- are simple flags that define whether to close the ends of the cylinder
- (to create a hollow tube versus a log) or to 'stagger points' in some
- models. Staggering points increases the smoothness of curves- you
- should almost always leave it on. Note that the disk and the plane
- are actually flat objects- the others all have depth. All objects also
- let you define their size; this is quite straightforward.
-
- When you have loaded an object or added a primitive, you'll notice
- that you can see each point and edge in the wireframe. In addition,
- you'll see an AXIS, usually near the center of the object. In Imagine,
- EVERY OBJECT HAS IT'S OWN INDEPENDENT AXIS. An object's axis helps
- Imagine determine which way an object is facing, how it is scaled, and
- even what it's position is. Imagine doesn't understand what the
- objects ARE; it doesn't realize that a complex object like an airplane
- should orient itself with wheels down instead of balanced sideways on
- a wingtip. The axis actually defines the object's position; if you
- ask Imagine to move an object, Imagine really just moves the axis, and
- the object's points, edges, and faces are dragged along with it. When
- you rotate an object, the rotation occurs around the object's axis, as
- opposed to the world's absolute reference system. Scalings, where you
- change the size of the object, also use the object axis as a basis.
-
- When you want to manipulate a certain object, you have to tell Imagine
- which one (or ones!) that you're interested in, since you might have a
- dozen different object loaded at once. The way of choosing an object
- so you can manipulate it is just by clicking on it's axis. The object
- will turn a pretty blue color (or sometimes purple- more later!) which
- indicates that the object is chosen- any manipulation commands will
- be done on this one object. The object is said to be "picked", and
- Imagine knows that you want to apply commands to this object as
- opposed to another.
-
- Once you've picked an object, the most common manipulations are to
- move it around, rotate it, or scale it. These basic commands are often
- used, so Impulse has made it pretty easy to do. When you have a
- selected an object, you type the letter 'm' for move. The object will
- disappear (!) and be replaced by a big yellow "bounding box" which
- encloses the volume where your object was. This bounding box
- represents the size, shape, position, and orientation of your object.
- Since the box is so simple to draw, Imagine can update it in realtime
- as you manipulate it, allowing you to position it quickly and easily.
-
- After selecting the object and pressing "m", Imagine knows you want to
- move the object. Putting the cursor in any of the three main views,
- pressing the left mouse button and then dragging the mouse will drag
- your object in the direction you move. You do not have to click on the
- yellow box; anywhere in the view is fine. You can keep moving the
- object as long as you like; you can let go of the mouse button, move
- the pointer to another position in any of the three views, and
- continue moving the object. You are also welcome to zoom in and out,
- make one view full-screen, or re-center your views at any time. When
- you are finally done moving your object, pressing the space bar will
- accept the change and your object will be displayed as a wireframe in
- it's new location. If you've made a mistake, you can press the ESC
- key instead of the space bar. This also exits the move mode, but the
- object's position is unchanged from where it was before you started to
- move it. This is obviously useful for fixing mistakes or changing your
- mind.
-
- Two other commands work much like move: rotate and scale. If you
- select your object and press "r", you will rotate your object, and
- you'll see the yellow bounding box spin as you drag the mouse with the
- button down. You can also change spin axes (to pitch or bank the
- object, as opposed to yawing it) by pressing "x", "y", or "z" to
- define which axis you want to rotate around. All rotation is done
- around the OBJECT'S axis.
-
- Scaling is done by selecting "s" and dragging the mouse. Again,
- scaling is done relative to the OBJECT's axis. If the axis is in the
- center of the object, the object will grow in all directions. If it is
- at the bottom, the object will grow up and out, but not down.
-
- Each of these three commands (move, scale, and rotate) can be called
- either when you've picked an object or during any other move, scale,
- or rotate command. For example, you might pick an object, press "m"
- to move the object, position it in a new place, press "r" to spin it,
- then "s" to scale it. You do not have to press the space bar after
- every change; only after you are finally satisfied with the new
- location, size, and orientation of your object do you want to press
- the space bar to accept the changes you've made. Aborting by using
- the ESC key will remove all of the changes (movements, rotations, and
- scalings) that you've made.
-
- These manipulation commands are easy to use, and they have other
- controls that make certain manipulations even easier. At the bottom of
- the screen, there is a status bar that will highlight which mode
- you're in. If you are moving, the "M" in the "M=Move" at the bottom
- of the screen will be highlighted, and the "R" and "S" highlight when
- you're rotating or scaling.
-
- The "x", "y", and "z" commands that allow you to change rotation axes
- also work in moving and scaling. They act in these two modes as
- toggles- when you start a move, you are free to move it in all three
- directions, X, Y, and Z. You might want to restrict a direction of
- motion, though, if for example you are moving a table along a floor
- and you didn't want to accidentally lift the table into the air as you
- moved it left and right. Pressing the "x", "y", and "z" keys will
- toggle the allowable directions on and off, so pressing "z" will
- anchor the table's height, and pressing "z" again will allow you to
- lift it up if you change your mind. This also works in the scaling
- mode; if you want to make an object narrower without changing its
- height, you might toggle "z" and scale the object down. With the "z"
- toggle off, the object will maintain it's Z height, but will shrink in
- the X and Y directions. At any time, the display at the bottom of the
- screen shows the letters "X-Y-Z" and highlights the directions that
- are "active" or changeable.
-
- A related shortcut is using the capital letters "X", "Y", and "Z",
- which set the toggles to allow movement and scaling in one direction
- only. If you wanted to lift a table straight up, you just type "Z"
- and the table will be free to move up and down, but not in the X or Y
- directions. This method of setting the toggles overrides whatever
- position they were set in before, but you can use the individual
- toggles afterwards to set whatever freedoms you like.
-
- Imagine gives you even more flexibility if you want to use it.
- Whenever you move, rotate, and scale an object, it is based on a
- certain coordinate system. The default is to use the standard
- coordinate system- the set of axes that is fixed in place and shown at
- the bottom left of the three main views. This is called the "world"
- coordinate system. However, each object has it's own "local"
- coordinate system, defined by it's own axis. Imagine allows you to use
- a local coordinate system instead of the world system if you like.
-
- For example, if you have an object in the shape of a plane, the local
- coordinate system probably has the Y axis (going front to back) in
- line with the main fuselage of the plane. Using "r" to rotate the
- plane, you can easily position it so that it is angled up like it is
- climbing into the sky. If you then wanted to move it in a straight
- line along it's "flight path", the direction it's pointing, you could
- select move, and try to judge by eye the new position in the direction
- in front of the plane. If, instead, you select local mode (by using
- "l") and restrict motion along the Y direction by typing "Y", the
- plane will move smoothly along the line it's pointed along. In the
- world coordinate system, it's moving in both the Y and Z directions,
- but in it's local coordinate system, it's moving only in it's Y
- direction.
-
- To switch between coordinate systems, you just type "l" and "w"
- whenever you want to change. The current coordinate system has L or W
- highlighted at the bottom display just like the X-Y-Z indicators.
- Many times the local and world coordinate systems will be the same, so
- one is equivalent to the other.
-
- One final option when you're manipulating objects allows you to
- manipulate the axis of the object independently. If you want to move,
- scale, or rotate an object's axis [without simultaneously affecting
- the object!] you can use "M", "R", and "S", the capital letter
- versions of the object manipulation commands, to affect only the axis.
- There are some occasions you might want to do this for fancy tricks,
- but most of the time, you just want to move the axis around just so
- that it lies near the center of your object.
-
- The standard commands to move, rotate, and scale objects have been
- streamlined for ease of use since they are performed so often.
- Sometimes, however, they are somewhat lacking, especially when you
- need precise control over how your object is to be manipulated. For
- the precise control of object manipulation, Imagine has a special
- command called "Transform" which allows you to numerically control
- your object as opposed to judging by eye.
-
- The transform command works much like the standard interactive
- commands in that you first select your object (by clicking on it's
- axis) and then telling Imagine what to do to it. To enter the
- transform command, you click on the object (it becomes blue or purple)
- and pull down the menu item "transform" from the Object menu. A small
- requester will appear. You have six options you can choose from:
- translate, rotate, scale, position, alignment, and size. You also
- enter X, Y, and Z arguments.
-
- Translate takes the X, Y and Z arguments and moves (translates) the
- object that distance.
-
- Rotate will rotate the object around the axis you specify by an amount
- (in degrees) you specify in X, Y and Z. Performing more than one
- rotation at once is legal, but it is easy to make mistakes in final
- orientation. If you rotate around more than one axis at once, the Z
- rotation is performed, then the X rotation, then the Y rotation.
-
- Scale will scale your object by a certain factor. To double the size,
- just enter 2 in each of the X, Y, and Z boxes. A negative number is
- completely legal, and if one or three of the scalings is negative,
- you'll actually get a scaled mirror image of your original object.
-
- Position is like Translate in that it moves your object. Instead of
- moving a certain distance, however, it moves to absolute world
- coordinates.
-
- Alignment is also absolute; it will rotate your object in whatever way
- necessary to align in the direction you specify, regardless of the
- original orientation. Setting X, Y, Z all to zero will make the object
- line up exactly with the world axes.
-
- Size is again absolute. It uses the axis size as a benchmark, and will
- scale the object (and it's axis) to an absolute size. The "default"
- size that all axes start out at is 32 Imagine Units, so entering an
- XYZ size of 32 32 32 will bring most objects back to their virgin
- sizes.
-
- To use any of these sub-commands, just click on the box next to it's
- name and type in the appropriate X, Y, and Z arguments in the boxes to
- the right. Selecting "OK" will perform the manipulations, "cancel"
- will abort without affecting your object.
-
- You have the option to use world or local coordinates, just as in the
- interactive commands; just click on either box to decide. The default
- is the world system. You can also manipulate only the axis (like the
- capital letter commands in interactive manipulation) by selecting
- "transform axis only."
-
- Most manipulations use the interactive controls, and the
- transformation requester is used only for accurate, measured changes.
-
- One problem that you may run into after an interactive or a
- transformed manipulation is a "dirty" screen. Imagine erases the old
- object from before your move or scale or rotate, and draws it in the
- new position. However, to save time, it will not redraw any other
- wireframe object that was in view. This means that the areas were the
- old object intersected any other object in the view will be blank;
- part of the other object will be erased. If you want to check to see
- if this is the case, you can select "Redraw" from the Display menu,
- which will redraw all of the objects, eliminating the problem. One
- case where this is almost necessary is when you have multiple copies
- of an object at the same place. If you move one copy, the other isn't
- redrawn. Since it was in the exact same location as the old, erased,
- object, it looks like it has disappeared! This is easy to fix with
- redraw. It is another oft-used command, so knowing the keyboard
- equivalent of right-Amiga-r is handy.
-
- A problem you'll run into when manipulating complex objects is the
- sheer time it takes to redraw the wireframe model (in three views).
- Imagine has a way to speed the display of these objects- it shows
- the bounding box of the object (like the one shown in interactive
- manipulation) instead of the wireframe. You LOOSE the detailed view
- of your object, but you can still see the position, size, and
- orientation. To make an object "quickdraw" in this mode, you can
- use three commands in the Functions menu. "Quickdraw all" will make
- all of the objects display in quickdraw mode. "Quickdraw none" will
- make all objects display the normal wireframe. "Quickdraw pick" will
- make your picked (blue or purple highlighted) object display in
- quickdraw mode. These quickdraw boxes are very handy, and since
- they can be toggled at any time in the Detail Editor, it makes sense
- to use them when screen updates start to get too slow.
-
-
- -------------------------------------------------------------------------
- IV. Harvesting and Sorting with Pick
- -------------------------------------------------------------------------
-
- Since you can have many objects loaded at once, there has to be a way
- for you to tell Imagine what object or objects you want to deal with.
- You've done this already, by clicking on an object's axis, and
- watching it turn color. This shows that the picked object is ready to
- be manipulated on.
-
- What if we want to manipulate more than one object at a time? A
- standard way to "multi-pick" things (like icons in AmigaDos, or
- objects in Imagine) is to use the shift key. By holding the shift key
- as you click on objects, Imagine knows you want ALL of them picked,
- not just the latest one. In fact, if you press the shift key, the
- display line at the top of the screen will change to show how many
- objects are picked. Commands will affect all of the picked objects,
- not just one. In the case of moving, scaling, and rotating more than
- one object, the FIRST picked object's axis defines the basis of all
- the manipulations, as well as the local coordinate system for
- manipulating all of the objects.
-
- There are easier way to pick many objects than by repeatedly clicking
- on each object's axis. Imagine allows you to change how objects are
- picked by the "Pick Method" submenu in the Modes menu. The default is
- "click", which means that when you click directly on an object's axis,
- it will become picked. Other methods of picking can be chosen from
- the pick method submenu. If you use "drag box", instead of clicking on
- the object axes, you should press and hold the mouse button while
- dragging the mouse. A large box will follow your mouse, and when you
- release the button, an object within the box will become picked. If
- you press and hold the shift key when you release the mouse button,
- ALL of the objects within the box will become picked.
-
- Lasso is similar, but more versatile. You press and hold the button
- while drawing a large circle or oval or squiggly shape. When you
- release the button, an object within the region you've drawn will
- become picked. Again, you can hold the shift key to pick ALL of the
- objects within.
-
- A final option in the pick method submenu is called "Lock". Lock isn't
- a method of picking; it really has more to do with when moving picked
- objects. Lock is a flag; you can toggle it on and off by selecting it
- from its submenu. When Lock is on, any moved object will snap to the
- nearest grid location when released. This is automatic and is easier
- than using the one-time "Snap to Grid" (described later, I promise!)
- again and again when you're trying to get precise placement.
-
- Two other utility commands can be found in the Pick/Select menu.
- "Pick all" will pick ALL of the objects in your workspace. "Unpick
- Last" will allow you to remove the last object you picked from your
- set of picked objects. This is handy when you pick one too many
- objects and you want to unpick the last one you chose.
-
- It is easy to pick objects or sets of objects using the different pick
- methods. There is actually another powerful way to change what object
- or objects are picked; it is called "select." There is a very, very
- important difference between a "picked" object and a "selected"
- object; you've been using pick to highlight objects and manipulate
- them. Select is sort of a pick-wanna-be.
-
- One problem that can occur is when two object axes are directly on top
- of each other. If you click on the common axis location, one of the
- objects will become picked. (The first one that was created or loaded
- into the Editor). If you click again, the same object will remain
- picked and the second object will just sit there. If you hold the
- shift key and click on the common axis again, the second object WILL
- be picked, but now BOTH objects are picked. If you want to pick just
- the second object and not the first, you can either MOVE one object
- just to uncover the other axis, or you can use select.
-
- There is a solution when picking (or unpicking) objects becomes
- awkward (or impossible!). SELECT allows you to control what objects
- are picked by allowing you to add and remove objects from your set of
- picked objects one at a time.
-
- Think of buying lunch at a cafeteria, and you pick which food you want
- to eat. One way of "picking" food to add to your tray is by having the
- lunch worker point to each of the cafeteria's food bins, and saying
- "No, the next one, the next one, the next one- yes! That one!" as the
- worker points to the foods in turn. As the worker selects item after
- item, you can choose to PICK the item he's pointing to at any time.
- The analogy extends; What if your arms are full of cafeteria food and
- you want to put some back? Your arms are busy holding all the food;
- you can't easily grab an item and put it down. You can, however, ask
- a friend to "unpick" the item for you. If your friend has trouble
- with big words (like the names of food), he can just point at each
- food in your arms in turn until he points to the granola yogurt you
- want to put down. You then say "Yes, yes! Get rid of that!"
-
- This is exactly what select allows you to do. Your arms are full with
- picked objects. You can't just click on an object to "unpick" it
- because Imagine thinks you're just making sure you have it picked. You
- also might have problems indicating the right object to pick, as in
- the case of two objects on top of one another. The major difference
- between the the cafeteria and Imagine is that your mentally challenged
- friend is also the cafeteria worker, and will point to both types of
- objects for you.
-
- Select works by allowing you to highlight different objects in a
- controlled way. A "selected" object might be picked or not; A normal
- object is white, a selected object is orange, a picked object is blue,
- and a picked AND selected object is purple.
-
- Only one object is ever be selected at once, which is helpful in
- reducing confusion. The commands for selecting objects are completely
- different from those of PICKing objects; the whole point of select is
- that sometimes the methods used to pick objects are awkward, and
- select gives you an alternative way to pick them.
-
- The easiest and most common method of selecting an object is by using
- two commands, "Select next" and "Select previous", both found in the
- Pick/Select menu. Using "Select next" repeatedly will cycle through
- all of the objects in the order that they were created or loaded.
- This command does NOT care whether the object is picked or not; it
- will select all objects one at a time. "Select next" is often a
- command you want to repeat, so knowing the keyboard shortcut of
- right-amiga-n is almost necessary. By repeatedly using select next,
- ANY object can be selected because Select next will eventually reach
- it. "Select previous", right-amiga-p, will select objects in the
- opposite order, in case you overshoot with select next. One
- convenience is that when an object becomes selected, your view will
- jump to center the object on the screen, always allowing you to see
- what you just selected.
-
- When an object is selected, there are certain commands that will cause
- it to become picked or un-picked. The most common command is called
- "pick select", which can be found in the Pick/Select menu. When you
- use this menu option, the selected object will become picked. If the
- selected object is picked and you want to un-pick it, you can use
- "unpick select" from the pick/select menu to unpick it.
-
- "Select next" is kinda klunky, especially if you know exactly what
- object you want to select. One quick command that is sometimes useful
- is "Home", which selects the very first object you created or loaded
- into the Editor.
-
- Two other useful commands to quickly select specific objects are "Find
- by Name" and "Find requester", both found in the Functions menu. "Find
- by Name" allows you to type in an object's name (assigned in the
- Attributes requester, more later) and your view will shift to center
- on the object you named. In addition, the object becomes selected,
- allowing you to pick-select or unpick-select it. The "Find by
- Requester" does the same thing except it displays the names of all of
- the currently loaded objects, and you just click on the name you want
- to select. This requester is also useful because it tells you the size
- (# of points, edges, and faces) of each object, which is an excellent
- judge of object complexity. It's also fun to say "Cool! My tomato has
- 1,821 points!"
-
-
-
- ----------
- Continued in the next file...
-
- ##
-
- Subject: Introductory Detail Tutorial (File 3 of 3)
- Date: Wed, 12 Jun 91 00:17:42 EDT
- From: spworley@ATHENA.MIT.EDU
-
- -------------------------------------------------------------------------
- V. Hierarchies and Complex objects
- -------------------------------------------------------------------------
-
- With complex models, sometimes you don't want to make one huge, mungo
- object to represent the entire model. You might want to make a forest
- object that has 20 trees in it, and it seems silly to carve the whole
- thing out of one block. Or, you might be building an object that is
- logically a bunch of separate parts, like a clock with a face, a
- pendulum, two hands, and a frame.
-
- Another important ability you might want is to be able to give
- different parts of a complex object different attributes, or colors.
- Imagine lets you color and define the look of your objects in
- different ways, and you can even tell it to make different parts of
- the same object look different. But when you're building something
- like a window, the glass panes are considerably different than the
- wood frames; it is easier to define each as a separate object then
- somehow group them together.
-
- There is a function that lets you do exactly this- group objects
- together. When you have a model that you want to make (and keep!) in
- separate sections, Imagine allows you to establish a group of objects
- which will stay together. It allows you to treat the group as an
- entire ensemble (if you want to move everything, or apply a command to
- the whole set), or you can pick out one particular object and deal
- with it independently.
-
- Grouping is very easy to do. If you want to group two objects
- together, you click on one object, then press the shift key and click
- on the other. Remember that this is just the method of picking more
- than one object at once. When you have multi-picked the objects, you
- select "group" from the Object menu. A purple line will appear joining
- the axes of the objects. The first object that was selected becomes
- the "parent" of the group. If you group more than two objects, the
- purple "group" lines all run from each "child" object to the parent
- object. This lets you see which axis to click on to pick the entire
- group. Sometimes it is nice to assign a lone axis as the parent of a
- group, especially when no part of a group really doesn't lend itself
- to being a parent.
-
- Splitting a group back into it's component parts is also easy; just
- pick the group by clicking on the parent. The entire group will become
- picked, and selecting "Ungroup" from the Object menu will split the
- group. The purple joining lines will disappear, and each child will
- be independent again.
-
- Once a group is made, it can be treated almost identically to an
- ungrouped object. You can pick it (by clicking on the parent) and the
- entire group will become highlighted. You can then move, scale, or
- rotate the entire group as a whole. If you click on a CHILD object,
- the child will be picked, but not the group. You can then move, scale,
- or rotate it independently of the group, assign it individual
- attributes, or perform a command on it independently of the rest of
- the group. Even when you move the child object around, it will STAY
- grouped; you must use "ungroup" to ungroup objects. There are modes
- where you can pick parents separate from their children; this is
- described in the next section.
-
- In addition, you can make groups of groups. Or groups of groups of
- groups. This is done exactly the same as before; you can pick one
- group, multi-pick a second, and group them. Having these multi-layer
- groups is sometimes very useful. One excellent example would be in
- modeling a human figure. You might make a finger group that contains
- all of the knuckles, a hand group including a palm, four finger
- groups, and a thumb group, an arm group consisting of a hand group, a
- wrist, a forearm, and an elbow, and a body group consisting of a head
- group, a torso, two leg groups, and two arm groups. This kind of
- nested grouping is called a "hierarchy", where the body is the
- great-granddaddy of a knuckle. One great advantage is obvious when you
- want to move an arm. You pick the arm, and rotate it around the
- shoulder. All of the arm's children follow it, so the arm moves as a
- whole. You do NOT have to move 15 knuckles, a palm, a wrist, a
- forearm, and so on. If you want to adjust a finger, you can manipulate
- it and the knuckles will move together, but the arm will be
- unaffected. If you move the main parent body group, everything follows
- along as if the body were just one solid object, as opposed to dozens
- of parts. Hierarchies are obviously suited for complex models.
-
- Groups are useful when you have sub-parts of an object you want to
- keep together. Sometimes grouping simple objects is still useful even
- if there is no hierarchy to follow, since the individual objects are
- free to move apart from the parent, and can easily be assigned different
- attributes.
-
- For example, if you're designing a human face, you might cause the
- eyeballs in the head to be an additional grouped object as opposed to
- just molded into the main face. Later, if you wanted to change the eye
- (make it a different color, or replace it with a different type of eye
- (chrome eyeballs! Cool!)) you can easily select the eye and change or
- replace it. This advantage compounds the other advantages of grouping;
- you can later animate the eyes looking in different directions, and
- you can easily change the attributes or texture of the eye while
- leaving the face undisturbed.
-
- -------------------------------------------------------------------------
- VII. Pick, Add, Drag. Pick, Add, Drag. Geez, how boring!
- -------------------------------------------------------------------------
-
- There are some useful commands that act on picked objects other than
- just moving, rotating, and scaling. Two of the most obvious are "Load"
- and "Save". Load will load a new object in from disk- it will give you
- a file requester which you can choose the filename from. The most
- common place to put objects are in your "objects" subdirectory in your
- project directory.See the Project Editor tutorial for the complete
- Imagine file structure.
-
- Am important suggestion; use descriptive names and extensions. I
- talked about this a lot in my Project tutorial, but it's worth
- repeating. "Obj1" is going to mean nothing to you an hour from now.
- "tablecloth.iob" tells you that this is an Imagine object of a
- tablecloth- a useful description. Some suggested file extensions:
-
- .iob Imagine Object. Loads into the Detail Editor
- .iout Imagine Object which is a faceless outline
- .ifm Imagine Form. Loads into the Form or Detail Editor
- .iff Amiga picture or brush (standard)
- .ham Amiga picture or brush in Hold-And-Modify format
- .iff24 24-bit Amiga picture of brush. Highest quality.
- .spth Imagine spline path
- .lpth Imagine line path
-
- Save will take the picked object or group and save it onto disk.
- Note that GROUPS will save as one big group, as long as you have the
- whole group picked by clicking on the parent. You can give the saved
- object or group any name you want, and you'll probably want use an
- extension of ".iob". If you pick a child of a group and save it,
- you save ONLY that object (and its children), and NOT the entire group
- it belongs to.
-
- Another command you can apply to picked objects is "Snap to Grid" from
- the Functions menu. It operates on all picked objects, moving each of
- them so that their axis lies on top of the nearest grid intersection.
- This is very useful in trying to line up objects or for precise
- positioning. This is much like a one-time "Lock".
-
- There are a few other utility object commands. "Cut", "Copy", and
- "Paste" are found in the Object menu. "Cut" will remove your object
- from the Imagine world and store it in memory. When you select
- "Paste", the object will be re-inserted into the world at the same
- place it was prior to the cut. In fact, the object is STILL retained
- in memory, so you can move the restored object around and use "Paste"
- again to get a second copy to manipulate. You can repeat "Paste" as
- many times as you like to get copies of objects. "Copy" is like cut,
- except the object is not removed from the world after being copied to
- memory. You can use "Paste" to add multiple copies to the world.
-
- Since the pasted objects are all put in the same location, often
- you'll have to move one copy to get to the next. Judicious use of
- "Redraw" can help in showing exactly what copies are still floating
- around.
-
- An incredibly useful command for making complex objects is called
- "Join", which can be found in the Functions menu. If you pick two or
- more objects, join will assemble them into one single object. The
- new conglomerate object will have use the axis of the first object
- that was picked, and will contain all of the points, edges, and faces
- of all of the joined objects. Joined objects are difficult to
- unjoin later, so only use it when you WANT a solid object. Join
- is used constantly- you might build a car with the body sides, and
- "join" on a side mirror, then join the roof on, then join the floor.
- Remember the advantages of groups though; you probably DON'T want
- to join the tires to the car; if you group them you can rotate them
- later, as well as define the chrome hubcap separately from the car's
- paint and the rubber tire.
-
- "Merge" is also found in the Functions menu. It is more of a utility
- command. It will remove any duplicate faces, edges or points in your
- object. Especially after you JOIN objects, you might have a lot of
- points lying on top of one another. Merge removes these extra,
- unneeded points, speeding rendering and even display in the editors.
- Merge also helps Phong shading; more about Phong shading in the soon
- to come Attribute Tutorial.
-
- Delete is pretty obvious command. It can also be found in the Functions
- menu. When you use delete, every picked object will be removed from the
- world. This command is used a lot to get rid of cruft and deadwood, so
- knowing the keyboard shortcut of right-amiga-d is useful.
-
- As with all of the editors, Imagine has one level of "Undo", which can
- be selected from the Project menu. When using dangerous commands like
- Delete, being able to recover from the command is important. Undo will
- work with almost any command. You can also undo an undo, reinstating a
- command you decided you wanted anyway.
-
- -------------------------------------------------------------------------
- VIII. Spraypaint and Picture Frames
- -------------------------------------------------------------------------
-
- The low-level commands to create and manipulate objects are sufficient
- to create any model you can think of. An additional level of control
- you have is the ability to define the surface color and attributes of
- your object. A flat plane might be made of two triangles, but
- depending on how you set the attributes of the plane, it might render
- as a pane of glass, a reflective mirror, a wood tabletop, a piece of
- graph paper, or a picture of your grandmother. Defining the surface
- characteristics of objects gives them their character. Luckily,
- Imagine gives you excellent control of these attributes.
-
- Every object has a set of attributes that can be modified. In a group,
- every object can have different attributes from the parent; when you
- select a group, you only modify the parent's attributes. To change any
- attributes, just pick an object and select "Attributes" from the Object
- menu. A requester will appear, and you can select different properties
- to change. In addition, you can place brush maps and textures on the
- object, as well as add or change the object's name.
-
- Choosing and setting attributes is immensely important to make your
- objects look good. Setting textures and especially brushmaps give you
- near-infinite control on what your object's surface looks like. I
- have written full tutorials on both the use of texture and brushmaps,
- and plan to write one on setting attributes. The choices in the
- attributes requester are so important that they deserve a tutorial
- unto themselves. I haven't written the attribute tutorial as of today
- (6/11/91), but look for it by the end of July.
-
-
- -------------------------------------------------------------------------
- IX. A Mode for Every Season
- -------------------------------------------------------------------------
-
- The basic commands to pick, move, and view the world and everything in
- it are very important, as they are used constantly. The actual work
- you perform in building objects depends on the user changing the view
- and manipulating the objects almost without thought.
-
- No matter how good we are at manipulating objects and changing the
- view, using these commands will never BUILD an object for us. To do
- this, Imagine has different MODES that it performs different actions
- in. Some modes allow us to manipulate objects and groups, as we have
- been doing already. Other modes let us pick and manipulate not
- objects, but the POINTS of an object, or the edges, or the faces.
- Still other modes let us drag points around in different ways. Some
- let us add NEW points, edges, and faces. (Aha! So that's how we can
- build our own objects!)
-
- These modes are easy to change; you can just pull down the Mode menu
- and select which mode you would like to be in. The current mode is
- always displayed in the status line at the top of the screen; this is
- often handy when you get confused about what you're doing. The
- keyboard equivalents for changing the current mode all use right-Amiga
- and a digit; this makes the keypad become a "mode selector" if you
- don't want to use the pull-down menus and have stuff it takes to
- remember which digit is which mode. Personally, I don't have the
- stuff, so I bear with the pulldown menu rather than strain my poor
- brain.
-
- The default mode is "Pick Groups", which means that whenever you click
- on a group, it will be picked. (Simple!) If you want to pick
- individual objects, EVEN IF THEY ARE THE PARENT OF A GROUP, there is
- a mode called "Pick Objects." Just select it from the mode menu, and
- now when you click on any object (in a group or not, child or parent)
- it will be selected. You cal obviously multi-select it using the shift
- key. When you are dealing with ungrouped objects, "Pick groups" and
- "Pick objects" work identically.
-
- Different modes let you deal with the different parts of an object. Up
- until this time, we've always dealt with entire objects at a time. We
- could rotate, scale, and move them, add them, group them, and delete
- them, though we could not affect their basic structure. The remaining
- modes all work on PARTS of objects, not objects themselves. One
- important note is that to even enter these other modes, you must have
- selected at least one object (or group) for the new modes to act apon.
-
- You'll also find that I consistently lied to you in most of the
- previous sections. I always referred to picking objects as opposed to
- picking anything else. ALL of the pick and select commands except Find
- work equally well in picking faces, edges, or points as opposed to
- just objects or groups. Most other commands like Delete will work on
- the parts of an object as well.
-
- One new mode is "Pick points." If you pick an object or group and
- enter the pick points" mode, the object will turn white (the object is
- NOT picked anymore!) and it's points will all become visible (they
- will show up as small squares.) Now you are in a different mode; you
- are no longer picking and selecting OBJECTS, you are dealing
- exclusively with points. You can then click on the points which will
- turn orange as you pick them. You can use the shift key to multi-pick,
- or the lasso and drag box to grab many points at once. You can also
- select points, and use all of the selection tools to help you get any
- subset of points you want. Selected points are green, picked points are
- orange, and picked and selected points are yellow.
-
- When you're picking points, edges, or faces, Imagine will work ONLY
- with the points, edges, or faces in the object that was picked before
- you chose the "pick points (or edges or faces)" mode. This prevents
- you from confusing one object's points with another's. When you scroll
- around your view or redraw the screen, the other objects won't even be
- updated, so don't get scared if they seem to disappear. When you
- re-enter pick objects or pick groups mode, all of the objects will
- re-appear.
-
- Just because you can pick something doesn't mean you can perform every
- command on them. In the case of points, you can delete your picked
- points, or use the transformation requester to translate them;
- interactive dragging is actually another mode of it's own, though.
- When you delete a point, you delete any edges and faces that that
- point help form. You cannot do things to selected points that make no
- sense (like grouping them, or saving them to a file)- that's just
- weird.
-
- You can perform some other commands that aren't applicable to objects
- as a whole, however. For example, a very useful command is called
- "split." It takes the selected points, removes them from the
- original object, and gives them their own axis. In effect, the
- original object is split into two parts defined by the points you
- picked. Any connecting faces or edges are deleted (two objects do NOT
- share!). This might be very useful when you have a logo and want to
- pull one letter out of the object to do something special with it.
-
- One command that is unique to pick points mode is "taut", which is
- found in the Functions menu. If you select three or more points and
- select "taut", the middle points will jump to the line segment defined
- by the first and last points. This command might be useful to line up
- a bunch of points in a straight line quickly. Taut does NOT work with
- anything other than picked points.
-
- Picked points can be manipulated with the Transform command. The
- picked points can be translated, scaled, rotated, and positioned
- INDEPENDENTLY of the rest of the object. Rotations and scalings all
- use the object's axis as a reference point. Absolute positioning will
- move the FIRST point you pick to the location you choose, and the
- rest of the picked points will be translated an equal amount. Interactive
- dragging is accomplished using the "drag points" mode.
-
- Picking edges is similar to picking points, except to specify an edge
- you just click on the two points that make it up, or lasso or drag box
- the entire edge. Just like points, you can't perform every command on
- them. You can delete them and split them.
-
- You CANNOT translate edges or use taut on them. Deleted edges will
- delete any face they belong to, but the points in the edges will NOT
- be removed.
-
- A new command you cannot perform on points but can use on faces is
- called "fracture." This command is in the Functions pull down menu,
- and is often very useful. The fracture command will take and break
- each edge into two edges, with an additional point added to the
- midpoint of each selected edge. This command is very useful when you
- need to increase the detail level at a certain area of an object; the
- extra edges that appear allow you to manipulate them to add finer
- details and structures.
-
- Select Faces is again pretty straightforward. You must click on ALL
- THREE of the points that make up the face to select it. Fracture works
- very well on faces; it splits each face (one triangle) into four
- triangles defined by the midpoints of the face. The new faces can then
- be manipulated for higher object definition.
-
- Deleting faces removes the faces, but not the edges or points that it was
- made up of.
-
- Picked faces allow you to characterize an object's appearance in local
- areas. The attribute requester normally allows you to give the object
- overall color, reflection, and transparency values. You can actually
- set these for every single face, if you like. You can pick one or more
- faces, select "attributes" from the Object menu, and use the sliders
- to set the color, transparency, and filter values for the face or
- faces.
-
- You will NOT see any change in the appearance of your object when you
- do this, but when you render, the faces you selected will all override
- the default object color with the attributes you selected. A danger is
- that face attributes are somewhat fragile. If you join or merge
- objects or start deleting or adding points to it, all face coloring is
- often lost. To keep this from happening, color individual faces LAST,
- just before saving your object.
-
- A final note about face coloring; don't depend on it for coloring your
- objects in complex ways. Using grouped objects or brush maps is much
- more robust and allows better control. Coloring individual faces is
- useful mostly for quick and dirty attribute definition or for making
- small details that aren't worth the bother of a brushmap or extra
- object.
-
- Both "pick edges" and "pick faces" will allow you to split off the
- selected parts of the object to create two new objects by using
- "split", just as split works with selected points.
-
- Three additional modes are "add points", "add edges", and "add faces".
- Add points will add an additional point to your object in the location
- you click on. Add edges lets you click on TWO points and will add a
- new edge joining them. Add faces mode will let you add a new face to
- an object by clicking on the THREE points that make it up.
-
- "Add lines" mode is a convenient combination of "add points" and "add
- edges". As you click, a new point is added in the location you point
- to, and further clicks will add additional points along with an edge
- joining the latest point to the one that was immediately preceding it.
- Thus, a few clicks around the border of a rough circle will make a set
- of points with the edges following the outline of that circle.
- Carefully clicking on the location of an existing point will cause the
- new line to connect to to that point, so making closed shapes is
- easier.
-
- "Drag points" mode allows you to interactively drag individual points
- in your object around. If you select this mode, you can click on any
- point and drag it to a new location interactively. Any edges or faces
- that this point is connected to will follow the point to its new
- location.
-
- Dragging multiple points is also easy- just use the shift key,
- multi-pick the points by clicking on each in turn, and when you want
- to start dragging them, just release the shift key.
-
- AN IMPORTANT TECHNIQUE: What if you want to select a point or points
- in one view, and drag them in an orthogonal direction? For example,
- you have a plane defined by a horizontal 10 by 10 grid, and you want
- to select a bunch of points from the middle and pull them up. If you
- click on the points from the top view, you can easily select any of
- the points you're interested in, but you can only drag them left and
- right, forward and back. You want to be able to drag them UP.
-
- Here's the method for doing this: it is invaluable, so remember it.
- Whether you want to move one point or a hundred, press the shift key
- to multi-pick the points. Click on the points you want to move in ANY
- view, keeping the shift key depressed. To move all of these points,
- KEEP THE SHIFT KEY DEPRESSED and move the mouse to the view where you
- want to move the points in. Press and hold the left button, then
- RELEASE the shift key. The picked points will move with your mouse for
- as long as you keep the button held down. Releasing the button will
- anchor the points.
-
- In the example with the 10 by 10 horizontal grid, you would press
- shift, click on the points you want in the top view, move to the front
- (or right) view, release the shift key, move the points up, and
- release the mouse button. That's it!
-
- Magnetism, a more complex way of dragging points will be covered in
- the "advanced" Detail tutorial.
-
- One problem with manipulating points, edges, and faces is picking the
- RIGHT point. When the object is complex, the wireframe displays can
- get very cluttered. There is a convenient way of simplifying a view to
- get points out of your view- it is a mode called "hide points". In
- hide points mode, any points you select (with click, drag box, or
- lasso) will disappear from view- they will go away. They still exist,
- they just aren't displayed and can't be picked or manipulated. You can
- "hide" whatever points that get in the way of your work area, then
- change modes, and manipulate the non-hidden parts of your object.
- Selecting "pick objects" or "pick groups" will make the hidden points
- re-appear.
-
- For example, if you're working on a helicopter model and you want to
- work on the rotor alone, you might select "hide points" mode, and use
- the lasso to indicate the main helicopter body. The rotor is left
- alone, and after changing into drag points or select faces mode, it is
- easy to indicate what portion of the rotor you want to deal with
- without accidentally modifying the helicopter body. Selecting "pick
- objects" mode makes the entire helicopter, with the rotor changes,
- reappear.
-
- In theory, you can create any object by adding an axis, then adding
- points, edges and faces. In practice, these are very low level
- commands; you generally use the more powerful commands like "mold" and
- "slice" found in the Object editor. The low level select and add modes
- are built to give you the low level control that you sometimes need;
- however, they are more for defining basic outlines that are then used
- in the more powerful Object commands, or for touching up small details
- on nearly complete objects. The next Detail tutorial will talk about
- these commands.
-
- -------------------------------------------------------------------------
- X. More to come
- -------------------------------------------------------------------------
-
- This tutorial describes the important fundamentals of using the Detail
- Editor. Remember that most object creation mostly uses the advanced
- functions like "mold" and "slice". My next tutorial will deal with
- these powerful tools; however, the basics that are described in this
- tutorial are very useful and knowing how to move your view and
- manipulate objects is virtually essential. I also plan to write a
- general tutorial (with examples!) describing object creation; knowing
- all the menu commands doesn't give you a sense of the strategies to
- follow or steps to take to create a specific model.
-
- Another important discussion in the followup Detail Tutorial will
- describe different classes of objects: lone axes, line paths,
- outlines, flat objects, and "normal" objects. Expect the second
- tutorial around the middle to end of July, 1991.
-
- Whew! Another tutorial whipped out! Actually, this one only covers 2/3
- of an Editor, but including everything would really stretch the limits
- of a coherent text file. (This one is only 71K!) I am very glad to
- have gotten a lot of positive response from my last tutorial on the
- Forms Editor; I hope this one (which covers a much more complex
- Editor) is equally well received.
-
- If you have any questions, you are welcome to write me or send
- e-mail to the Internet Imagine Mailing list, imagine@athena.mit.edu.
- Any suggestions or "I want to see this in a tutorial" questions
- sent to me personally will be gladly accepted.
-
-
- -Steve
-
- -------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- -------------------------------------------------------------------
-
-
- Steve Worley
- 290 Massachusetts Ave. (this address soon to change, but mail sent
- Cambridge MA 02139 here will eventually make it to me anyway...)
-
-
- ----------------------------------------------
-
- This file and the text therein is Copyright 1991 by Steven P. Worley.
- All rights reserved. This file may be distributed freely in computer
- or paper form as long as 1) It is unchanged and unedited 2) is
- distributed in its entirely 3) gives proper credit to the author,
- Steven Worley.
-
- ##
-
- Subject: It is just me or ...
- Date: Wed, 12 Jun 91 00:27:41 mdt
- From: Steven Lee Webb <webbs@handel.cs.colostate.edu>
-
- Is it Just me...
-
- Or is it IMPOSSIBLE to move a grouped object part in an animation?
-
- When you go into the Action editor and load an object that is the father of
- some grouped child objects, the object that you get to manipulate is the WHOLE
- object, and not it's children! I've tried making two different versions of
- the object in the detail editor, and morphing between the two children's axis.
- Doesn't work. I also tried to pick the children's axis in the stage editor,
- and move them frame-by-frame, but no good, Imagine won't allow you to pick
- children in the stage editor. 8(
-
- Anyone?
- --
- Only ///|Steven Lee Webb +---------------------------------------+ /\__Luxo|
- Amiga/// |CSU - Comp. Sci. | 11-XAV a edisni deppart ma I !pleH | \\ /\ Jr|
- \\\/// |Amiga 500-5M Ram | webbs@handel.cs.colostate.edu | /|/\ _ |
- \XX/ |50M Hard Drive +---------------------------------------+ // \ (_) |
-
- ##
-
- Subject: Re: Looking for conversion program
- Date: Wed, 12 Jun 91 13:28:01 -0700
- From: davids@ucscf.UCSC.EDU (Dave Schreiber)
-
- Thanks. Unfortunatly, Superview doesn't work under Kickstart 2.0.
- Moreover, when Imagine converts 12bit->HAM without a locked palette,
- I've found that it doesn't generate the background consistantly
- (individual pixels that are part of the dithering tend to vary in
- color and intensity), which slows down the animation and makes the
- animation file larger.
-
- -Dave Schreiber
-
- ##
-
- Subject: Grouped object in Stage
- Date: Wed, 12 Jun 91 19:17:21 EDT
- From: spworley@ATHENA.MIT.EDU
-
- Steven Lee Webb asks if it is possible to move children objects in
- groups independently in the Stage Editor.
-
- The answer is no- you cannot move the group's children independantly.
- If you could, you would be forced to make a new entry in the Action
- Editor for each child. Coordinating movement with the parent would
- become very tricky, too. This would make the Action Editor become
- unbearably confusing and large if you had objects of even moderate
- complexity.
-
- There are two easy solutions. If you need to move part of a group, you
- can just save it as it's own object in the Detail Editor. Then you can
- load both parts of the previously grouped object into the Stage
- Editor, and control the two parts independantly since they are now
- completely seperate. The second solution is to use Morph, which DOES
- work.. though you said you were unsuccessful. You might look at the
- "Transition frame count" in the actor line to make sure you specified
- a transition time.
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- ##
-
- Subject: Scanned images -> Imagine
- Date: Fri, 14 Jun 91 17:58:11 -0400
- From: bandy@aplcen.apl.jhu.edu (Bandy Mike)
-
- How do I go about converting a scanned PC TIFF or GIF file to
- one that could be manipulated via Imagine? Preferably using PD
- utilities that I can pick off of the net - I have DPAINT III, if
- that helps.
-
- Thanks.
-
- Mike Bandy
-
- ##
-
- Subject: DCTV & you & me
- Date: Fri, 14 Jun 91 15:54 PDT
- From: ivan i <ESRLPDI%MVS.OAC.UCLA.EDU@mitvma.mit.edu>
-
- Has anyone had any experience with using DCTV & Imagine? I've seen the demo
- and it certainly looks nice, but I've heard some negative things about how it
- stacks up against other 24 bit display hardware, i.e. there's actually less
- than full 24 bit capability.
-
- I'm also curious as to how good it's output to tape looks, as I haven't seen
- any examples.
-
- Thanks a bunch.
-
- ##
-
- Subject: Re: Scanned images -> Imagine
- Date: Sat, 15 Jun 91 09:53:08 -0400
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- bandy@aplcen.apl.jhu.edu (Bandy Mike):
- > How do I go about converting a scanned PC TIFF or GIF file to
- > one that could be manipulated via Imagine? Preferably using PD
- > utilities that I can pick off of the net - I have DPAINT III, if
- > that helps.
-
- PD:
- The set of PBM programs (tifftoppm, giftoppm, ppmtoilbm) will
- do the trick. The pbm programs should be available on
- ab20.larc.nasa.gov [128.155.23.64] as pbmplus.lzh or pbm.lzh
- -- get the /FILES.Z and grep that to find out where on ab20
- the files are located.
- The PBM programs are command-line driven, and, given a
- shell that allows pipes, can be strung together to
- "automatically" scale, convert, and otherwise alter the images
- on the fly. If you hate the CLI, stay away from these
- programs. They are quite capable, though, and the price is
- right.
- The PBM utilities do not handle XHBright mode, and the
- archive does not have 24 bit IFF capability.
-
- Commercial:
- TAD (The Art Department) and ADPRO (sp?) are, by what I have
- seen and heard, VERY nice and powerful software of similar and
- greater power as the PBM programs. TAD is definitely a whole
- lot easier to use!
- I'm not too choosy myself, and my needs to convert
- stuff are pretty limited, which is why I haven't bought TAD
- yet.
-
- With any sort of image conversion software, RAM requirements are high.
- Don't expect to be able to do much if you have only 1 Meg. I'd say 2
- or 3 Megs of contiguous RAM ought to get you somewhere, but more than
- that is needed for large images.
- The PBM programs are in an lharc'ed file that is about 950K
- big. It won't fit on a floppy. All the programs use about 1.6M disk
- space (not including sparse documentation).
-
- I hope this is useful to anybody else out there, which is why I posted
- to the group.
-
- Cheers!
-
- ._. Udo Schuermann "Did you ever wonder why we had to run for shelter
- ( ) walrus@wam.umd.edu with the promise of the brave new world unfurled
- Seeking virtual memory beneath the clear blue sky?" -- Pink Floyd
-
- ##
-
- Subject: Re: Scanned images -> Imagine
- Date: Sat, 15 Jun 91 11:03:38 EDT
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- I have used both the PPM and ASDG programs. Believe me, TAD and ADPro are a
- dream to use, especially compared to PPM. PPM is, nonetheless, an excellent
- package if you have the time to learn it.
-
- Regarding the size of the PPM package: its true the whole thing won't fit
- on a floppy, but there are probably several modules one would never use, so
- those can be jettisoned.
-
- I recommend TAD or ADPro because of the dithering routines and ease of
- control.
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- ##
-
- Subject: Old question revisited...
- Date: Sun, 16 Jun 91 01:47:08 -0500
- From: doctorj@ecn.purdue.edu (Jeffrey W Davis)
-
- I just upgraded from the beta version of Imagine to the 1.x version. My
- question (problem) is about the 'show' imagine on the Project screen. I
- didn't have any problem with pre 1.0, but cannot seem to get rid of the
- picture once it 'shows' it! I have successfully gotten it to work a
- couple times with this version, but what gives? This will surely drive
- me nuts in a hurry!
-
- Please send any 'potentially' helpful suggestions or hints!
-
- Later,
- Jeff
-
- IN: doctorj@en.ecn.purdue.edu
-
- ##
-
- Subject: My Move
- Date: Sun, 16 Jun 91 12:37:22 EDT
- From: spworley@ATHENA.MIT.EDU
-
- I'll be moving to Palo Alto, California (from Cambridge MA) next week.
- I'll be leaving June 20, and return to the net on July 1. There will
- be NO changes to the list- things SHOULD go without a hitch. Even with
- my graduation from MIT, I'll be able to keep the mailing list based
- there.
-
- Just in case something bad happens, I am putting a text file with the
- membership list on hubcap.clemson.edu. It contains 110 names (the
- current members) which is way down from the peak of 210 because of all
- of the students who asked to be removed from the list during the
- summer. If the list has to be re-formed, the names on hubcap will be
- enough to restart it.
-
- If the list explodes and starts sending a meg of trash to every member
- every day, an e-mail message to carla@athena.mit.edu (The MIT Athena
- account God) explaining the problem will enable her to nuke the list
- until it can be repaired/replaced. I'd like Ed Chadez
- (echadez@carl.org) to be the one to make the judgement call as to
- whether a Bad Thing has happened. This is a drastic "pulling the plug"
- fix, but will work in an emergency.
-
- Again, there is almost no chance of a bad thing happening; I'm just being
- ultr-careful.
-
- After I get to California, expect the next tutorial on Detail! Thanks for
- all the positive responses I've gotten so far on the Detail intro.
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- ##
-
- Subject: Old question revisited...
- Date: Sun, 16 Jun 91 12:26:45 -0500
- From: doctorj@ecn.purdue.edu (Jeffrey W Davis)
-
- I just upgraded from the beta version of Imagine to the 1.x version. My
- question (problem) is about the 'show' image on the Project screen. I
- didn't have any problem with the pre-1.0, but cannot seem to get rid of the
- picture once it 'shows' it in this version. I have successfully gotten this
- to work a couple of times with this version, but what gives? When it
- doesn't work I end up having to give the Amy the 'ole 3 finger salute;
- promptly followed by a 1 finger salute (of course it doesn't understand
- that hand gesture).
-
- PLEASE send any helpful information you may have. This will surely drive
- me mad if I do not resolve it soon.
-
- Later,
- Jeff
-
- IN: doctorj@en.ecn.purdue.edu
-
- ##
-
- Subject: Another weird request...
- Date: Sun, 16 Jun 91 13:05:41 PDT
- From: Daryl T. Bartley <dmon@ecst.csuchico.edu>
-
- I just saw 'Flight of the Navigator' again last night, and all that GREAT
- computer animation set me wondering if it would be possible (Maybe with the
- Forms editor?) to recreate, or closely approximate the ship from that movie,
- and maybe get it to morph too. Am I just dreaming? Also, since it WAS
- originally computer generated, maybe someone knows where it could be had, and
- (HA HA HA HA HA) converted? (continue hysterics)
-
- Well, anyway, just wondering.
-
- Oh, also, thanks for the info Mark. It would be really neat to have that as a
- texture. I'll look into it. Or also, would it be possible to maybe map 3 or 4
- different brushes with varying colors onto a disc, and move them around? Or,
- maybe 2color brushes, both transparent, and the surface of the disc mirrored?
-
- Just some more weird thoughts. I really shouldn't watch TV at 3 am...
-
- Daryl Bartley
- dmon@cscihp.ecst.csuchico.edu
- --
- This is only a test. Had this been a real .sig, the previous message would
- have been followed by witty quotes or neat character graphics.
-
- ##
-
- Subject: Re: DCTV & you & me
- Date: Mon, 17 Jun 91 13:34:01 EDT
- From: rosner@handel.asd.contel.com (John Rosner)
-
- I use DCTV & Imagine. DCTV does great composite output to TV, that is
- to a composite monitor which is the same as TV. I've encoded to VHS
- tape and played it back on a real TV and it looks great, whereas the
- A520 (?) encoder that I have also used did not look good at all. I
- don't use super-VHS yet and I don't know if there would be a noticeable
- degradation with the higher quality signal, probably, but it works
- great with VHS. DCTV is supposed to be coming out with an RGB adapter,
- until then don't compare it with RGB.
-
- DCTV accepts Imagine 24 bit files, full overscan with no problem.
- Animation took me a while to realize not to use overscan. Right now I
- just generate 640 x 400 files to put together in DPaint as anims.
-
- ##
-
- Subject: Imagine 2.0 ?? Hmm...
- Date: Mon, 17 Jun 91 19:46:45 MET DST
- From: d9hh@dtek.chalmers.se
-
- A swedish dealer says he is selling Imagine 2.0.. Even if he hasn't got it
- for delivery yet... Sooo... tell me, is he right or very wrong?
-
-
- - Henrik
-
-
- >> Insert your favourite flashy .sig here << :)
- Internet: d9hh@dtek.chalmers.se
-
- ##
-
- Subject: DCTV
- Date: Mon, 17 Jun 91 14:19:31 EDT
- From: jake@melmac.umd.edu (Rob Borsari)
-
- I render for DCTV in 736x482 24bit RGB8. I use diskmaster to convert the
- rgb8s and have had no problems with this screen size. I also use 3
- bitplanes instead of 4 for speed. The output of the DCTV matches the effective
- resolution of VHS nicely. Im not sure how much improvement there will be if
- the RGB converter just converts an NTSC signal to RGBA. if it somehow uses the
- data before it becomes Never Twice the Same Color then it shopuuld be awesome.
- -R-
- jake@melmac.umd.edu Rob Borsari "Bourne to be Wild"
-
- ##
-
- Subject: Re: DCTV & you & me
- Date: Mon, 17 Jun 91 19:57:00 EDT
- From: bobl@graphics.rent.com (Bob Lindabury - SysAdm)
-
- rutgers!handel.asd.contel.com!rosner (John Rosner) writes:
-
- > DCTV accepts Imagine 24 bit files, full overscan with no problem.
- > Animation took me a while to realize not to use overscan. Right now I
- > just generate 640 x 400 files to put together in DPaint as anims.
-
- Huh? If you are going to video tape for viewing on a regular TV, you
- had best use full overscan unless you like all your animations with
- big borders around them. <grin>
-
- -- Bob
-
- The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!"
- ============================================================================
- InterNet: bobl@graphics.rent.com | Raven Enterprises
- UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue
- BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854
- Home #: 908/560-7353 | 908/271-8878
-
- ##
-
- Subject: Re: DCTV & animation
- Date: Tue, 18 Jun 91 16:31:37 EDT
- From: rosner@handel.asd.contel.com (John Rosner)
-
- >I render for DCTV in 736x482 24bit RGB8. I use diskmaster to convert
- >the rgb8s and have had no problems with this screen size. I also use 3
- >bitplanes instead of 4 for speed.
-
- Stills at this resolution are no problem. Playing an anim creates
- garbage but then I'm using DPaint III for assembling them. Has anyone
- used DPaint III to assemble 24 bit full overscan images from Imagine
- and played it on DCTV? What do you mean you use diskmaster? Isn't
- that a file managing utility?
-
- ##
-
- Date: Wed, 19 Jun 1991 14:57:55 +0200
- Subject: Animation.
- From: Marek Rzewuski <marekr@ifi.uio.no>
-
- I have problems with creating animation using Imagine 1.1.
- Imagine three boxes. The first one is biggest en the last one
- is smallest. Imagine standing on top of the first (the biggest)
- box, looking towards the third box.
-
- ***********
- * *
- * 1 * *******
- * * * 2 * *****
- * * * * * 3 *
- *********** ******* *****
-
- I want to make an animation where I jump from the first box, to the
- second, from the second to the third, turn 180 degrees, look upwards,
- jump up the the second box again, jump up to the first box and finaly
- turn 180 degrees and look at the third box again.
- I think that the accelation should be very important here, but I
- don't know where to start.
-
- Could anyone give me some hints?
-
- In advance thank you.
-
- marekr@ifi.uio.no (Marek Rzewuski)
-
- ##
-
- Subject: DCTV
- Date: Wed, 19 Jun 91 12:40:58 EDT
- From: jake@melmac.umd.edu (Rob Borsari)
-
- Part of my last message got cut off. I use diskmaster as a front end for
- IFFTODCTV. I then use buildanim to create the anim and view to show it.
- View also has "movie" sound support. (anyone want to sell a used copy of
- animation station?) I have never tried to use dpaint to assemble the anim.
- I havent had anyproblems using buildanim (PD). I tried makeanim but it
- would crash the computer every time I tried to play the result.
- Has anyone tried to use "Video enhancers or stabilizers" with dctv?
- does it help? -R-
- jake@melmac.umd.edu Rob Borsari "Bourne to Be wild"
-
- ##
-
- Subject: Shininess?
- Date: Wed, 19 Jun 91 20:46:50 -0500
- From: mattf@picard.cs.wisc.edu (Matt Feifarek)
-
- I wanted to find out what the difference between Hardness and SHininess was,
- so I made a grid of spheres with appropriate hardness and shininess values.
-
- To my surprise, shininess had no effect. The hardness varied the Hot Spot,
- but shininess did nothing.
-
- I put the pic on hubcap in the IMAGINE/PICTURES directory. Let me know if
- anybody figures this out.
-
- Thanks,
- MJF
-
- ##
-
- Subject: Imagine the Toaster
- Date: Fri, 21 Jun 91 12:31:19 EDT
- From: alan@picasso.umbc.edu (Alan Price)
-
- Hello. My questions always tend to get a bit long-winded, but I will try
- to keep it concise. This question is aimed at Imagine users who also own
- a Video Toaster.
-
- Situation: I render two images, pic.0001 and pic.0002, in the same project
- and the same rendering subproject with Imagine (736x480, 24-bit ilbm) and
- then load the Toaster, load Toaster-paint, attempt to load pic.0001 as RGB
- file and the computer crashes after a quick light-show.
-
- SO I dig up the PD program 'Convert' (written for Black-Belt, HAM-E) which
- converts many different image files to 'vanilla' 24bit iff. I convert pic.0001
- and then attempt to load that into Toaster-paint. Worked perfect.
-
- I then proceed to use convert on pic.0002, it starts reading the Imagine 24-bit
- file as a ham file ("converting HAM to RGB....")! Break! This did'nt work.
- After a few more tries and double-checks I went ahead and tried loading
- pic.0002 into Toaster-paint. It worked! Why?
-
- Well if pic.0002 loaded okay, then pic.0001 should too, right? Wrong. I went
- back and tried loading the unadulterated Imagine pic.0001 and crashed again.
-
- Pic.0001 only loaded if converted with 'convert'.
- Pic.0002 would not be read correctly by convert, but would load into Toaster
- paint without it.
-
- Both pic.0001 and pic.0002 should be identical in all respects. What gives?
- This has happened more than a few times. Has anyone had similar experience?
-
- P.S. - the last time the toaster crashed on this (last night), it seems it
- blew my battery-backed clock away!! The system can't find it anymore. Pardon
- my ignorance, but where is it located in a A2500? I want to check the battery
- and maybe wiggle it some. Any suggestions? I hate the idea of taking the
- computer out of commision just for a @$*#!! clock.
-
- AP.
-
- ##
-
- Subject: Best way to view Imagine stills...
- Date: Fri, 21 Jun 91 12:30:22 -0500
- From: doctorj@ecn.purdue.edu (Jeffrey W Davis)
-
- I don't know if anyone else is doing this, but I have found the best way
- to view Imagine still pictures on a stock Amiga is through DigiView.
-
- Render the picture in 768 x 480 and store it as 24 bit ILBM. Select the
- Dynamic-HAM option in Digiview and then load the frame. The stills I
- have done this way really look great; especially with respect to glass
- and light reflections.
-
- Just a neat observation for those who may not have thought about it.
-
- Later,
- Jeff
-
- IN: doctorj@en.ecn.purdue.edu
-
- ##
-
- Subject: Shininess
- Date: Thu, 20 Jun 91 17:02:49 EDT
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- Matt Feifarek writes:
- > I wanted to find out what the difference between Hardness and SHininess was,
- > so I made a grid of spheres with appropriate hardness and shininess values.
- > To my surprise, shininess had no effect. The hardness varied the Hot Spot,
- > but shininess did nothing.
-
- I've seen Louis Markoya's Surface Master and he did the same thing.
- But in Markoya's images, shininess definitely had a subtle effect.
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- ##
-
- Subject: Where is Colorburst?!?!? (Grrr)
- Date: Mon, 24 Jun 91 12:52 EST
- From: <GUTTMAN%FORDMURH.BITNET@mitvma.mit.edu>
-
- Hi,
- Sorry to take up bandwidth but I am very upset... Colorburst
- still has not gotten FCC approval because it needs more shielding!!!!
- What is taking so long!@?!?!!? Why don't they just slap some
- metal on it or something... another thing is HAM-E + now looks like
- a better buy because with with the RGB encoder for HAM-E + I can
- get a higher res than DCTV in RGB (can't stand NTSC!!!!). Not only
- that but HAM-E+ is still cheaper than DCTV!!!! And there are FREE
- UPGRADES!!!!
- Another thing is could somebody help me out... I am wondering
- how can I print the graphics output from a basic program to printer
- or could I have the image saved to IFF and then print it in DPaint?
- Is there a Fish Disk that will help me... I am working on Lester Ford's
- Circles on a non-Euclidean Hyperbolic plane. (By the way, does anyone have
- a Vista File format of Mandelbroits Apelenoinous Gasket???)
-
- Thank You Very Much
-
- J.Norell Guttman
- njg2@po.cwru.edu
- PS> Sorry to post non-Imagine material but I am here at Summer School
- and Fordham does not have internet (USENET ) access... the only way I can keep
- in contact is have the email forwarded from CWRU to here.
-
- ##
-
- Subject: Colorburst
- Date: Tue, 25 Jun 91 13:36:46 -0700
- From: tucker@cs.unr.edu (Aaron Tucker)
-
- Well, I can't tell you where Colorburst is at...that would take too long. I can
- tell you where it is not...the US. There are very few Colorbursts (less than
- 100) in the US. MAST has been shipping to every country except the US for two
- months now. MAST has FCC Class A approval. MAST will ramp up production of the
- NTSC units when they receive Class B approval for general use. Until then, NTSC
- units are scarce, sacred, and look damn good when you do see one. :-)
-
- This is not speculation or rumor. This is directly from a MAST employee. Me.
- If you have any direct Colorburst questions (other than when it is shipping in
- the US), call me (Juan Trevino) at (702) 359-0444. I will be happy to answer
- any technical or not so technical questions.
-
- BTW, if enough of us complain, maybe we can get Impulse to support Colorburst
- directly with IMAGINE. Every other ray-tracing package will. I think IMAGINE
- is great, but I think Impulse needs to seperate thier hardware from thier
- software in terms of marketing. This last paragraph is an opinion of Juan
- Trevino, not MAST. Add the usual disclaimer.
-
- Juan Trevino
- tucker@tahoe.unr.edu
-
- ##
-
- Subject: Colors
- Date: Wed, 26 Jun 91 13:00:01 -0600
- From: webbs@mozart.cs.colostate.edu (Steven Lee Webb)
-
- This is a small list that I use for getting colors right.
- Perhaps someone else would find it handy.
- -- webbs@mozart.cs.colostate.edu
-
- COLOR R G B
- --------------------------------------
- alice blue 240 248 255
- aliceblue 240 248 255
- antique white 250 235 215
- antiquewhite 250 235 215
- antiquewhite1 255 239 219
- antiquewhite2 238 223 204
- antiquewhite3 205 192 176
- antiquewhite4 139 131 120
- aquamarine 127 255 212
- aquamarine1 127 255 212
- aquamarine2 118 238 198
- aquamarine3 102 205 170
- aquamarine4 69 139 116
- azure 240 255 255
- azure1 240 255 255
- azure2 224 238 238
- azure3 193 205 205
- azure4 131 139 139
- beige 245 245 220
- bisque 255 228 196
- bisque1 255 228 196
- bisque2 238 213 183
- bisque3 205 183 158
- bisque4 139 125 107
- black 0 0 0
- blanched almond 255 235 205
- blanchedalmond 255 235 205
- blue 0 0 255
- blue violet 138 43 226
- blue1 0 0 255
- blue2 0 0 238
- blue3 0 0 205
- blue4 0 0 139
- blueviolet 138 43 226
- brown 165 42 42
- brown1 255 64 64
- brown2 238 59 59
- brown3 205 51 51
- brown4 139 35 35
- burlywood 222 184 135
- burlywood1 255 211 155
- burlywood2 238 197 145
- burlywood3 205 170 125
- burlywood4 139 115 85
- cadet blue 95 158 160
- cadetblue 95 158 160
- cadetblue1 152 245 255
- cadetblue2 142 229 238
- cadetblue3 122 197 205
- cadetblue4 83 134 139
- chartreuse 127 255 0
- chartreuse1 127 255 0
- chartreuse2 118 238 0
- chartreuse3 102 205 0
- chartreuse4 69 139 0
- chocolate 210 105 30
- chocolate1 255 127 36
- chocolate2 238 118 33
- chocolate3 205 102 29
- chocolate4 139 69 19
- coral 255 127 80
- coral1 255 114 86
- coral2 238 106 80
- coral3 205 91 69
- coral4 139 62 47
- cornflower blue 100 149 237
- cornflowerblue 100 149 237
- cornsilk 255 248 220
- cornsilk1 255 248 220
- cornsilk2 238 232 205
- cornsilk3 205 200 177
- cornsilk4 139 136 120
- cyan 0 255 255
- cyan1 0 255 255
- cyan2 0 238 238
- cyan3 0 205 205
- cyan4 0 139 139
- dark goldenrod 184 134 11
- dark green 0 100 0
- dark khaki 189 183 107
- dark olive green 85 107 47
- dark orange 255 140 0
- dark orchid 153 50 204
- dark salmon 233 150 122
- dark sea green 143 188 143
- dark slate blue 72 61 139
- dark slate gray 47 79 79
- dark turquoise 0 206 209
- dark violet 148 0 211
- darkgoldenrod 184 134 11
- darkgoldenrod1 255 185 15
- darkgoldenrod2 238 173 14
- darkgoldenrod3 205 149 12
- darkgoldenrod4 139 101 8
- darkgreen 0 100 0
- darkkhaki 189 183 107
- darkolivegreen 85 107 47
- darkolivegreen1 202 255 112
- darkolivegreen2 188 238 104
- darkolivegreen3 162 205 90
- darkolivegreen4 110 139 61
- darkorange 255 140 0
- darkorange1 255 127 0
- darkorange2 238 118 0
- darkorange3 205 102 0
- darkorange4 139 69 0
- darkorchid 153 50 204
- darkorchid1 191 62 255
- darkorchid2 178 58 238
- darkorchid3 154 50 205
- darkorchid4 104 34 139
- darksalmon 233 150 122
- darkseagreen 143 188 143
- darkseagreen1 193 255 193
- darkseagreen2 180 238 180
- darkseagreen3 155 205 155
- darkseagreen4 105 139 105
- darkslateblue 72 61 139
- darkslategray 47 79 79
- darkslategray1 151 255 255
- darkslategray2 141 238 238
- darkslategray3 121 205 205
- darkslategray4 82 139 139
- darkturquoise 0 206 209
- darkviolet 148 0 211
- deep pink 255 20 147
- deep sky blue 0 191 255
- deeppink 255 20 147
- deeppink1 255 20 147
- deeppink2 238 18 137
- deeppink3 205 16 118
- deeppink4 139 10 80
- deepskyblue 0 191 255
- deepskyblue1 0 191 255
- deepskyblue2 0 178 238
- deepskyblue3 0 154 205
- deepskyblue4 0 104 139
- dodger blue 30 144 255
- dodgerblue 30 144 255
- dodgerblue1 30 144 255
- dodgerblue2 28 134 238
- dodgerblue3 24 116 205
- dodgerblue4 16 78 139
- firebrick 178 34 34
- firebrick1 255 48 48
- firebrick2 238 44 44
- firebrick3 205 38 38
- firebrick4 139 26 26
- floral white 255 250 240
- floralwhite 255 250 240
- forest green 34 139 34
- forestgreen 34 139 34
- gainsboro 220 220 220
- ghost white 248 248 255
- ghostwhite 248 248 255
- gold 255 215 0
- gold1 255 215 0
- gold2 238 201 0
- gold3 205 173 0
- gold4 139 117 0
- goldenrod 218 165 32
- goldenrod1 255 193 37
- goldenrod2 238 180 34
- goldenrod3 205 155 29
- goldenrod4 139 105 20
- green 0 255 0
- green yellow 173 255 47
- green1 0 255 0
- green2 0 238 0
- green3 0 205 0
- green4 0 139 0
- greenyellow 173 255 47
- honeydew 240 255 240
- honeydew1 240 255 240
- honeydew2 224 238 224
- honeydew3 193 205 193
- honeydew4 131 139 131
- hot pink 255 105 180
- hotpink 255 105 180
- hotpink1 255 110 180
- hotpink2 238 106 167
- hotpink3 205 96 144
- hotpink4 139 58 98
- indian red 205 92 92
- indianred 205 92 92
- indianred1 255 106 106
- indianred2 238 99 99
- indianred3 205 85 85
- indianred4 139 58 58
- ivory 255 255 240
- ivory1 255 255 240
- ivory2 238 238 224
- ivory3 205 205 193
- ivory4 139 139 131
- khaki 240 230 140
- khaki1 255 246 143
- khaki2 238 230 133
- khaki3 205 198 115
- khaki4 139 134 78
- lavender 230 230 250
- lavender blush 255 240 245
- lavenderblush 255 240 245
- lavenderblush1 255 240 245
- lavenderblush2 238 224 229
- lavenderblush3 205 193 197
- lavenderblush4 139 131 134
- lawn green 124 252 0
- lawngreen 124 252 0
- lemon chiffon 255 250 205
- lemonchiffon 255 250 205
- lemonchiffon1 255 250 205
- lemonchiffon2 238 233 191
- lemonchiffon3 205 201 165
- lemonchiffon4 139 137 112
- light blue 173 216 230
- light coral 240 128 128
- light cyan 224 255 255
- light goldenrod 238 221 130
- light goldenrod yellow 250 250 210
- light gray 211 211 211
- light pink 255 182 193
- light salmon 255 160 122
- light sea green 32 178 170
- light sky blue 135 206 250
- light slate blue 132 112 255
- light slate gray 119 136 153
- light steel blue 176 196 222
- light yellow 255 255 224
- lightblue 173 216 230
- lightblue1 191 239 255
- lightblue2 178 223 238
- lightblue3 154 192 205
- lightblue4 104 131 139
- lightcoral 240 128 128
- lightcyan 224 255 255
- lightcyan1 224 255 255
- lightcyan2 209 238 238
- lightcyan3 180 205 205
- lightcyan4 122 139 139
- lightgoldenrod 238 221 130
- lightgoldenrod1 255 236 139
- lightgoldenrod2 238 220 130
- lightgoldenrod3 205 190 112
- lightgoldenrod4 139 129 76
- lightpink 255 182 193
- lightpink1 255 174 185
- lightpink2 238 162 173
- lightpink3 205 140 149
- lightpink4 139 95 101
- lightsalmon 255 160 122
- lightsalmon1 255 160 122
- lightsalmon2 238 149 114
- lightsalmon3 205 129 98
- lightsalmon4 139 87 66
- lightseagreen 32 178 170
- lightskyblue 135 206 250
- lightskyblue1 176 226 255
- lightskyblue2 164 211 238
- lightskyblue3 141 182 205
- lightskyblue4 96 123 139
- lightslateblue 132 112 255
- lightslategray 119 136 153
- lightsteelblue 176 196 222
- lightsteelblue1 202 225 255
- lightsteelblue2 188 210 238
- lightsteelblue3 162 181 205
- lightsteelblue4 110 123 139
- lightyellow 255 255 224
- lightyellow1 255 255 224
- lightyellow2 238 238 209
- lightyellow3 205 205 180
- lightyellow4 139 139 122
- lime green 50 205 50
- limegreen 50 205 50
- linen 250 240 230
- magenta 255 0 255
- magenta1 255 0 255
- magenta2 238 0 238
- magenta3 205 0 205
- magenta4 139 0 139
- maroon 176 48 96
- maroon1 255 52 179
- maroon2 238 48 167
- maroon3 205 41 144
- maroon4 139 28 98
- medium aquamarine 102 205 170
- medium blue 0 0 205
- medium orchid 186 85 211
- medium purple 147 112 219
- medium sea green 60 179 113
- medium slate blue 123 104 238
- medium spring green 0 250 154
- medium turquoise 72 209 204
- medium violet red 199 21 133
- mediumaquamarine 102 205 170
- mediumblue 0 0 205
- mediumorchid 186 85 211
- mediumorchid1 224 102 255
- mediumorchid2 209 95 238
- mediumorchid3 180 82 205
- mediumorchid4 122 55 139
- mediumpurple 147 112 219
- mediumpurple1 171 130 255
- mediumpurple2 159 121 238
- mediumpurple3 137 104 205
- mediumpurple4 93 71 139
- mediumseagreen 60 179 113
- mediumslateblue 123 104 238
- mediumspringgreen 0 250 154
- mediumturquoise 72 209 204
- mediumvioletred 199 21 133
- midnight blue 25 25 112
- midnightblue 25 25 112
- mint cream 245 255 250
- mintcream 245 255 250
- misty rose 255 228 225
- mistyrose 255 228 225
- mistyrose1 255 228 225
- mistyrose2 238 213 210
- mistyrose3 205 183 181
- mistyrose4 139 125 123
- moccasin 255 228 181
- navajo white 255 222 173
- navajowhite 255 222 173
- navajowhite1 255 222 173
- navajowhite2 238 207 161
- navajowhite3 205 179 139
- navajowhite4 139 121 94
- navy 0 0 128
- navy blue 0 0 128
- navyblue 0 0 128
- old lace 253 245 230
- oldlace 253 245 230
- olive drab 107 142 35
- olivedrab 107 142 35
- olivedrab1 192 255 62
- olivedrab2 179 238 58
- olivedrab3 154 205 50
- olivedrab4 105 139 34
- orange 255 165 0
- orange red 255 69 0
- orange1 255 165 0
- orange2 238 154 0
- orange3 205 133 0
- orange4 139 90 0
- orangered 255 69 0
- orangered1 255 69 0
- orangered2 238 64 0
- orangered3 205 55 0
- orangered4 139 37 0
- orchid 218 112 214
- orchid1 255 131 250
- orchid2 238 122 233
- orchid3 205 105 201
- orchid4 139 71 137
- pale goldenrod 238 232 170
- pale green 152 251 152
- pale turquoise 175 238 238
- pale violet red 219 112 147
- palegoldenrod 238 232 170
- palegreen 152 251 152
- palegreen1 154 255 154
- palegreen2 144 238 144
- palegreen3 124 205 124
- palegreen4 84 139 84
- paleturquoise 175 238 238
- paleturquoise1 187 255 255
- paleturquoise2 174 238 238
- paleturquoise3 150 205 205
- paleturquoise4 102 139 139
- palevioletred 219 112 147
- palevioletred1 255 130 171
- palevioletred2 238 121 159
- palevioletred3 205 104 137
- palevioletred4 139 71 93
- papaya whip 255 239 213
- papayawhip 255 239 213
- peach puff 255 218 185
- peachpuff 255 218 185
- peachpuff1 255 218 185
- peachpuff2 238 203 173
- peachpuff3 205 175 149
- peachpuff4 139 119 101
- peru 205 133 63
- pink 255 192 203
- pink1 255 181 197
- pink2 238 169 184
- pink3 205 145 158
- pink4 139 99 108
- plum 221 160 221
- plum1 255 187 255
- plum2 238 174 238
- plum3 205 150 205
- plum4 139 102 139
- powder blue 176 224 230
- powderblue 176 224 230
- purple 160 32 240
- purple1 155 48 255
- purple2 145 44 238
- purple3 125 38 205
- purple4 85 26 139
- red 255 0 0
- red1 255 0 0
- red2 238 0 0
- red3 205 0 0
- red4 139 0 0
- rosy brown 188 143 143
- rosybrown 188 143 143
- rosybrown1 255 193 193
- rosybrown2 238 180 180
- rosybrown3 205 155 155
- rosybrown4 139 105 105
- royal blue 65 105 225
- royalblue 65 105 225
- royalblue1 72 118 255
- royalblue2 67 110 238
- royalblue3 58 95 205
- royalblue4 39 64 139
- saddle brown 139 69 19
- saddlebrown 139 69 19
- salmon 250 128 114
- salmon1 255 140 105
- salmon2 238 130 98
- salmon3 205 112 84
- salmon4 139 76 57
- sandy brown 244 164 96
- sandybrown 244 164 96
- sea green 46 139 87
- seagreen 46 139 87
- seagreen1 84 255 159
- seagreen2 78 238 148
- seagreen3 67 205 128
- seagreen4 46 139 87
- seashell 255 245 238
- seashell1 255 245 238
- seashell2 238 229 222
- seashell3 205 197 191
- seashell4 139 134 130
- sienna 160 82 45
- sienna1 255 130 71
- sienna2 238 121 66
- sienna3 205 104 57
- sienna4 139 71 38
- sky blue 135 206 235
- skyblue 135 206 235
- skyblue1 135 206 255
- skyblue2 126 192 238
- skyblue3 108 166 205
- skyblue4 74 112 139
- slate blue 106 90 205
- slate gray 112 128 144
- slateblue 106 90 205
- slateblue1 131 111 255
- slateblue2 122 103 238
- slateblue3 105 89 205
- slateblue4 71 60 139
- slategray 112 128 144
- slategray1 198 226 255
- slategray2 185 211 238
- slategray3 159 182 205
- slategray4 108 123 139
- snow 255 250 250
- snow1 255 250 250
- snow2 238 233 233
- snow3 205 201 201
- snow4 139 137 137
- spring green 0 255 127
- springgreen 0 255 127
- springgreen1 0 255 127
- springgreen2 0 238 118
- springgreen3 0 205 102
- springgreen4 0 139 69
- steel blue 70 130 180
- steelblue 70 130 180
- steelblue1 99 184 255
- steelblue2 92 172 238
- steelblue3 79 148 205
- steelblue4 54 100 139
- tan 210 180 140
- tan1 255 165 79
- tan2 238 154 73
- tan3 205 133 63
- tan4 139 90 43
- thistle 216 191 216
- thistle1 255 225 255
- thistle2 238 210 238
- thistle3 205 181 205
- thistle4 139 123 139
- tomato 255 99 71
- tomato1 255 99 71
- tomato2 238 92 66
- tomato3 205 79 57
- tomato4 139 54 38
- turquoise 64 224 208
- turquoise1 0 245 255
- turquoise2 0 229 238
- turquoise3 0 197 205
- turquoise4 0 134 139
- violet 238 130 238
- violet red 208 32 144
- violetred 208 32 144
- violetred1 255 62 150
- violetred2 238 58 140
- violetred3 205 50 120
- violetred4 139 34 82
- wheat 245 222 179
- wheat1 255 231 186
- wheat2 238 216 174
- wheat3 205 186 150
- wheat4 139 126 102
- white 255 255 255
- white smoke 245 245 245
- whitesmoke 245 245 245
- yellow 255 255 0
- yellow green 154 205 50
- yellow1 255 255 0
- yellow2 238 238 0
- yellow3 205 205 0
- yellow4 139 139 0
- yellowgreen 154 205 50
-
- ##
-
- Subject: lots-o-colors-wit-goofy-names
- Date: Wed, 26 Jun 91 16:11:24 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > This is a small list that I use for getting colors right.
- > Perhaps someone else would find it handy.
- > -- webbs@mozart.cs.colostate.edu
-
- ...[butt-loads of color definitions deleted]...
-
- Boy oh boy, doesn't that look ridiculously similar to /usr/lib/X11/rgb/rgb.txt
- on an X11 system?! :-) :-) :-) :-) :-) :-)
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Imagine upgrades!
- Date: Wed, 26 Jun 91 18:50:19 -0600
- From: webbs@mozart.cs.colostate.edu (Steven Lee Webb)
-
- Predicted outcome of future releases of Imagine.
-
- VERSION 1.0 - buggier than Main in June; eats data.
-
- VERSION 1.1 - eats data only occasionally; upgrade is free, to avoid litigation
- by disgruntled users of Version 1.0.
-
- VERSION 2.0 - the version originally planned as the first release, except for a
- couple of data-eating bugs that just don't seem to go away;
- no free upgrades or the company would go bankrupt.
-
- VERSION 3.0 - the version in the works when the company goes bankrupt.
-
-
-
- -- NOTE --
-
- This is just a joke, please don't make this the beginning of a bad rumor!
-
- ##
-
- Subject: Flight of the Navigator...
- Date: Sat, 29 Jun 91 1:47:44 PDT
- From: Daryl T. Bartley <dmon@ecst.csuchico.edu>
-
- Yes, I am at it again...Well, supposing it IS possible to build a navigator-
- like ship in Imagine (or Lightwave, or whatever), would it also be possible to
- do the same kind of effect? Perhaps by digitizing in the scenery, either
- mapping the series of pics onto the object, or using them as global brushmaps
- in order to get the reflection of the 'real world' onto the object, and THEN
- rendering the object, with its reflections, on a genlock blakc background, then
- overlaying it onto the video that it is reflecting? (whew)...Just curious as if
- it COULD be done, this is nothing I could ever do myself...
-
- Yet another one of those ideas I get from watching TV at 1:30 am...:)
-
- Also, is everyone out of town for the 4th of July, or is it just that no one is
- posting to the list?
-
- Thanks in advance for info/howtos...
-
- Daryl Bartley
- dmon@cscihp.ecst.csuchico.edu
- --
- This is a test, only a test. Had this been a real .sig, the previous message
- would have been followed by witty quotes and nifty character graphics.
-
- ##
-
- Subject: Re: Flight of the Navigator...
- Date: Sat, 29 Jun 91 11:15:18 EDT
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- Daryl Bartley writes:
- > would it also be possible to do thesame kind of effect? Perhaps by
- > digitizing in the scenery, either mapping the series of pics onto the
- > object, or using them as global brushmaps in order to get the reflection
- > of the 'real world' onto the object, and THEN rendering...
-
- What about using VistaPro to generate a landscape for the ship to fly
- around in?
-
- > Also, is everyone out of town for the 4th of July, or is it just that no one
- > is posting to the list?
-
- I'm not! This is home for me.
-
- > Daryl Bartley
- > dmon@cscihp.ecst.csuchico.edu
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- ##
-
- Subject: Virtual memory
- Date: Sat, 29 Jun 91 18:08 MET
- From: "Arthur van Rooijen, PTT RESEARCH, The Netherlands"
- <AP_vRooijen@pttrnl.nl>
-
- Hello fellow Imaginaries,
-
- Since a couple of weeks I am the happy onwer of a EVOLUTION SCSI-II
- controller with a 320 MB harddisk. One of the features of this
- controller is that it can use a part of the disk as virtual memory.
- When you have a MMU (I have a A2630 board) then you can use this feature.
- I have have reserved 30 MB of the disk as virtual memory. The problem is
- that I don't have a real application that uses enough memory to
- efficiently test this virtual memory feature. So I'm looking for a big
- Imagine project that uses at least 8 MBytes of memory. I hope that
- somebody has such a project available for me. If so can you please send
- it to me. When there is enough interest in the outcome of my test I
- shall post it to the net.
-
- --
- Arthur van Rooijen
-
- PTT Research Neher Laboratories, Phone : +31 70 3325092
- 2260 AK Leidschendam, Telefax: +31 70 3326477
- P.O. box 421, Telex : 31236 prnl nl
- The Netherlands.
- +----------------------------------
- Domain : ap_vrooijen@pttrnl.nl | As the people here grow colder
- EARN/BITnet : ROOIJEN@HLSDNL5.BITNET | I turn to my computer
- PSS (DATAnet1): +204 02117035801::ROOIJEN | And spend my evenings with it
- SURFNET-2 : +204 129110052::ROOIJEN | Like a friend "Kate Bush"
-
- ##
-
- Subject: Re: Virtual memory
- Date: Sun, 30 Jun 91 10:19:22 EDT
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- It shouldn't be terribly hard to generate an Imagine project that eats up the
- megabytes. How about a 50 frame anim with a few 24-bit brush wraps? That
- should do it I'd think. Especially if the anim involves a lot of camera
- movement.
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
-
- ##
-
- Subject: animbrush + cycle bug?
- Date: Sun, 30 Jun 91 13:46:07 EST
- From: martin@dexter.pub.uu.oz.au (Martin Gardiner)
-
- Well I just started an animation that needed the uses of the animated
- brush on an object that was produced through the cycle editor, but
- it does not seem to work. It seems that the function was not updated
- with the rest of imagine when it when to 1.1V. Well I have used the
- animated brush before and it worked.
-
- Can anybody confirm that this function, animated brushes for texture
- maps on cycle objects does, or does not work.
-
- Note to Programs :
- addition 1:
- To save on disk space, and work, with the animated texture map function
- please make it so as if the image file is not there, use the last version
- of the image that can be found.
- eg. If you can't find image.0005, look for image.0004 .... till
- image.0001 before finding error (you may wish to report rendering
- issues to render-out text file).
-
- addition 2:
- Cut and Paste in the action editor, not just single bits, but single and
- colomn C+P, would improve the Animators flexablity. I would also be great
- if the action (staging information) were a text editable file.
-
- addition 3:
- Spline, editable, in-betweening (check-out Electric Image Apple software,
- Light-wave etc..) could be the thing that makes me stay with or leave
- imagine.
-
- addition 4:
- A way to compact action information in a single line when you have finished
- editing it for the moment (you still need to see the line for colour, but they
- don't need to be more than one pixel), a compated, de-compated function, along
- with a way to move actors around, so as when to actors interact, you can see
- when things are happening. It would also be nice when you return to the action
- editor, that you start where you left it.
-
- addition 5:
- The surport of AREXX, please, please, please. I have written Sony video
- disks recorder software, and have a colourburst. I used AREXX, and ADPro to
- record my 'A Martin Gardiner Production' down to video disk, but would love
- to have just used imagine (without the 80M storage of images for Lo-res, non-
- interlace, would record it in high lace if I had the 300M I needed) wich would
- allow me to get away with less storage.
-
- I would go on, but I don't know that the right people will get to read this.
-
- Note: good luck with the rendering bugs, and keep the action editor in some
- form. Its the thing I like the most about imagine.
-
- If the programmers of Imagine send me mail, I will reply. But I will be away
- for the next four weeks, at the World of Commodore, here in OZ. So if any
- of them are there, they can look me up. I'll be at the GVP stand most of the
- time.
-
- I am regarded as one of OZ best commercial Amiga programmers, working in
- graphics, sound, process control, and comms. I also hope to win the OZ
- animation competition with my first imagine production.
-
- Martin Gardiner
-
- ##
-
- Subject: In Search of Gary
- Date: Mon, 1 Jul 91 12:03:18 CDT
- From: Wayne Haufler 283-4160 <haufler@sweetpea.jsc.nasa.gov>
-
- Hello,
-
- Is there a Gary Dominquez (spelling?) out there in Imagin(ation) land?
- Does anybody know him or how to get in touch with him?
- Or is there a way to get a list of subscribers to the Imagine Mailing List?
- I will later post this to the comp.sys.amiga.graphics newsgroup.
-
- I saw Gary's "Burning Desire" animation (using Turbo Silver) on the
- Amiga World's Animation Video Vol. II. He also used the title "The
- Electric Pallet". I was impressed, and would like to ask Gary how he
- did certain things. I also think we may have some common motivations.
- My address is "haufler@sweetpea.jsc.nasa.gov".
-
- Thank You
- Wayne
-
- ===============================================================================
- ____ Wayne A. Haufler (haufler@sweetpea.jsc.nasa.gov)
- \\ /\\ /\\ // McDonnell Douglas Space Systems Company - Houston Div.
- \\ /--\\ // \\ //--[Christian/Lutheran/SW Engineer/Amigan/Tenor/Violist/Single
- \// \// \//___ "Exploring the Use of Computer Graphics and Animations"
- // "To Serve and Support Christian Endeavors"
- //
- !!CAUTION: SIGNATURE UNDER CONSTRUCTION!!
- ===============================================================================
-
- ##
-
- Subject: Re: In Search of Gary
- Date: Mon, 1 Jul 91 13:14:57 -0500
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- Gary is a proud member of OACES (Oklahoma Amiga Computer EnthusiastS) here
- in central Oklahoma. He does not have net access, but I have been a go
- between for him (I uploaded several megs of his stuff to ab20 a while back)
- and can continue to do so if you desire. I can ask him if I can give you his
- phone number if you'd rather talk to him personally (or if you'r rich, you can
- grab a plane to OKC tomorrow night - Tuesday July 2, 1991 - and meet him in
- person at Oklahoma City Community College between 6 and 10pm for our users
- group meeting).
-
- I'm glad someone finally mentioned his animation from the tape, I was beginning
- to wonder if anyone had seen it.
-
- May I ask a question that he was wondering about (he probably already has the
- tape and the answer, but I haven't seen him since last Thursday): was the
- sound synchronized with the animation? He used an older version of Animation
- Station to put the thing together, and when he got the upgrade, the sound was
- out of sync. He was wondering if Amiga World had the correct version so the
- sound came out right.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
- ##
-
- Subject: Re: Virtual memory
- Date: Mon, 1 Jul 91 15:11:31 -0600
- From: webbs@mozart.cs.colostate.edu (Steven Lee Webb)
-
- >It shouldn't be terribly hard to generate an Imagine project that eats up the
- >megabytes. How about a 50 frame anim with a few 24-bit brush wraps? That
- >should do it I'd think. Especially if the anim involves a lot of camera
- >movement.
-
- >John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- Want to eat up memory?
-
- Didn't I hear something about a Virtual memory of 30Megs or so?
-
- Try and render a faceted sphere with dimensions of 100,000 X 100,000 or
- something preposterous like that!
-
- Or do some fractal renderings! (You could use TTDDD or something like that)
-
- --
- Only ///|Steven Lee Webb +---------------------------------------+ /\__Luxo|
- Amiga/// |CSU - Comp. Sci. | 11-XAV a edisni deppart ma I !pleH | \\ /\ Jr|
- \\\/// |Amiga 500-5M Ram | webbs@handel.cs.colostate.edu | /|/\ _ |
- \XX/ |50M Hard Drive +---------------------------------------+ // \ (_) |
-
- ##
-
- Subject: Re: In Search of Gary
- Date: Mon, 1 Jul 91 17:22:21 CDT
- From: Wayne Haufler 283-4160 <haufler@sweetpea.jsc.nasa.gov>
-
- Hello,
-
- Rick, thank you for your willingness to be a go-between Gary and I (and
- your unexpectedly quick reply B^) ). I will try to limit the number of
- messages so as not to bother you too much. So, with that in mind, this
- message may be rather long in trying to anticipate Gary's questions and
- interests. If these discussions get involved, I may like to call Gary.
- (No, I am not quite rich enough to "grab a plane" ; just a middle-class
- 'inginur' ;) ). But if he would like to call me, my home phone is
- 713-996-9926. BTW, I am a proud member of the Houston Club Amiga.
-
- Gary's "Burning Desire" animation was very well done! There is a
- marvelous richness about it. Character animation using inanimate
- objects is similar in concept to the famous "Luxo Jr" animation.
- But how much emotion can be shown by a rigid candle? The emotional
- messages were fairly effectively conveyed through candle contortions,
- dream sequences, and sound. There is a simple, elegant story with
- several messages, many of which I have yet to fully grasp. (I am not a
- Liberal Arts type, after all, but how was that for a review? ;^)
-
- First, an answer to your question:
- Q: > was the sound synchronized with the animation?
- A: I did not notice that the sound was out-of-sync, and I think I would
- have noticed that. I will view it again, tonight.
-
- Second, questions for Gary (Dominquez, right?):
- 1. How did you bend the candle using Turbo Silver, before the availability
- of "Magnetism" and "Conform to Sphere/Cylinder" features of Imagine?
- (or am I remembering features wrong?) Do you have Imagine, now?
-
- 2. How did you model the flickering candle flame?
- Did you make 2 or 3 different objects and then manually change the
- object used in somewhat randomly selected frames?
-
- 3. How did you make the 'Dream Sequences'?
- Did you make small (portion of screen) animations and
- then merged that into a still from the main anim with DPaint?
-
- 4. What 'stuff' (objects?) of yours did you have uploaded to ab20?
- Or is that obvious once I look in ab20?
-
- 5. Was there some allegorical point you were making by having
- the candle use the Bible as a stool? What is the story behind
- this story? Just curious. It might have been funny to have the
- 'candle' think of a 'light bulb' to indicate an idea before showing
- the idea, or memory.
-
- 6. Was the active candle intended to be male or female, or does it matter?
- (I suppose I am missing some of the messages since I am not in
- a romantic relationship at the moment :/ .)
-
- 7. But my main question is that, with the use of The Holy Bible
- as an object and with your credits thanking The Lord,
- I was wondering whether you have been, or are interested in,
- (as, presumably, a Christian) using the Amiga graphics and
- animations for the Lord's work?
- And if you have been doing that in whatever way,
- would you write to me about your endeavors?
- If you have not been, I don't mean to pressure you, but consider
- the possibilies B^).
-
- ------> You see, I have been casting about for fellow Christian Amigians
- who are willing to share their ideas and experiences in applying
- the Amiga in Christian ways, and who MAY be interested in later
- collaborating on some graphics and/or animation projects,
- not necessarily limited to Imagine.
- I have several ideas and unfinished projects to describe and share.
-
- 8. As a more specific question, would you like me to send you copies
- of correspondence I have had with two other Christian Amigans?
- These messages describe much of their and my endeavors in
- "Exploring the Use of Computer Graphics and Animations
- To Serve and Support Christian Endeavors".
- (I was tempted to include them in this message, but I may be
- getting ahead of myself, presuming too much.)
-
- BTW, my Amiga 2000 has been in the shop for several weeks now (hard
- disk controller problem), but I hope to have it by this weekend. I
- also have ordered an A3000! I know these are a lot of questions. No
- need to rush an answer. Or, answer whatever, piecemeal. Thank you in
- advance for corresponding with me. And thank you again, Rick :^).
-
- Wayne
-
- P.S. Enough questions already, Wayne. Time to send!
-
- ===============================================================================
- ____ Wayne A. Haufler (haufler@sweetpea.jsc.nasa.gov)
- \\ /\\ /\\ // McDonnell Douglas Space Systems Company - Houston Div.
- \\ /--\\ // \\ //--[Christian/Lutheran/SW Engineer/Amigan/Tenor/Violist/Single
- \// \// \//___ "Exploring the Use of Computer Graphics and Animations"
- // "To Serve and Support Christian Endeavors"
- //
- ===============================================================================
-
- ##
-
- Subject: Hey Kids!
- Date: Mon, 01 Jul 91 20:25:55 EDT
- From: spworley@ATHENA.MIT.EDU
-
- Hi, guys! I have started my job, and I now have net access again. Fun and
- exciting! I found a nice duplex in Menlo Park (next door to Palo Alto)
- and I plan to be at the FAUG meeting next Tuesday (FAUG is the
- local Amiga Users group).
-
- A bunch of new people were added to the list. Look out for my
- canned introduction.
-
- My conclusion to the Detail Editor Is an outline on honest-to-God
- PAPER. I was computerless for over a week, and even though I
- brought an A500 with me so I could kill time (a weeks worth) at my hotel,
- the TV set had a security cable on it so I couldn't hoook up the Amiga.
- I'll write it eventually. Thanks, by the way, for all the positive
- responses I've gotten on it.
-
- For those of you who are looking for the old, old tutorials (On glass,
- the Project editor, brush mapping, and textures) they can be found
- in the Imagine List archives stuck with all of the archived messages. If
- anyone wants to pull them out and put copies into the tutorials
- directory, I'd br grateful. Oh, the archive is on the FTP site
- hubcap.clemson.edu.
-
- Anyway, just wanted to say hi to everyone. When my 3000 arrives, hopefully
- I'll be able to set it up and get working pretty soon. Right now all of
- my possessions are on a semi in Wyoming...
-
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- PS- same old mail address! I can telnet from work, and it keeps things
- easier.
-
- PPS- Thanks to Ed Chadez for being the Emergency Moderator.
-
- PPPS- Anything in particular you'd like to see in tutorials? I'm open.
- my next tutorials will be on 1) Advanced Detail commands
- 2) Applied Object Creation 3) Attributes. If you have questions
- ore suggestions, I can incorporate them into the text.
-
- ##
-
- Subject: ReQuestions
- Date: Tue, 2 Jul 91 12:04:48 EDT
- From: caleb@cbmtor.commodore.com (Caleb J. Howard (Product Support))
-
- Hello persons,
- I have been using Imagine for a while now, and have made great strides in
- understanding its functionality thanks mostly to the various tutorials posted
- here. I still have one or two questions though.
- Firstly, I have heard this question before, but not an answer. - How do i make
- a ground map repeat in both dimensions. That is, I specify a brush to repeat
- on a ground object, but only get a stripe of my brush, not a full covering.
- I have seen an ftp reference, but alas have no ftp connectivity. perhaps
- some kind soul could answer this one for me.
- Secondly, I'm having a devil of a time getting lighting to work for me. I
- have a scene with a character sitting at a desk. a lamp at the desk is on, and
- seems to illuminate as it should. the problem is that the other lights in the
- room seem to have little effect on the gloom surrounding the lamp. I have
- cranked the ambient light way up, but this seems only to wash the scene out.
- Can some illuminated ;-) person perhaps shed a little light ;-) and write
- a lighting tutorial?
- thank yous in advance
- -caleb
-
- ##
-
- Subject: Lighting
- Date: Tue, 02 Jul 91 13:56:14 EDT
- From: spworley@ATHENA.MIT.EDU
-
- Caleb, I'm not sure whats up with the 1D infinite brush map. Hmm, I've
- never seen it NOT do 2D.
-
- Lighting is kinda tricky. You say that a desk light works, but other
- "ambient" lights aren't strong enough. My guess is that you have these
- lights set to "Decrease Intensity with Distance", which gives them a
- lamp-like warm feeling as opposed to a sun or searchlight. Since the
- light decreases to just about nothing after a certain range (a few
- hundred units? I can't remember), if the lights are too far away and
- set for decreasing intensity they just won't do too much. You could
- make them closer, or turn them into a sun-like source. Another idea
- would to pop up the ambient light if you have it turned off. I usually
- use something like 10 10 10 ambient. Higher values illuminate
- everything, but everything looks kinda faded and unnatural. No ambient
- light makes evil black shadows, sorta like the NASA photos of
- moonwalks.
-
- Good luck!
-
-
- On another note, there were long (seperate) reviews on DCTV and
- Colorburst in the latest Camcorder magazine, July 1991. (Excellent
- mag!) The Colorburst photos had me drooling. So did the DCTV, for
- that matter. There were also reviews for an Amiga genlock (I forget
- which) and Broadcast Titler 2.0. A VERY heavily-Amiga-oriented mag, if
- you're interested in video production.
-
- Back to work. I gotta memorize all 3736289 of my new co-workers names.
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- ##
-
- Subject: Re: Exiting a Still Display
- Date: Wed, 3 Jul 91 09:54:11 -0700
- From: echadez@carl.org (Edward Chadez)
-
- To exit from 'show' while viewing an image, press the escape key. Make
- sure you DO NOT press any mouse buttons. Why? 'cause the escape key is
- monitored by the 'window port' on the main screen. Pressing the mouse
- buttons will actiavte the viewing screen. Silly..I know. But that's what
- Impulse has told us.
-
- If you happen to press a mouse button, you can always suffel the screens
- around.
-
- Edward Chadez
- -Amiga3000-
-
- --
- +--//-----------------------------------------------------------------------+
- |\X/ echadez@carl.org/Edward Chadez CARL Systems(303)861-5319|
- +---------------------------------------------------------------------------+
-
- ##
-
- Subject: Tutorial priority
- Date: Wed, 03 Jul 91 19:59:42 EDT
- From: spworley@ATHENA.MIT.EDU
-
- I've gotten a lot of positive response for my tutorials so far, which
- always makes me feel good enough to start writing more.
-
- I asked for questions that you might want answered in future tutorials,
- and the two main replies I got in personal e-mail were for a Stage Editor
- overview and for a description of lighting. This makes me think that perhaps
- people would like to see certain topics covered in a different order than
- I assumed. Here's my mental "tutorial plan":
-
- Completed tutorials:
-
- The Art of Glass
- Project Editor
- Forms Editor
- Detail Editor (Intro)
- Brush Maps
- Textures
-
- My mental schedule of the order that I would write future tutorials in:
-
- 1) Detail Editor (Advanced Features)
- 2) Object Design
- 3) Attributes
-
- Additional tutorials that are kinda obvious:
-
- Cycle Editor
- Stage Editor (Split like Detail?)
- Lighting (Maybe a "cinematographer" look at layout design)
- Animation (USING the Stage tools to make non-lame motion)
- Sneaky tricks (bending the rules, especially with TTDDD)
- Project design (overview of making an anim from concept to rendering)
- Accessories (using other programs and hardware to support and complement
- Imagine)
- Intro (to newcomers- VERY important, but perhaps the hardest to write...)
-
-
- Anyway, my question is whether I should re-prioritize the order of
- these tutorials? I could see why people might want a Stage tutorial
- before a Cycle tutorial, since the Stage is really necessary to get
- anything done and Cycle is powerful, but not necessary for beginners.
- Since it takes WEEKS to write for a full-blown tutorial, spending my
- time on the most "useful" tutorial is most logical. What I'd really
- like is for people to send me personal e-mail with a ranking of the
- "criticality" of each tutorial, as well as suggestions for additional
- tutorials or questions you'd like answered in them.
-
- Remember that each tutorial takes a while for my slow fingers to type
- out... that 70K Detail intro was easily 30 hours of work!
-
- Thanks again for the positive responses, everyone.
-
- -Steve
-
- PS- hope to meet some of you this Tuesday at the FAUG meeting!
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- ##
-
- Subject: Terminator 2...
- Date: Fri, 5 Jul 91 2:22:51 PDT
- From: Daryl T. Bartley <dmon@ecst.csuchico.edu>
-
- Yes, it's me again...just saw T2:judgement day, and the INCREDIBLE (pant gasp)
- graphics...got me to wondering just how closely something like that (note the
- 'something LIKE that', I don't mean replication!) could be approximated using
- Imagine or Lightwave, and how a large amount of morphing could be done like
- that. Also, any more ideas on getting mirrored objects into the 'real' world?
-
- Just some more crazed thoughts...happy 4th o' july, also (I can see all the
- animations made with Explode now...;) )...
-
- P.S. Thanks to John J Humpal for the response and help, sorry for the mixup
- with sending the reply...
-
- Daryl Bartley
- dmon@cscihp.ecst.csuchico.edu
- ray-tracing psychopath at large
-
- ##
-
- Subject: glitches in large imagine pics
- Date: 7 Jul 91 23:13 -0700
- From: Andrew Niemann <aniemann@cue.bc.ca>
-
- Anyone else having this problem ? and maybe a solution ? :
- I've gotten to like doing slides from imagine renderings. I render
- at 2400x1600 or larger, convert to Targa format using Rasterlink (the ONLY
- program that will tackle such a large file that I know of), and then take
- these to a local graphics house that has a 4000x4000 film recorder.
- unfortunately the images often have color glitches across a largthem.
- Sort of like psuedo color. Imagine 1.1 and an upgrade to Rasterlink seemed
- to solve the problem. Except now it is back, not as often but on certain
- images it just won't go away despite rerendering or other fooling around.
-
- thanks, andy
-
- ##
-
- Subject: Re: Terminator 2...
- Date: Mon, 08 Jul 91 11:10:44 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- Forgot to mention that you could certainly render your object over a plain
- background and composite it into the video thus removing the step of
- digitizing the normal camera view. This puts more of the burden on external
- equipment which you may or may not own.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Terminator 2...
- Date: Mon, 08 Jul 91 10:54:29 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > Yes, it's me again...just saw T2:judgement day, and the INCREDIBLE
- > graphics...got me to wondering just how closely something like that (note the
- > 'something LIKE that', I don't mean replication!) could be approximated using
- > Imagine or Lightwave, and how a large amount of morphing could be done like
- > that. Also, any more ideas on getting mirrored objects into the 'real' world?
-
- I haven't seen T2:judgement day but I have seen the previews of the cops
- head stretching out to an elongated chrome blob. It is actually not that
- difficult to duplicate this effect if you have a video disc recorder.
- Ignoring the morphing part for the moment, here are the steps....
- First, videotape the scene from the perspective of the chrome object with
- the camera pointed toward where the real camera will be when that actual
- scene is shot. This step is actually optional and is only necessary if
- accurate reflections are critical to the scene (ussually not the case).
- Then shoot the scene from the normal camera perspective. Unless you are able
- to bring your video disc recorder on location, you will have to transfer
- your "footage" to video disc. Once on the disc, you must frame by frame
- digitize both the normal camera view and the view from the chrome blob's
- perspective. These frames must match up fairly closely in terms of scene
- timing. The digitized normal view becomes the animated background image
- while the other digitzed view is the animated reflection map on the
- object's surface. I have done tests of this in LightWave and the results
- are outstanding. The morphing adds a little extra complexity. It is not
- a simple morph but a combination of morphing and cross dissolves starting
- with a real actor and dissolving into a computer model. LightWave's
- object dissolve envelopes make this fairly easy.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: re: Terminator II
- Date: Mon, 8 Jul 91 09:47:24 -0600
- From: webbs@mozart.cs.colostate.edu (Steven Lee Webb)
-
- > Yes, it's me again...just saw T2:judgement day, and the INCREDIBLE
- > graphics...got me to wondering just how closely something like that (note the
- > 'something LIKE that', I don't mean replication!) could be approximated using
- > Imagine or Lightwave, and how a large amount of morphing could be done like
- > that. Also, any more ideas on getting mirrored objects into the 'real' world?
-
- Hey, dude!
-
- I just saw Terminator II this Friday, it was AWESOME! (I especially
- liked the part where "RoboCop" rose out of the checkerboard floor. It seemed
- to hold a bit of nastalgia for those of us other renderers. (re, the
- checkerboard floor and all.)
- Anyway... I watched the credits, and guess who was behind all those
- great morphs? Yep, you guessed it, LucasFilms' Industrial Light & Magic.
- Of corse, a lot of the effects were the same as the water monster on ABYSE.
- Most of the morphs were done on a Silicon Graphics machine, and I've
- asked impulse this question before, and they said that since the Amiga doesn't
- support the MASSIVE geometry calculations needed to perform an any-pointed
- object to another any-pointed object, only these simple "point-moving morphs"
- will be possible. (kinda a drag, huh?) Oh well..
-
- About the 'renddering in a real environment' question, I'd have to say,
- that in order to get true reflection, you'd have to take 6 (yes, count 'em,
- SIX) brushmaps, and map them on to each side of a cube, and put your object in
- the center of the cube. Remember, you'd have to take a still of the ceiling,
- the floor, and all of the walls. That's about all I can think of.
-
- - Steven Webb
- --
- Only ///|Steven Lee Webb +---------------------------------------+ /\__Luxo|
- Amiga/// |CSU - Comp. Sci. | 11-XAV a edisni deppart ma I !pleH | \\ /\ Jr|
- \\\/// |Amiga 500-5M Ram | webbs@handel.cs.colostate.edu | /|/\ _ |
- \XX/ |50M Hard Drive +---------------------------------------+ // \ (_) |
-
- ##
-
- Subject: Re: Terminator II
- Date: Mon, 08 Jul 91 16:04:15 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- Steven Webb writes:
- > I just saw Terminator II this Friday, it was AWESOME! (I especially
- > Most of the morphs were done on a Silicon Graphics machine, and I've
- >asked impulse this question before, and they said that since the Amiga doesn't
- >support the MASSIVE geometry calculations needed to perform an any-pointed
- >object to another any-pointed object, only these simple "point-moving morphs"
- >will be possible.
-
- However, most of the morphing you see on TV and in the movies use cross
- fades rather than highly complex morphs. Here is a blurb from the article
- I wrote for the August Amazing Computing. It is intended for LightWave users
- but can be applied to your renderer of choice.
-
- "Another limitation of morph is that the target object must essentially be
- the source object with only the vertex locations altered. In other words,
- the target must be derived from the source with no points added or deleted.
- Here once again, Object Dissolve can help out. In this case, two morphs
- occur simultaneously on top of one another while Object Dissolve smoothly
- fades out one morph while fading in the other. Two objects must be created
- in addition to the source and target. For object #1, you must manipulate
- the source to fit the approximate shape and size of the target object without
- adding or deleting points. Object #2 is merely the reverse operation to make
- the target look like the source. The two simultaneous morphs performed
- are source -> object #1 and object #2 -> target. Then dissolving the source
- out and object #2 in will complete the illusion. Similar techniques have
- been used recently for TV ads such as the mini van metamorphosis commercial
- for Chrysler."
-
- > About the 'renddering in a real environment' question, I'd have to say,
- >that in order to get true reflection, you'd have to take 6 (yes, count 'em,
- >SIX) brushmaps, and map them on to each side of a cube, and put your object in
- >the center of the cube.
-
- True but a single view with a wide angle lense should be sufficient
- especially when you consider how much the image will be distorted when
- reflection mapped to the 'blobby' surface.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Terminator II
- Date: Mon, 08 Jul 91 17:44:57 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- Daryl accidentally sent this to me instead of the list and asked if I
- would forward it.
-
- ------- Forwarded Message
- From: Daryl T. Bartley <dmon@ecst.csuchico.edu>
- Subject: Re: Terminator II
-
- Wow! Thanks for the info...yes, I think that is actually how they did it for
- T2, is take 6 views, and map them around the blob.
-
- Hmm...as far as the morphing goes, some of it looked FAR too smooth to just be
- video morphing. I am sure that is how they got from the chrome 'cop' to the
- real actor (Most of the time, I saw one scene where it could have been ALL
- comp)...but some of the morphs were just incredible. (The FLOOR!)
-
- Oh, also, if they did in fact use the video morphing for all of it, there is
- one scene where it stands up out of an elevator, in the 'humanoid' form (looks
- like a chrome manikin), and starts running, morphing into first the chrome cop,
- and then the color comes in over the chrome. Now, if they used video morphing,
- how did they do it while making the thing run as well? Just some puzzlements.
-
- But, however they did it, it was truly amazing. It was just so fluid!
-
- Oh, and also thanks for the help with putting the object into the real world-
- type-stuff. Should work fine, if I can get access to the equipment to do it
- with. :)
-
- Daryl Bartley
- dmon@cscihp.ecst.csuchico.edu
- watch out for those tile floors!
-
- ------- End of Forwarded Message
-
- Just a quick comment. The cross dissolves I mentioned are done along with
- standard morphing to give the appearance of a far more complicated morph
- and many of these combination morph/dissolves may be done just to achieve
- a single complex morph. Great stuff, I'll definately have to see the movie.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson CONCURRENT COMPUTER %
- % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
- % ' Image ` ...!uunet!masscomp!mark Hardware Architect %
- % Productions (508)392-2480 (603)424-1829 & General Nuisance %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Terminator II
- Date: Mon, 8 Jul 91 15:31:17 PDT
- From: Daryl T. Bartley <dmon@ecst.csuchico.edu>
-
- Oh, okay, multiple transitions for one morph...gads, it must have been a night
- mare from the viewpoint of the people doing it, but it was worth it!
- Thanks for clearing that up. ILM far surpassed the old bastion of computer anim
- ation, (their own) the ever-oggled-at water creature from the abyss.
-
- Oh, also, one more quick question: Has anyone been uploading stuff to hubcap
- lately? New objects, pictures, anything? Just seems to have slowed down around
- there recently.
-
- Daryl Bartley
- dmon@cscihp.ecst.csuchico.edu
- Still .sigless? Get with it!
-
- ##
-
- Subject: The Imagine Companion
- Date: Tue, 09 Jul 91 16:43 PDT
- From: ivan i <ESRLPDI%MVS.OAC.UCLA.EDU@mitvma.mit.edu>
-
- i recently received The Imagine Companion, which is the manual we all should
- have gotten with Imagine in the first place, from Dave Dubermann of Motion Blur
- Publishing. Has this been discussed before on the list? if so, i won't waste
- everyone's time with it, but if not, let me know and i'll post a review once
- i get through the lion's share of it.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- ivan ivanick
- esrlpdi@MVS.OAC.UCLA.EDU
- Making The World Safe For Degeneracy Since 1965
- ///////////////////////////////////////////////////////////////////////////////
-
- ##
-
- Subject: World Size
- Date: Tue, 9 Jul 91 19:53:30 EDT
- From: jake@melmac.umd.edu (Rob Borsari)
-
- I have been playing with scanline so long that I have forgoten how to set the
- world size. Please remind me. (blushing) -R-
-
- ##
-
- Subject: Questions About Playing Speed
- Date: Tue, 09 Jul 91 15:40 PDT
- From: ivan i <ESRLPDI%MVS.OAC.UCLA.EDU@mitvma.mit.edu>
-
- i'm new to computer animations & have only been playing around with them
- since April when i got my 2000, but i do have a fair background in ink
- & paint animations behind me; so i was a little surprised to find a
- fundamental limitation in terms of how many frames per second i can get
- with a decent sized animation. i haven't clocked it, but it looks like
- maybe 12 or 15 fps to me. i understand the speed limitations, but this
- seems to be a serious hindrance in terms of putting the work out on
- tape, since i don't have access to a single frame recorder. what, if
- anything, are people doing to get the final output up to speed? is it
- something basic that i'm unaware of or is there hard/software to take
- care of this? are people just living with these limitations? what's
- the best speed that can be achieved on the Amiga itself for fully
- raytraced animations without outputting it to tape?
-
- ONE ANSWER:
-
- for those of you who are interested & rich, my brother (who does 2D
- stuff with both traditional cel animation & is working with the Mac's
- Director software) is looking at buying a recordable videodisc player
- from SONY for about $20K, i believe, which relieves this particular
- problem but isn't feasible just now for me. i'm not sure of all the
- specs, but he said it can record up to 22 minutes per side, write-once.
- maybe in a few years it will be down to only $15K.
-
- incidentally, i've got a 68030 running, without a coprocessor (although
- it's coming soon) and 3 MB of RAM. while i'm slowly cracking the
- internal mysteries of the Amiga (my brain has been IBM-DOSsotted for too
- many years) i haven't been able to figure out what's the best way to
- increase my speeds for playing the animations.
-
- thanks a bunch for any help.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- ivan ivanick
- ESRLPDI@MVS.OAC.UCLA.EDU
- Making The World Safe For Degeneracy for Over 26 Years
- //////////////////////////////////////////////////////////////////////
-
- ##
-
- Subject: fps
- Date: Tue, 9 Jul 91 21:10:31 PDT
- From: tucker@cs.unr.edu (Aaron Tucker)
-
- In DeluxePaint III, you have a choice of using compressed or
- uncompressed animations. Compressed animations are animations that calculate
- the difference between frames and only update that section. This can
- obviously get slow with large changes. You can load in a compressed anim
- from IMAGINE into DeluxePaint III as long as it conforms to the bitplane
- depth specification of 1 to 5 in the correct resolution. I am not sure if
- any of the HAM anim packages such as Spectracolor and ????(I forgot) will
- allow uncompressed frames to be displayed.
-
- You can set the anim to be generated to conform to the needs of
- DeluxePaint III or you can convert them to that format with ADPro. Whichever
- way you go, it will still not look as good as HAM.
-
- The more memory the better. If you have an 030, congrats. Only buy
- 32bit memory (RAM for you accelerator board...there is no physical difference
- in RAM). If you have a lot of 16-bit RAM, sell it, as it only slows you down.
-
-
- Juan
- tucker@mammoth.cs.unr.edu
-
- ##
-
- Subject: Memetic Poly-Alloy
- Date: Fri, 5 Jul 91 20:53:38 CDT
- From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham)
-
- The memetic poly-alloy technique is VERY possible with the current batch of
- software, such as Imagine.
-
- My partner and I are working on it and the results have been very pleasing.
- After I saw T2 for the "first" time I decided to get right on it. Before I
- went for the second time I had a completed animation that I showed to the
- person I was going with to see it for the second time (note: they had not
- seen the movie yet, so they had only glimpsed the effect from the
- commercials).
-
- "Neat," they said.
-
- Well, I've had better comments, but I figured I'd wait until the same thing
- happened in the movie. As soon as the second termitator started to "gel"
- that same person leaned over and said, "sh@*, that looks just like what you
- just did!"
-
- That's pretty convincing. The key is to use a good image for an
- environment map, and try as hard as possible not to have sharp edges on
- your surfaces.
-
- Sean
- /\
- RealWorld: Sean Cunningham / \ "Doing our business is what
- INET: seanc@pro-party.cts.com VISION Amigas are for."
- Voice: (512) 992-2810 \ /
- // \/ "Holy #@*!" - any Psygnosis
- KEEP THE COMPETITION UNDER \X/ GRAPHICS game player
-
- ##
-
- Subject: NewImConEd avail on ab20
- Date: Wed, 10 Jul 1991 15:27:47 GMT
- From: menzies@cam.org (Stephen Menzies)
-
- A new version of Sheldon Arnst's Imagine1.1 config file
- editor is now available in the incoming/amiga directory on
- ab20.larc.nasa.gov (128.155.23.64). You will find it
- listed as newimconed.lzh
-
- This new version includeds a *very* friendly Function
- Key Editor with print out capabilities. Any questions or reports
- may be directed to me (e-mail) and I'll pass it on to Sheldon.
-
- --stephen
-
- --
- Stephen Menzies
- Email: menzies@CAM.ORG
-
- ##
-
- Subject: Re: Questions About Playing Speed
- Date: Wed, 10 Jul 91 11:59:17 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > i haven't clocked it, but it looks like
- > maybe 12 or 15 fps to me. i understand the speed limitations, but this
- > seems to be a serious hindrance in terms of putting the work out on
- > tape, since i don't have access to a single frame recorder. what's
- > the best speed that can be achieved on the Amiga itself for fully
- > raytraced animations without outputting it to tape?
-
- Actually no matter what your playback speed is, it can still be videotaped.
- It just means that your video will be a little jerky. Single frame recording
- is only necessary if you absolutely must have 30 fps and you are exceeding
- the bandwidth capabilities of the Amiga. It is certainly feasible to play
- HAM animation from Imagine at 30 fps but it requires that the frame to frame
- deltas be kept to a reasonable level. Changing the lighting or moving the
- camera are two almost sure ways to make your frame deltas unmanageable.
-
- > looking at buying a recordable videodisc player
- > from SONY for about $20K, i believe, which relieves this particular
- > problem but isn't feasible just now for me. i'm not sure of all the
- > specs, but he said it can record up to 22 minutes per side, write-once.
- > maybe in a few years it will be down to only $15K.
-
- This unit has two separate components and if you look around, they can
- be had for as low as $7K each bringing the price down to $14k today.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Questions About Playing Speed
- Date: Wed, 10 Jul 91 18:50:01 EDT
- From: bobl@graphics.rent.com (Bob Lindabury - SysAdm)
-
- Mark Thompson <rutgers!westford.ccur.com!mark> writes:
-
- > Actually no matter what your playback speed is, it can still be videotaped.
- > It just means that your video will be a little jerky. Single frame recording
- > is only necessary if you absolutely must have 30 fps and you are exceeding
- > the bandwidth capabilities of the Amiga. It is certainly feasible to play
- > HAM animation from Imagine at 30 fps but it requires that the frame to frame
- > deltas be kept to a reasonable level. Changing the lighting or moving the
- > camera are two almost sure ways to make your frame deltas unmanageable.
-
- Heh. The things that make frame deltas unmanageable are just the
- items most animators use to create more realistic and dynamic 3d
- animations. Let's face it, if you want realism and playback speed,
- you need some type of single frame device. I guess DCTV is the next
- best thing however. You *must* have an 030 accelerator and a good
- animation playback program for anything reasonably close to 30 fps.
-
- > > looking at buying a recordable videodisc player
-
- Aren't we all?!
-
- > > from SONY for about $20K, i believe, which relieves this particular
- > > problem but isn't feasible just now for me. i'm not sure of all the
- > > specs, but he said it can record up to 22 minutes per side, write-once.
- > > maybe in a few years it will be down to only $15K.
- >
- > This unit has two separate components and if you look around, they can
- > be had for as low as $7K each bringing the price down to $14k today.
-
- Or for a total of 8K if you can find a used one. <grin>
-
- -- Bob
-
- The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!"
- ============================================================================
- InterNet: bobl@graphics.rent.com | Raven Enterprises
- UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue
- BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854
- Home #: 908/560-7353 | 908/271-8878
-
- ##
-
- Subject: Single frame recorders..
- Date: 10 Jul 91 23:15 -0500
- From: "Jeff A. Bell" <uubell@ccu.umanitoba.ca>
-
- Thought that someone on the Imagine mailing list might know something
- about the following..
-
- I'm seriously considering purchasing a single frame VTR within the next
- year or so. What sort of price range am I looking at? I believe that
- I saw a post from Mark Thompson in rec.video about a JVC model that was
- to list for ~$2200. Has JVC released this model? Seems too good to be
- true, as prices for other single frame VTR's tend to be much higher than
- this. What's the catch? Would it really hold up to the strain of single
- framing?
-
- On a related note, if I'm willing to put up with a fair amount of hassle,
- would it be possible to get by WITHOUT an animation controller? I'm not
- sure it would even be worth my while, since I believe Imagine does not
- support controllers in any way, shape or form (please correct me if I'm
- wrong..)
-
- Any information on the above two items (and information on ANY somewhat
- reasonably priced single frame VTR), would be greatly appreciated..
-
- Babblebabble. Sorry :)
-
- Jeff
- --
- uubell@ccu.umanitoba.ca
-
- ##
-
- Subject: Anims and Ianims
- Date: Wed, 10 Jul 91 23:13 CDT
- From: n350bq@tamuts.tamu.edu (Duane Fields)
-
- I have trouble making stand alone Ianims. Some help would be appreciated!
- Also, is there a way to set a default speed for .anim files so you don't
- have to force the timing using showanim? (Besides aliasing or a script)
-
- Thanks much!
-
- Duane Fields
-
- ##
-
- Subject: Re: Questions About Playing Speed
- Date: Wed, 10 Jul 91 23:22:13 CDT
- From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham)
-
- Actually, an '030 would only enhance playback speed of compressed
- animations, such as ANIMs and PFX animations.
-
- 30fps is attainable on an unaccelerated A500 with the proper software, and
- alot of memory. Page flipping yields the best results of all "realtime"
- animation techniques and can provide 30fps in interlaced resolutions, or
- 60fps in non-interlaced resolutions.
-
- The trick is all frames to be displayed must be in memory, and the current
- (displayed) frame must be in ChipMem. The Director provides the necessary
- tools to shuffle frames in and out of ChipMem from FastMem.
-
- With the low cost of RAM these days, and the various inexpensive RAM cards
- on the market, page flipping is still cheaper than single framing to a VTR.
-
- Sean
- /\
- RealWorld: Sean Cunningham / \ "Doing our business is what
- INET: seanc@pro-party.cts.com VISION Amigas are for."
- Voice: (512) 992-2810 \ /
- // \/ "Holy #@*!" - any Psygnosis
- KEEP THE COMPETITION UNDER \X/ GRAPHICS game player
-
- ##
-
- Subject: Re: Memetic Poly-Alloy
- Date: Wed, 10 Jul 91 23:13:57 CDT
- From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham)
-
- So far all test renderings have been above 2.5M. I've been working at
- 736x482 using PageFlipper/Plus FX to compile frames and DCTV for display.
-
- I'm not going to release any stills and/or animations until I do some more
- experimentation. My partner and I are planning a fairly large project that
- will make heavy use of this technique and will combine graphics with video.
- If all goes well, it should be near completion by the end of the summer,
- but we'll release some "teaser" frames and short anims to the public
- domain.
-
- One thing though, as someone pointed out earlier, Impulse needs to work on
- their MORPH. It stinks. I don't buy Mr. Halvorson's excuse regarding
- morphing between anything...long render times didn't scare people back when
- all that was available was Sculpt 3D and the A1000, and with the '040s now
- available, or soon to be, it should stop us now. If time was a concern, I
- don't think we'd be raytracing at all.
-
- Sean
- /\
- RealWorld: Sean Cunningham / \ "Doing our business is what
- INET: seanc@pro-party.cts.com VISION Amigas are for."
- Voice: (512) 992-2810 \ /
- // \/ "Holy #@*!" - any Psygnosis
- KEEP THE COMPETITION UNDER \X/ GRAPHICS game player
-
- ##
-
- Subject: Re: Single frame recorders..
- Date: Thu, 11 Jul 91 10:56:07 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > I'm seriously considering purchasing a single frame VTR within the next
- > year or so. What sort of price range am I looking at? I believe that
- > I saw a post from Mark Thompson in rec.video about a JVC model that was
- > to list for ~$2200. Has JVC released this model? Seems too good to be
- > true, as prices for other single frame VTR's tend to be much higher than
- > this. What's the catch? Would it really hold up to the strain of single
- > framing?
-
- The catch is that the quality will most likely not be up to par with more
- expensive units. I have not yet seen the JVC BR-S605U in action, but my
- rep tells me that it is available. Some time when I get the chance I plan
- to check it out. In the mean time, I pretty much rely on recordable video
- discs. If anyone else has seen this baby do animation, I would love to
- hear about it. As far as what to purchase goes, If you don't plan to buy
- for another year yet, I would just hold off on any decisions now because
- things are likely to change radically between now and then. The JVC unit is
- probably only the first of a new breed of animation capable products for the
- prosumer video market.
-
- > On a related note, if I'm willing to put up with a fair amount of hassle,
- > would it be possible to get by WITHOUT an animation controller?
-
- Only if you don't mind HASSLE written in 25 foot letters because it is a
- major ordeal. Your best bet for avoiding the expense of an animation
- controller is either buying a video recorder that does not need one (like
- the BR-S605U or recordable video disc units) or build an interface to the
- VCR controller input and write your own code (can be tricky). Of course,
- if you only do about 4 seconds of animation a year, you might not mind
- doing it manually :-)
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Avoiding intro picture?
- Date: Thu, 11 Jul 91 14:16:40 -0500
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- Well, I was able to figure out a hack for 1.0, but when 1.1 came out, they
- had foiled my technique. If you want the old one, I'll give it to you, but
- it's totally useless for 1.1. Sorry.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
- ##
-
- Subject: opening screen
- Date: Thu, 11 Jul 91 14:37:47 PDT
- From: tucker@cs.unr.edu (Aaron Tucker)
-
- In IMAGINE 1.0, you can use Rick's shortcut which works great. If you have 1.1,
- (get it if you don't).....you can't use Rick's trick. What you can do, however,
- is use a program like Rasterlink, PixMate, or ADPro to convert it to a 1 or
- 2 bitplane image. This reduces file size and speeds things up considerably.
-
- Have fun.
-
- Juan
- tucker@mammoth.cs.unr.edu
-
- ##
-
- Subject: brush color mapping problems
- Date: Thu, 11 Jul 91 15:02:02 MDT
- From: ridout@bink.plk.af.mil (Brian Ridout)
-
- Hi all,
-
- I have just started on this list again so please forgive me if
- this quistion has been over done.
-
- I am trying to render a scene of a room. The walls, floor and throw rugs
- are planes, or disks with a iff brush for the pattern. When I do the
- test traces using scanline it works fine. but, when I use trace the walls
- are invisible. I have tried several ways of placinf the axis of the
- brush on the object but I can't seem to get it to work.
-
- Does any one have the difinative procedures for brush mapping?
-
- Any help would be apreciated.
-
- Thanks
-
- Brian Ridout
-
- ##
-
- Subject: anim, Ianim, and wb2.0
- Date: Thu, 11 Jul 91 23:54 MST
- From: "Vax Headroom (Dave E Martin)" <DAVE@NET23.MIT.EDU>
-
- a. Is playIanim freely distributable?
-
- b. what are the (dis)advantages of anim vs. ianm?
- Ianm seems to use much more diskspace than anim, does ianm use compression?
-
- c. Where can I get an anim player that works properly on the A3000 with
- wb2.0? The only one I've found so far that works right is the one in
- amigavision.
-
- TiA
-
- Dave
-
- ##
-
- Subject: Re: Memetic Poly-Alloy
- Date: Thu, 11 Jul 91 21:45:23 CDT
- From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham)
-
- OOPS...my last message SHOULD have said that it SHOULDN'T stop us now.
-
- Sorry.
-
- Sean
- /\
- RealWorld: Sean Cunningham / \ "Doing our business is what
- INET: seanc@pro-party.cts.com VISION Amigas are for."
- Voice: (512) 992-2810 \ /
- // \/ "Hasta lavista, baby."
- KEEP THE COMPETITION UNDER \X/ GRAPHICS the Terminator, CSM101
-
- ##
-
- Subject: Re: anim, Ianim, and wb2.0
- Date: Fri, 12 Jul 91 11:47:46 -0500
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- SuperView 3.1 is a good anim player. You might notice a bit of a glitch
- showing Imagine anims though. This is the only source that has the glitch
- with SV, and David is working dilligently to fix it. I uploaded SV3.1 to
- ab20 a while back. Give it a try (I use it under 2.0 daily).
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
- ##
-
- Subject: Avoiding the intro pic in 1.1
- Date: Fri, 12 Jul 91 17:24 CDT
- From: n350bq@tamuts.tamu.edu (Duane Fields)
-
- No problem, just load "Imagin.pic" into Deluxe Paint (or whatever), and clear
- the screen. Now save over. What you have is a blank picture with the same
- pallette as before! Loading time is next to nothing!
-
- Duane
-
- ##
-
- Subject: Re: anim, Ianim, and wb2.0
- Date: Fri, 12 Jul 91 11:53:51 CDT
- From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham)
-
- ShowAnim works, and has always worked...I don't know what the latest
- release is, but I've been using the one that comes with VS2.0 for over a
- year now (quick and dirty).
-
- CryoTools' VIEW also works, and lets you alter your screen settings while
- the animation is playing. If you're using DCTV, this one is probubly the
- best to use for straight ANIM files.
-
- Hash's DISPLAY, which I believe is PD, is by far the most complex and
- nicest of the anim players I've ever seen. Tons of commands for
- playback...and it's also fully compatible with WB/KS v2.03.
-
- So far, MOVIE is the only player that I've had problems with, but it's more
- for Sculpt's format.
-
- Sean
- /\
- RealWorld: Sean Cunningham / \ "Doing our business is what
- INET: seanc@pro-party.cts.com VISION Amigas are for."
- Voice: (512) 992-2810 \ /
- // \/ "Hasta lavista, baby."
- KEEP THE COMPETITION UNDER \X/ GRAPHICS the Terminator, CSM101
-
- ##
-
- Subject: mirrors
- Date: Sat, 13 Jul 91 20:11:55 EET DST
- From: Juha Kallioinen <s37804r@puukko.hut.fi>
-
- Hi imaginets and imaginetters :)
-
- I have a problem with creating mirrors; I can't make them reflective ...
- Does anyone have good attributes for a mirror on the wall..
-
- Thanks.
-
- s37804r@puukko.hut.fi
- Juha Kallioinen
-
- ##
-
- Subject: Re: Avoiding the intro pic in 1.1
- Date: Sat, 13 Jul 91 12:53:29 -0500
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- I've tried that and it doesn't seem to work right for me. I didn't try TOO
- hard though...maybe later.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
- ##
-
- Subject: Film Recorders
- Date: Sat, 13 Jul 91 11:14:49 PDT
- From: Christopher Seguine <seguine@girtab.usc.edu>
-
- I am currently in the market to purchase a film recorder to jack into the
- amiga to record images from imagine and lightwave...... One of the 4000 line
- ones like the polaroid....I would be real interested in hearing anyones
- experiences with the different ones that are on the market..... I will be
- mainly be using it with a 16 mm back but the option for a 35 mm back would be
- great....
-
- Thanx
-
- Christopher
-
- ##
-
- Subject: Getting rid of the 1.1 intro screen
- Date: Sat, 13 Jul 91 14:15:45 PDT
- From: tucker@cs.unr.edu (Aaron Tucker)
-
- Well, you can't really get rid of it. What you want to do is reduce the amount
- of data in the picture, but retain the same number of bitplanes. I might have
- posted earlier to reduce the number of bitplanes to 2, but what I meant was
- reduce the number of colors to 2. You can go into DeluxePaint and clear the
- screen, or change it to two colors. What I did was go into PixMate and turned
- off bitplanes 1, 2, and 3. I left #4 so it would save it as a 4 bitplane
- image, but with only 2 colors. This gives an even worse image of the letters
- imagine, but it loads much faster and gives you a sort of time guage as to
- when it is done instead of just a clear screen.
-
-
- Juan Trevino
- tucker@mammoth.cs.unr.edu
-
- ##
-
- Subject: Ship
- Date: Sun, 14 Jul 91 02:20:23 EDT
- From: jake@melmac.umd.edu (Rob Borsari)
-
- I will post a pic of my Cruser to hubcap. I tried on sat night but hubcap
- was very slow and seemed to have problems accepting my put. I think
- a partial file may have been left. I wll try to delete it and get the
- full one up as soon as possible. Sorry to anyone who got the bad file.
- -R-
- jake@melmac.umd.edu Rob Borsari
- :
-
- ##
-
- Subject: Re: mirrors
- Date: Sun, 14 Jul 91 15:18:46 EDT
- From: spworley@ATHENA.MIT.EDU
-
- Juha Kallioinen asks how to make mirrors.
-
- The trick with mirrors (or especially chrome-like objects) is not
- setting the attributes of the mirror correctly, but making sure that
- the environment is set up so something will be reflected into the camera.
-
- If a mirror is TOO reflective, the mirror can actually become invisible!
- This is because the mirror's own flat glass/metal flat coloring is
- overwhelmed by all the reflected light. You see a PERFECT reflected
- image, so the object itself isn't shown. This is especially true with
- flat mirrors.
-
- Some attributes that give a nice mirror polish:
-
- Color: RGB= 150 150 170
- Reflect RGB= 200 200 210 (a bit of a blue tint)
- Transparency 0 0 0
- Specular 255 255 255
- Hardness 255
- Rough=0
- shiny=0
-
- Again, the important part is that you should make sure the mirror is reflecting
- something into the camera. A scene with just a camera, a mirror, and a
- ground in it is awfully boring..... :-)
-
- -Steve
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- Steve Worley spworley@athena.mit.edu
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