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IMAGINE archive: collected off of imagine@ATHENA.MIT.EDU ARCHIVE XII Sep. 15 '91 - Oct. 6 '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: Looking for Good Imagine Modellers? Date: Sun, 15 Sep 91 20:27:58 -0700 From: A message from ************************** Looking for Mokkori-Chan's --MH <dcoteles@Bonnie.ICS.UCI.EDU> Problem::My friend asked me to create a "spacecraft" that is inside a "spacecraft"..He gave me some rough sketchs of how he'd like it done, complete with front,side,top, and perspective views..but alas his scketches overwhelmed mi abilities as an Imagine modeller. Question::Can anyone help me create this object for Imagine? I can send copies of the sketches, no charge (29 cent stamp, big deal...) Reply:: Thanks very much./Doomo arigato goziamasu./Gracias. A message from **************************"Looking for Mokkori-Chan's"--MH M O K K O R I H U N T E R |)________________________________ aka David Cotelessa (((((((((((((||-------------------------------/ Address: dcoteles@bonnie.ics.uci.edu |)r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r ## Subject: Re: Imagine locking up Date: Mon, 16 Sep 91 12:43:43 edt From: David Tiberio <dtiberio@libserv1.ic.sunysb.edu> I had lots of problems with Imagine locking up until i got my a3000. Since then it has only locked up once. Try not to double click the mouse buttons too fast. David Tiberio ## Subject: Klingon Battlecruiser Object... Date: 16 Sep 91 15:53:00 EST From: "SYSTEM MANAGER" <manes@vger.nsu.edu> Coming soon to a hubcap near you! A Klingon Battlecruiser! My first major object created with Imagine. If it were not for this list and all of the thoughtful help that all of you have given me, this would not be possible! I should have it ready by the first of October. :-) -mark= manes@vger.nsu.edu ## Subject: MakeAnim sought for DAAM purposes Date: Mon, 16 Sep 91 16:42:07 -0400 From: fbranham@prism.gatech.edu (BRANHAM,JOSEPH FRANKLIN) I've not turned up anything in the standard repositories of PD software concerning MAkeAnim (fish/ab20/hubcap). Is this actually PD? Can anyone give me a pointer as to how to use DAAM with some other anim-maker? (I've got one of the Mindware products, which have ALL SORTS of odd anim tools hiding in various directories.) Moo. Frank Branham ## Subject: Re: MakeAnim sought for DAAM purposes Date: Mon, 16 Sep 91 17:00:41 EDT From: Mark Thompson <mark@westford.ccur.com> > Can anyone give me a pointer as to how to use DAAM with some > other anim-maker? (I've got one of the Mindware products, which > have ALL SORTS of odd anim tools hiding in various directories.) I have mostly used Page Flipper F/X for animation compiling and to keep DAAM from complaining about not having MakeAnim available, I created a null file in the directory DAAM was in and named it MakeAnim. While this still means I have to compile the animation as a seperate step, at least DAAM will do the image conversion. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' 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: animation to tape ? Date: Mon, 16 Sep 91 17:54:06 EDT From: Mark Thompson <mark@westford.ccur.com> > Is there a way to get 24bit animations using a Sony EVO-9700 > (a twin deck HI-8 editing box which we have here) and the > Toaster. Would we need a single frame controller or can it > be done with editing software. Yes, you need a single frame controller. There is a software version of a single frame controller made by Nucleus but it does not currently support the EVO-9700, just selected units using Betacam SP, Umatic SP, D2, 1", and S-VHS formats. > some kind of software to lay down 10 frames or so of an > image, then back up 9 frames, lay down another 10 frames and > so on, all this via script control. You can do this yourself if you have intimate knowledge of the software and hardware interface required for your specific machine. It is no small task. > Or are we better off trying to use DCTV and running an > animation package? I've tried compressing to Anim format and > playing this back but find that the frame rate is too slow > and will vary drastically depending on the amount of change > in adjacent frames. No matter what animation compressor you use, complex animation will always run too slow for broadcast. > I hear that PageFlipper F/X is > supposed to be pretty good. Will it really go at a good > frame rate? I've heard it doesn't do full 736 overscan, so > will it still cover the entire screen when projected or are > we going to get a small edge down the sides? I use PageFlipper F/X with DCTV, but only for test animations. You probably won't notice the black edge from the reduced overscan (at least not on your TV) but it will be there. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' 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: What I was thinking about doing with ADPro WRT animation & video Date: Tue, 17 Sep 91 09:59:50 JST From: manjit@nanko.digital.co.jp (Manjit Bedi) Hello again Mark and everyone, Mark Thompson Write: >What did you have in mind for ADPro? How does it fit into the picture? I had just got a DCTV and want to have somwe fun with it. I had asked Mark last week in some E-mail directly to him if he seen a particular music video that had an well executed combination of video and computer graphics. The music video was for a song called 'Pacific 202' by a band called 808 State; the band makes 'Deep House' music which is a type of dance music heavy on synthesizers. I am aspiring to try to do things like I saw in the video. There is a scene where still shots of the band members where flashed across the screen. The images of the band members I suspect were just digitised images of photos. And if you recall over a week ago, I was wondering about the best way to have animation going on in front of a video source or with images orginating from video being used with a DCTV unit and Imagine to create animation. I cannot do the a moving video image but with ADPro I would able be to take video images that have been digitised and do some compositing with them and put the ultimate results back on video. Has anyone out done anything quite like this? Steve Worley had made the suggestion about doing compositing way back when. I hope what I mean and intend is somewhat clear : ) Sidenote: Has anyone heard of the videotape called 'Video WallPaper'. The name is quite unimpressive but the tape is far from it. It is a video of computer graphics set to synth music. The images are very sort surreal an psychedelic. Not a lot of raytraced or rendered graphics but a lot of neat geomtric gynnastics in computer graphics. The tape just came out in Japan recently. I plan to buy a copy but is costs 9000 yen which is like $84 Canadian. This stuff is kind of popular here at the moment. Manjit Bedi ( manjit@digital.co.jp) no sig - no worries ## Subject: What is PageFlipper F/X? Date: Tue, 17 Sep 91 13:26:37 JST From: manjit@nanko.digital.co.jp (Manjit Bedi) What is PageFlipper F/X? The name seems to indicate the obvious so perhaps should I say what is so special about this piece of software? What can it do and how much is it? Blah blah blah ..... Manjit Bedi ( manjit@digital.co.jp) no sig - no worries ## Subject: Sketches for spacecraft(Re:Looking for Imagine Modelers) Date: Mon, 16 Sep 91 23:24:23 -0700 From: A message from ************************** Looking for Mokkori-Chan's --MH <dcoteles@Bonnie.ICS.UCI.EDU> Well, sorry folks, but due to a slight prob with mi mail, people who replied to me about helping create a spacecraft in Imagine got deleted. (One of those days...) Anyways, I plan to put IFF pics of the sketches up on hubcap real soon, so if you can, please re-reply to me if you want to help out on creating the objects. (They aren't too hard, but I can't figure how to create them yet...) A message from **************************"Looking for Mokkori-Chan's"--MH M O K K O R I H U N T E R |)________________________________ aka David Cotelessa (((((((((((((||-------------------------------/ Address: dcoteles@bonnie.ics.uci.edu |)r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r ## Subject: Re: What is PageFlipper F/X? Date: Tue, 17 Sep 91 09:55:49 EDT From: Mark Thompson <mark@westford.ccur.com> > What is PageFlipper F/X? The name seems to indicate the obvious so > perhaps should I say what is so special about this piece of software? > What can it do and how much is it? Blah blah blah ..... PageFlipper F/X is an animation compilation program produced by Mindware International. It's roots are quite old but has been upgraded twice since its original release (once to add special effects and then again to add Anim5 output and many other enhancements). The special effects are basically a variety of video switcher type functions such as dissolves, blinds, wipes, ect. The intent of the program was to create a versatile animation builder like The Director, but with an easier to use user interface. They succeed at this to some extent, but using many of the more powerful features are not as trivial to implement as they could be. I seldom use any of the power features anymore (many of them probably wouldn't work with DCTV), just simple animation compilation with selected looping and pauses here and there. I like PageFlipper F/X because to create an animation, all I have to do is specify the directory that my images are in, click on select all, and it autimatically cretes the build script. I can then modify that script to change play rates, compression method, looping, etc, etc, or just compile it and view it. I would not necessarily say that PageFlipper F/X is better than any other anim builder out there, it just happens to be the only one I own (and I don't even have the most recent version). |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' 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: What is PageFlipper F/X? Date: Tue, 17 Sep 91 10:20:59 EDT From: Mark Thompson <mark@westford.ccur.com> > What is PageFlipper F/X? how much is it? A few things I forgot. I am unaware of the current price but I paid around $80 approx 3 or 4 yyears ago. It should be still available from any major Amiga software house. I would however check out some of the competitors first before you buy. The latest version of Director for example is quite nice. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' 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: PageFlipper F/X meets Imagine anim Date: Tue, 17 Sep 91 15:05:21 -0400 From: fbranham@prism.gatech.edu (BRANHAM,JOSEPH FRANKLIN) The real advantage of PageFlipper F/X is that you get more speed and flexibility in your animations. Being able to make several loops inside your animations is an amazingly useful feature in itself. Of course Imagine has an amazingly similar lot of flexibilty in its format, but I don't know about speed comparisons---but looking at some of the results, I bet that it is pretty close. THE REAL POINT OF THIS MESSAGE BELOW Mayhap there is some devious way to get Imagine (since we already have it) to assemble converted DCTV frames. DAAM could create the frames, but I bet if we copied the IFFtoDCTV frames over the original Imagine frames, Imagine would choke when it tries to assemble an anim with 24-bit frames when it finds 4-bit frames. So mayhap you could do the rendering in one subproject and save the converted pics in another subproject set to the right screen parameters. And you'd have to hand-edit whatever configuration file Imagine uses to tell what has been rendered. (I haven't looked at this for Imagine yet, but the file was a text file in Turbo Silver.) If anyone tries playing with these ideas, let us know. Moo. Frank Branham ## Subject: Textures Date: Mon, 16 Sep 91 19:14:43 CDT From: csjlb@mtsu.edu (Mr. Julian L Brown) Forgive me if this question has been asked before, but I don't have access to FTP and haven't read the archives. I have tried to use the 'checks' texture, but am having strange problems with it. This is what happened: I created a plane (I tried the GROUND primitive, but there was no difference) and selected the 'checks' texture. Upon rendering in scanline, the surface of the plane vaguely represented the 'checks' that I was looking for. They were heavily dithered, and were not sharp at all. All the settings were the default except for the colors which I set to BLACK (0,0,0) for the checks color, and WHITE (255,255,255) for the plane color. I have tried reorienting the checks' axis, and have produced some change, but nothing better. What do you think I am doing wrong? All of the other textures that I have tried work fine, but 'checks' are what I want. I keep seeing the extremely sharp checkered ground in many of the example traces and have much envy. -- ---------------------------------------------------------------------------- \\\\\\\\\\\\\\ Julian L Brown /////////////// ////////////// uunet!mtsu!csjlb | csjlb@mtsu.edu \\\\\\\\\\\\\\\ ---------------------------------------------------------------------------- ## Subject: Re: Textures Date: Tue, 17 Sep 91 13:32:42 -0600 From: HURTT CHRISTOPHER MICHAEL <hurtt@tramp.Colorado.EDU> I haven't had any trouble with checks myself. You say they are heavily dithered, do you have dithering in the attributes set fairly high? I don't think I use it at all when I use checks. Chris ## Subject: Checks problem Date: Tue, 17 Sep 91 16:33:19 EDT From: spworley@ATHENA.MIT.EDU Julian Brown asks: > I have tried to use the 'checks' texture, but am having strange >problems with it. This is what happened: I created a plane (I tried the >GROUND primitive, but there was no difference) and selected the 'checks' >texture. Upon rendering in scanline, the surface of the plane vaguely >represented the 'checks' that I was looking for. They were heavily >dithered, and were not sharp at all. The problem has to do with the placement of your texture axis. Remember that checks is a THREE dimentional texture, and that the checks will change color on objects with height as well. What has happened is that your ground plane is EXACTLY at one of these vertical check-changes, and Imagine can't decide whether to include the plane in the top half or the bottom half of the check boundry. This is called "digital bounce" by Impulse for some reason. The solution is easy. Edit the texture axis and lift it up in the Z direction, off of the surface of your plane. Then you should have no problem. -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: Objects & IFF24 Date: Wed, 18 Sep 91 16:07:26 est From: kenada@uts.EDU.AU (-s90066729-k.wong-ele-60-) I have just uploaded a 24bit IFF of a HK-Tank from Terminator 2. The rendering and objects are not mine but belong to a friend, John Porter, who designs objects when he can get the time. I have also uploaded a couple of his other objects in the OBJECTS directory - these include an X-Wing, Y-Wing, Scout Walker, and Aliens dropship. John has kindly made these PD (I wish he'd make that HK PD ;) so download, criticize (sp?) and I will attempt to answer your questions (If there are any :). Regards, Kev. ## Subject: Archive 11 on hubcap Date: Wed, 18 Sep 91 11:03:06 MST From: marvinl@amber.rc.arizona.edu (Marvin Landis) Archive number 11 is now available on hubcap.clemson.edu (130.127.8.1) in the pub/amiga/incoming/IMAGINE/TEXT directory. It covers articles posted from Aug. 27 - Sep. 14. As always if you have any problems with the archives, let me know. Marvin Landis marvinl@amber.rc.arizona.edu ## Subject: lets use the EXPERIMENTAL directory... Date: Wed, 18 Sep 91 16:28:50 EDT From: ddyer@hubcap.clemson.edu (Doug Dyer) Come on! The experiment directory if for pictures that demonstrate an effect, or is "incomplete, but neat." So now you have no excuse to not share your work with us :) PS - does anyone know of a "dropcloth" type program that will display a pic. behind workbench in os2.0? -------------------------------------------------------------------------- Doug Dyer * Clemson University * ddyer@hubcap.clemson.edu Quote 'O Fun: DOS is a bike without the seat. -------------------------------------------------------------------------- ## Subject: Marble?! Date: Wed, 18 Sep 91 18:12:33 PDT From: Daryl T. Bartley <dmon@ecst.csuchico.edu> Argh! Maybe it's just me, but I have tried and tried to get a nice marble, or even a non-nice marble, in Imagine, to no avail. I have run Wood into the ground just about, (of course, I could be wrong)...I have some nice IFFs of Marble, but I can't wrap them! Is there any easy or semi-easy way to get marble, without using truckloads of RAM? Thanks in advance, D-Mon Survivor: AnimeCon '91 staff Thank you for your hard cooperation ## Subject: Re: PageFlipper F/X meets Imagine anim Date: Wed, 18 Sep 91 22:38 EDT From: "'Bish' (Doug Bischoff)" <DEB110@PSUVM.PSU.EDU> On the subject of importing the 4-bit iffToDCTV conversion files... Imagin e DOES have an "IMPORT" button... that could be used to import what it would then consider (in its own terminology) "Already Completed" frames. Someone care to try it? -Bish ## Subject: 24bit PPM for UNIX... Date: Wed, 18 Sep 91 21:14:54 PDT From: Daryl T. Bartley <dmon@ecst.csuchico.edu> Just a quick question...do any of you know if there is a version of the 24bit ppm utils that will run under unix? Thanks in advance. Daryl Bartley Are any of my messages getting through? ## Subject: "Fireship" Sketches posted Date: Thu, 19 Sep 91 08:45:46 -0700 From: A message from ************************** Looking for Mokkori-Chan's --MH <dcoteles@Bonnie.ICS.UCI.EDU> Ok, for those interested, the sketches for that "fireship" that I can't quite create is uploaded to hubcap in the pub/amiga/incoming/IMAGINE/PROJECTS directory. -------------The fireship.readme file. These sketches are intended for those who want to try and make and Imagine object of the defined "fireship". The sketches are moderately large and are all IFF format. The fireship is composed of a detachable cockpit and a shuttle-like encasement for space travel. The files are as follows: fireship.persp.iff- a 3/4 view of the fireship. fireship.controls.iff- the inside of the cockpit fireship.side.iff- the side view of the fireship fireship.top+rear.iff- the top and rear view of the fireship fireship.bttm+front.iff- the front and bottom view of the fireship fireship.rear+mvmt.iff- the rear of the fireship and some explanation of how the ship should move fireship.movement.iff- explanation of movable parts on the ship fireship.cockpit.iff- display of how cockpit sperates from ship and views of the cockpit shuttle.parts.iff- view of all parts of the shuttle-like encasement and how it fits around the ship shuttle.insert+persp.iff- view of the fireship inside the encasement and a perspective view of the ship. shuttle.head+rear.iff- closeup of head of "shuttle" and rear view of the shuttle. (collapsing tail wings, wing flaps, afterburner) -------------- All designs were created by Roy Pounds II. The design is volunteeer work, but the finished object should be PD for anyone to use, if it ever gets finished. Thank for all your help, and please e-mail to: dcoteles@bonnie.ics.uci.edu if you plan on creating it(and if you finish it!) A message from **************************"Looking for Mokkori-Chan's"--MH M O K K O R I H U N T E R |)________________________________ aka David Cotelessa (((((((((((((||-------------------------------/ Address: dcoteles@bonnie.ics.uci.edu |)r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r ## Subject: Anyone have advice on creating effects with the ripple effect? Date: Fri, 20 Sep 91 12:08:57 JST From: manjit@nanko.digital.co.jp (Manjit Bedi) I have been playing around with the ripple feature for the last few days. I have been getting very lackluster results. I have set up a plane about 500 x 500 with 20 x 20 sections or something like that. I have a wood texture map applied to the obeject. The ripple results don't show up very well when I create an animation. The animation is 320 X 200 in 32 colors in the Imagine format. I don't rememebr the parameters that I gave to the ripple effect. But now that I think about it I might have made a mistake. Anyway when, I create the animation in RAM in the stage editor the results seem fairly distinct; I used a fairly high amplitude. Could be the lighting I am using is not well set up for this. I have 3 light sources fairly well away from the plane; I have them set to cast shadows. I would like to hear how other people have been using the ripple effect. Ultimately, I want to have an animation of a some sort of 24 bit image on a plane with it rippling. Thanks. Manjit Bedi ( manjit@digital.co.jp) no sig - no worries ## Subject: IMPORT button Date: Fri, 20 Sep 91 09:36:38 EDT From: F. Felixberto <felix_f@chrysanthemum.cs.odu.edu> Could someone please explain exactly what the "IMPORT" button in the project editor is supposed to do? Thanks. felix ## Subject: Re: 24bit PPM for UNIX... Date: Fri, 20 Sep 91 09:13:09 EDT From: Mark Thompson <mark@westford.ccur.com> Daryl T. Bartley writes: >Just a quick question...do any of you know if there is a version of the 24bit >ppm utils that will run under unix? ..... >Okay, that should work... I was just wondering if the utils for 24bit IFFs >would be in there, since they are more recent. I'll look. Thanks for the help. I'm not sure what you are refering to when you say "that should work" but even the most recent version of pbmplus doesn't include 24bit iffs. However, I modified ilbmtoppm.c about a year ago to accept 24bit IFF and it was written to work on both the Amiga and Unix provided you have the rest of the pbmplus source. I have versions that work with both the old source and the new. The newer version source is below. Let me know if you have any problems. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' 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 | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /* ilbmtoppm.c - read an IFF ILBM file and produce a portable pixmap ** ** Copyright (C) 1989 by Jef Poskanzer. ** ** Permission to use, copy, modify, and distribute this software and its ** documentation for any purpose and without fee is hereby granted, provided ** that the above copyright notice appear in all copies and that both that ** copyright notice and this permission notice appear in supporting ** documentation. This software is provided "as is" without express or ** implied warranty. ** ** Modified 10/90 by Mark Thompson to handle 24 bit IFF. ** Modified 7/91 by Mark Thompson to accomodate latest pbmplus version. */ #include "ppm.h" #include "ilbm.h" void main( argc, argv ) int argc; char *argv[]; { FILE *ifp; pixel *pixelrow, *colormap = 0; int argn, colors, i, j, r, g, b, byte, bytes; short rows, cols = 0, row, col; int maxval; char iffid[5]; unsigned char *body = 0, *bp, *ubp, *rawrow, *runbuf; unsigned char *Rrow, *Grow, *Brow; long formsize, bytesread, chunksize, viewportmodes = 0; int nPlanes, masking, compression, xAsp, yAsp, ham, hammask, allPlanes; unsigned char get_byte(); ppm_init( &argc, argv ); argn = 1; if ( argn < argc ) { ifp = pm_openr( argv[argn] ); argn++; } else ifp = stdin; if ( argn != argc ) pm_usage( "[ilbmfile]" ); /* Read in the ILBM file. */ iffid[4] = '\0'; getfourchars( ifp, iffid ); if ( strcmp( iffid, "FORM" ) != 0 ) pm_error( "input is not a FORM type IFF file", 0,0,0,0,0 ); if ( pm_readbiglong( ifp, &formsize ) == -1 ) pm_perror( 0 ); getfourchars( ifp, iffid ); if ( strcmp( iffid, "ILBM" ) != 0 ) pm_error( "input is not an ILBM type FORM IFF file", 0,0,0,0,0 ); bytesread = 12; /* Main loop, parsing the IFF FORM. */ while ( bytesread < formsize ) { getfourchars( ifp, iffid ); if ( pm_readbiglong( ifp, &chunksize ) == -1 ) pm_perror( 0 ); #ifdef DEBUG fprintf(stderr, "chunksize = 0x%x\n", chunksize); #endif bytesread += 8; if ( body != 0 ) { fprintf( stderr, "%s: \"%s\" chunk found after BODY chunk -- skipping\n", argv[0], iffid ); for ( i = 0; i < chunksize; i++ ) (void) get_byte( ifp ); } else if ( strcmp( iffid, "BMHD" ) == 0 ) { short junk; if ( pm_readbigshort( ifp, &cols ) == -1 ) pm_perror( "EOF / read error", 0,0,0,0,0 ); if ( pm_readbigshort( ifp, &rows ) == -1 ) pm_perror( "EOF / read error", 0,0,0,0,0 ); #ifdef DEBUG fprintf(stderr, "columns = %d, rows = %d\n", cols, rows); #endif if ( pm_readbigshort( ifp, &junk ) == -1 ) pm_perror( "EOF / read error", 0,0,0,0,0 ); if ( pm_readbigshort( ifp, &junk ) == -1 ) pm_perror( "EOF / read error", 0,0,0,0,0 ); nPlanes = get_byte( ifp ); masking = get_byte( ifp ); compression = get_byte( ifp ); #ifdef DEBUG fprintf(stderr, "bitplanes = %d, compression = %d\n", nPlanes, compression); #endif (void) get_byte( ifp ); /* pad1 */ if ( pm_readbigshort( ifp, &junk ) == -1 ) /* transparentColor */ pm_perror( "EOF / read error", 0,0,0,0,0 ); xAsp = get_byte( ifp ); yAsp = get_byte( ifp ); if ( pm_readbigshort( ifp, &junk ) == -1 ) /* pageWidth */ pm_perror( "EOF / read error", 0,0,0,0,0 ); if ( pm_readbigshort( ifp, &junk ) == -1 ) /* pageHeight */ pm_perror( "EOF / read error", 0,0,0,0,0 ); } else if ( strcmp( iffid, "CMAP" ) == 0 ) { colors = chunksize / 3; if ( colors > 0 ) { colormap = ppm_allocrow( colors ); for ( i = 0; i < colors; i++ ) { r = get_byte( ifp ); g = get_byte( ifp ); b = get_byte( ifp ); PPM_ASSIGN( colormap[i], r, g, b ); } if ( colors * 3 != chunksize ) (void) get_byte( ifp ); } } else if ( strcmp( iffid, "CAMG" ) == 0 ) { if ( pm_readbiglong( ifp, &viewportmodes ) == -1 ) pm_perror( "EOF / read error", 0,0,0,0,0 ); } else if ( strcmp( iffid, "BODY" ) == 0 ) { body = (unsigned char *) malloc( chunksize ); if ( body == 0 ) pm_error( "out of memory", 0,0,0,0,0 ); if ( fread( body, 1, chunksize, ifp ) != chunksize ) pm_error( "EOF / read error reading BODY chunk", 0,0,0,0,0 ); } else if ( strcmp( iffid, "GRAB" ) == 0 || strcmp( iffid, "DEST" ) == 0 || strcmp( iffid, "SPRT" ) == 0 || strcmp( iffid, "CRNG" ) == 0 || strcmp( iffid, "CCRT" ) == 0 || strcmp( iffid, "DPPV" ) == 0 ) { for ( i = 0; i < chunksize; i++ ) (void) get_byte( ifp ); } else { fprintf( stderr, "%s: unknown chunk type \"%s\" -- skipping\n", argv[0], iffid ); for ( i = 0; i < chunksize; i++ ) (void) get_byte( ifp ); } bytesread += chunksize; } pm_close( ifp ); /* Done reading. Now interpret what we got. */ if ( cols == 0 ) pm_error( "no BMHD chunk found", 0,0,0,0,0 ); if ( body == 0 ) pm_error( "no BODY chunk found", 0,0,0,0,0 ); if ( xAsp != yAsp ) fprintf( stderr, "(Warning: non-square pixels; to fix do a 'ppmscale -%cscale %g'.)\n", xAsp > yAsp ? 'x' : 'y', xAsp > yAsp ? (float) xAsp / yAsp : (float) yAsp / xAsp, 0,0,0 ); if ( (viewportmodes & vmHAM) && (nPlanes != 24) ) { ham = 1; hammask = ( 1 << ( nPlanes - 2 ) ) - 1; maxval = ( 1 << ( nPlanes - 2 ) ) - 1; if ( maxval > PPM_MAXMAXVAL ) pm_error( "nPlanes is too large - try recompiling with a larger pixval type", 0,0,0,0,0 ); if ( colormap != 0 ) for ( i = 0; i < colors; i++ ) { r = PPM_GETR( colormap[i] ) >> ( 10 - nPlanes ); g = PPM_GETG( colormap[i] ) >> ( 10 - nPlanes ); b = PPM_GETB( colormap[i] ) >> ( 10 - nPlanes ); PPM_ASSIGN( colormap[i], r, g, b ); } } else { ham = 0; if ( colormap != 0 ) maxval = 255; /* colormap contains bytes */ else maxval = ( 1 << nPlanes ) - 1; if ( nPlanes == 24 ) { maxval = 255; fprintf( stderr, "You done got yo self a REAL (24bit) image\n"); } else if ( maxval > PPM_MAXMAXVAL ) { fprintf( stderr, "1)maxval=%d, nPlanes=%d\n",maxval,nPlanes); pm_error( "nPlanes is too large - try recompiling with a larger pixval type" ); } } if ( viewportmodes & vmEXTRA_HALFBRITE ) { pixel *tempcolormap; tempcolormap = ppm_allocrow( colors * 2 ); for ( i = 0; i < colors; i++ ) { tempcolormap[i] = colormap[i]; PPM_ASSIGN( tempcolormap[colors + i], PPM_GETR(colormap[i]) / 2, PPM_GETG(colormap[i]) / 2, PPM_GETB(colormap[i]) / 2 ); } ppm_freerow( colormap ); colormap = tempcolormap; colors *= 2; } if ( (colormap == 0) && (nPlanes != 24) ) fprintf( stderr, "(No colormap -- interpreting values as grayscale.)\n" ); allPlanes = nPlanes + ( masking == mskHasMask ? 1 : 0 ); ppm_writeppminit( stdout, cols, rows, (pixval) maxval, 0 ); pixelrow = ppm_allocrow( cols ); if ( nPlanes == 24 ) { Rrow = (unsigned char *) malloc( cols ); if ( Rrow == 0 ) pm_error( "out of memory", 0,0,0,0,0 ); Grow = (unsigned char *) malloc( cols ); if ( Grow == 0 ) pm_error( "out of memory", 0,0,0,0,0 ); Brow = (unsigned char *) malloc( cols ); if ( Brow == 0 ) pm_error( "out of memory", 0,0,0,0,0 ); } else { rawrow = (unsigned char *) malloc( cols ); if ( rawrow == 0 ) pm_error( "out of memory", 0,0,0,0,0 ); } runbuf = (unsigned char *) malloc( RowBytes( cols ) ); if ( runbuf == 0 ) pm_error( "out of memory", 0,0,0,0,0 ); bp = body; for ( row = 0; row < rows; row++ ) { /* Extract rawrow from the image. */ if ( nPlanes == 24 ) { for ( col = 0; col < cols; col++ ) { Rrow[col] = 0; Grow[col] = 0; Brow[col] = 0; } } else { for ( col = 0; col < cols; col++ ) rawrow[col] = 0; } for ( i = 0; i < allPlanes; i++ ) { switch ( compression ) { case cmpNone: ubp = bp; bp += RowBytes( cols ); break; case cmpByteRun1: ubp = runbuf; bytes = RowBytes( cols ); do { byte = *bp++; if ( byte <= 127 ) for ( j = byte, bytes -= j + 1; j >= 0; j-- ) *ubp++ = *bp++; else if ( byte != 128 ) for ( j = 256 - byte, bytes -= j + 1, byte = *bp++; j >= 0; j-- ) *ubp++ = byte; } while ( bytes > 0 ); if ( bytes < 0 ) pm_error( "error doing ByteRun decompression", 0,0,0,0,0 ); ubp = runbuf; break; default: pm_error( "unknown compression type", 0,0,0,0,0 ); } if ( i >= nPlanes ) continue; /* ignore mask plane */ if ( nPlanes == 24 ) { for ( col = 0; col < cols; col++ ) if(i<8) { /* red */ if ( ubp[col / 8] & ( 128 >> ( col % 8 ) ) ) Rrow[col] |= 1 << i; } else if(i>15) { /* blue */ if ( ubp[col / 8] & ( 128 >> ( col % 8 ) ) ) Brow[col] |= 1 << (i-16); } else { /* green */ if ( ubp[col / 8] & ( 128 >> ( col % 8 ) ) ) Grow[col] |= 1 << (i-8); } } else { for ( col = 0; col < cols; col++ ) if ( ubp[col / 8] & ( 128 >> ( col % 8 ) ) ) rawrow[col] |= 1 << i; } } /* Interpret rawrow into pixels. */ r = g = b = 0; for ( col = 0; col < cols; col++ ) if ( ham ) { /* HAM mode. */ switch ( ( rawrow[col] >> nPlanes - 2 ) & 0x3 ) { case 0: if ( colormap != 0 && colors >= maxval ) pixelrow[col] = colormap[rawrow[col] & hammask]; else PPM_ASSIGN( pixelrow[col], rawrow[col] & hammask, rawrow[col] & hammask, rawrow[col] & hammask ); r = PPM_GETR( pixelrow[col] ); g = PPM_GETG( pixelrow[col] ); b = PPM_GETB( pixelrow[col] ); break; case 1: b = rawrow[col] & hammask; PPM_ASSIGN( pixelrow[col], r, g, b ); break; case 2: r = rawrow[col] & hammask; PPM_ASSIGN( pixelrow[col], r, g, b ); break; case 3: g = rawrow[col] & hammask; PPM_ASSIGN( pixelrow[col], r, g, b ); break; default: pm_error( "impossible HAM code", 0,0,0,0,0 ); } } /* 24bit image */ else if ( nPlanes == 24 ) PPM_ASSIGN( pixelrow[col], Rrow[col], Grow[col], Brow[col] ); else if ( colormap != 0 ) /* Non-HAM colormapped. */ pixelrow[col] = colormap[rawrow[col]]; else /* Non-HAM direct -- weird. */ PPM_ASSIGN( pixelrow[col], rawrow[col], rawrow[col], rawrow[col] ); /* And write out the row. */ ppm_writeppmrow( stdout, pixelrow, cols, (pixval) maxval, 0 ); } exit( 0 ); } unsigned char get_byte( f ) FILE *f; { int i; i = getc( f ); if ( i == EOF ) pm_error( "EOF / read error", 0,0,0,0,0 ); return (unsigned char) i; } getfourchars( f, fourchars ) FILE *f; char fourchars[4]; { fourchars[0] = get_byte( f ); fourchars[1] = get_byte( f ); fourchars[2] = get_byte( f ); fourchars[3] = get_byte( f ); } ## Subject: Re: 24bit PPM for UNIX... Date: Fri, 20 Sep 91 12:05:18 CDT From: Wayne Haufler 283-4160 <haufler@sweetpea.jsc.nasa.gov> Mark Thompson writes: > However, I modified ilbmtoppm.c about a year ago to accept 24bit IFF and > it was written to work on both the Amiga and Unix provided you have the > rest of the pbmplus source. I have versions that work with both the old > source and the new. The newer version source is below. Let me know if > you have any problems. Thank you, Mark. I have been using pbmplus at work, and I am sure your enhancement will come in real handy. However, these Sun Sparc stations seem to be capable of displaying only 256 colors anyway. At least I haven't been able to coax 'Direct Color' out of them in any reasonable time. I will get and use pbmplus for the Amiga later. BTW, I recently modified ppmmap to add an option to do a simpler color mapping. Its a long story, but if anyone is interested in the mod let me know. I also HAD a need to add a feature to pnmrotate to avoid resizing the resulting pix/bitmap, but didn't get to it. Thanks again :) __ Wayne A. Haufler [Christian/SW Engineer/XLib'er/Amigan] \\ /\\ /\\ //_ haufler@sweetpea.jsc.nasa.gov MDSSC - Houston \/--\// \//__ Hobby:"Exploring the Use of Computer Graphics and // Animations To Support Christian Endeavors" ## Subject: Imagine.DCTV.anims Date: 23 Sep 91 0:10 -0700 From: Andrew Niemann <aniemann@cue.bc.ca> In response to following message: From: <fbranham@prism.gatech.edu> To: Subject: PageFlipper F/X meets Imagine anim Tue Sep 17 12:33:01 1991 .......THE REAL POINT OF THIS MESSAGE BELOW Mayhap there is some devious way to get Imagine (since we already have it) to assemble converted DCTV frames. DAAM could create the frames, but I bet if we copied the IFFtoDCTV frames over the original Imagine frames, Imagine would choke when it tries to assemble an anim with 24-bit frames when it finds 4-bit frames. So mayhap you could do the rendering in one subproject and save the converted pics in another subproject set to the right screen parameters. And you'd have to hand-edit whatever configuration file Imagine uses to tell what has been rendered. (I haven't looked at this for Imagine yet, but the file was a text file in Turbo Silver.) If anyone tries playing with these ideas, let us know. Moo. Frank Branham > > ...................... Yes it works. However only with Imagine 1.0, not 1.1. Imagine 1.1 will do something or other to DCTV's special pixels, and you get a garbled, striped, grey image. Imagine 1.0 works beautifully though. (although my copy of the original Imagine 1.0 disk wouldn't install the Imagine1.0 program, so I was kind of stuck since I had sent the original off to get the update, and then like a fool directly installed Imagine 1.1 when I got it. I've heard of others having the same problem of not being able to get Imagine to install off of a copied disk. -copy protection?) Anyway all you have to do is generate all the frames and use Adam or Daam to convert them to some other directory and delete the Imagine files as it goes along. Then move the DCTV files back to the directory where Imagine is expecting them and then 'make movie'. Imagine still thinks it has all its image files in the directory and merrily makes the anim as per its movie script. It will make a movie script automatically if you don't have one already there. Make sure that the file format is set to Hires images as far as displaying stills is concerned. Make sure the DCTV images are numbered similarly to how Imagine does them without the .dctv on the end. You'd think Imagine would choke on DCTV images when it was expecting 24bit images, but it's displayer doesn't seem to care. I've found the Imagine anim format to be somewhat faster than the Anim.5 format, but it is certainly a LOT bigger in file size. The DCTV images grew to about twice their size if I remember correctly, so your anim may end up having to be smaller. However I did not get any variation of frame rate (which in the anim.5 format could vary drastically), no matter how big the image difference between frames was, and you can use all of Imagine's movie scripting abilities. Unfortunately it was still pretty slow, this is on a slow A3000 (I figured I would get a cheap 040 board when they came out, but now that they're out they certainly aren't cheap) and I don't think a 25mhz A3000 would make enough of a difference to get a decent frame rate. But an 040 board ? andy ## Subject: Globe Project Date: Mon, 23 Sep 91 00:45:45 -0700 From: Michael Gibson <gibsonm@u.washington.edu> I just spent tonight making an animation of the earth rotating, and I thought that it might be a good thing to upload to hubcap as a tutorial on spherical image-wrapping. It is kind of a fun little animation project. I will lharc it and put it on hubcap... it is meant to be lharced into RAM: . I use RAM: a lot for my projects because it is fast and I do have extra ram, but no hard drive yet :( . I think that it turned out very well. It is set to generate a quarter screen low-res 60 frame animation. I generated the map using a public domain program called drawmap. It chucked out a nice two-color image. Then, I colored the oceans white, and the land-masses black, and wrapped it on a sphere as a transparency (filter) map. It took me a little while to remember to shrink the y-axis on those wrap-x wrap-z wraps. I also set the object to be "bright" because I wanted the map to be a solid color, and not have to worry about lighting and what-not. I also added a solid black sphere inside the globe, so that one couldn't see through it and get messed up that way... i think that making the continents a mirrored surface would turn out an absolutely fantastic animation, especially if displayed with DCTV. Anyway, I'll upload it in the next day or two.. pretty simple, but a nifty project nonetheless, I think. I think I will have to get ued used to using image-wraps a lot more. This simple image-wrapping project turned out quite a bit better than most polygon-modelling based projects that I have tried... Anyway, any questions or comments are appreciated.. Michael Gibson gibsonm@milton.u.washington.edu ## Subject: here's an imagine tidbit.. Date: Mon, 23 Sep 91 01:03:46 -0700 From: Michael Gibson <gibsonm@u.washington.edu> Here's a little imagine tidbit that I thought I might as well share, since I realized that there are probably some people that don't know about it, I don't think that there is any mention of it in the manual.... When playing back an imagine animation from imagine or from playianm, pressing the function keys will change the playback speed. press F1 to play at the fastest frame rate, f2 to play at the default rate, and f-etc to play even slower. I think that f1 is 30fps, and f2 is half that, etc. you can also freeze or single-step the animation by pressing the space-bar. holding down the space bar does really fast single-steps, in effect the same as pressing f1. The thing is, many animations look way way better when displayed at the faster rate provided by F1. Hope this helps... Michael gibsonm@milton.u.washington.edu ## Subject: Re: here's an imagine tidbit.. Date: Mon, 23 Sep 91 07:37:03 -0700 From: echadez@carl.org (Edward Chadez) On Sep 23, 1:03am, Michael Gibson wrote: } Subject: here's an imagine tidbit.. } } When playing back an imagine animation from imagine or from playianm, } pressing the function keys will change the playback speed. press F1 to } play at the fastest frame rate, f2 to play at the default rate, and f-etc } to play even slower. I think that f1 is 30fps, and f2 is half that, etc. Actuall, for those of us with only one or two megs, the 'f2 speed' is quite nice for lengthy animations that still appear to flow nicely. } } Michael } } gibsonm@milton.u.washington.edu } }-- End of excerpt from Michael Gibson Edward Chadez -Amiga3000- -- +--//-----------------------------------------------------------------------+ |\X/ echadez@carl.org/Edward Chadez CARL Systems(303)861-5319| +---------------------------------------------------------------------------+ ## Subject: 60 Frames A second Date: Mon, 23 Sep 91 11:22:57 CDT From: mikel@sys6626.bison.mb.ca (Michael Linton) Does anyone know if Imagine plays back animations in 60 frames per second? When ever I play any through the program it seems to play then at about 15 fps. I don't know if it is maybe the fact that my computer is un-accelerated, but I don't know. Also does anyone know if there is a way to change the fps when playing animations with the PlayIanm program? Thanks. mikel@sys626.biso.mb.ca --- (Michael Linton) a user of sys6626, running waffle 1.64 E-mail: mikel@sys6626.bison.mb.ca system 6626: 63 point west drive, winnipeg manitoba canada R3T 5G8 ## Subject: How do you change the world and so on.... Date: Tue, 24 Sep 91 09:54:50 JST From: manjit@nanko.digital.co.jp (Manjit Bedi) A long long time ago some poeple on the list were having trouble with the world size in Imagine when doing raytracing. I did not pay attention to how you exactly change the world size in the in the Imagine.config file. I have this problem now and I tried the entry WSZE 2000 2000 2000. An educated guess on my part. Imagine did not barf but I got 'not enough RAM' errors when I tried to generate an image. So how do you change the world size and how does it possibly affect memory? I have 2M chip & 2M fast and I am running OS 2.01 Manjit Bedi ( manjit@digital.co.jp) no sig - no worries ## Subject: Re: How do you change the world and so on.... Date: Tue, 24 Sep 91 09:05:51 +0200 From: her@compel.dk (Helge Egelund Rasmussen) manjit@nanko.digital.co.jp (Manjit Bedi) wroteF > I did not pay > attention to how you exactly change the world size in the in the > Imagine.config file. I have this problem now and I tried the entry WSZE > 2000 2000 2000. An educated guess on my part. Imagine did not barf > but I got 'not enough RAM' errors when I tried to generate an image. > So how do you change the world size and how does it possibly affect > memory? I have 2M chip & 2M fast and I am running OS 2.01 I don't know how to change the world size in the Imagine.config, the normal way is to add a size bar to the global actor. I'm not sure that the world size affects memory usage, but it certainly affects rendering time. To get the fastest rendering, try to select a world size which is as small as possible. Helge --- Helge E. Rasmussen . PHONE + 45 36 72 33 00 . E-mail: her@compel.dk Compel A/S . FAX + 45 36 72 43 00 . Copenhagen, Denmark ## Subject: Help with object construction Date: Tue, 24 Sep 91 08:12:53 MST From: Guy Mullins <ICGDM%ASUACAD.BITNET@mitvma.mit.edu> Help! I am currently working on a project that requires the construction of a phone. I am a relative new Imagine user, and I am still not very well versed in object construction. I've managed to build the phone base and handset with a reasonable degree of acuracy using the Detail editor, however, I am at a loss as to how to construct the spiral cord. Is this as complex as it appears! Or is there some nifty Imagine bell or whistle (maybe a menu item marked 'phone cords') that will make this a bit more managable. Help! I've fallen and I can't get up. ---------------------------------------------------------------- | | | | Guy Mullins, Media Specialist | | | University Media Systems | voice: (602) 965-2183 | | Arizona State University - USA | fax: (602) 965-6088 | | | | ---------------------------------------------------------------- ## Subject: Frames per second Date: Tue, 24 Sep 91 12:48:19 -0400 From: bandy@aplcen.apl.jhu.edu (Bandy michael carl 792-6000x3351) An easy question... I think ... How do you change the number of frames per second when creating a movie in the project editor? Furthermore, (maybe related?) the documentation tells us that the movie editor commands are familiar to Turbo Silver users - for those of us who started with Imagine, can someone explain what other commands are available? BTW - I'd like to say thanks to everybody who participates in this mailing list. Without the support here I'd still be fumbling with the basics; this is an excellent way to get the novice up the learning curve. Thanks. Mike Bandy ## Subject: world size considered brain dead :-) Date: Tue, 24 Sep 91 16:13:46 BST From: jerry cullingford <jc@crosfield.co.uk> Helge E. Rasmussen writes: > I don't know how to change the world size in the Imagine.config, the normal > way is to add a size bar to the global actor. > I'm not sure that the world size affects memory usage, > but it certainly affects rendering time. To get the fastest rendering, > try to select a world size which is as small as possible. I've been bitten by this as well. Pushing the world size up gave me (I think) an out-of-memory error. I gave up and scaled everything down by 100 (metres instead of centimetres :-) ) and it all worked. *sigh*. Same objects, same (desired) final result, and lots of needless hassle... Am I the only one who thinks that this part of Imagine is brain dead? Why doesn't Imagine work out the world size by looking at the objects, and then scale things internally, if it needs to, to get maximum performance? It all reeks of sloppy programming to me :-( If it's dividing things into voxels, you can make a (pretty feeble) case for why it falls over for large worlds and works for small ones (*), with otherwise identical contents, but not working the size out is just plain lazy. (IMHO, IMHO :-) as always!) (*) basically, "fixed size voxels are faster", although variable sizes (especially powers of two, or whatever), or scaling objects down internally to work with the fixed size shouldn't be much slower. Most of the time I'd happily trade a slightly increased rendering time for avoiding the need to rescale everything by hand to get it to work at all. +-----------------------------------------------------------------+ | | Jerry Cullingford #include <std.disclaimer> +44 442 230000 | ,-|-- | jc@crosfield.co.uk (was jc@cel.co.uk) or jc@cel.uucp x3203 | \_|__ +-----------------------------------------------------------------+ \___/ ## Subject: Locking the Palettes Date: Tue, 24 Sep 91 10:27:11 PDT From: Louis D'Ambrosio <lou@dmrinc.com> A user of mine (run a bbs) has a problem: He wants to create an animation and then inport it to Deluxe Paint III. However, when he loads the image, each cell has a different palette. I thought I read a way of locking the palette in image but now I cannot find the thing. Is there a way or does he have to use some utility to convert all of the cells to one palette? Thanks! -------------------------------------------------------------------------------- Name: Louis D'ambrosio E-Mail: lou@dmrinc.com Work: Data Management Resources uunet!dmrinc!lou 20725 S. Western Ave #100 Phone#: (213) 618-9677 Torrance, CA 90813 FAX#: (213) 618-2024 -------------------------------------------------------------------------------- Sysop of: Amiga Artists Club & BBS - 3-2400b - 24 hrs - (213) 590-9949 -------------------------------------------------------------------------------- ## Subject: Re: Help with object construction Date: Tue, 24 Sep 91 13:52:41 EDT From: johnh@jhunix.hcf.jhu.edu (John J Humpal) To make a spiral type of object, like a phone cord, set up a disk primitive, go to Pick Points, select the center point, delete it (which will also delete the edges and faces that make the disk "solid"). You will now have a faceless ring. The next bit will take some experimentation to get the right look. Move the object's axis off to one side or another, that is, move it outside of the boundary of the disk. Now, select the Mold menu item (right- Amiga-E) and extrude the disk WITH rotation of some multiple of 360 degrees about the z-axis. I think that'll work. -John John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer ## Subject: Phone Cords Date: Tue, 24 Sep 91 14:11:10 EDT From: spworley@Athena.mit.edu Guy Muller asks: >Help! >I am currently working on a project that requires the construction of a >phone. I am a relative new Imagine user, and I am still not very well >versed in object construction. I've managed to build the phone base and >handset with a reasonable degree of acuracy using the Detail editor, >however, I am at a loss as to how to construct the spiral cord. >Is this as complex as it appears! Or is there some nifty Imagine bell or >whistle (maybe a menu item marked 'phone cords') that will make this a bit >more managable. >Help! I've fallen and I can't get up. Don't worry, Mr. Muller, help is on the way. This is a quick and dirty description of what you need to do. If you need more help, feel free to write again. Yes, there is a VERY easy way to make phone cords in Imagine, even ones that curve and loop instead of looking like a straight corkscrew pipe. The tool you need to use is EXTRUDE. It will follow a path, and also allow you to make the spiral curves as it goes. First, make the path you want the phone cord to follow. Add a new axis, and enter "add lines" mode, then click away, forming the path you want. Tie it in pretzel knots if you want. The path will be made of line segments, so use lots and lots of them to smooth out the curves. I would use about 100, but you could use 10 or 1000 if you want. If you want to edit the path, enter "drag points" mode and drag the path around however you like. Use the attribute requester to name this object "path". Now, to make the cord, you need to tell Imagine what it looks like. (it's basically a tube that corkscrews around a path). Add a new disk object, with maybe 7 or 8 sections. More sections is fine, but you'll get a more complex object. Pick and delete the center point so that you get just the circular outline. Now imagine your phone cord, and a cross section at any particular point. The cord corkscrews around the path at a certain distance (in real life, maybe half a centimeter) and the cord itself has a radius (of maybe a millimeter). Scale the disk so that it is roughly the size of the cord itself (the 1 mm radius), using the length of your path to define the scale. Now, Pick the axis and use capital-M to MOVE the axis OUTSIDE the disk to one side, a distance equal to maybe 3 or 4 radii of the disk. This is the radius of the "corkscrew" the cord will follow. Now, you're ready to go! Pick the disk, and select "mold, extrude". Click "along path", and enter "path" as the name of the path. Select "align to path" (so the cord is always facing the direction it should be moving). For "y rotation" enter the number of corkscrew spirals you want multiplied by 360... This might be 9000.. I hope the requester takes that big of a number. For "number of path sections" enter a number of about 5 or 6 times the number of corkscrew spirals. Now hit "extrude" and if all went well and I didn't forget anything, you now have a phone cord! Again, this is a quick description from memory, but it should work just dandy. There is actually a more difficult way to make a more accurate spiral by using extrude twice- if you aren't satisfied with the results of this method, I can describe it to you as well. Good luck, Mrs. Fletcher. -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: about the phone cord Date: Tue, 24 Sep 91 11:50:51 -0700 From: Michael Gibson <gibsonm@u.washington.edu> This stuff about the phone cord reminds me about a problem that I had with Imagine and that I was going to write about sometime, so it might as well be now. The problem occured when I was using Imagine to generate all sorts of nifty geometric shapes by using the extrude to path stuff. I was using a disk with the middle point deleted as a path, too. squashing it to an oval, and wrapping a symmetrical square around it with a 90degree twist gives a pleasant moebius-type torus... anyway, the problem with creating curly-cues in the way described is that you don't get them with an even thickness. To get even thickness, you have to have a curley-cued path and then extrude a circle along that path with an align to Y. The problem is, it is impossible to generate a curley-cued path, or any other sort of nifty convoluted path because IMAGINE DOES NOT EXTRUDE SINGLE POINT OBJECTS!!!! Boy was this a pain for me a while ago. What I wanted was to extrude a single point to make a series of edges that could then be used as a base for another, more complicated path. In fact, I remember a bug with the extrude command when you tried to extrude something with just edges and no solid outline and then doing undo. something like that anyway. It was really nervewracking, because it should be a simple thing to do (extruding a single point instead of a polygon), but it just did not function!! Has anybody else had any experience with this? If this simple function worked, I could create all sorts of very intersting curley-cued and convoluted shapes extremely easily.... Arrrgh!!! I have been reading this list and using Imagine for quite some time now, and I think I will start posting to it a lot more often now. I compressed my nifty little globe-rotate project, and the whole thing (without any frams rendered, of course) compressed down to a 7K file! Including the bitmap! I was impressed... It doesn't use any polygons, that's probably why, just two of the perfect sphere objects. I will upload it to hubcap just after I type out a readme file for it, probably tonight or tommorrow. It creates a nifty little spinning earth animation that looks a lot like the BBC logo thing. Nothing fancy, but pretty nifty, anyways. I will write about a few things that I have discovered about Imagine and various stuff in the coming weeks...... here's one idea that I just thought about and did last night... take a small animation and turn every frame into a line drawing using AdPro, and reassemble the anim... makes for a different look. I did this last night for a digitized animation and it was interesting. by the way, I will write in just a bit about an animation digitizer that I have had for a while that is nifty for grabbing animation frames quickly. It is called the Vidi-Amiga frame grabber, and is an import from England. Cheap, too. well, that's sort of a mighty long letter, so I'll write some more later. anyway, I'm ready now to contribute to the list here regularly! (and pretty enthused about it, too) Michael gibsonm@milton.u.washington.edu ## Subject: FAQ LIST Date: Tue, 24 Sep 91 10:49:37 PDT From: worley@updike.sri.com (Steve Worley) THE IMAGINE MAILING LIST FREQUENTLY ASKED QUESTION LIST, V 1.00 by Steven Worley Last Updated 9/24/91 --------------- -How do I get out of viewing a picture in the Project Editor? There is a bug in Imagine which will freeze the displayed picture on the screen if you press the mouse button. To get back to the Project editor after looking at a picture or watching an animation, press the ESC key. IF YOU ACCIDENTALLY PRESS THE MOUSE BUTTON FIRST THE ESC KEY WILL _not_ WORK! If you do this by mistake anyway, you can pull down the picture by grabbing the top of the screen, exposing the Project Editor screen beneath. If you click on the exposed Project screen, _then_ press ESC, the picture will then disappear. -Why do objects get chopped in half or not appear when I raytrace? Imagine has a "world size" that objects must stay within when they are being raytraced. This "world" is the volume in the Stage Editor that extends from X= -1024 to 1024, Y=-1024 to 1024, and Z= -1024 to 1024. If you have any objects outside of this volume they will NOT show up when rendered in Trace mode. You can either move and scale your objects so that they are all within the world volume, or you can increase the world size manually. This is done by going into the Action Editor in Stage, and using "Add" to add a SIZE channel to the GLOBAL actor. For a size, just type in the size you want the world to be; default is 1024. Note that lights and the camera CAN be outside of the world volume, only objects must stay inside. Also, the world size does NOT affect scanline rendering, just trace. -Why won't the brush mapping axis stay where I position it? There is a bug in Imagine .9 and 1.0 that does not keep any changes you make to the brush size, orientation, and placement when you interactivlely edit the axis. You will position the brush, but if you go back to it, you'll find that the brush hasn't moved. The easiest way to get around this bug is to use LOCAL mode when manipulating the brush. Press "l" before you move, rotate, or scale the brush axes, and the changes you make should be remembered. This bug does not affect the Transform requester. -How can I increase the quality of my Imagine HAM pictures? If you are using HAM to display your pictures, make sure that you select "auto-dither" before viewing the picture. Dithering will dramatically increase the color resolution of most pictures, though the HAM picture will be slower to display and the file size of the HAM picture will be larger. For the best HAM display, the Art Department by ASDG can load 24-bit pictures generated by Imagine and display them with noticably better dithering than Imagine. -Where can I get pre-made objects? There are a few commercial packages of Imagine format objects. One is a set of aircraft used in the Gulf conflict, and is sold by Impulse. You can find it at many dealers, or order it though Impulse. There are also a great many public domain objects. These objects can be found at many BBSes as well as at the FTP site hubcap.clemson.edu. There are at least four megabytes of distributable objects (and other files for Imagine) available there. -How do I join the Imagine Mailing list? The Imagine mailing list is a group of Imagine users on the nationwide computer network called the Internet. If you have access to this network, you can get on the list. The list consists of mailings from the list members, talking about all aspects of 3D in general and Imagine in particular. If you are able to send and receive mail, mail "spworley@athena.mit.edu" and ask to join the list! That is all there is to it. Even if you do not have Internet mail access, many BBS's carry the list as well, though you might not be able to post. -How do I extrude to a path? I get an error, or a straight line. First, it is important that you use the right type of path. What "extrude to path" uses is a series of connected line segments to define the direction the extruded object follows. Extrude does NOT use the spline paths that are used in the Stage Editor. When you've created a line segment path, use the attributes requestor to see the name of the path- you might even want to call it "PATH" as opposed to "AXIS.5" or whatever it happens to be called already. Pick the object or outline you want to extrude, and get to the extrude requestor. Toggle the extrude to path button, which will unghost the path name box. Type in the name of the path that you noted before. Also, make sure you change the "# of segments" box to a number greater than one! Your extrusion will be of better quality the higher you set this, though your object size and complexity will also increase. If you try to extrude and get an error message, you are using the wrong type of path- use a line segment path. If you just get a tube that doesn't follow your path, set the # of segments to something greater than one. -What is the difference between line paths and spline paths? Imagine uses two different types of paths, lines and splines. Line paths are just an object that consists of a set of points linked by edges. The order of the points defines the direction of the path. To make this type of path, it is easiest to add a new axis in the Detail Editor, then enter "add lines" mode. Whenever you click, a new point and edge will be added where you're pointing, and you can trace your path in just a few seconds. This type of path is used for extruding along paths as well as the "Grow" F/X. The other path type is splines. These paths CANNOT be used in the Detail Editor, they are for defining routes for objects to move along in the Stage Editor. Both open and closed paths are available; open paths are lines that define a route from a starting point to an ending point; closed paths always start and end at the same place, which is useful for cyclic motion or looping animation. You can create a new spline path by selecting "add path." The paths are interactivly editable in the Stage Editor. -Why doesn't an altitude brush make a dent in my object? The explanation in the manual of the way altitude brushes work is incorrect. The manual describes a "displacement map", which is somewhat similar. An altitude map just tells Imagine that light hitting the object's surface should be reflected, refracted, and specularated (!) as if it hit a surface that had a certain shape to it- the shape described by the brushmap's intensity. If you mapped a picture with lots of small fuzzy grey dots onto a sphere, you would get reflections and light highlights as if the sphere had tiny pits in it like an orange. NOTE! The altitude map does NOT change the real surface height of your object at all. THIS is the difference between a displacement map and an altitude map. Nonetheless, this is a powerful effect, as making objects like golf balls and oranges, as well as complex surfaces like a turbulent ocean and a mottled brick wall are all easily possible. -How can I conserve memory? I'm running out. First and foremost, try to keep from using lots of big brushmaps. Many times a smaller version of a picture will produce just as good an image, and will save a CONSIDERABLE amount of memory. Textures in Imagine don't use much RAM; you might try to add details with a texture rather than a custom brushmap. Another way of saving memory is never to have the animation builder automatically generate frames; RAM is wasted by keeping previous frames in memory as the new one is rendered. First, generate all of your frames, THEN build the anim. This can easily save 300K of memory over doing it the other way. If you are scraping for K, you can get about 80K by not running workbench. Make a floppy disk that has a modified Startup-Sequence that does NOT include the command "LoadWB" but instead runs Imagine ("work:Imagine/ImagineFP") if Imagine lives on your work: drive. However, if you do a lot of rendering, you'll find that you can never have too much memory; it's always useful and these days it's pretty cheap. -Some faces are rendered in black. Why? It works fine sometimes. This is a bug in Imagine .9 and 1.0. Large faces close to the camera are sometimes thought to be facing away from the camera, so they are rendered in black. This bug is fixed in 1.1. In the meantime, if you move the object away or make the faces smaller, the bug will occur less often. -How can I get the Imagine 1.1 upgrade? Mail your ORIGINAL Imagine diskette with a self addressed stamped return envelope back to Impulse. Make sure you stamp the return envelope with enough postage to get to you wherever you live. This upgrade is available to any owner of Imagine anywhere, including non-US owners. -What size should I make my objects? 1000 units? .1 units? The size of objects is not critical, as they can always be re-scaled in the Stage Editor to whatever size you wish. However, it is best to try to keep your objects on the order of a hundred units wide. If you start making a detailed object that is .1 unit wide, you might start hitting the limit of Imagine's spacial resolution (how accurately it can place a point) which is 1/65536 of a unit. Also, if you make the objects too large, you might run into the absolute size limit (65536 units) and you might have problems in raytracing if the object is outside of the world size. -I can't make transparent glass. Help! Objects with any shininess set in the attributes requester will not be transparent. You must set the shininess of any glass to ZERO, and the filter values moderately high. This is actually not a bug, since the filter controls are really "appropriated" by Shininess to control the color of the "shine." -What is the difference between flat-flat, flat-wrap, and wrap-wrap wrapping? There are three basic types of wrap- a "flat" wrap (Flat X Flat Z), a "sphere" wrap (Wrap X Wrap Z), and a "cylinder" wrap (Flat X, Wrap Z and Wrap X, Flat Z). Flat will ignore any surface bumps and features and just apply itself directly, much like a slide projector would project onto a bumpy screen. A sphere wrap tries to encase the object in the brush, then shrinkwrap the map onto all of the surface features of the object. The cylinder wrap tries to follow contours in one direction, but ignore them in another. Think of taking a piece of gift wrap, and bending it around so its a hollow cylinder. Then place the object in the center of this vertical gift wrap cylinder and push IN (but not up or down!) to follow the object contours. -I can't make objects that look like they're metal. Why not? Metals are tricky to define, as the most important aspect of them is their reflectiveness. If there is nothing for the metal object to reflect, your eye will not interpret the object as being shiny and therefore not metal. Thus, make sure to put the metal objects in an environment that allows the ground and sky to be reflected. A global brush map (in the Global requestor in the Action Editor) allows you to specify a world for the metals to reflect. If you have a simple landscape (even a two color picture of mountains and sky made in ten seconds with a paint program) you'll see that there is a dramatic increase in the realism of the appearance of metals. -Why do looping anims stutter when I play them? If you have a cyclic path that an object is following, the cycle starts and ends at the same point. Thus, an object is in the same place for the first frame and the last frame. If you are making a looping anim, the object will not move for that one frame, causing the anim to "stutter." If you were animating a compass needle spinning 360 degrees, a 6 frame animation would NOT show the angles (0, 60, 120, 180, 240, 300) degrees in each successive frame, it would show (0, 72, 144, 206, 278, 0) degrees. When animated, each angle is shown once, except zero, which is shown TWICE. So, for one frame, the object appears to suddenly stop moving, causing a VERY noticable stutter in it's motion. One way to get around this bug is to define one extra frame that you do not even have to render- make a 101 frame anim, and just don't render or use the last frame. This will make a smooth cyclic motion both for objects moving on paths and for cycle objects. -What's the best default lighting setup? Ambient light? Using just one light tends to make very sharp shadows and a very odd looking picture. More than about four lights starts making everything well illuminated, and specular reflections stand out everywhere. A good compromise is to have one light very near the camera to guarantee that everything visible has some light on it, and one or two "accent" lights about 60 degrees away from the camera at a different height. Ambient light can help show dark crevices of objects and soften shadows, but too much really washes out the world. A small value of about 5 works best. -How can I speed up my rendering? It's taking WAY too long. Beyond the obvious solution of getting a faster machine, there are a lot of parameters you can tweek. In the Imagine.config file, you can use Memacs to edit the EDLE parameter (Edge Level) to a higher number. This number controls antialiasing, how each pixel is sampled many times to get a good estimate of it's true value. A low number like 0 is very high quality, but is very slow. 35 is the default. A value of 100 can speed up renders by 50%, but the quality of your pictures will go down. D If you are always running out of memory, you'll find that adding more RAM will also speed up rendering. This is because in tight RAM situations your machine will start using slow Chip RAM instead of the faster Fast RAM. On a 2 Meg A3000, this effect is dramatic, since it has 512 K of Fast and one meg of Chip, Adding just one extra meg of RAM will easily DOUBLE rendering speed of a 2 Meg A3000. In trace mode, rendering speed is linked to your object size- very very small objects take longer to render if the world is much larger. You want to scale your objects to fit into your world, but take up a good fraction of the world size. If the world size is 2048 wide, rendering a 1 unit high object can take TEN TIMES longer than a 500 unit high version, despite the fact that it's the same view of the same object. -How can I get the best quality for my final render? First, crank antialiasing down to it's best level, 0. This will slow down rendering. ALWAYS render in 24 bit mode; the 12 bit mode will save file size, but at the expense of poorer color resolution. You might even consider rendering at a larger size than you want your final output, then use a utility like The Art Department to shrink the large picture down. Shrinking the rendered picture will then make each pixel a more accurate representation of the colors in the image at that location- this is a way of increasing antialiasing PAST Imagine's built in limit. Your 24 bit output will be of the best output quality; now the only question is output. An RGB 24 bit board like the Firecracker is probably optimum. NTSC 24 bit display from the Video Toaster is also good, but can't compare to a sharp RGB display. Next best are display hardware like DCTV and HAM-E, which aren't 24 bit quality, but are still better than HAM. Finally, if you want to display directly on your Amiga without extra add-ons, you'll have to use HAM or a Hires picture. HAM is usually best, since it can display a wide variety of colors, but if you have a detailed picture without many colors, sometimes a high resolution 16 color display can be better. Even if you have to use HAM, stunning pictures are still possible. -How can I make mirror images of objects? To flip an object so that it is mirror imaged, pick it in the Detail Editor, then use the Transform command and SCALE it by X= -1.00 Y=1.00 Z=1.00. You'll get a mirror image object. This is very useful when you are making an object like an airplane where you can just copy one object (like a wing) and mirror image it for the other side. -Where can I get more detailed tutorials on Imagine? There are a set of text file tutorials on Imagine on the Hubcap FTP site, in the directory /pub/amiga/incoming/IMAGINE/TUTORIALS. -How can I convert Imagine objects to and from other formats, like Sculpt-Animate 4D or Lightwave? There is a commercial program called Interchange which will allow you to convert Imagine format objects from other formats. The quality of the conversion is only mediocre, since surface coloring, textures, brushmaps, and other unique object characteristics are lost. If you have another format and are proficient in programming, there is an excellent shareware utility called TTDDD (Textual Three Dimensional Data Description) written by Glenn Lewis. If you can program (in C, AREXX, even BASIC) you can use this utility to make your own conversions. TTDDD is incredibly useful for programmers who want to play with scripted or algorithmic object creation as well as translation. TTDDD can be found on may BBSes and FTP sites, though if you use it, you should send Glenn a few dollars; it's well worth it. -What's the basic strategy in building an object from scratch? Mike Halvorson wrote once that the way to build a model was to work on each piece at a time. Don't build an F16 straight, build each part individually. A fuselage can come out of the Form editor, a wing can be extruded (and the other wing made from a mirror image copy), a jet exhaust can be spun. It is also much easier to give each of these sub-parts their own attributes and brushmaps, as opposed to working with a single object with many points that have to be hidden with "hide points". Another advantage is you can whip together a crude model, then selectively replace the parts with higher quality subsections later. ---------------------------------------------------------------------- This FAQ list may be redistributed any where you wish in any form as long as it is complete and unedited. ## Subject: Re: Help with object construction Date: Tue, 24 Sep 91 15:23:21 EDT From: alan@picasso.umbc.edu (Alan Price) Guy Mullins writes: >I am at a loss as to how to construct the spiral cord. >Is this as complex as it appears! Or is there some nifty Imagine bell or >whistle (maybe a menu item marked 'phone cords') that will make this a bit >more managable. There is yet another way to easily make spirals, coils, or other twisted objects: Use 'Extrude along path' in the 'Mold' requestor. To easily create a spiral path do the following: 1) add an axis in the detail editor. 2) use 'create lines' to make a single, two-point, line-segment that lays along the x axis. Make this line segment the radius of the coil you want to create. Make sure one of the two points is centered on the axis. 3) Extrude this line segment along Y with the mold requestor. Set it to rotate on Z as many times as you want the coil to curl around (1440 = 4 rotations) You might want to give it a very high 'sections' value to create smooth curves. (This is going to be your PATH and not the final object so go for it!) 3) Experiment with step 3 and UNDO until you get a satisfactory coil shape. 4) You now have a kind-of "double-helix" affair with one part of the helix being a straight line up the center of the object with lines connecting vertices to the outer cork-screw (like a spiral-staircase). Use "select points" with "drag box", and in the front view, multi-select all the points running straight down the middle. 5) Delete those points. 6) You now have a cool spiral path! Save it for future uses! Name it "PATH" in it's attributes requestor. 7) Now create a NEW object ('Add axis', 'Add lines') to create a "sillouhette" or cross-section of the shape to extrude along this path. (A phone cord's cross section might look kinda like a kidney-bean shape) 8) Now, with that new shape selected, select MOLD - EXTRUDE ALONG PATH, and the name of the path is already PATH, and have the object ALIGN TO Y. (You may have to do a little axis-orientation tweaking to get this process just right.) 9) Viola! If any of the above needs clarification, just ask. PS. A fun project with the above: Extrude an open circle along the spiral path. Save that as Spring.1 Scale the spiral-path so that the coil is shorter in height. Extrude the open circle along the new spiral-path. Save that as Spring.2. In the stage editor, morph back and forth between Spring.1 and .2 for a bouncing spring effect! AP. ## Subject: Re: about the phone cord Date: Tue, 24 Sep 91 15:36:49 CDT From: Wayne Haufler 283-4160 <haufler@sweetpea.jsc.nasa.gov> Michael Gibson writes: > ... The problem is, it is impossible > to generate a curley-cued path, or any other sort of nifty convoluted path > because IMAGINE DOES NOT EXTRUDE SINGLE POINT OBJECTS!!!! ... I rented the video tape "Imagine the Possibilities" (or something like that) awhile ago, and I seem to remember a segment on just that, generating spiral paths. I think they created a simple object consisting only of two points connected with an edge, then extruded it with many sections while twisting it (somehow getting it to rotate as it extruded, I can't quite remember how). They then multi-selected all of the points that were extruded from one of the original points and deleted them, leaving what? A spiral or curly-cued path!! In fact, I think this was the basis for one of Louis Markoya's creations. Can anybody else out there vouch that I remembered this correctly, or can explain this process further? __ Wayne A. Haufler [Christian/SW Engineer/XLib'er/Amigan] \\ /\\ /\\ //_ haufler@sweetpea.jsc.nasa.gov MDSSC - Houston \/--\// \//__ Hobby:"Exploring the Use of Computer Graphics and // Animations To Support Christian Endeavors" ## Subject: A new way to create Imagine objects Date: Wed, 25 Sep 91 09:21:52 +0200 From: her@compel.dk (Helge Egelund Rasmussen) There's been a lot of questions lately about how to create different kinds of objects with imagine. Well, you'll soon have a new way to create objects: IGENSURF, which I'll upload to some ftp site probably this weekend (any comments on where I should place it? Hubcap? Which directory?). Here is a short description: igensurf is a program to generate a TTDDD description of a functional surface. The TTDDD description can then be converted to Imagine object files with the WriteTDDD utility written by Glenn Lewis. It is possible to create a very wide class of objects with igensurf, in fact, I can't offhand think of an object which couldn't be created with it (although it often would be much easier to create the object with the Imagine editors). The language used to define the surface contains arithmetic if statements and 'switch' statements as well as a lot of different mathematical functions. Just to make things more interesting, you also have access to different noise functions, so that it is possible to create landscapes etc. It is also possible to define surface colors, reflectance and transmittance for the single faces. Furthermore igensurf can be used to create objects based on bezier patches. In fact one of the examples that I'll upload is how to create the Utah teapot from bezier patches. Other examples show how to create spirals, super_ellipsoids, a simple landscape etc. The major caveat is that you'll need some knowledge of mathematics to use this program. Here is an example of an input file for igensurf: =========================== { super_el.cal: Create a superelipsoid igensurf -v -s 15 -t 15 -S 100 -f super_el.cal -e "x_exp=0.1;y_exp=0.1" | writetddd >super_el.obj x_scale, y_scale and z_scale is the scale factors for the x, y and z axis, they're set to 1.0 below, but can of course be modified. x_exp and y_exp controls the roundedness of the surface. if they equals 1, you get a sphere. If they're less than 1, the surface becomes more box like. If they're greater than 2, the surface becomes concave. Set them from the command line with the -e option. Try these values: x_exp = 0.1, y_exp = 0.1 (a die) x_exp = 1.0, y_exp = 1.0 (a sphere) x_exp = 0.1, y_exp = 1.0 (a barrel) x_exp = 0.1, y_exp = 2.9 (I don't know what this one is called!) x_exp = 2.9, y_exp = 2.9 (ditto) x_exp = 2.9, y_exp = 1.0 A top } { x_exp : 2.9; } { Set these with the -e option instead. } { y_exp : 2.9; } x_scale : 1.0; { Scale factor for the x axis } y_scale : 1.0; { Scale factor for the y axis } z_scale : 1.0; { Scale factor for the z axis } x(u,v) = x_scale * gy(u) * hx(v); { This is a spherical product } y(u,v) = y_scale * gx(u); z(u,v) = z_scale * gy(u) * hy(v); gx(u) = Pow(cos(PI*u), x_exp); gy(u) = Pow(sin(PI*u), x_exp); hx(v) = Pow(cos(2*PI*v), y_exp); hy(v) = Pow(sin(2*PI*v), y_exp); { Be sure that pow can handle negative numbers: } Pow(x,y) = if (x, x ^ y, -((-x) ^ y) ); =========================== I'll let you know when I've uploaded it. --- Helge E. Rasmussen . PHONE + 45 36 72 33 00 . E-mail: her@compel.dk Compel A/S . FAX + 45 36 72 43 00 . Copenhagen, Denmark ## Subject: WOOD TEXTURE!!! Date: Wed, 25 Sep 91 11:45:30 CDT From: mikel@sys6626.bison.mb.ca (Michael Linton) Has anyone ever created a really spectacular wood grain? I can't seem to get one that looks realistic. I have tryed many different settings but all of the grain seems to be too straight. If anyone could give me the texture settings for wood or marble I'd really appreciate it. Thanks. --- (Michael Linton) a user of sys6626, running waffle 1.64 E-mail: mikel@sys6626.bison.mb.ca system 6626: 63 point west drive, winnipeg manitoba canada R3T 5G8 ## Subject: spacest.zoo on hubcap Date: Wed, 25 Sep 91 10:41:55 -0700 From: echadez@carl.org (Edward Chadez) I have uploaded a picture which is a rendering based on the proposed NASA space station (set for sometime in the next decade). It's cheesy, I'll admit, but I will take comments on improving it, and once complete, I'll upload the complete object. Edward Chadez -Amiga3000- -- +--//-----------------------------------------------------------------------+ |\X/ echadez@carl.org/Edward Chadez CARL Systems(303)861-5319| +---------------------------------------------------------------------------+ ## Subject: Re: WOOD TEXTURE!!! Date: Wed, 25 Sep 91 14:58:36 PDT From: Louis D'Ambrosio <lou@dmrinc.com> > Has anyone ever created a really spectacular wood grain? I can't seem to get > one that looks realistic. I have tryed many different settings but all of > the grain seems to be too straight. If anyone could give me the texture > settings for wood or marble I'd really appreciate it. If your really in need I have about 6 different wood 24bit images that seem to work very well. As I do not have FTP or uucp file access the only way to recieve them from me would be to call my bbs or we could go US mail. Try contacting the bbs below. It is an Art dedicated bbs and you might find other interesting information. ------------------------------------------------------------------------------ Name: Louis D'ambrosio E-Mail: lou@dmrinc.com Work: Data Management Resources uunet!dmrinc!lou 20725 S. Western Ave #100 Phone#: (213) 618-9677 Torrance, CA 90813 FAX#: (213) 618-2024 ------------------------------------------------------------------------------ Sysop of: Amiga Artists Club & BBS - 3-2400b - 24 hrs - (213) 590-9949 ------------------------------------------------------------------------------ ## Subject: 360 degree rotation. Date: Wed, 25 Sep 91 18:55:18 CDT From: mikel@sys6626.bison.mb.ca (Michael Linton) I am trying to get some letters to spin around useing the stage editor. I managed to get it to work a couple of weeks ago, but I can't seem to get it to work now. All I did was change a couple of points and re-extrude them. Now I can't really remember what I did to get it to work the first time, apart from either the alignment bar, or the position bar function in the object menu. Can anyone tell me what it is that I might have done to get it to work again? Also when I do what I think I did the first time, the letters will rotate, but as the animation frames increase the slowly slide off it's axis, to the left. Any input would be really appreciated. --- (Michael Linton) a user of sys6626, running waffle 1.64 E-mail: mikel@sys6626.bison.mb.ca system 6626: 63 point west drive, winnipeg manitoba canada R3T 5G8 ## Subject: faces Date: Thu, 26 Sep 91 8:07:18 EDT From: dan@cs.pitt.edu (Dan Drake) Has anyone tried to model a face or head? Talking with some people at a video production house, they create a sphere, then push and pull points until they get what they want. I guess that you need a lot of vertical sections to make this wirk, because my attempts have come to nothing. What brought this to my attention is the Chrome face on the hardback cover of Mona Lisa Overdrive. Has anyone attempted that? just curious. dan. ## Subject: Re: WOOD TEXTURE!!! Date: Thu, 26 Sep 91 8:40:19 EDT From: johnh@jhunix.hcf.jhu.edu (John J Humpal) Michael Linton writes: > Has anyone ever created a really spectacular wood grain? I can't seem to get > one that looks realistic. I have tryed many different settings but all of > the grain seems to be too straight. If anyone could give me the texture > settings for wood or marble I'd really appreciate it. > The wood texture is not the greatest for wood or marble, although it is good for some general swirling texture effects. Anyways, I think the best way to work with wood texture is to set the Variation parameter really high (i.e, >3) and move the texture axis way off the object. You can also try rotating the axis in various directions. -John John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer ## Subject: Re: faces Date: Thu, 26 Sep 91 08:05:30 -0500 From: rei3@midway.uchicago.edu >Has anyone tried to model a face or head? Talking with some people at a >video production house, they create a sphere, then push and pull points >until they get what they want. I guess that you need a lot of vertical >sections to make this wirk, because my attempts have come to nothing. What >brought this to my attention is the Chrome face on the hardback cover of >Mona Lisa Overdrive. Has anyone attempted that? >dan. I've played around a bit with making a face (head). Basically, I've been doing what you're talking about here-- starting with an ovoid or something, and moving points with magnetism; I had a lot of vertical sections to the front, and left the back very simple. I haven't gotten great results, and basically this leaves animation out (I'm assuming you'd want to use a Mr. Potato Head (tm) approach for that, so you can morph individual parts). I haven't seen the Chrome face you're talking about, but I thought that with some more work the way I was working would work out okay. Originally, I'd been thinking of trying to make a "music video"-- Bob Dylan singing "Leopard Skin Pillbox Hat"-- a nice project for the next 5 or 6 years :-). tedr ## Subject: Re:faces Date: Thu, 26 Sep 91 10:35:58 EDT From: alan@picasso.umbc.edu (Alan Price) >Has anyone tried to model a face or head? Talking with some people at a >video production house, they create a sphere, then push and pull points >until they get what they want. I guess that you need a lot of vertical >sections to make this wirk, because my attempts have come to nothing. What >brought this to my attention is the Chrome face on the hardback cover of >Mona Lisa Overdrive. Has anyone attempted that? >dan. Another way to go about making a face: Use 'skin' after making a lot of cross sections. I've done this with successful results in two ways: Making the cross-sections lie along the x axis and creating the lines from the top view (Top of head, then high forehead, then then mid-forehead, bridge of nose, and so on.) Another way would be to create the profile of the face in the front or right view, then the profile as it would look cut-away an inch or so to the right, then an inch or so further, and so on. Skinning this creates just the right side of the face. Copy that and paste it and scale it -1 on X and you have the left side perfectly symmetrical! Join and merge those if happy. (You might pull a few points around a little bit because human faces are not perfectly symmetrical.) To be real exacting about this, one could use modeling clay to sculpt a head, then carefully slice it into cross-sections like a loaf of bread, trace each cross section onto paper, and use that as a guideline in entering the cross- sections in the detail-editor. AP. ## Subject: Re: faces Date: Thu, 26 Sep 91 12:13:04 EDT From: spworley@Athena.MIT.EDU dan@cs.pitt.edu (Dan Drake) asks if anyone has made a head. Yes, I have. I used the Forms editor to make the basic shape, them made the extra bits as seperate objects, in Forms and Detail. The nose was a real pain, but the ears were surprisingly easy. However, it turns out that my model was pretty crude because I was just judging sizes and proportions by eye, and as a whole the head turned out pretty sad. The REAL way to do it, of course, is to use a Cyberware scanner to digitize your REAL head... Mark Thompson and I had lots of fun at SIGGRAPH with this machine. -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: Re: faces Date: Thu, 26 Sep 91 13:31:49 EDT From: rosner@europa.asd.contel.com (John Rosner) spworley@athena.mit.edu writes: >The REAL way to do it, of course, is to use a Cyberware scanner to >digitize your REAL head... Mark Thompson and I had lots of fun at >SIGGRAPH with this machine. I was impressed by the Head that was on abcd. Was this from any one we know? It looks like it was done on some kind of scanner. Later, John Rosner ## Subject: Re:faces Date: Thu, 26 Sep 91 14:37:32 EDT From: reynolds@fsg.com (Brian Reynolds) Another way to do a head (or other object) using skin would be to submerge the subject in a tub. As the subject is raised out of the water (at regular intervals) trace the outline the water makes around the subject. These outlines can then be digitized (by hand if necessary) and used for the sections in skin. A girl at NYU did this with her boyfriend for a course I took in 3D object building. It turned out pretty good. Brian Reynolds "... a drone from sector 7G." Fusion Systems Group reynolds@fsg.com -or- ...!uupsi!fsg!reynolds ## Subject: Re:faces Date: Thu, 26 Sep 91 12:26:24 -0700 From: echadez@carl.org (Edward Chadez) On Sep 26, 2:37pm, Brian Reynolds wrote: } Subject: Re:faces } } } Another way to do a head (or other object) using skin would be } to submerge the subject in a tub. This is also a good way to solve most family conflicts. } A girl at NYU did this } with her boyfriend for a course I took in 3D object building. It } turned out pretty good. As well, it can help straighten out those nasty relationships people sometimes get themselves into. } } Brian Reynolds "... a drone from sector 7G." } Fusion Systems Group } reynolds@fsg.com -or- ...!uupsi!fsg!reynolds } }-- End of excerpt from Brian Reynolds Edward Chadez -Amiga3000- -- +--//-----------------------------------------------------------------------+ |\X/ echadez@carl.org/Edward Chadez CARL Systems(303)861-5319| +---------------------------------------------------------------------------+ ## Subject: Re:faces Date: Thu, 26 Sep 91 16:10:33 EDT From: quinlan@erim.org (Kevin Quinlan) Brian writes: > Another way to do a head (or other object) using skin would be >to submerge the subject in a tub. As the subject is raised out of the >water (at regular intervals) trace the outline the water makes around >the subject. These outlines can then be digitized (by hand if >necessary) and used for the sections in skin. A girl at NYU did this >with her boyfriend for a course I took in 3D object building. It >turned out pretty good. Boy, talk about making HEADLINES... ;^) Kevin Q. ------------------- Kevin Quinlan Research Engineer Environmental Research Institute of Michigan Ann Arbor, Michigan INTERNET: quinlan@erim.org ## Subject: Re: faces Date: Thu, 26 Sep 91 16:00:13 EDT From: Mark Thompson <mark@westford.ccur.com> Steve Worley writes: > The REAL way to do it, of course, is to use a Cyberware scanner to > digitize your REAL head... Mark Thompson and I had lots of fun at SIGGRAPH > with this machine. Sure did, and I have this wonderful cartridge tape with both the color 3D model of my head as well as software for displaying it and converting it to other object formats. The problem is I have had the tape from Cyberware over a month now and have been unsucessful locating an SGI machine that I could use in my area to unarchive the data and convert it. So I am putting out a plea to anyone who has access to an SGI box (the more powerful the better, but it shouldn't matter) that would be willing to do this task for me. Any willing participants? |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' 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: 24 bit pics as brushes Date: Thu, 26 Sep 91 20:19:33 CDT From: mikel@sys6626.bison.mb.ca (Michael Linton) Can I render 24 bit pictures as brush wraps, with out rendering in 24 bit. And if I can, will it require more ram than just a regular ham pic? Thanks. --- (Michael Linton) a user of sys6626, running waffle 1.64 E-mail: mikel@sys6626.bison.mb.ca system 6626: 63 point west drive, winnipeg manitoba canada R3T 5G8 ## Subject: Rendering transparent objects Date: Fri, 27 Sep 91 15:19:27 JST From: manjit@nanko.digital.co.jp (Manjit Bedi) I have sucessfully rendered clear glass objects thanks to this list. But now I want to render say a clear crystal ball with colored lettering or some kind of texture on its surface. I think that should be clear. Has anyone done this? What would be the best way to do such a thing. I plan to experiment with this a bit tonight but I do not quite know what I am doing. Manjit Bedi ( manjit@digital.co.jp) no sig - no worries ## Subject: Re: Rendering transparent objects Date: Fri, 27 Sep 91 09:43 EDT From: "Marc Rifkin" <R38@PSUVM.PSU.EDU> Here is a neat little trick that can be used in many ways... For example, to put colored lettering on a glass sphere... Create a duplicate sphere with 255 255 255 filter and create two brush maps: 1) The text itself on any background 2) A 2-color version of the text where the text is black and the background is white. Apply both brushes to the same coordinates and angle, except make brush (1) a color map and brush (2) a filter map. The white in the filter map will make the text background disappear. This filter thing lets you do all sorts of stuff like putting holes in objects without having to actually do slices, and if you use any gray scales,they should give different levels of transparency for things like distant clouds that an airplane could fly up into... just Imagine! Hasta la etc! Marc Rifkin, r38@psuvm.psu.edu Computer Graphics and Integrative Technology, Penn State Univ. Dedicated to the pursuit of happiness and good renderings. ## Subject: Re: Rendering transparent objects Date: Fri, 27 Sep 91 06:50:38 -0700 From: echadez@carl.org (Edward Chadez) On Sep 27, 9:43am, "Marc Rifkin" wrote: } Subject: Re: Rendering transparent objects } } Create a duplicate sphere with 255 255 255 filter and create two brush maps: } 1) The text itself on any background } 2) A 2-color version of the text where the text is black and the } background is white. This is very interesting! What Marc has outlined here is exactly the same process (or, rather the ultimate process) of the 'blue-screen' technique used in motion pictures. Way to go, Marc! } }-- End of excerpt from "Marc Rifkin" Edward Chadez -Amiga3000- -- +--//-----------------------------------------------------------------------+ |\X/ echadez@carl.org/Edward Chadez CARL Systems(303)861-5319| +---------------------------------------------------------------------------+ ## Subject: Rendering letters on a transparent object Date: Fri, 27 Sep 91 13:49:01 EDT From: spworley@Athena.MIT.EDU manjit@nanko.digital.co.jp (Manjit Bedi) asks: >I have sucessfully rendered clear glass objects thanks to this list. >But now I want to render say a clear crystal ball with colored lettering >or some kind of texture on its surface. I think that should be clear. >Has anyone done this? What would be the best way to do such a thing. >I plan to experiment with this a bit tonight but I do not quite know >what I am doing. Sure, doing this is pretty easy. You just want to use a two color transparency map in a paint program. Make the background all white.. this is the transparent area.. all colors (white) are transparent. Then write your text or doodle or letters in black. This will NOT be transparent, so it will appear as an opaque area on the object's surface. Just wrap this brush on the object, and boom, you're on your way. Note that the object's color will determine the color of the opaque area. You can also use a grey color for the letters to make them somewhat translucent. Lots of fun! Textures will do the same thing. Remember you want to change the transparency to make things visible. Wood grain on glass has a very interesting appeal to it! -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: Re: 24 bit pics as brushes Date: Fri, 27 Sep 91 13:56:30 EDT From: johnh@jhunix.hcf.jhu.edu (John J Humpal) Michael Linton writes: > > Can I render 24 bit pictures as brush wraps, with out rendering in 24 bit. > And if I can, will it require more ram than just a regular ham pic? > 24-bit brushes certainly will use up more ram than the same brush in HAM. I don't know how a 24-bit brush looks in a HAM rendering, though because I always render in 24 bits and use Art Dept. to dither down to HAM. -John John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer ## Subject: ANOTHER BATTLETECH! Date: Fri, 27 Sep 91 16:49:15 -0600 From: webbs@mozart.cs.colostate.edu (Steven Lee Webb) Oops, that's BattleMech. Pardon my non gaming know-how. Well, it's done, and posted on Hubcap. Another BattleMech to put in yo collection. As I have said in the .txt file, Jessie (the creator of the object) and I did a 50 frame animation of this guy spinning with very dramatic lighting, and it looked MENNACING! The archive is WebbObjects4.lha, and that's the only object in it. Both BattleMechs are completely movable, and even cycle-able! Maybee this will inspire some new animation concepts out there! Mattle-Mech fights on your Amiga, woah. Let's see the Next do That for under a couple thousand! We even changed the wire-frame defaults in Imagine (via the config file) and made a wire-frame animation of the object spinning, but the wire-frame was green, and it looked like those technical graphics that you always see on movies! just add a little text garbage on the screen, and you have some pretty impressive special effects for a movie! Just another thing to keep your machines off IDLE for a while. -- Steven Webb. ## Subject: Questions... Date: Mon, 30 Sep 91 18:44:05 -0400 From: njg2@po.CWRU.Edu (J. Norell Guttman) Hi, I have been a subsciber to this mailing list for about half a year I guess (can't even remember) and it has really been helpful (I wish I had more time to play around). So thank you Mr. Steve Worley !!!!! Well time for the questions... I can not afford a single frame recorder but I remember hearing a rumor that IMPULSE would for a slight fee send a box that would encode the frames onto a VCR tape and you could send it to them and for another slight fee they would render it for you onto video tape! Next question, my Comp.E. prof. thinking of buying a toaster was telling me that Todd Rundergren (the dude who is a MacIdiot and did that video for VH-1 of "Change Myself") started his own company and made a board for the MAC that essentially outdoes the video toaster at a comparable price. NEWTEK was so determined to crack the MAC market that now they have competition and nobody will like AmigAs anymore .... sorry about cause anymore.... sorry about causing any flames but I think this ties into the thread about IMPULSE porting over Imagine to '386s. This would be beyond the ultimate evil in computing since then IBM (I am a Bad M*therF**ker) users will claim that have ray tracing for themselves too!!!!! Long Live AmigA!!!!! J.Norell Guttman njg2@po.cwru.edu -- ==============|njg2@po.cwru.edu|J.Norell Guttman|ClassCWRU'94|================= Ugh....{RunDMC) "It can only be expressed in silence"- Norell Guttman // {LLCoolJ} My .sig file has been crushed by a 1600 lbs. Case chic!!! \\ // {Ghetto Boys} It will soon be fixed!{Salt'N'Pepper,HeavyD} Only Amiga \X/ ## Subject: Re: Questions... Date: Mon, 30 Sep 91 22:46:06 PDT From: schur@ISI.EDU > Next question, my Comp.E. prof. thinking of buying a toaster > was telling me that Todd Rundergren (the dude who is a MacIdiot and > did that video for VH-1 of "Change Myself") started his own company > and made a board for the MAC that essentially outdoes the video toaster > at a comparable price. NEWTEK was so determined to crack the MAC > market that now they have competition and nobody will like AmigAs > anymore .... sorry about cause anymore.... sorry about causing any flames but Don't believe rumors. Yes, Todd is a MacHead. But he is far from working against the Toaster. Todd and Newtek have started a company together to do productions called Eutopia. They were trying to sell the idea to producers at Siggraph. Newtek just gave Todd 60 more Toasters as well. However, He and Newtek are trying to push the Toaster as a Mac and/or IBM add on. They basically control the Toaster with the Mac or IBM through the serial ports and don't tell anyone that it's an Amiga, just a great video peripheral. Todd himself doesn't use the "Amiga" per se, he controls it from his Mac as well. This could be where the rumor came from. ======================================================================= Sean Schur USENET: schur@isi.edu Assistant Director SGI/Amiga/Media Lab Compuserve: 70731,1102 Character Animation Department California Institute of the Arts ======================================================================= ## Subject: Todd's MacToaster Date: Tue, 1 Oct 91 10:19:29 EDT From: alan@picasso.umbc.edu (Alan Price) I don't know that this is a subject worth pursuing, but I guess I can understand the Mac-runs-the-Amiga-runs-the-Toaster system for video effects and such (HOW, I understand, not WHY.) but how does Mr. Rundergren use Lightwave3D to produce his animations in "Change Myself". Surely he must move the Amiga's mouse around at least a little bit? Also, does anyone know where I can get a hold of that video on tape? I tried watching VH-1, but only made it through about 20 minutes before running out of the room... P.S. 60 more Toasters? That makes like 110, now? Perhaps Steve W. can sweet-talk NewTek into giving each member on this list one each. We deserve it, no? Besides, WE'D BE USING IT ON ITS' NATIVE CPU!!!!!!!! AP. ## Subject: Amiga Date: Tue, 1 Oct 91 11:20 EDT From: "Marc Rifkin" <R38@PSUVM.PSU.EDU> Hello, I am trying to convince the Mac/IBM brainwashed people at Penn State to take a serious look at the Amiga for graphics and multimedia and was wondering if you knew about any applications of the Amiga at MIT. I'd appreciate any information or even examples (I'd pay for any expenses like shipping) that I could use in my presentations. Thanks, -Marc Rifkin 5F Mitchell Building University Park, PA 16802 814-863-8062 r38@psuvm.psu.edu ## Subject: Amiga!! Date: Tue, 1 Oct 91 11:25 EDT From: "Marc Rifkin" <R38@PSUVM.PSU.EDU> I started sending notes individual people, then I thought "this is going to take too long." So I am sending this out to everyone on the list. If you work or are a student at a university and you do work with the Amiga, please type up a description of what you do and send it to me. I am trying to convince the Mac/IBM brainwashed people here that the Amiga does do some things better (if not all) and should not be overlooked. I'd like anything that will convince these people (within reason, of course). If you have any examples of your work that you can send, I'd be glad to pay for shipping, etc. Thanks very much!! Marc Rifkin Independent Learning/Integrative Technology 5F Mitchell Building University Park, PA 16802 814-863-8062 r38@psuvm.psu.edu PS: Sorry Steve and Sean who already got this message! ## Subject: Re: Todd's MacToaster Date: Tue, 01 Oct 91 11:39:22 EDT From: Mark Thompson <mark@westford.ccur.com> Alan Price writes: > effects and such (HOW, I understand, not WHY.) but how does Mr. Rundergren > use Lightwave3D to produce his animations in "Change Myself". Surely > he must move the Amiga's mouse around at least a little bit? Yes, there currently is no way of running LightWave without using the Amiga interface. The Mac interface is strictly for seqeuncing effects. The reason for this is all the special videotape editing packages available for the Mac that would merge nicely with a capable switcher/DVE (the Toaster). > Also, does anyone know where I can get a hold of that video on tape? > I tried watching VH-1, but only made it through about 20 minutes before > running out of the room. Contact NewTek. They now have a complete demo tape that includes the Rundgren video. The demo is quite good. > P.S. 60 more Toasters? That makes like 110, now? Perhaps Steve W. can > sweet-talk NewTek into giving each member on this list one each. We deserve > it, no? Besides, WE'D BE USING IT ON ITS' NATIVE CPU!!!!!!!! I find this ludicrous. The only good reason for having that many Toasters is to train a class or heat a room. The words 'brute force' come to mind. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' 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: Rendering transparent objects Date: Tue, 1 Oct 91 12:53:19 GMT-0500 From: Scott Matthew Krehbiel <scottk@hoggar.eng.umd.edu> Well, you might try using the transparency map option to wrap a logo around a ball. If you used, for instance, a red logo on a white background, you should get a red transparent section on an otherwise clear ball. At least I think that's the way it should work. Scott Krehbiel ## Subject: Toasters for all Date: Tue, 01 Oct 91 12:35:07 EDT From: spworley@Athena.MIT.EDU Allen Price writes: >P.S. 60 more Toasters? That makes like 110, now? Perhaps Steve W. can >sweet-talk NewTek into giving each member on this list one each. We deserve >it, no? Besides, WE'D BE USING IT ON ITS' NATIVE CPU!!!!!!!! Ha... I wouldn't mind sweet-talking NewTek for just one for myself! -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: Disappearing lights? Date: Tue, 1 Oct 91 14:22:09 PDT From: Daryl T. Bartley <dmon@ecst.csuchico.edu> Sorry if this was covered before, I can't remember, but anyway...sometimes, almost all the time lately, light sources aren't showing up in my renders. They aren't outside of the world, and it's not anything too memory-heavy...so, is it just me, or what? Is it some kind of copy protection? I did just make a new working disk...I'm out of ideas as to what the heck it is. Thanks in advance. Daryl Bartley dmon@cscihp.ecst.csuchico.edu where's that blasted .sig THIS time? argh. ## Subject: Rooms Project?? Date: Tue, 1 Oct 91 18:04:04 EDT From: alan@picasso.umbc.edu (Alan Price) It is the end of September. Some of you may recall my proposal for the 'Rooms Project'. I had suggested a deadline for all submissions to be the end of September. Unfortunately, no one ever submitted anything. Only one person inquired about the progression of it over the last month. Frankly, I don't understand why anyone would turn down the oppurtunity to have one of their animation projects rendered in full 24-bit to video for them for practically nothing! Perhaps the idea for everyone to create their own room that we would connect together with all the others for a camera fly-thru posed too many technical problems of scale-matching, so that my long-winded outline on standardization of the project became intimidating..., or maybe it was just a CASE OF MASS APATHY!!!! (Actually, all the neat objects being uploaded to hubcap proves everyone's staying quite busy.) Anyway, maybe there might be another approach. I would still like to participate in the creation of a project produced by the members of the list, but I must remain in doubt until signs show otherwise. Sincerely, AP. ## Subject: Re: Rooms Project?? Date: Tue, 1 Oct 91 18:31:21 EDT From: Udo K Schuermann <walrus@wam.umd.edu> Alan Price writes: > Some of you may recall my proposal for the 'Rooms Project'. I had > suggested a deadline for all submissions to be the end of September. Ooops! Time sure flies when you're having fun. I've been busy with several things, not the least of which is my new DCTV. I petition that the day is lengthened to 48 hours and that we need no sleep. :-) Maybe that would help me get done all the things I keep myself busy with <sigh>. Seriously, though, I have my portion of the project nearly ready (let me say it's about 80% done). Give me another three weeks and it's ready for rendering. Promise! Anyone else out there who has been keeping busy with the Rooms project? ._. 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: Rooms Project?? How about a gallery Date: Tue, 1 Oct 91 15:56:21 PDT From: Harv@cup.portal.com Here's an idea.. and you can even have it for free :) How about ONE person make a bunch of rooms. Call it an art gallery. Then do an animation wandering thru it and in each room there'd be a couple pedastals and on each pedestal there'd be one of the objects that the people on this list have made or contributed. There could even be a little plaque (brass?) with the object-maker's name on the front of each pedestal. If that sound too boring, "larger" objects could be sitting on the floor and aeronatical ones could be hanging from the ceiling :) Harv ## Subject: I see the light! Date: Tue, 01 Oct 91 19:00:55 EDT From: spworley@Athena.MIT.EDU Daryl Bartley asks "Uh, Where's my lights????" I'm not sure what you mean by "My lights aren't showing up." Do you mean that you get an all-black render? If you mean "I add a light, and objects get lit, but I can't see the source!" then things are the way they should be. Lights do NOT show up in pictures, they only illuminate OTHER objects in the scene. So if you are expecting to see a glowing ball hanging in the air, you won't. If you DO want to make a "visible" light, you can easily create one. You can build a light bulb (or a white sphere, or a tractor trailer made of glass, for that matter) and set it to be a light (in the attributes requester in the Detail Editor). Then you will get the effect you might be looking for. If you are getting all black renders, I don't know what the problem is. Perhaps you have only one light source that is behind another object, or on the wrong side of an infinite ground. Does the Project Editor give you a "No lights in Scene" warning? -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: Re: Rooms/Harv's version Date: Tue, 1 Oct 91 17:53:38 -0600 From: HURTT CHRISTOPHER MICHAEL <hurtt@tramp.Colorado.EDU> I like Harv's idea. I'd be willing to submit stuff for that. Be a real showcase for Imagine. Also, one idea we've discussed locally to make a group animation is to have one common object with a definite location & position in the frame for each person. Then each individual has whatever they want happen to the object for there alloted frames. If done correctly a seemless anim. should be possible. I suppose a few other things like sky, light, would need to be standard for the joining frames. Chris hurtt@tramp.colorado.edu ## Subject: Amiga Date: Tue, 1 Oct 91 21:14 EDT From: "Marc Rifkin" <R38@PSUVM.PSU.EDU> Related to the MacToaster rumors... I heard that Todd Rundgren's software company wrote the Mac user interface for the switcher that Newtek is using. Related to my Amiga story... I called an Amiga developer who called an Amiga dealer who called me back then called Commodore who told him that they would help us demo Amigas to PSU. Re-Related to the Toaster story... Hey it almost makes sense for us Amiga Toaster users to add the Mac as a peripheral to use its editing s/w. Marc Rifkin Integrative Technologies Lab, Penn State University 5F Mitchell Building, University Park, PA 16802 814-863-8062 or for you normal people, r38@psuvm.psu.edu "Hasta, la etc." ## Subject: Re: I see the light! Date: Tue, 1 Oct 91 22:10:57 PDT From: Daryl T. Bartley <dmon@ecst.csuchico.edu> Okay, perhaps I was a little dim in my description. I don't get a black scene, or a warning. Hmm. How to explain. Okay. One scene I had an object and two lightsources. One I think was a spherical light, and the other was a spotlight, focused at the object. I render the scene, and only the light being cast from the spherical light shows up! No spotlight. I can't figger it out. Yeah, I was kind of curiours about light sources being actually visible in scenes. Anyway, thanks for the help. I'll do a few more test and see if it's "just me". Oh, and count me in for the rooms project...I'm still working on it. Been through about 5 rooms so far, can't get it right. Mind you it won't be anything spectacular, having been designed on a 1 meg system (this may change as I might be able to at least use a friend's 6 meg 3000), but as long as there's no minimum, I'll try! Daryl Bartley Survivor: AnimeCon '91 Staff 'Thank you for your hard cooperation' ## Subject: Single frame recorders.. Date: 2 Oct 91 0:01 -0500 From: "Jeff A. Bell" <uubell@ccu.umanitoba.ca> Aack! When oh when is someone going to come out with a single frame recorder that the masses have access to? The electronic giants must realize that there IS a large market of people who could put one to great use, no? Mark Thompson: what happened to that single frame capable deck that JVC was supposed to put out that was to sell for ~$2000 or so? You posted some info on it in Rec.video, I believe, and someone as ASDG mentioned that they were working on a driver for it, and since then, I've heard nothing further. Have I missed something? I think I also remember the ASDG person (Might have been Pete for that matter) mention that the JVC deck didn't single frame right out of the box: you need some sort of plug in module to get that capability. Heard anything about this? Has there been ANY talk of more affordable SFR's? Surely, with all the Toasters out there (of which some of the electronic firms seem to pay attention to), someone must be working on something. Perhaps politics are playing a part in delaying development along these lines? (As in, it might kill sales of higher end decks such as the 3/4" stuff). An interesting note (perhaps :): I've had some success in recording DCTV animations at about 10fps to an SVHS deck, then using the 2x mode to dump them to another deck. The 2x mode is fairly clean (no tracking problems, although the noise is a bit higher than normal), so it produces some fairly smooth animations. Doesn't look all THAT bad, depending on the animation you're dumping to tape.. Ciao, Jeff -- uubell@ccu.umanitoba.ca ## Subject: Re: Questions... Date: Tue, 1 Oct 91 21:34:20 CST From: telepro!James_Hastings-Trew@herald.usask.ca (James Hastings-Trew) In a message dated Tue 1 Oct 91 04:41, schur@ISI.EDU wrote: ISI> do productions called Eutopia. They were trying to sell the idea to ISI> producers at Siggraph. Newtek just gave Todd 60 more Toasters as ISI> well. ISI> However, He and Newtek are trying to push the Toaster as a Mac ISI> and/or ISI> IBM add on. They basically control the Toaster with the Mac or IBM ISI> through the serial ports and don't tell anyone that it's an Amiga, ISI> just a great video peripheral. Todd himself doesn't use the "Amiga" ISI> per se, he controls it from his Mac as well. This could be where ISI> the rumor came from. Erm. Not to throw any more un-informed myth out as fact, but Todd Rundgren has had a software company called "Utopia Grokware" and had a band called "Utopia". Reasonable assumption would be that a joint veture between himself and NewTek would not be called "Eutopia.." Todd does in fact use the Amiga - there is a photograph of him doing just that in an issue of AmigaWorld. Also, Todd used Imagine's modeller to create some of the object in his "Change Myself" video - you can't do that by controlling the Toaster with a Mac. I believe I have read that Todd controlled the Video Toaster via ARexx scripts, not through some serial port weinie thing. What would be the point? He is a capable programmer (as well as a very good composer/musician/human being), not to be scared off by something as "imposing" as WorkBench and AmigaDOS 1.3... -- Via DLG Pro v0.975b --- James Hastings-Trew telepro!JAMES_HASTINGS-TREW@herald.usask.ca --- -> If everyone in China jumped at the same time <- subliminalmessagewith -> would they bring back TWIN PEAKS? <- subtlebutdeviousplan. ## Subject: Re: I see the light! Date: Wed, 2 Oct 91 08:05:13 EDT From: rosner@europa.asd.contel.com (John Rosner) Daryl T. Bartley writes: >was a spherical light, and the other was a spotlight, focused at the >object. I render the scene, and only the light being cast from the >spherical light shows up! No spotlight. I can't figger it out. Yeah, I >was kind of curiours about light sources being actually visible in >scenes. Sounds like Washout. If you have diminish with distance on the spotlight it maybe too far away. If you don't have cast shadows on there will be less in the way of visible queues that the light exists. This brings up a light question for me (actually heavy for me). Is using diminish with distance purly trial and error? Or is there a formula that relates the size of the light to its range? Later, John Rosner ## Subject: Re: I see the light! Date: Wed, 2 Oct 91 8:40:36 EDT From: johnh@jhunix.hcf.jhu.edu (John J Humpal) > or a warning. Hmm. How to explain. Okay. One scene I had an object and > two lightsources. One I think was a spherical light, and the other was a > spotlight, focused at the object. I render the scene, and only the light > being cast from the spherical light sh> ows up! > I may be wrong about this, but don't the axis sizes matter with spotlights (cylinder/conical)? I think the x-axis controls the diameter of the spot and y-axis controls the distance the spot reaches when the light fills the x-diameter. Or something like that. -John John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer ## Subject: Re: Single frame recorders.. Date: Wed, 02 Oct 91 09:32:43 EDT From: Mark Thompson <mark@westford.ccur.com> Jeff A. Bell writes: > Mark Thompson: what happened to that single frame capable deck that JVC > was supposed to put out that was to sell for ~$2000 or so? Two items on that subject. First of all, in order to make the JVC capable of computer control with any accuracy, a pluggin board(s) is necessary that was not available back when ASDG worked with it. It may be available now but I am not sure. However, even if it is, I was more recently informed by a JVC rep that the deck was hyped a little bit over zealously and while it could be used as a computer controlled editing deck, it was not up to the rigors of single frame animation. I find this extremely disappointing. At some point in time I plan to go out and see one at the local distributor and see what they think but I am not to hopeful. The good news is that the Nucleus (software based) single frame controller has brought the price of controlling a deck WAY down, from about $3000 to only $500 (about $400 street price). Combined with a Panasonic AG-7750 S-VHS editor and an AG-F700 SMPTE generator/reader, a complete solution can be put together for under $6K. This setup works extremely well with the Toaster and is a breeze to use. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' 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:Single frame recorders.. Date: Wed, 2 Oct 1991 13:11 MDT From: SL3B4@cc.usu.edu Mark, Do you know if the Nucleus works with any Hi-8 decks? I am very interested in the system, but I would rather go with Hi-8 to be compatible with the rest of my stuff. If it doesn't, what is a good Hi-8 VTR and controller? Thanks, John Z. SL3B4@cc.usu.edu ## Subject: Re: Single frame recorders.. Date: Wed, 02 Oct 91 18:08:22 EDT From: Mark Thompson <mark@westford.ccur.com> John Zollinger writes: > Mark, > Do you know if the Nucleus works with any Hi-8 decks? I am very interested > in the system, but I would rather go with Hi-8 to be compatible with the rest > of my stuff. If it doesn't, what is a good Hi-8 VTR and controller? Unfortunately, the Nucleus SFC currently only supports S-VHS, 3/4", M-2, D-2, and Betacam SP. I had called Nucleus not long ago to confirm this but I couldn't say what their plans are for future Hi-8 support. Another possibility that is not quite as inexpensive is the Diaquest DQ-Taco. But the Amiga World review on it mentions support for every single tape format except Hi-8. This is probably because traditionally, there hasn't been much in the realm of capable Hi-8 editing equipment. It has been used primarily as a capture medium for event videographers and some other format like S-VHS or Betacam SP is used for editing. As for Hi-8 VTRs, I avoid them primarily for the reasons I have mentioned, so I really couldn't reccommend anything. Maybe some other video type on the list might know. It may however be worth your while to consider another format in addition to your existing Hi-8 equipment. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' 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: Rooms Project?? Date: Wed, 02 Oct 91 14:29:05 CDT From: sorvan@sys6626.bison.mb.ca (Colin Stobbe) alan@picasso.umbc.edu (Alan Price) writes: > Perhaps the idea for everyone to create their own room that we would > connect together with all the others for a camera fly-thru posed too > many technical problems of scale-matching, so that my long-winded outline > on standardization of the project became intimidating..., or maybe it was > Hello, This was my problem. It was once suggested that someone create a floorplan for the house, and then people could just fill in the space, instead of having try and figure out how their individual room would fit into the whole house. If someone is willing to make a floorplan, I would start working on filling a room myself, but until that time, I'll continue working on my other projects. Colin Stobbe sorvan@sys6626.bison.mb.ca --- (Colin Stobbe) a user of sys6626, running waffle 1.64 E-mail: sorvan@sys6626.bison.mb.ca system 6626: 63 point west drive, winnipeg manitoba canada R3T 5G8 ## Subject: InterChange module for LightWave <-> Imagine Date: Thu, 03 Oct 91 14:14:22 EDT From: Mark Thompson <mark@westford.ccur.com> I recently received the next rev of beta InterChange modules. Syndesis is looking for beta-tester input on the mapping to and from each of the modules. Here is my wack at a reasonable mapping between LightWave and Imagine. Anybody have any comments? Also, I will be re-uploading the objects I had on hubcap using the newest converter. LW -> IM name does IM support suface names? color {cR,cG,cB} = {R,G,B} reflect {rR,rG,rB} = %reflect * 255 transmit {tR,tG,tB} = %transmit * 255 diffuse diffuse = %diffuse * 255 gloss hardness = [0, 127, or 255] for glossiness [low, medium, high] spec {sR,sG,sB} = (ColorHighlight) ? ({R,G,B}) : (%spec * 255) refract LW refractive index (default to 1.00 for pre LW2.0 releases) luminous luminous (don't have Imagine 1.1 yet so I don't know the flag name) wireframe ???? = outline only smooth phong = smoothing IM -> LW name The current hex # naming is a bit confusing. Decimal chews up more space but is easier to read. color {R,G,B} = {cR,cG,cB} reflect %reflect = (rR + rG + rB) / (3 * 255) transmit %transmit = (tR + tG + tB) / (3 * 255) diffuse %diffuse = diffuse / 255 gloss glossiness = low for hard<85, high for hard>170, else medium spec %spec = (sR + sG + sB) / (3 * 255) refract IM refractive index (I assume pre LW2.0 releases will ignore this) luminous luminous (don't have Imagine 1.1 yet so I don't know the flag name) wireframe outline only = ???? smooth smoothing = phong Note: I am not quite sure how diffuse is defined in Imagine. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' 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: Genlock objects Date: Fri, 4 Oct 91 0:31:38 EDT From: cbmtor!caleb@uunet.UU.NET (Caleb J. Howard (Tech Support)) Hello, I have a question. I am trying to render an object on a black background. The object is a word made up of crystal letters (with nice bevelled edges - Thank you Steve). The final output is going to be overlayed onto video using external video mixing hardware. For this I need a black (zero-black to you videophiles)background. I am using a large backdrop object which is set as a genlock object so that it will refract through the letters, but the background (where the backdrop is viewed directly) will be black. When I render to HAM, it works, when I render to my 24 bit firecracker, the genlock attribute is ignored and my backdrop is visable everywhere. The weird part is that the same picture that is displayed incorrectly on the firecracker looks correct when I click on the display button and it converts the image for viewing on a standard Amiga screen. That is, I display the picture "pic.0001" on the firecracker and the backdrop is visable around the letters, but if I just click on the "SHOW" button after having rendered it in 24 bits, the program alters the picture to eliminate the backdrop where it should be eliminated. Is Imagine so clever that it realizes that the firecracker can't genlock? what's the deal? Also, does anyone know if colour zero is "zero-black" or not? also, when using a genlock object, will Imagine use the zero colour to render anything that just happens to be black, or is it clever enough to realize that we don't want little 'holes' in our objects instead of shadows. It's late, am I coherent? -caleb ## Subject: Re: Genlock objects Date: Fri, 04 Oct 91 14:42:29 EDT From: Mark Thompson <mark@westford.ccur.com> Caleb J. Howard writes: > The object is a word made up of crystal letters. The final output is going > to be overlayed onto video using external video mixing hardware. For this > I need a black background. I am using a large backdrop > object which is set as a genlock object so that it will refract through the > letters, but the background (where the backdrop is viewed directly) will be > black. Maybe I don't understand you, but it sounds like you are attempting to composite a translucent object over genlocked video. First off, without an alpha channel, this cannot be done. Second, refracting a black background though a crystal object is a pointless operation. If both these points are obvious to you, then maybe you could better explain what you are trying to accomplish. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' 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: Hello? Date: Fri, 04 Oct 91 13:45:48 CDT From: sorvan@sys6626.bison.mb.ca (Colin Stobbe) Hello, I hate to post this type of message, but is anyone out there? I haven't recieved any mail from the list recently (very strange). In other matters, I've been thinking about the room project. Basically the thing was to get a number of the list members to do something together, and then render it in 24 bits to videotape. If we have access to a single frame recorder and 24 bit output device, why don't we just submit projects that we've been working on. We would wind up with a tape showing not only the quality of each person's work, but also what everyone's interested in. It also might be more interesting to non-animators out there, than just movement through a house. Who knows, maybe we could get Impulse interested (the Imagine demo reel). Well, enough spouting from me. I can't provide a 24 bit output device, much less a single frame recording VTR, so I can't do it. Colin Stobbe sorvan@sys6626.bison.mb.ca --- (Colin Stobbe) a user of sys6626, running waffle 1.64 E-mail: sorvan@sys6626.bison.mb.ca system 6626: 63 point west drive, winnipeg manitoba canada R3T 5G8 ## Subject: Cheaper Single Frame Date: Fri, 4 Oct 91 11:38:55 EST From: martin@dexter.pub.uu.oz.au (Martin Gardiner) The cheapest way I have found to get single frame recording, is by using a unit called the Panasonic Time-Lapse VCR (for surveillance systems), I can't find the name of it right know. Now there are two versions, - one with RS-232 port (for computer control, I don't know it this allows the single frame control from the RS-232) - one without RS-232 The way you control the single frame, is to connect two external connections at the back of the unit, I have use a relay (normally used to control film single frame recording) tripped by a sound (Beep) out of the Amiga. The unit is S-VHS, can record single field, frame, 2 frames, 4 etc., the only problems are - you have to record about 2 secs before the images become rock solid - you can't change the record rate (as far as I know, you may be able to via the RS-232) once you start. If you shoot single frame, you must continue to record single frame unit you finish that pass. - you must record a frame within three mins. - S-VHS is not BetaCAM SP good things are - CHEAP - RS-232 - S-VHS - can be used like a VAS, pixelation is fun to play with The PAL RS-232 version has not arrived yet, but I believe they are available is the US already. Martin Gardiner (Animator/Programmer) ## Subject: A new guy Date: Fri, 04 Oct 91 23:23:53 CDT From: keith@sys6626.bison.mb.ca (Keith Suderman) Well it looks like I have figured out how to use this board to send my mail, at least I am receiving the Imagine Mailing List. I have never received so many messages as when I just logged on. Now for some questions and other things. I don't remember who, but someone said they were having problems with messages bouncing, but the sender of the message was the only one that should receive the bounce. I received that message twice??? I am completely new to 3-D rendering and find Imagine more than a handful. From the sounds of it most of you have some background with Turbo Silver and other programs, so you have a definite advantage. Can anyone recommend some good books to read that could help me out. I recently downloaded the Imagine Compendium from a loacal BBS (thanks Colin) and will be pouring over that as soon as I print it out. I also read that people are uploading Imagine objects. How does one go about downloading these. Can I have them sent to my local board or do I have to call long distance? This mailing list is great, I can tell already it is going to be a big help. Thank you Steve Worley! But it is a sad commentary on Impulse and the included documentation that such a mailing list is needed so badly! Keith Suderman --- (Keith Suderman) a user of sys6626, running waffle 1.64 E-mail: keith@sys6626.bison.mb.ca system 6626: 63 point west drive, winnipeg manitoba canada R3T 5G8 ## Subject: Psudeo T2 effects Date: Sat, 05 Oct 91 17:25:06 CDT From: mikel@sys6626.bison.mb.ca (Michael Linton) Here is a really good way to make scenes that contain chrome more realistic. If you were planing on making a scene, or animation that takes place in a room, or outside, digitize some landscapes, or a room. Make your scene and in the action menu in the stage editor go to the global settings. Where it says to enter name of brush, put in the name of the picture that you digitized. This will allow the scene to reflect the brush, but it will not be visible in the final rendering. This produces an effect like the liquid metal terminator from Terminator 2. It is also a really good way to increase the detail of images, without actually having to draw a whole bunch of objects to be reflected. Try it with any brush and it will produce excellent results. --- (Michael Linton) a user of sys6626, running waffle 1.64 E-mail: mikel@sys6626.bison.mb.ca system 6626: 63 point west drive, winnipeg manitoba canada R3T 5G8 ## Subject: Solid Cube? Date: Sun, 6 Oct 91 11:52:21 -0600 From: HURTT CHRISTOPHER MICHAEL <hurtt@tramp.Colorado.EDU> How does one actaully make a cube that is solid? I had thought by just extruding a plane I would get a "solid" cube, but in fact it is hollow. Which points need to be connected inside the cube to make it solid? Or is it even possible this way? I've tried extruding along a path, where the path is a point at the center of the cube & scaling it to 0, but that didn't make it actually solid either. I'll try this next, might actaully work. Spin a plane that has one edge touching the lathe axis. This should make a solid cylinder right? Then I'll slice out with a box, my solid cube. I hope that works.... Chris hurtt@tramp.colorado.edu ## Subject: Re: Solid Cube? Date: Sun, 6 Oct 91 12:46:57 PDT From: grieggs@jpl-devvax.jpl.nasa.gov (John T. Grieggs) > > How does one actaully make a cube that is solid? I had thought by > just extruding a plane I would get a "solid" cube, but in fact it is hollow. > Which points need to be connected inside the cube to make it solid? Or is it > even possible this way? I've tried extruding along a path, where the path is > a point at the center of the cube & scaling it to 0, but that didn't make it > actually solid either. What do you mean by solid? All imagine objects are composed of polygons, and there is no such thing as a "thick" polygon. All imagine polygons are 2D triangles... If you just want a cube that you can not see through, then you need to create a cube with faces on all sides and set the attributes of all the faces to something opaque. Here are a couple of ways to do that. 1. Add a primitive plane, 1x1, in the detail editor. Select and pick it, then copy and paste it. Translate the copy negative on Z. Pick and select both copies, and join them (thus creating a single object with a big gap). Enter Add Faces mode, and add faces on all sides. Enter Pick Objects mode, and pick and select the object. Set the color to something opaque. 2. Add a simple form in the forms editor. Don't accept the defaults - you want as few points as possible! Turn on Symmetry and Snap to Grid. Drag the points to form a cube. Save the object, load it into the Detail Editor, pick and select it, and set the color to something opaque. These are simple methods. There are a wide variety of mutant methods you could use as well, involving skin or extrusion. It wouldn't hurt to go through and do the examples in the tutorial, either - I realize the docs aren't much, but stuff like this IS in there... > I'll try this next, might actaully work. Spin a plane that has one edge > touching the lathe axis. This should make a solid cylinder right? Then I'll > slice out with a box, my solid cube. I hope that works.... > Maybe I don't really understand the question? > Chris > hurtt@tramp.colorado.edu > _john