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IMAGINE archive: collected off of imagine@ATHENA.MIT.EDU ARCHIVE XVIII Jan. 8 '92 - Jan. 21 '92 If you have questions or problems with this file, email Marvin Landis at marvinl@amber.rc.arizona.edu note: each message seperated by a '##' &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& Subject: Imagine 2.0 retail Date: Wed, 8 Jan 92 14:28:57 EST From: johnh@jhunix.hcf.jhu.edu (John J Humpal) Louis D'ambrosio writes: > > P.S. Does anyone know if Imagine 2.0 is out at the stores > yet and the $$? > I don't know if it is in the stores yet, but an ad in AmigaWorld (for PP&S's 040 board which is bundling Imagine 2.0 with their board) claimed that Imagine 2.0 was "a $450 value" -John John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer ## Subject: Autoscaling of textures in im2.0? Date: Wed, 8 Jan 92 13:22 MST From: VAX Headroom <DMARTIN@cc.weber.edu> I have an object with a linear texture on it that I would like to have the texture rescale with the object. This feature was mentioned in the newsletter as being in 2.0. I load the object into the stage editor and then rescale it, but the texture does not rescale. How do you turn this feature "on"? p.s. I hope its an optional feature as there are times when I don't want to rescale the texture with the object. p.p.s I too would like to know what the SHIFT button does, while I have not read the manual word for word yet, I have searched extensively for both SHIFT and the autoscaling and could find no mention. p.p.s Does anyone elses manual refer to a Appendix A-DCTV, or an appendix B with every menu item explained, and yet not have either one? Also in the preferences section, after EYES, there is ASK ZACK FOR MORE HERE. Is this a common problem, or did I somehow end up with a pre-release manual? (There IS an appendix A and an appendix B, but no mention of DCTV, or every menu item explained; I don't think the release notes mentioned these errors in the manual either.) DMARTIN@CC.WEBER.EDU dave@csulx.weber.edu ## Subject: 2.0 Stuff Date: Wed, 8 Jan 92 16:00 EST From: "Marc Rifkin" <R38@PSUVM.PSU.EDU> "Jim Lange" <jlange@us.oracle.com> had some questions about Imagine... It seems that the auto-texture-rescaling only takes place in the detail editor and won't autoscale textures of children objects if you resize a parent. The SHIFT button is supposed to be like the shift key, but it doesn't always take effect. (Shift-M,R,S will move rotate or scale the AXIS of an object- to make SHIFT work reliably, turn it on (or off and back on if it is already on) before you want to use it. Or just don't use it and use the keyboard. As for DCTV, all I could find was a doc file on the FP/INT disks saying to make sure you copy the DCTV.library (on those disks) to your LIBS: To use it, just pic DCTV file format. I wish it were a display mode rather than a file format so I could render 24bit and view it in HAM, Hires, DCTV, FC24 or whatever. Also- once you render a quick render and say "NO" to "Delete quick render file?"- can you re-display that pic from Imagine? NOTE: I am in no way representing or speaking on behalf of Impulse, I am merely stating my observations from using Imagine and trying not to piss them off. B-) 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 "Say, that's a nice triangle normal disturbance!" ## Subject: Re: 2.0 Stuff Date: Thu, 9 Jan 92 9:42:26 EST From: johnh@jhunix.hcf.jhu.edu (John J Humpal) Marc Rifkin writes: > > Also- once you render a quick render and say "NO" to "Delete quick render > file?"- can you re-display that pic from Imagine? > As far as I know, no you can't re-display it from within Imagine. Which is a minor pain in the ass, because I've found that if I'm doing something else on another screen while Imagine quickrenders, when the render finishes, it displays the image for a millisecond and immediately drops back to the Imagine editor and asks for the delete. You *can* re-display the image using IView (for RGBN/RGB8 renders) or your favorite viewer for IFF images. The quickrendered image is called Quickrender and its default path is RAM:, which can be changed in the .config file. -John John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer ## Subject: Re: When will Imagine produce a real manual?? Date: Thu, 9 Jan 92 09:22:42 EST From: rosner@europa.asd.contel.com (John Rosner) I too was a little disappointed in receiving a major tutorial instead of a referance manual, but take it in the spirit it is given and you will get a lot out of it. Just skim over the areas you know. Oddly enough I have a friend who, not being very technical, enjoys this style of being led by the hand, there are probably many others who don't admit it. ## Subject: So, what am I missing..? Date: Thu, 9 Jan 1992 12:16:35 -0500 From: Yee Tom <g1tomyee@cdf.toronto.edu> Now that it seems that a fair number of people on this list have actually tried out Imagine 2.0 can someone please tell me about the new F/X that have been added to the new release? How does Fireworks differ from explosion? What is flash? I'll assume that tumble is true to its name and that it tumbles objects like words or titles (among other things). Just to make sure that I haven't missed something (the 1.1 manual is soooooo thin!) does 2.0 (or even 1.1 for that matter) support "glowing" objects? By that I mean, can I create a sphere and render it so that it actually sets off a glow, making it look like a lamp or something? This would be nice for glowing warp engines too I suppose. Tom. ## Subject: Imagine 2.0 documentation Date: Thu, 09 Jan 92 14:55:56 EST From: spworley@Athena.MIT.EDU Now that Imagine 2.0 has been released, a lot of people are discovering its new tools and abilities. The reference manual in particular IS improved, but some recent posts to the list show that it still isn't really adequate. On Thu, 9 Jan 92 07:25:49 CST, tes@gothamcity.jsc.nasa.gov said: Tom> When I heard that Imagine 2.0 was going to have a big manual Tom> book, I had visions of a book like the Amiga Workbench 2.0 manual Tom> only a little smaller. But instead I got a book written in the Tom> same loose style as all the rest of the documents that come from Tom> Imagine with page after page of chatter mixed in with various Tom> pieces of information that you might be lookin for. Tom> Good luck! There are hardly no headers in the book! For example, Tom> in the section describing the Detail Editor, there are 43 pages of Tom> text with a few diagrams scattered around and only 2 headers in all Tom> these pages. The Detail editor can do a Lot of things! The only Tom> hope that you have to see how something works is to hope it's in Tom> the index or table of contents. And from the mail that I see on Tom> here about mbc@po.CWRU.Edu said: Mike> The manual does seem to be somewhat confusing, and the index is Mike> definitely poor. It seems as though the manual tries to take up more Mike> room in order to make things clearer, but to me it is as if they are Mike> just not getting straight to the point. Stratocaster said: Strat> I just got Imagine 2.0 in the mail. I am very depressed about the Strat> quality of the manual, for one thing... the Index is only two sheets Strat> of paper, difficult to read, and DIFFICULT TO FIND. The "Pick Sharp" Strat> pull-down is not mentioned anywhere in the manual, for example. Strat> Imagine 2.0, there are a lot of omissions in the index. --------------- The following is a commercial message: However, I feel it is quite appropriate for this mailing list, especially considering what it is discussing. --- You might have noticed that I have been very quiet on this mailing list in the past few months. Also, several people have noticed that I haven't written any tutorials for nearly six months! This is because I have been very busy, indeed. I am proud to announce the completion of my latest project, a book describing Imagine (Imagine 2.0 in particular) in complete detail. The book, _Understanding Imagine 2.0_, began shipping this morning. The book is a complete guide to the Imagine software. It has two sections, the main section being a true reference manual for each and every editor and menu command. The commands are discussed in context as opposed to a simple list of commands or a vague tutorial bouncing from topic to topic. The second part of the book consists of appendices of extra information that can help you USE the menu commands described in the first part. There is a long essay on object creation techniques. One appendix lists the most common problems users have with Imagine and the solutions to those problems. Another appendix has descriptions of third party programs and hardware like ADPro and Pixel 3D which might be useful companions to Imagine. Yet another appendix lists a variety of tricks to use in your own renderings, ranging from motion blurring to making widescreen "scope" animations. Another example illustrates warp drive "glow" and using Fog to make clouds, and visible light beams. Perhaps the most useful aspect of the book is its index (over 10 pages!) and system of cross references. The index is EXTREMELY detailed, which is really a necessity for a manual documenting a complex program like Imagine. Frequent cross references in the text itself direct you to related commands or information, so you might know to look at the "world size" when you are selecting your rendering method to be Trace. This book is as complete as I could make it, and really no aspect of using Imagine has been omitted. The book itself is hefty: it is 230 full sized 8.5 by 11 pages and contains much more text than the Imagine manual itself. It is comb bound, so you can open the book and lay it flat. The book is not a tutorial (too much information in it already!), but it still comes with a companion disk, mostly of toys like some new brushmaps and objects to play with (including a photorealistic "Luxo" desk lamp of mine not in the Public Domain.) You may have read some of the tutorials I have written about Imagine before. This commercial venture is much more polished and contains over a megabyte of text, (as compared to the less than 100K of tutorial text I have released in the past!) and contains figures, cross references, and a complete index. It even has a short preface by Amiga artist Louis Markoya. The book retails for $30, and is shipping as of this morning. (I had to wait for the final Imagine 2.0 to be released to make sure that all of the functions and options were described.) It is not at dealers yet, but you can order the book directly. I am VERY proud of the text, and am certain it will address many if not all of the demands for better Imagine documentation. Buying a book sight unseen is a tough choice, since you don't have any guarantee other than faith that the book will be worth the cost you pay for it. I'm confident enough in the text that if you purchase the book directly, you are welcome to return the book for a full refund if you aren't satisfied with it for any reason. I honestly don't expect any returns. The book retails for $30, but for members of this mailing list, (my loyal friends!) you can purchase it for $24, including the shipping costs. (CA residents unfortunately have to add 8.25% sales tax, and international orders are $5 for shipping.) You can order the manual by sending a check or money order to: Apex Software Publishing 405 El Camino Real Suite 121 Menlo Park CA 94025. The book is shipping, so turnaround time for mailing is only a couple of days. I apologize for the commercial nature of this message, but again, I feel it is quite appropriate. I am really proud of the book and hope that it satisfies the urgent need for decent Imagine documentation. Now that this project is wrapped up, I'll finally have time to become more active on the list again! -Steve -------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu -------------------------------------------------------------------------- ## Subject: 3-D Glasses and Imagine 2.0 Date: Thu, 9 Jan 92 15:09:51 -0500 From: mbc@po.CWRU.Edu (Michael B. Comet) Question: I know someone out there has those neat-o 3D glasses which Imagine 2.0 now supports for rendering. Is it good. I have heard the quality is "okay". Also, does it really give you 3D, or just a bunch of flat objects in different planes of view, such as 3-D comics? It seems that it should give you true 3-D, thus a sphere at the center point would be closer than at its edges, but this would mean actually rendering 2 different angles, does Imagine 2.0 do this? (I can't tell, I rendered for 3-D but without the glasses it looks like mush). Also, how close and far can the object appear to be? Can you make 3-D objects appear to fly right in front of your nose? Thanks in advance. Michael Comet mbc@po.CWRU.Edu ## Subject: Re: When will Imagine produce a real manual?? Date: Thu, 9 Jan 92 15:22:48 EST From: levan@theory.TC.CORNELL.EDU (Linda J. LeVan) Im glad to read your comments about Imagine's 2.0 manual. I read their literature several times, trying to convince myself to part with the $100 for the upgrade but I realized that my excitement about the pgrade was really for the wonderful new & improved manual. I'd been waiting since the 1.0 version for enough documentation to really enjoy (and use) all the nifty features (or even most of them). Most of Imagines improvements are either too hardware specific to excite me or eelse just bug fixes. I'd buy the upgrade (at a reasonable price) just for the manual, but if the manual isnt even great I'm glad to know about it now.Thanx ## Subject: Translating Amiga Animations Date: Thu, 9 Jan 92 16:28:23 CST From: camelot!dale@uunet.UU.NET Imagineites, A friend of mine wanted me to produce some animations for him to run on his PC. Being new to animation in general I'm not sure how I would take an animation created on my amiga and translate it into a format to be run on his PC. Would I have to create the still images on the Amiga, translate them into a PC format and then build an "anim" with a comparable PC tool? Is there an easier way? What PC tools would I use to accomplish this? Thanks, Dale ____________________________^__________________________________ dale r. rogers Email: ingr!b24a!camelot!dale Internet: ingr!b24a!camelot!dale@uunet.uu.net ## Subject: Re: Imagine 2.0 documentation Date: Thu Jan 09 16:35:45 1992 From: davidbro@microsoft.com |I am proud to announce the completion of my latest project, a book |describing Imagine (Imagine 2.0 in particular) in complete detail. |The book, _Understanding Imagine 2.0_, began shipping this morning. This is VERY GOOD news. Unfortunately, it also means that the Amiga now shares something with many PC software packages -- third party manuals that are better than the manuals shipping with the products. Hell -- an entire publishing house, Que, has made a lot of money doing just that. Maybe Impulse should ship your book with Imagine 2.0... At any rate, you'll be getting a check from me. dave ## Subject: Re: Can you view QuickRender pic over again in Imagine 2.0? Date: Thu, 9 Jan 92 20:13:11 -0500 From: mbc@po.CWRU.Edu (Michael B. Comet) Actually, there is a round about way to re-view it. Make project on your harddrive, and then in preferences, tell it to save the picture to the proper path (therefore make a subproject in the appropriate mode). Then before hand, IMPORT pic.0001, and also tell the preferences to save it as pic.0001. Then, anytime you don't erase the picture, you could go back to that project and look at, or if you have enough memory, run an extra copy of imagine in the background to view it. (Still this is a major pain - don't know why they didn't add this feature, would be nice.) Michael Comet mbc@po.CWRU.Edu ## Subject: Imagine 2.0 and DCTV Date: Thu, 9 Jan 92 19:33:17 CST From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith [LORAL]) I can't seem to change the depth or resolution of the dctv images that Imagine writes. Is there any one out there who has been able to change it? I seem to only be able to use full overscan resolution, and 4 color planes. thanks, Tom the Smith ## Subject: Re: Screen size Date: Thu, 9 Jan 92 19:31:00 MST From: HURTT CHRISTOPHER MICHAEL <hurtt@tramp.Colorado.EDU> > > Imagine 2.0 appears to only allow a 640x400 user window, this is not > exactly in the spirit of Amigados 2.0. > I too was disappointed in this. I have my WB at Max Overscan and would enjoy working in that mode. I'm sure 3000 owners would like to work in the Productivity & Super HiRes modes. Hopefully next time. Chris Hurtt ## Subject: Re: Can you view QuickRender pic over again in Imagine 2.0? Date: Thu, 9 Jan 92 19:39:50 MST From: HURTT CHRISTOPHER MICHAEL <hurtt@tramp.Colorado.EDU> My suggestion is to have some sort of macro to view the QuickRender pic. Imagine seems to like to buffer the mouse button clicks and I never get to see my QR when its done. Therefore I've set mine up to render to disk and have a pulldown on ToolManager that views it. For people with 1.3, perhaps use MachIII or some other utility? Chris Hurtt ## Subject: Re: Translating Amiga Animations Date: Thu, 9 Jan 92 22:54:20 AST From: Darren Reid <shockwav@jupiter.Sun.CSD.unb.ca> To transfer Imagine anims to IBM PCs - Render your animation as stills (24 bit). Use an AREXX batchfile to automate AdPro and convert the whole directory of pics to 256 color VGA 320x200 PCXs (still named sequentially "pic.####"). Use Cross-Dos to put the pics on IBM diskettes. Load the pic files onto your IBM HD. Run Deluxe Animate on the IBM, and load the pics by pulling down the Pict/Load menu and selecting "Sequence", select the first file, put the total # of frames in the "# Frames" box, and select "Load". The pic files will load sequentially, and can now be saved as an IBM Deluxe Animate file. Shockwave Surfer shockwav@jupiter.sun.csd.unb.ca ## Subject: Translating Amiga Animations Date: Thu, 09 Jan 92 20:00:19 EST From: bobl@graphics.rent.com (Bob Lindabury, SysAdm) rutgers!uunet.uu.net!sisd!kodak!tokugowa!camelot!dale writes: > Imagineites, > > A friend of mine wanted me to produce some animations for him to > run on his PC. Being new to animation in general I'm not sure how > I would take an animation created on my amiga and translate it > into a format to be run on his PC. Would I have to create the > still images on the Amiga, translate them into a PC format and > then build an "anim" with a comparable PC tool? Is there an easier > way? What PC tools would I use to accomplish this? > > Thanks, > > Dale Ok, I haven't done this but I think it will work. Render your frames in a VGA or SuperVGA resolution and Pixel Aspect ratio. Once your frames are rendered in 24bit IFF, I *believe* you can just load the IFF images into Autodesk Animator Pro. Since I don't have the Pro version and I only have an older version, I'm not sure of this. If you have ADPRO you are all set as you can just batch convert them to PCX and then load them into Animator or Animator Pro. From there you can create anims without much further ado. -- Bob The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!" ============================================================================ InterNet: bobl@graphics.rent.com | Raven Enterprises UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854 Home #: 908/560-7353 | 908/271-8878 ## Subject: Re: Starfields in LightWave Date: Thu, 09 Jan 92 17:55:05 EST From: Mark Thompson <mark@westford.ccur.com> > I was wondering what the easiest way to create a starfield or even > just several stars in LightWave to be used in animations with a space > theme. The method I use is to create a 3D volume of stars. This 'universe' is MANY times larger (100x to 1000x) than the 'ship' that is flying through it. The stars are a combination of single point polygons (particles in LightWave) and crude spheres (20 or less polygons). To make the creation task less tedious, I'll create a couple small star volumes and randomly replicate them (with various amounts of scaling and rotation) all over the universe. The only tricky part is making sure you don't fly into anything in your animation :-) If the ship will be merely flying straight, The starfield can be greatly constrained to reduce polygon count. In both cases, a "distant stars picture" can be mapped to a surface at the universe limits to emulate bodies your ship will never reach. This allows your star volume to be less dense while still yielding a visually interesting "galactic view". > I tried using just single points but they rendered as 'nothing'. > Do I have to use tiny spheres, and if so what size is recommended? > Every second LightWave animation I see has this type of effect, How did you create your single points? In the modeler, select Points and create a point. With only that point selected, hit Make or the P key to create a polygon. Provided the surface attrubutes are viable, this point will show up in all resolutions at any distance. And it is definately an overused effect. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' Mark Thompson CONCURRENT COMPUTER | | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics | | ' Image ` ...!uunet!masscomp!mark Hardware Architect | | Productions (508)392-2480 (603)424-1829 & General Nuisance | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## Subject: imagine/DCTV questions Date: Fri, 10 Jan 92 07:57:28 CST From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith [LORAL]) I made an animation with the camera going between some clouds and the ground in DCTV. First I wrote the animation in imagine format, and it worked fine. Then I tried writing it in ANIM5 format and it came out garbled. Has anyone done this? Is it another bug? <<sigh>> Tom the Smith ## Subject: Imagine - QuickRender and Manual Date: Fri, 10 Jan 92 10:17 EST From: "Marc Rifkin" <R38@PSUVM.PSU.EDU> For the Quickrender problem I set up an icon on my Workbench (which I "Leave Out" under 2.0) that is an iconx script running a show program on "RAM:quickrender." It works nice. As for the manual, and also the user interface (to this day I still can't figure out why pick points and drag points are two separate options...), I have concluded that Impulse is not a perfect company, their products are not perfect- sometimes barely acceptable- but those products DO work- they do what they say their supposed to do. I've decided if I'm gonna do all those 3D animations I've wanted, I've gotta learn how to get Imagine to do them, even if it means doing things that may not make sense, the "Imagine Way." (As long as they aren't time consuming and tedious! B-). 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 "Say, that's a nice GUI!" ## Subject: Re: Imagine 2.0 documentation Date: Fri, 10 Jan 92 09:09:06 -0800 From: echadez@carl.org (Edward Chadez) As a footnote to Steve Worley's announcement about his new book, I just want to add that I was lucky enough to see a pre-release copy. Steve pulls trick after trick out of his 'Imagine hat', giving you in-depth information on each of the editors, as well as carefully explained modeling techniques. Steve's knowledge of the program is quite apparent in his companion manual, and his well-known style of prose is comfortable reading. My check is already in the mail for this one, and I will review it to our local Amiga Graphics users group (SAGA) here in Denver. -->Edward Chadez =Amiga3000= Computer Animation/Pixel Pusher and Intuition WB2.0 NewLook Programmer. -- // ()__() \X/ echadez@carl.org/Edward Chadez CARL Systems(303)861-5319 ( ) M.M. ## Subject: Manual Date: Fri, 10 Jan 92 01:34:31 CST From: fnordbox!loydb@cs.utexas.edu (Loyd Blankenship) I got 2.0 today. Words cannot express how poorly written the manual is. Yes, it is a dramatic improvement over 1.0/1.1. Unfortunately, the author does not have a basic command of grammar, spelling and punctuation. This detracts from the value of the product, and obfuscates the directions in several places to the point of incomprehensibility. <sigh> Why is it that programmers attempt to write their own docco when they obviously lack the skills? This isn't always the case -- I've read good programmer-generated docs (and like to think I've written some decent instructions) -- but generally, a company should invest in a good technical writer. I'm not even going to bother detailing the problems with the layout and typesetting. I'm sure their reply would be "this isn't meant to be a desk- top publishing example." What they don't seem to realize is that the simple use of good headers, consistent capitalization and italics and some vague interest in graphic design would have improved the manual leaps and bounds. Oh well. At least the program didn't guru. :-) Loyd *************************************************************************** * Once you pull the pin, * Loyd Blankenship * * GEnie: SJGAMES Mr. Grenade is no longer * PO Box 18957 * * Compu$erve: [73407,515] your friend! * Austin, TX 78760 * * cs.utexas.edu!dogface!fnordbox!loydb * 512/447-7866 * *************************************************************************** ## Subject: Impulse and documentation Date: Fri, 10 Jan 92 11:33:25 PST From: gpotts@hebb.uoregon.edu (Geoff F. Potts) Two Amiga products that I have owned and upgraded for several years are PageStream and Turbo Silver/Imagine. I got the first release of Pagestream on the Amiga and Turbo Silver V3.0 to start with and have upgraded ever since. When PageStream initially shipped it was nearly two years late, had documentthat was apparently poorly translated from Portugeese and run off in someone's garage. The program could not make it through the tutorials without crashing the machine. It was a major dissappointment. Over the years, SoftLogic has upgraded the software and documentation several times. It is now a fine and stable program. Only one upgrade cost anything, $75 from 1.8 to 2.0. Most relevant to this discussion is the manual. PageStream now ships with one of the most professional, clear, and well laid out manuals I've seen. It comes with two books, one a stapled book that has the "getting started" and tutorials, the other a spiral bound, fully indexed reference manual. Individual pages are well laid out with lots of white space and 2/3s of the page with text and the other 1/3 with notes and examples. It just shows that documentation, like code CAN improve from the abysmal to the exemplary if the company wants to put out a proffesional product. Impulse, on the other hand, seems to have an attitude like "we have a great program that is too complicated to document well so we aren't going to bother". The physical appearance of the manual bears this out. If I got something like that from a typesetters, I'd send it back. It has nice margins and lots of white space but it looks like it was put together by some guy in his garage still. Words run into the margins, letters missing from words, and an index that looks like a clumsy afterthought. I love the program Imagine. It has allowed me a medium for creative expression that I never had before. It is a reasonably priced package on an inexpensive platform. My issue is, is it a professional product -- if it is, it deserves a professional manual and if it doesn't have a professional manual, then it isn't a professional product. What is perhaps most disturbing is that the president of Impulse is a past president of the Amiga Developers Association and is thus a example to other developers. I will continue to buy and support the products of both Impulse and SoftLogic; I just wish someone at Impulse would take a look at the PageStream manual to see that it can be done. There, I feel better. --geoff gpotts@hebb.uoregon.edu ## Subject: RE: ftpmail Date: Fri, 10 Jan 92 08:59 PST From: Manjit_Bedi@mindlink.bc.ca (Manjit Bedi) I have been successful in using ftpmail@cs.uow.edu.au . I heard about this from a posting in one of the Amiga news groups. I have sent requests to HUBCAP with this mailer but alas I get stung majorly because I have a daily free limit on UUCP mail which is easily exceeded doing this stuff. Manjit ## Subject: Re: 2.0 Stuff Date: Fri, 10 Jan 92 12:59:28 CST From: mikel@sys6626.bison.mb.ca (Michael Linton) -> Also- once you render a quick render and say "NO" to "Delete quick -> render file?"- can you re-display that pic from Imagine? Well, I don't know about re-displaying it from Imagine, but you can use Iview to look at it. But, make sure that in the prefs you have the "qucik rendering file format" set to RGBN-12 bit, or something like that, unless you have a 24 bit card...Actually you could copy it into the subproject PIX drawer, and rename it Pic.0001, or 0002 etc. Then import the picture into the desired frame. That might work too. But that sort of defeats the purpose of the quickrender. Anyway, give that a try and let me know what happens...TTYL --- (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: Most effective place to send bug reports Date: Fri, 10 Jan 92 18:31:43 EDT From: Frank McPherson <emcphers@manu.cs.vt.edu> I've been noticing a few problems with Imagine 2.0. What would be the best place to send bug reports? I may post them to the nets at some point, but I think it'd be better to tell Impulse about them first. Do they have an email address for that sort of thing, or will I have to resort to the U.S. Mail? Thanks. -- Frank McPherson Internet: emcphers@manu.cs.vt.edu ## Subject: Re: Imagine 2.0 documentation (fwd) Date: Fri, 10 Jan 92 9:01:59 CST From: camelot!dale@uunet.UU.NET Forwarded message: > From uucp Thu Jan 9 18:14 CST 1992 > To: imagine@Athena.MIT.EDU, ingate!spworley@Athena.MIT.EDU > Subject: Re: Imagine 2.0 documentation > Date: Thu Jan 09 16:35:45 1992 > From: ingr!davidbro@microsoft.com > Message-Id: <9201091552.aa05418@ingate.microsoft.COM> > > > > |I am proud to announce the completion of my latest project, a book > |describing Imagine (Imagine 2.0 in particular) in complete detail. > |The book, _Understanding Imagine 2.0_, began shipping this morning. > > This is VERY GOOD news. > > Unfortunately, it also means that the Amiga now shares something > with many PC software packages -- third party manuals that are better > than the manuals shipping with the products. Hell -- an entire publishing > house, Que, has made a lot of money doing just that. > > Maybe Impulse should ship your book with Imagine 2.0... Maybe that would be a good idea. I have been reading Steve's tutorials for a while now and have always been pleased with the information I have received. I asked myself why hasn't this guy written a manual yet. When I read about his book offer... needless to say... my check is in the mail. I'm not sure why manufacturer's don't put out good manuals. I work for a company that has a complete department dedicated to technical writers. People get juggled around to meet the various needs that arise. So you may have a writer skilled in an architectural program bumped to write for an engineering program due to a time crunch. The writing skills may be there, but the mastery of the program may be missing. The writers have to interface with the programmers and support personnel in order to learn the program and then write about it. The support personnel are too busy supporting the product. The programmers are too busy making fixes and adding enhancements. The disadvantage is that the people that understand the products are two busy supporting the product to take the time to write the manual. It's understandable that 3rd party publishers would put out better documentation. They're publishing documents written by users who have been working with the software for years and know every inch of it. I don't know how big of a company Impulse is... but it seems to be the general trend that the software production houses are too busy writing software. The users out there, working in a production environment, are the ones learning to master the program. They are the ones with the tips, and work arounds, the insights. They are the ones who, given the time, can write some excellent docs. I'm glad Steve finally took the time to write a manual. I hope his efforts are rewarded sufficiently to keep them coming. As for me, I'm new to animation in general. Many concepts were taken for granted in the 1.0 manual of Imagine. The Imagine Companion helped a lot. So has this mailing list. I'm looking forward to getting over my learning curve and animating. My Imagine 2.0 is in the mail. Steve's manual will be soon. I'm on the edge of my seat. > > At any rate, you'll be getting a check from me. > > dave > -- ____________________________^__________________________________ dale r. rogers Email: ingr!b24a!camelot!dale afme training Internet: ingr!b24a!camelot!dale@uunet.uu.net INTERGRAPH CORPORATION Phone HUNTSVILLE, AL 35894-0001 Direct: 205 730 8294 (Messages) MailStop: LR24A4 Fax: 205 730 8743 ## Subject: extrucing along a path Date: Fri, 10 Jan 92 23:34:35 EST From: rtaraz@wpi.WPI.EDU (Ramin Taraz) I was trying to extrud a 2D object along a path and imagine would do it. the error message I got was 'Illegal parameter'. I created the path using two axes and calling make path. the object was just a disk called from the premetive menu. I couldn't find the problem in the manual and I also looked through Steves' tutorials but still couldn't find it. any suggestions? rtaraz ## Subject: Re: extruding along a path Date: Sat, 11 Jan 92 11:14:24 -0500 From: mbc@po.CWRU.Edu (Michael B. Comet) > > >I was trying to extrud a 2D object along a path and imagine would do it. >the error message I got was 'Illegal parameter'. >I created the path using two axes and calling make path. >the object was just a disk called from the premetive menu. > >I couldn't find the problem in the manual and I also looked through Steves' >tutorials but still couldn't find it. > >any suggestions? > >rtaraz > > Try making sure that the Path Name = AXIS or whatever you named your path object in the detail editors' Attribute Requestor. (The default name for your path is AXIS - not PATH which is the default name in the Extrude requestor). Michael Comet mbc@po.CWRU.Edu ## Subject: Re: 3-D Glasses and Imagine 2.0 Date: Sat, 11 Jan 92 12:47:59 PST From: schur@ISI.EDU > Question: I know someone out there has those neat-o 3D glasses > which Imagine 2.0 now supports for rendering. Is it good. I have heard > the quality is "okay". Also, does it really give you 3D, or just a > bunch of flat objects in different planes of view, such as 3-D comics? > It seems that it should give you true 3-D, thus a sphere at the > center point would be closer than at its edges, but this would mean > actually rendering 2 different angles, does Imagine 2.0 do this? (I > can't tell, I rendered for 3-D but without the glasses it looks like > mush). The 3-D that this produces is made to be used with the Haitex 3-D flicker glasses. This is true 3-D, as true as you can get outside the real world :-). The glasses are Liquid Crystal Display (LCD) flicker glasses. They are plugged into the joystick port of the computer and the flicker occurs at a specific rate controlled by the computer (I believe it is 60 times a second, 30 for each eye). This flicker rate is matched by the interlace display on the computer screen. What happens is the Imagine renders the frame (or each frame if you are doing animation) twice, from two different angles. This effectively mimics the way we see in the real world. We have two eyes, 2 1/2 inches apart, and our brain puts the two different angles together which gives us depth cues. So Imagine renders the frame once, basically moves the camera over a bit (I believe the amount is user definable) but still pointing at the same 'target' and re-renders the frame from that angle. The larger the difference in the camera positions, the more exaggerated the 3-D effect. Again, true to life is approimately 2 1/2 inches. You can pull them way apart to get what's called a "hyper-stereo" effect (the true term for 3-D is "stereoscopic") this would be like shooting clouds or landscapes out of a plane window and waiting a long time between shots (great effect). After rendering the two frames it interlaces them. The odd lines contain the right eye view, the even lines contain the left eye view. When the software displays the new interlaced frame, it controls the glasses to flicker at the same rate as your standard flickering interlace display (the flicker we all hate when working on the standard Commordore monitor). The liquid crystal for the right eye is blacked out while the even lines are on, and vice versa. This way, each eye sees one half of the image and you see in true stereo. This really looks incredible with 3D renderings. You do get full effect. Someone already pointed out here that you can generate DCTV renders and display them in stereo. This is great because you can essentially look at your 24 bit animations in true stereoscopic. To view the images you do have to have the glasses on or it will just look like a terrible picture. If you don't have the software to make it flicker (that comes with the glasses) then all you see is a jumbled picture which is really two pictures stuck together. You can hook up as many pairs of glasses to one computer as you want (or have available) via standard stereo mini adapters and plugs. We have had as many as 10 pairs running at once. We also show this stuff to large tours and it DOES work with standard TV's. All you have to do is pipe your regular output, via a genlock, to a normal TV and plug your glasses into the computer. The TV flickers at the same rate as the glasses. We have multiple monitors chained together so that a large group can all view at once. On other note on this. Obviously the multi-sync monitors are designed to get rid of flicker by flickering at a very high rate. This includes the standard Amiga 3000 1950 monitor. The older version of the Haitex glasses software didn't support this. But the current version DOES support multi-sync monitors. So you CAN view this stuff on a 1950 or other multi-sync monitor. Good luck finding the glasses however. I was told about a year ago that Haitex went out of business. And their support has always been less then zero. I occasionally hear the they might have gone back into business, or not. I also occasionally hear of stocks of the glasses showing up in various places. Last time I heard about it we picked up 10 pair of the glasses, just in case they didn't show up again. It is a lot of fun viewing in stereoscopic. It looks real, it gives you a whole new view on your models. It would be great to be able to use the program and fully model in 3D, with the glasses. You wouldn't need the tri-view screen. Someone did come out with a PD 3D modeler that worked like this, but it wasn't a very good modeler. ========================================================================= Sean Schur INTERNET ADDRESSES: Assistant Director Amiga/Media Lab schur@isi.edu Character Animation Department sean@calarts.edu California Institute of the Arts ========================================================================= ## Subject: Re: 3-D Glasses and Imagine 2.0 Date: Sat, 11 Jan 92 14:25:44 PST From: Harv@cup.portal.com > >Good luck finding the glasses however. I was told about a year ago >that Haitex went out of business. And their support has always been >less then zero. I occasionally hear the they might have gone back into >business, or not. I also occasionally hear of stocks of the glasses >showing up in various places. Last time I heard about it we picked up >10 pair of the glasses, just in case they didn't show up again. > > >========================================================================= >Sean Schur INTERNET ADDRESSES: I believe haitex is back IN biz again... if memory serves, they showed up with a booth & their glasses at a recent East Coast Amiga show.. but I don't have their address/phone info handy right now. Should be gettable by getting in touch with any of the major Amiga magazines, though. A couple years ago, Impulse themselves were selling a small pill-box sized interface for the Amiga to which one could connect Sega 3D glasses. This is the setup I have. I got the interface from Impulse and went to a toy store and picked up the Sega glasses for about $40. Those glasses might be out of production now.. I'm not sure. And I have no idea if, since they've put stereo-3D rendering back into Imagine 2.0 (after adding it in Turbo Silver SV (which stood for "Stereo Vision) and then taking it OUT of Imagine 1.0 (for a reason I don't even want to get into here), they intend to again sell this little interface or not. Could be a moot point if the Sega glasses aren't available anymore. There are a number of other nifty toys that can be used with these LCD shutter glasses on an Amiga, not the least of which is a 3D lunar lander game, and I've put up tons of Stereo 3D pictures into our file library on Portal. One neat trick I discovered a while back was that I could make "real-life" Stereo 3D pics with my Canon Xapshot still video camera by shooting at the same centered target, first with the viewfinder at my left eye, then at my right, then digitizing both shots with DCTV (in non-lace mode) and merging them together into a single stereo laced frame with a Haitex merging program designed to do exactly that. Voila - full NTSC color stereo 3D snapshots on my teevee :) Now I need to find some willing models. :grin: By the way, Impulse's old "IView" IFF ILBM displayer was built to toggle the signal on to the glasses. Harv ## Subject: 24 Bit wraps and 2.0!!! Date: Sat, 11 Jan 92 17:22:13 PST From: RayTrace@cup.portal.com Well, I just got Imagine 2.0! And the biggest new feature I've seen is that they've fixed the bug that I had with global brushes and 24 bit wraps! I neve used to be able to use these in 1.1 and now they work fine in 2.0. I love it! The manual could use a little work. I wish there were some headers! Every time I go to look through the thing I just give up! Atleast theres something that resembles an index! :-) ## Subject: Global Brush Wraps Date: Sat, 11 Jan 92 21:35 EST From: "Marc Rifkin" <R38@PSUVM.PSU.EDU> Could someone explain how the global brush is wrapped onto objects- with respect to the other methods of brush wrapping in Imagine (wrap X,Z?) How is the image projected onto surfaces? I tested out a ubiquitous wine glass and it seemed to only wrap onto horizontal surfaces like the inside bottom and "foot." The sides were not covered. 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 "Say, that's a nice henweigh." ## Subject: Haitex 3-D glasses Date: Sat, 11 Jan 92 22:07:52 MST From: bscott@isis.cs.du.edu (Ben Scott) I've been reading all the talk here about these gadgets, and it seems like it'd really be interesting to look at a 3-D rendering with them. However, one thing occurs to me - unlike "true" 3-D, or holographic images for example, you can't lean over and see further around an object. But o other than that I'm sure it's great. It suddenly occurs to me, and I know it's not wholly relevant to the Imagine list, that one could design a font to use in a standard CLI or WP screen which would appear to be floating an inch or so in front of the screen when viewed through the glasses... or imagine the layered icons in a WB window you could make. If these were to start coming standard with the Amiga, or any computer, you'd no longer need to rely on color coding or flashing areas to highlight something - just make it bounce forward once or twice. Instead of ghosting a menu item or gadget, just send it back several inches, "beyond" where your mouse can reach. Furthermore, imagine playing with the mouse pointer to add 3-D mouse movement, say by using a third button which would, when pressed, make the normal front-back movements of the mouse translate into Z coordinate translation. Well, enough of this - it's not relevant, but it's darned interesting to me, and I had to spout off about it for some reason. (What the Atari ST's built-in MIDI port did for its music software market, a standard pair of 3-D glasses could do for the Amiga 3-D market. I know it's been though of before, but think about the 3-D modeler you could make to work with one of those... forget those quaint old triview or rotating windows. I'm not talking about VR, yet, I'm talking about real-world market advantages that nobody else has tried to capitalize on yet) . <<<<Infinite K>>>> -- .---------------------------------------------------------------------------. |Ben Scott, professional goof-off and consultant at The Raster Image, Denver| |Internet bscott@isis.cs.du.edu, or call the Arvada 68K BBS at (303)424-6208| |--------------------------------------..-----------------------------------| |"My brothers and sisters all hated me,||The Raster Image IS responsible for| |'cause I was an only child!"--Weird Al||everything I say! ** Amiga Power**| `--------------------------------------'`-----------------------------------' ## Subject: Re: Stereo 3-D Date: Sun, 12 Jan 92 10:56:59 -0500 From: mbc@po.CWRU.Edu (Michael B. Comet) Thanks for all of the info. Sounds really cool. However, I don't quite understand how you could record the 3-D pictures onto tape, and then view them again in 3-D..... this would be great, since I keep a n S-VHS tape of all of my animations for reference. (My dad also has a big screen TV - I know I can hook my genlock to the projector, wonder what 3-D renderings look like on a 10 foot screen?). Also, am I to understand that you CANNOT view the 3-D images directly from the SHOW command in Imagine? Does this mean that I can't play an Imagine anim with all the nice scripting features, and see it in 3-D? Thanks alot. Michael Comet mbc@po.CWRU.Edu ## Subject: Re: 3-D Glasses and Imagine 2.0 Date: Sun, 12 Jan 92 09:39:34 EST From: bobl@graphics.rent.com (Bob Lindabury, SysAdm) rutgers!isi.edu!schur writes: > The 3-D that this produces is made to be used with the Haitex 3-D > flicker glasses. This is true 3-D, as true as you can get outside > the real world :-). The glasses are Liquid Crystal Display (LCD) > flicker glasses. They are plugged into the joystick port of the > computer and the flicker occurs at a specific rate controlled by > the computer (I believe it is 60 times a second, 30 for each eye). Alot of explaining deleted... Now, if what you say is true, that one eye sees the even scans and the other eye sees the odd scans, then that means you are effectively seeing a lower-res image. If you were looking at an interlaced display of 400 lines that means that your effective image will now be reduced to 200 lines. Right? -- Bob The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!" ============================================================================ InterNet: bobl@graphics.rent.com | Raven Enterprises UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854 Home #: 908/560-7353 | 908/271-8878 ## Subject: Re: 3-D Glasses and Imagine 2.0 Date: Sun, 12 Jan 92 09:45:03 PST From: Harv@cup.portal.com > >Now, if what you say is true, that one eye sees the even scans and >the other eye sees the odd scans, then that means you are effectively >seeing a lower-res image. If you were looking at an interlaced >display of 400 lines that means that your effective image will now be >reduced to 200 lines. Right? > >-- Bob > Correct-o-mundo, Bob. When rendering for X-Specs (using ANY software, not just Imagine) you have to render in low-res height. 200 lines (or 240 or whatever for overscan). Then the stereo-making part of [the program] merges the two non laced pictures, every other scanline, into a single laced image 400 or 480 lines high. So uh... yeah I guess each eye is seeing a low-res picture, 30 times each second, but you really don't notice much resolution loss, if any. I'm no opthamologist and can't explain why this is but Stereo 3D LCD glasses pictures always look just as sharp to me as a regular interlaced picture would. Maybe other folks have a different perception of this effect. Well... you be the judge. Harv ## Subject: 2.0 questions Date: Sun, 12 Jan 92 18:05:56 PST From: kevink@ced.berkeley.edu (Kevin Kodama) a few questions about 2.0...Has anyone successfully gotten transparency maps to work correctly ? I created a two bit plane image, black and white, and mapped it as transparency-i should see just the black areas, the white becoming invisible...however, i can still see a faint darker area of the white parts of the map...I had this problem with 1.1, and was told to change the full value to 240 (dpaint's white value). no go with 2.0. also, could someone explain just how to use fog objects for creating light beams ? and how pastella is supposed to enhance fog objects ? there has been some discussion about lightwave discussions and their "appropriateness" on this list, being an imagine mailer....Personally I enjoy hearing about any and other 3d related subjects discussed here, ESPECIALLY comparisons, critiques, methods etc...besides, i believe steves original intent (steve?) WAS for other 3d related subjects to be discussed. well, now that there is a lightwave specific mailing list.... of course, i can't resist a bit of lightwave talk :) has anyone seen the new 2.0 demo tape (not revolution) there are some *incredible* animation clips on it, space ships, planets, an example of nonlinear fog, and a cool underwater scene. also of note, two features of modeler, bend and twist, which are IMHO even better (looking of course, this was a demo :)) than imagine's imp improved interactive scaling of points. check it out if you can... kevin kodama kevink@ced.berk.edu ## Subject: 2.0 docs Date: Sun, 12 Jan 92 21:13:46 PST From: Mike.G.Wilson@mtsg.ubc.ca Urg. A friend just showed me the Imagine 2.0 docs and boy, do they suck. Steve! How do we order your book??? By the way, the bitching about Impulse being less than satisfactory with their support of Canadian customers (that's me!) is totally accurate. My friend has received the newsletters and the notification of the 2.0 upgrade availability, and I have received diddly. I even sent a letter with helpful suggestions etc. No reply. If only they were Black Belt.... Speaking of which, BUY Imagemaster!!! It's indispensable. I have a Toaster and since Toasterpaint is the most useless programme ever written, I needed a 24 bit paint programme. Imagemaster is that, and so much more. Processesing out the wazoo, conversions, batchfile processing (I put motionblur on my Imagine anims with a flick of Arexx) and gadzillions of FX. And support? They've got new processes, upgrades and suppport on an almost weekly basis. Free. Totally free (well, shipping). Unbelievable. Well, one positive comment out of three ain't bad... I do love Imagine (it crushes Lightwave, although we will see how Lightwave2.0 stacks up) but Impulse seem kinda like Commodore... great product, lousy company. But hey, that's just my opinion. Peter Bowmar, TO ## Subject: IMAGINE 2.0 and more... Date: Mon, 13 Jan 92 11:36:18 +0100 From: lacombe@platon.greco-prog.fr (LACOMBE Bruno) Hello everybody! This is my first mail (ever). I am a specialist of IMAGINE in FRANCE, I have already make 10 Public Domain Disk for IMAGINE, a video tape, a hot-line and some commercial IFF24 brush-maps. I'll try to send some objects, brush-maps,TTDDDD programs and pictures for your marvellous directory IMAGINE. And now , my first question :-) WHERE IS IMAGINE 2.0 ?????? Is anyone receive it ??? Is anyone SEE it ?? Is everybody receive IMAGINE LETTER from IMPULSE ? Pleeeeeeeeeeeeeease , send me a response ! I haven't read the news for 2 months :-( ( due to some stupid pirats on mail :-| It is very very very important 'cause of the diffusion of my video tape. Menphis Computer ( the german import for IMAGINE ) said me they have only a pre-release , and they said that 2.0 is not as good as it should be ... :-( Is it ready in PAL ( include with PAL DCTV)? , or only in NTSC ? Here my second question : Animation:JOURNEYMAN and Animation:*.* . Here in FRANCE, we have obsolutly NO information on these soft ! so , Do they work in PAL ? What they exactly do ? AmigaWorld say they are very impressive and all are must have ... Now , a technical question : What exactly does the IMAGINE animation module ? I have recently made a animation, convert all frame to DCTV, put it on a special sub-project in IMAGINE ( with IMPORT ), and make the animation, and glups ! The average size of the IFF-ILBM was 35 kb, and the average delta size for the anim was 95 kb ! And it play SLOWER than ANIM OP5 ! :-( Since this adventure, I only use the OP5 anim ... How about speaking of news ? I were at the AMIGA Expo KOLN, it was realy an IMAGINE festival, I saw almost 40 modules for it. Some was rather common , like WOOD or MZARBLE BRUSHES, 3D objects like plane or cars. But there were some incredible ones! Like beveled 3D FONT, plants with all you need for making them grow with the GROW FX, and flowers with path and morph for opening them. Realy impressive . CHRISTMAS ... Commodore-Revue, a french magazine, give us a marvelous christmas gift: a FREE 24bit Slide SHOOT !!! Dommage pour vous ... :-( I can't join you at time. The last question : RADIANCE ! Is it ready ??? I want it . :-| 'cause I want everything that make beautiful pictures. Amigalement votre .... Seul l'AMIGA le permet. Y a t-il un(e) quebecois(e) dans la salle ?? join me at: Frangois GASTALDO 4 , rue des vignes 33270 FLOIRAC FRANCE tel: 56-86-55-20 email: lacombe@platon.greco-prog.fr ------------------------------------------------------------------------ \\\_______________\ F.G.P. /_________________/// /// / Frangois.Gastaldo.Productions \ \\\ ------------------------------------------------------------------------ ## Subject: Re: 2.0 questions Date: Mon, 13 Jan 92 11:29:48 MST From: HURTT CHRISTOPHER MICHAEL <hurtt@tramp.Colorado.EDU> > > > a few questions about 2.0...Has anyone successfully gotten transparency > maps to work correctly ? I created a two bit plane image, black and white, > and mapped it as transparency-i should see just the black areas, the > white becoming invisible...however, i can still see a faint darker area of > the white parts of the map...I had this problem with 1.1, and was told to > change the full value to 240 (dpaint's white value). no go with 2.0. > Weird. I've gotten them to work. I did change the Full Scale Value to 240, and did the same basic thing. All I can think of is to double check the Value again. If problems persist I could mail you an object that I've done successfully, I find having something to look at that works helps out alot. > > there has been some discussion about lightwave discussions and their > "appropriateness" on this list, being an imagine mailer....Personally I > enjoy hearing about any and other 3d related subjects discussed here, > ESPECIALLY comparisons, critiques, methods etc...besides, i believe steves > original intent (steve?) WAS for other 3d related subjects to be discussed. > I agree. The more the merrier, I'll absorb anything people care to add. Chris Hurtt ## Subject: Imagine1.0 Crashes Date: Mon, 13 Jan 92 23:43:17 EST From: joec@cellar.org Hello all, got a couple of questions regarding Imagine. I purchased Imagine 1.0 about 1 month ago and love it (won't get into the Great Manual Debate) anyway I seem to have problems with it crashing. My system is a A500 with .5 meg chip ram and 3meg fast ram, OS2.0. Small objects it won't crash but larger objects, I almost always get a system error. An example would be the Enterprise 1701-D. It always crashes when rendering. I originaly thought I was running out of memory but it always shows some avail chip and fast ram. Help! Joe Cotellese ps. Does anyone know how to achieve a pouring effect. Like water or liquid metal? ## Subject: DCTV question (off topic?) Date: Tue, 14 Jan 92 0:46:15 CST From: strat@cis.ksu.edu (Steve W Davis) This may be off topic, but since the readers of this mailing list are probably the only group of people in the world who would know... Where (or) is there a utility to convert DCTV into a standard IFF24 image which I can use without having to buy DCTV itself? Stratocaster ## Subject: Re: Imagine1.0 Crashes Date: Tue, 14 Jan 92 12:49:37 MST From: koren%hpmoria.fc.hp.com%hpfcla.fc.hp.com@hpfcla.fc.hp.com (Steve Koren) > Hello all, got a couple of questions regarding Imagine. I purchased Imagine > 1.0 about 1 month ago and love it (won't get into the Great Manual Debate) > anyway I seem to have problems with it crashing. My system is a A500 with .5 > meg chip ram and 3meg fast ram, OS2.0. Small objects it won't crash but How much stack space do you give it? It tends to like a lot. I always use around 50K, and don't seem to have any trouble. The default CLI stack size is 4K, if I remember right, and that tends to be too small. Try increasing your stack and see what happens. - steve ## Subject: rendering Date: Tue, 14 Jan 92 13:47:00 -0800 From: kevink@lands.ced.berkeley.edu for those of you who cannot get enough of 3d rendering, check out the latest Macworld, for a roundup of what is currently available on the Mac. Some nice packages, especially ElectricImage, only +7000 dollars, mac not included :-), Stratavision, Infiniti 3D... The article covers general modeling techniques available, seems like Imagine and Lightwave stack up pretty well in terms of features, although lacking spline objects. Interesting to note that ole sculpt is in there, one of the only mac programs with vertex level editing ?!? The article also claims ElectricImage can't do shadows, although the image shown does seem to casting shadows...Personally, I like the Stratavision image the best...this program apparently has radiosity ! (and unlike the Imagine 2.0 manual's claim, i don't think Strata's radiosity takes weeks to render...) What is interesting about Macworld's approach (they did this last year also); the vendor is given a dxf file, and is allowed to render the image as best they could. This really shows off the potential of the package. As opposed to Amigaworlds rather limited cube/mirror sphere/check floor test a while back, which didn't do ANY of the programs justice, IMHO. Imagine would be considered a low end (in terms of cost), at $450, in the Mac market. kevin kodama kevink@ced.berk.edu ## Subject: Imagine 3.0 wishlist Date: Tue, 14 Jan 92 14:06:54 -0800 From: kevink@lands.ced.berkeley.edu While I know it is a bit early to be thinking about Imagine 3.0, since some people still haven't even received 2.0, but... ...in addition to a hide points command, an "invert hide points" command ...a way to quick render in hide points mode, i.e. render only the stuff you are currently working on. ...an easy way to change selective face attributes, ala lightwave... ...editing in perspective window... ...a procedural fractal bump texture, in addition to the existing brush-altitude map, more textures... ...altitude brush mapping without having to depend on the y axis for both bump depth AND brush extent... ...fractal trees, more csg objects (how about another editor, similar to Real 3D,CSG boolean stuff only !) (others add here...:-)) a final note: there has been some controversy about the Imagine 2.0 release- some saying it is revolutionary, others being disappointed that it wasn't *more*...I think my current description would be "evolutionary", i.e. the program doesn't have a whole lot of NEW features or approaches (except forms), but it is a LOT easier to get at and use the existing features than before, making it VERY valuable to those who liked the basic feel of 1.1, and perhaps more of a disappointment to those who envisioned a whole new approach to modeling, such as the jump from Silver to Imagine. ## Subject: 3D glasses for 40 bucks? Date: Tue, 14 Jan 92 18:07:24 CST From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith [LORAL]) I remember reading a posting about getting 3D glasses for Amiga for $40. I could only find the X-specs glasses for $140. Where you talking about the Nintendo glasses? If so are they any good? Tom the Smith ## Subject: Re: 3D glasses for 40 bucks? Date: Tue, 14 Jan 92 18:20:56 PST From: Harv@cup.portal.com >I remember reading a posting about getting 3D glasses for Amiga for $40. I cou l >d >only find the X-specs glasses for $140. Where you talking about the Nintendo >glasses? If so are they any good? > > Tom the Smith No, I was speaking of the SEGA LCD shutter glasses which I found at a local mall toy store for $40 a couple years ago but which also required the Impulse specs interface at additional cost. I don't know if the Sega glasses are still made, tho toy stores may still have old stock, and further I don't know if Impulse has any plans to start selling their interface box for the glasses again, which they discontinued doing a while back. Harv the Harv ## Subject: Forms editor? Date: Tue, 14 Jan 92 23:28:44 CST From: mikel@sys6626.bison.mb.ca (Michael Linton) Has anyone noticed that old forms objects created with Imagine 1.1, don't exactly load right? I loaded up an object I started a while back, and in the front and side views every thing looked ok, but from the top view the object was just a mess of lines. I guess since they added new features, I can't load old files properly...Or, I could be wrong, and my objects are screwed? Can someone give this a try and let me know? 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 ## Date: Wed, 15 Jan 92 12:38:44 CST From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith [LORAL]) Subject: Holy hydrogen Batman! Hey guys, check out the nukeblast.dctv picture on hubcap in the imagine/PICTURES directory. I used some fog attributes on parts of it and tried to add some of the blast wave below it. Tom the Smith ## Subject: Re: Forms editor? Date: Wed, 15 Jan 92 10:45:39 PDT From: grieggs@jpl-devvax.jpl.nasa.gov (John T. Grieggs) > > Has anyone noticed that old forms objects created with Imagine 1.1, don't > exactly load right? I loaded up an object I started a while back, and in > the front and side views every thing looked ok, but from the top view the > object was just a mess of lines. I guess since they added new features, > I can't load old files properly...Or, I could be wrong, and my objects > are screwed? Can someone give this a try and let me know? Thanks. > You are absolutely right, not only do forms created with Imagine 1.1 not load properly into Imagine 2.0, but they don't render properly, either. I tried to render an emerald I had created in 1.1, using 2.0, and it came out looking kinda like a tesseract must look - warped and partially inside-out. _john ## Subject: 2.0 Menu Font Date: Wed Jan 15 10:55:49 1992 From: a-spack@microsoft.com Am I seeing double, or is the font used in the menus shadowed? Or maybe I'm supposed to use 3d glasses :). Yea it's kind of cute; a 3D program with 3D fonts, but it's hard to read and after a short time becomes annoying. Minor point, but does anyone know how to turn this off? Is it possible? Thanks. Scott Pack <EndOfHeader> ## Subject: Re: Impulse's phone number Date: Wed, 15 Jan 92 19:43:55 EST From: drollin@seq.uncwil.edu (rollins david alexander) > > Would someone mind posting Impulse's phone number, please? > > Thanks. > Impulse, Inc. 6870 Shingle Creek Parkway Suite 112 Minneapolis, Minnesota 55430 (612) 566-0221 ## Subject: Steve's manual ! Date: Wed, 15 Jan 92 17:41:43 PST From: kevink@ced.berkeley.edu (Kevin Kodama) It's here ! I just received Steve Worley's "Understanding Imagine 2.0, a Complete Imagine Reference" today ! considering that I just mailed out for it Friday, this has to qualify as quality service ! thanks, Steve. Since I just tore open the envelope, a full review will have to wait :) but...it looks to be a winner ! screen shots, diagrams, complete table of contents, very complete looking index, lots of appendixes, page headers, big 8 1/2 x 11 format, spiral bound for ease of use, disk-o-stuff, etcc.... looks very complete, very professional, written in a similar style as his excellent online tutorials (of course), i can't WAIT to get going on Imagine again ! more details to follow...:-) congratulations, Steve, and thanks ! kevin kodama kevink@ced.berkeley.edu ## Subject: Roughness?? Date: Wed, 15 Jan 92 18:18:10 PST From: Mike.G.Wilson@mtsg.ubc.ca Did they fix roughness in 2.0? Like, no more crawlies? ## Date: Wed, 15 Jan 92 20:42:03 CST From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith [LORAL]) Subject: Nukeblast I just put on a nukeblast.iff picture in hubcap at imagine/PICTURES for those who don't have dctv. I tried compressing it but it came out bigger, go figure! Tom the Smith ## Subject: Pouring H2O Date: Thu, 16 Jan 1992 00:43:39 EST From: mooneym@willow.ulowell.edu Someone asked a while ago how to create pouring water... Here's one feeble attempt. Assuming you are using a cut off sphere inside the pitcher to represent the water then take the object and elongate it into a sort of eplictal and twisted in half at the center of the long eplise part. Then take the orginial water object and have shape into the final glass. Okay then have object one morph into the second object then have the second object morph into the final and third object. The key here being keeping the same amount of points and faces in each of the three objects. Also adding the ripple effect to the objects. This should work with some fine tweening here and there. I had pretty impresive results better than any 2d repsersentation. hope this helps. Mike_Mooney. ## Subject: X-Specs Date: Thu, 16 Jan 92 01:51:45 GMT-0500 From: Scott Matthew Krehbiel <scottk@hoggar.eng.umd.edu> I have a pair of S-Specs, and here's some basic info that I didn't see mentioned ( i think ). An X-Specs image is, as was pointed out, an interlaced image whose odd scan lines are one eye, and the even lines the other eye. This lets your eyes see the two separate images WHEN THE GLASSES FLICKER!! Should you decide that you would like to use good ol' DPaint III to edit an image, you need to make two stencils, one blocking the even lines, one blocking the odd, AND you need the glasses to be flickering. Haitex will SELL you some code examples of how to make the joystick port control the 'specs, but I'm no guru, and don't feel like paying the fee when I've already spit out about a hundred for the hardware. Here's the trick. Run something in the background that will cause the specs to flicker, and you can use "non X-Specs compatible" programs. You may even be able to show movie format anims this way. I use DigiPaint III, with the "Stereo - both views" option. ( I forget the keyboard command for this, but DigiPaint III does support X-Specs - too bad it can't animate ). Basically, anything that makes 'em flicker should work in the background ( I think ), so here's a strategy. USE VIEW TO SEE AN X-SPECS IMAGE, AND RUN A MOVIE IN THE FOREGROUND. Actually, I never use view, so I don't know if it will actually go to the background peacefully, but you get the picture. Scott Krehbiel - An Apple a day makes your files go away!! ## Subject: Question about extruding objects... Date: Thu, 16 Jan 92 12:42:45 EST From: dougie@figment.mit.edu (David R. Williams) Is there any reason that in the tutorial booklet provided with Imagine 1.1, they use the "A" outline for the extrusion instead of the "A" face? Is there something within Imagine (bug/feature) which makes this the "right" thing to do? Will my rendering be any slower if I extrude the face of an object instead of an outline? 'Nother question: Is Imagine 2.0 worth the upgrade price? <dougie> ------------------------------------------------------------------------------- | David R. Williams \ That's the thing about people who think | | Internet: <dougie@athena.mit.edu> \ they hate computers. What they really | | UUCP: mit-eddie!mit-athena!dougie \ hate is lousy programmers. | ------------------------------------------------------------------------------- Hell, my mother won't even stand behind anything I say; MIT sure won't... ## Subject: Brushmap and "stenciling" Date: Thu, 16 Jan 92 16:46 EST From: "'Bish' (Doug Bischoff) EMT-MAST" <DEB110@PSUVM.PSU.EDU> Okay: imagine (old pun intended) this: A light blue plane on light red background (how picturesque.) A color wrap (flat x flat z) of a name (say, "DOUG") made in DPaint III. How do I get the background of the brushwrap (white) to keep showing up as an outline on the blue plane? I've tried a transparency map with the name done in black and the background in white, but I still get that background. For starters, how do I make sure that the white is 255 white not DPaint's 16 white? I have ADPro (not the brand-spankin' new version). Perhaps a "pure" 24 bit white done in that and a superimposition of a black silhouette of my object composited over it? I dunno. Thanks for any help! |\ | \ ------------------------------------------------------------\| \ /---------- Douglas Bischoff | DEB110@PSUVM.PSU.EDU | \/ Alpha Community | 121 S. Buckhout St. | Save 'em all....... Volunteer Ambulance | State College, PA | Parts is Parts. Service EMT-Mast | 16801 | ------------------------------------------------------------------------------ ## Subject: Re:X-Specs Confusion Date: Thu, 16 Jan 92 09:17 PST From: Ivan I <ESRLPDI@MVS.OAC.UCLA.EDU> Sorry, but in all the discussion I'm a bit confused - is Haitex the maker of X-Specs? Haitex is mentioned in the manual, but not X-Specs, and until Scott's letter I don't recall the two being mentioned in the same posting. Additionally, the X-Specs pictures that I've gotten out of the archives looks substantially different from the Stereo images I get from Imagine, although it's quite likely that something must be done to combine the pictures I've downloaded. Please, help me to blow another $100 on this toy! Thanks a bunch - Ivan -------------------------TEXT-OF-FORWARDED-MAIL-------------------------------- To: imagine@ATHENA.MIT.EDU Subject: X-Specs >>> Haitex will SELL you some code examples of how to make the joystick port control the 'specs, but I'm no guru, and don't feel like paying the fee when I've already spit out about a hundred for the hardware. Scott Krehbiel - An Apple a day makes your files go away!! ## Subject: Re:X-Specs Confusion Date: Thu, 16 Jan 92 19:09:42 -0500 From: ae386@cleveland.Freenet.Edu (Kirby A. Heintzelman) > >Sorry, but in all the discussion I'm a bit confused - is Haitex the maker of >X-Specs? Haitex is mentioned in the manual, but not X-Specs, and until Scott's Haitex is indeed the "maker" of the X-Specs.... I might add that here in the store (we are an Amiga dealer) we've had the glasses, and the box that connects to the joystick port has a second connector to which we have connected Sega glasses! The Haitex glasses are a bit more useful as they can be worn over regular prescription glasses easily, which is not the case with the Sega variety. If anyone is having a hard time locating a supplier for the Haitex glasses, I will be glad to help procure them. They come with a great 3D game called Space Spuds, as well as several very nice demos of things like 3D molecular modeling amongst others. -- Kirby A. Heintzelman Somers Photo & Computer -> (Amigas only!) ae386@cleveland.freenet.edu ## Subject: Re: Re:X-Specs Confusion Date: Thu, 16 Jan 92 17:09:29 PST From: Harv@cup.portal.com >to which we have connected Sega glasses! The Haitex glasses are a bit more >useful as they can be worn over regular prescription glasses easily, which >is not the case with the Sega variety. If anyone is having a hard time >locating a supplier for the Haitex glasses, I will be glad to help procure >them. They come with a great 3D game called Space Spuds, as well as several >very nice demos of things like 3D molecular modeling amongst others. > >-- > Kirby A. Heintzelman Although the form factor of the Haitex X-Specs are something like "Nerd welder goggles from the planet Mongo" (highly rubberized things with straps), the Sega glasses (which more closely resemble Snoopy's "Joe Cool" shades) fit fine over MY prescription glasses which have rather large-ish squarish-lenses and plastic frames. So the fit and comfort of the Segas will vary from face to face. I actually prefer the Segas to the X-specs since I find them easier/ quicker to put on and take off cuz their smooth plastic doesn't grab at my hair the way the rubbery X-Specs do. ## Subject: Re: 3D glasses for 40 bucks? Date: Thu Jan 16 16:40:34 1992 From: a-spack@microsoft.com Harv writes: | No, I was speaking of the SEGA LCD shutter glasses which I found at | a local mall toy store for $40 a couple years ago but which also | required the Impulse specs interface at additional cost. I don't know | if the Sega glasses are still made, tho toy stores may still have | old stock, and further I don't know if Impulse has any plans to | start selling their interface box for the glasses again, which they | discontinued doing a while back. I was looking in the manual last night and Impulse does hint that the interface is still available. They mention suitable glasses as being manufactured by Nintendo and Sega. Look on page 179. Scott Pack ## Subject: Re: 3D (that is stereo vision) and graphics Date: Fri, 17 Jan 92 10:41:57 -0500 From: mbc@po.CWRU.Edu (Michael B. Comet) Just thought since there is a small discussion on 3D viewing of the amiga and graphics, that I would mention an article I came across in this months (or maybe it was last) Electronic Musician. It seems a company has created a new monitor which doesn't require 3D glasses to view as 3D. It uses an LCD screen. The way it works is it shows one picture with a certain contrast settings, and then the other with a different contrast setting. Those familiar with LCD screen know that if you are not at the proper viewing angle, the picture disappears. Seems they have found a use for this after all! Anyways, there is a "sweet" spot where you should view it from, but it is supposed to allow about 3 people to view it with the full effect at once. Perhaps the future of 3D graphics is not far. Unfortunately the $10,000 price tag does put a damper on this. Well, more food for thought. Mike C. mbc@po.CWRU.Edu ## Subject: Anniversary, and welcome. Date: Fri, 17 Jan 92 12:22:27 EST From: spworley@Athena.MIT.EDU John Grieggs posted the 2000th message to this mailing list one day before the first anniversary of the list's creation. That's an average of 5.5 posts per day! Congratulations everyone. -Steve The monthly welcome... Welcome to the Imagine Mailing List! This is a periodic posting to inform new users about what the list is and how it works. I am Steve Worley, a just-graduated MIT student, and I created and maintain this list. The list began in of January 1991, about 3 weeks after I got Imagine and wanted a forum to discuss problems, questions, and tricks for this wonderful piece of software. [Wonderfully frustrating, sometimes!] The list is alive and well, with roughly 6-12 posts a day. Membership of the list is at 294 as of this morning, and I add about one person a day. As of today, there have been 2019 posts to the list, and a total of maybe 6 megabytes of text. Anyway, for those new to the list, you probably realize that this is a discussion group about Imagine, Impulse's ray-tracer and modeler for the Amiga. Tips, questions, answers, comments, complaints, bug-workarounds, and anything somewhat pertaining to Imagine is fair game. This includes DCTV/Colorburst questions (what a thread!), Lightwave comparisons ("Ask Mark Thompson"), removable media drives (for big anims), and reviews of Vista (Virtual landscapes in a box), which are just a few of the tangent subjects that I remember seeing discussed on the list. They're all fair game, though baseball stats are probably a bad thread to start. Probably the highest volume traffic is question and answer- "My objects don't all render in trace mode, but it's fine in scanline. Whats up?" There are a lot of people on the list at different experience levels, and if you've been reading you realize there is a lot of support out there. DO NOT BE AFRAID TO POST TO THE LIST! Even the most experienced users might not have thought of your idea or question before, and everyone benefits from the discussion. Odds are you'll get help and advice. How do you send something to the list? It's pretty easy. You just send mail to "imagine@athena.mit.edu" as the recipient's name. Your letter is copied 200 times and mailed to everyone on the list. That's it! If you want to deal with administrivia like adding/subtracting a name on the list, mail me personally, spworley@athena.mit.edu, and I'll try to help out. One danger- if you REPLy to a mail message from the list, you are probably NOT sending a copy to the list, but only to the original owner. To post a followup to the list, either compose a new letter, or remember to change the "To:" line in the reply to "imagine@athena.mit.edu", unless of course you WANT a private reply. Occasionally when you post, you might get a very strange bounce message, from a place you've never heard of before. These are problems caused by users with buggy/lame/confused mailers that I've added to the list. When the mail sent to them is bounced, their brain-dead mailer doesn't send the bounce to the SENDER (the Imagine server) it sends it to whoever is in the "From:" line (you!). If you get these when you post, you can ignore them. (If you're worried, wait until you see your message appear, usually about a 24 hour turnaround) One way of eliminating these bad bounces is to include the line "Errors-To: nobody@athena.mit.edu" in the HEADER of your message, where you specify the Subject: and To: lines. You can also send me personal mail if you like- I keep culling the bad addresses (from users I've just added) and it might help. Summary, though- don't worry about the bounces from stuff you send, as long as you see your message appear on the list. There is a complete archive of this mailing list (maintained by Marvin Landis) at the FTP site hubcap.clemson.edu. In addition to these excerpts, there are also a couple of megs of Imagine objects (That I converted long ago) as well as many megs other fun things, like a Vista landscape, a new Imagine icon, and a complete project called "Castle" by Helge Rassmussen, and many pictures. One last note- this list and its messages are completely distributable. A couple of BBSes carry our discussion, and a few "members" of the list are actually mailing lists in their own right. Feel free to copy or distribute the info on the list, as long as you 1) credit the authors of individual messages (keeping their names is all you need) and mentioning the source, the Imagine Mailing List, imagine@athena.mit.edu. That's it! Remember, don't be afraid to post! It's free! It's fun! Keep on rendering, -Steve ------------------------------------------------------------------------------ Steve Worley spworley@athena.mit.edu ------------------------------------------------------------------------------ ## Subject: Sphere-to-Skull update Date: Fri, 17 Jan 92 11:20:12 PST From: gpotts@hebb.uoregon.edu (Geoff F. Potts) I just thought I'd update folks on my sphere-->skull morph. Following suggestions received here, I created a sphere with the same number of points and faces as the skull object. I then did a 30 frame morph from the sphere object to the skull. The effect I was hoping for was a sort of vac-u-form effect fo the skull features appearing on the sphere. What I got was a sphere that smoothly morphed to a jagged object for 29 frames and then "popped" into a skull. My guess is that the mapping of points to faces changed on that last frame, i.e. the same three verticies that defined a face on the sphere did not define a face on the skull and those definitions remapped all at once on the last frame. My only other solution was to conform the skull to a sphere but that gives a rather lumpy sphere and the morph is more of an unwrapping effect than one of molding. Ah well, if I find a solution I'll let you know and if anyone has suggestions, I'd be glad to hear 'em. BTW, someone asked if the skull was a PD object. Sorry, no; it is from the human skeleton object disk published by Antic software. I think it is still available from Creative Computers and contains both male and female skeletons. --geoff gpotts@hebb.uoregon.edu ## Subject: 2.0 Laced HAM Qtrrscrn problems Date: Fri Jan 17 10:30:18 1992 From: a-spack@microsoft.com Unusual rendering problems are occuring on my A3000 with this mode, in both Quickrender and Project render. In the Stage, I have six objects, a plane (the floor), two side walls, and three walls with arched doorways. The walls are all set upon the floor and the ends of the side walls are flush with the front of the end doorway-walls. The floor is much larger that the walls of the building. (Crude ASCII Diagram) as modelled as rendered top view -> +------+ +------+ | | | | | | | |--| | | | | | | |--| | | |--| | | |--| | | |--| | | | | | | | +------+ +------+ When this is rendered in Laced HAM Quarterscreen, the side walls appear to extrude lenght-wise to the ends of the floor. And the third door-way wall is not rendered at all. Rendering is correct in hires and HAM. Objects are not grouped or joined. Has anyone else seem similar problems with rendering in this mode, or others? Any ideas why this is happening? Thanks. Scott Pack <EndOfHeader> ## Subject: 2.0 Laced HAM Qtrrscrn problems Date: Fri Jan 17 10:39:30 1992 From: a-spack@microsoft.com I forgot to mention that this occurs in Trace mode. Thanks. Scott Pack <EndOfHeader> ## Subject: Re: Sphere-to-Skull update Date: Fri, 17 Jan 92 14:01:05 CST From: strat@cis.ksu.edu (Steve W Davis) > I just thought I'd update folks on my sphere-->skull morph. Following > suggestions received here, I created a sphere with the same number of points > and faces as the skull object. I then did a 30 frame morph from the sphere > object to the skull. The effect I was hoping for was a sort of vac-u-form > effect fo the skull features appearing on the sphere. What I got was a sphere > that smoothly morphed to a jagged object for 29 frames and then "popped" into > a skull. My guess is that the mapping of points to faces changed on that last > frame, i.e. the same three verticies that defined a face on the sphere did > not define a face on the skull and those definitions remapped all at once on > the last frame. > > My only other solution was to conform the skull to a sphere but that gives a > rather lumpy sphere and the morph is more of an unwrapping effect than one > of molding. > Well, you could make a second key object with the skull's points moved around so that it's more or less convex in shape. From there, morph to a sphere. The resulting anim should be of a perfect sphere (well, more or less) morphing into the thing you created, which then morphs into the skull. Heck. It might even look cool, though not quite what you're looking for! > BTW, someone asked if the skull was a PD object. Sorry, no; it is from the > human skeleton object disk published by Antic software. I think it is still > available from Creative Computers and contains both male and female skeletons. > Well, that's your problem! :-) Stratocaster ## Subject: Tree4D Date: Fri, 17 Jan 92 14:58:31 -0500 From: fbranham@prism.gatech.edu (BRANHAM,JOSEPH FRANKLIN) Has anyone managed to succesfully unarc the Tree 4D program (Fish 586) that is now on ux1.cso.uiuc.edu? And for anyone at Impulse who might be listening--my wish list for Imagein features. 1) DCTV 3-bit support. Makes anims run LOTS smoother. 2) Brush WRAPPING-that is to say following the contours of an object. This is the one feature that Raydance has that makes it look SO interesting. 3) Source code and a description of how to write effects and textures. (Tectu in Turbo Silver DID have some source and a page or two of documentation.) But then we could have all sorts of c hackers releasing PD effects for Imagine. 4) In the Cycle Editor, it would be nice if there were a toggle to restrict use of the MOVE command to the entire object, just beeping if you try to move a part. (I've been animating a skeleton with nice results, but when I moved the entire skeleton to keep up the foot positions on a walk cycle, I kept leaving the MOVE on.) I kept having to start over because I lengthened his leg using the MOVE.) 5) Some way of dealing with Cycle objects in the Stage that makes it easier to move a cycle object along a path. Perhaps a number (CYCLE LENGTH) could be entered into a requester in the CYCLE editor. And when you work with an object in the Stage Editor, this number could be used in a special editing mode which would create a path with a number of "STEPS" or cycles. Thus, you could work with a set of points which you would know to be the ends of each cycle of that cycle object. The last 2 are pretty picky. The first 3 are the only major things that I see Imagine needing. (Shadows is arguable, since it would be fairly hard to implement, and the time-saving over ray-tracing isn't TOO drastic (say on the order of 2-3 times maybe?) Moo Frank Branham ## Subject: Re: Sphere-to-Skull update Date: Fri, 17 Jan 92 12:16:09 PST From: glewis@fws204.intel.com (Glenn M. Lewis ~) >>>>> On Fri, 17 Jan 92 14:01:05 CST, strat@cis.ksu.edu (Steve W Davis) said: Steve> Well, you could make a second key object with the skull's points Steve> moved around so that it's more or less convex in shape. From Steve> there, morph to a sphere. The resulting anim should be of a Steve> perfect sphere (well, more or less) morphing into the thing you Steve> created, which then morphs into the skull. Heck. It might even Steve> look cool, though not quite what you're looking for! It just do happens that I have been messing around with morphing using my TTDDDLIB (which is on hubcap). I haven't included the latest morph code with the library yet, as I am still working on it. Maybe I'll turn it into a commercial product instead of releasing it as shareware... who knows? :-) Anyway, if the original person (sorry... I lost the original message) who wanted to perform the morph wishes to send to me an object, I will warp it to a sphere, with identical face/edge/point topologies such that you can use this new object in your morph without any of the problems you were seeing before. In other words, the object I send you should identically correspond to your original such that you can let Imagine perform the in-between steps without edges flying all over the place. Sound fair? This is made possible by my original shareware project called "TTDDD". -- Glenn ## Subject: Re: Sphere-to-Skull update Date: Fri, 17 Jan 92 12:21:02 PST From: glewis@fws204.intel.com (Glenn M. Lewis ~) > Anyway, if the original person (sorry... I lost the original > message) who wanted to perform the morph wishes to send to me an object, > I will warp it to a sphere... I just noticed that it sounds like I am promoting piracy, which I definitely do NOT! If you send me an object, it must be freely distributable. The thing is that I am not releasing my code, so you will have to send me an object. Since the Skull is copyrighted, you will have to send me something else. Sorry. -- Glenn ## Subject: Re: Sphere-to-Skull update Date: Fri, 17 Jan 92 15:56:12 EST From: Mark Thompson <mark@westford.ccur.com> > My only other solution was to conform the skull to a sphere but that gives a > rather lumpy sphere and the morph is more of an unwrapping effect than one > of molding. > Ah well, if I find a solution I'll let you know and if anyone has suggestions What you need to do is a simultaneous morph and cross dissolve. The cross dissolve allows both objects to look perfect at either end of the process eliminating the "lumpy sphere" you mentioned. If the conform to sphere does not produce suitable in between frames, you will have to manually create a sphere shaped object from your skull. This should not be too difficult and the cross dissolve will hide a lot of problems. This is pretty easy in LightWave but you may need ADPro to do a cross dissolve with Imagine (unless you can animate surface transparency). |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ` ' 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: Sphere-to-Skull update Date: Fri, 17 Jan 92 13:01:47 PST From: "Jim Lange" <jlange@us.oracle.com> In-Reply-To: WRPYR:gpotts@hebb.uoregon.edu's message of 01-17-92 11:20 Errors-To: unix:nobody@athena.mit.edu Geoff, Byte-by-byte's Sculpt-animate had a feature called Make Sphere that did exaclty what you are trying to do. If you or someone you know has any one of the programs in the series (Sculpt 3D, 3DXL, Animate 3D, Animate 4D) you could use Interchange or Pixel 3D to convert between formats and turn your skull into a sphere with the Sculpt editor. ------------------------------------------------------------------------------- Jim Lange jlange@us.oracle.com Oracle Corporation {uunet,apple,hplabs}!oracle!jlange ------------------------------------------------------------------------------- ## Subject: Re: Tree4D Date: Fri, 17 Jan 92 13:14:11 PDT From: grieggs@jpl-devvax.jpl.nasa.gov (John T. Grieggs) > And for anyone at Impulse who might be listening--my wish list for > Imagein features. > > 1) DCTV 3-bit support. Makes anims run LOTS smoother. > I recommend rendering in 24-bit, then using IFFTODCTV to convert your frames - this lets you choose the parameters YOU like, and gives you the opportunity to try again with different ones until optimal. Unless, of course, you`re one of those pitiful waifs trying to run Imagine with a stock 500 and half a floppy! :) _john ## Subject: Re: skull to sphere morph. IDEA Date: Fri, 17 Jan 92 16:46 EST From: "'Bish' (Doug Bischoff) EMT-MAST" <DEB110@PSUVM.PSU.EDU> A tedious but probably workable way to do that particular morph is to that just barely encompasses the skull, then drag the points directly away from the center towards the sphere, and when it morphs, all the points will just have a simple line to traverse, and imagine won't have to guess which point goes where, so to speak. :-) Give it a try and let me know if it works out! /---------------------------------------------------------------------\ | -Doug Bischoff- | *** *** ====--\ | "Paramedics save | | -DEB110 @ PSUVM- | * *** * ==|<>\___ | LIVES | | -The Black Ring- | *** *** |______\ | -but- | | --- "Wheels" --- | *** O O | EMT's save the | | Corwyn Blakwolfe | T.R.I. ------------- | Paramedics." | \---- DEB110@PSUVM.PSU.EDU D.BISCHOFF on GEnie THIRDMAN on PAN -----/ ## Subject: Re: skull to sphere morph. IDEA Date: Fri, 17 Jan 92 15:18:42 PST From: glewis@fws204.intel.com (Glenn M. Lewis ~) >>>>> On Fri, 17 Jan 92 16:46 EST, "'Bish' (Doug Bischoff) EMT-MAST" <DEB110@PSUVM.PSU.EDU> said: Doug> A tedious but probably workable way to do that particular Doug> morph is to [...missing text...] that just barely encompasses the Doug> skull, then drag the points directly away from the center towards Doug> the sphere, and when it morphs, all the points will just have a Doug> simple line to traverse, and imagine won't have to guess which Doug> point goes where, so to speak. :-) Doug> Give it a try and let me know if it works out! Well, the missing text is crucial to your explanation, but if I assume that you meant to create a sphere "that just barely encompasses the skull", then the person will get the same results. The problem is that Imagine uses a very simply "morph" algorithm where two objects must have the identical number of points, edges, and faces, *AND* they must correlate. This enables Imagine to simply interpolate all points in object1 smoothly to the points (with the same indices) in object2. The big challenge in general-object morphing is not interpolating the points, but is creating two objects whose point/edge/face topologies are identical while retaining the original objects' geometries. Soon I should have some code working that will take two general objects, and spit out two new objects whose topologies are identical and whose geometries are identical to the original objects, thus allowing Imagine to load them in and simple-mindedly morph between the two with fabulous results. Of course, I will let this list know when I get it working. -- Glenn Lewis --- glewis%pcocd2.intel.com@Relay.CS.Net | These are my own opinions... not Intel's ## Subject: Re: 2.0 Menu Font Date: Fri, 17 Jan 92 19:08:38 -0500 From: ae386@cleveland.Freenet.Edu (Kirby A. Heintzelman) > > >Am I seeing double, or is the font used in the menus shadowed? >Or maybe I'm supposed to use 3d glasses :). Yea it's kind of cute; >a 3D program with 3D fonts, but it's hard to read and after a short >time becomes annoying. Minor point, but does anyone know how to turn >this off? Is it possible? Thanks. > >Scott Pack I have to second the motion, I find it makes the text harder to read, esp after you have been staring at the CRT for a couple hours. Has any one noticed in their attempt to make the buttons look like version 2.04 OS, they put the bright side of the button on the wrong side? This also makes it hard for me to see the present state of the user programmable buttons , although the feature is great! I have no real complaints, but I could register several suggestions, the new version of imagine is great! -- Kirby A. Heintzelman Somers Photo & Computer -> (Amigas only!) ae386@cleveland.freenet.edu ## Subject: Re: skull to sphere morph. IDEA Date: Fri, 17 Jan 92 19:27:26 -0500 From: ae386@cleveland.Freenet.Edu (Kirby A. Heintzelman) This may sound totally off the wall, but as another approach this might be interesting, if not feasable. Sometimes there are situations where making the anim (or morphing process) in reverse, then reassembling the frames in a reverse order can create effects not though possible. This is a technique I have used to perform the Tumble effect as documented by the new V2.0 manual. -- Kirby A. Heintzelman Somers Photo & Computer -> (Amigas only!) ae386@cleveland.freenet.edu ## Subject: Re: skull to sphere morph. IDEA Date: Fri, 17 Jan 92 16:39:11 PST From: "Jim Lange" <jlange@us.oracle.com> Errors-To: unix:nobody@athena.mit.edu >>>>> On Fri, 17 Jan 92 16:46 EST, "'Bish' (Doug Bischoff) EMT-MAST" <DEB110@PSU VM.PSU.EDU> said: Doug> A tedious but probably workable way to do that particular Doug> morph is to [...missing text...] that just barely encompasses the Doug> skull, then drag the points directly away from the center towards Doug> the sphere, and when it morphs, all the points will just have a Doug> simple line to traverse, and imagine won't have to guess which Doug> point goes where, so to speak. :-) Another idea would be to place a sphere of the same surface color, but smaller than the skull, inside the skull. Then expand the sphere so that whe walls of the sphere pass through the surface of the skull. This would produce the effect of all the indetations filling in first until it is a perfect sphere. Reverse for sphere to skull morph. This could be combined with the skull-to-lumpy-sphere (manually manipulated skull) morph for a more convincing effect. ------------------------------------------------------------------------------- Jim Lange jlange@us.oracle.com Oracle Corporation {uunet,apple,hplabs}!oracle!jlange ------------------------------------------------------------------------------- ## Subject: Re: 2.0 Laced HAM Qtrrscrn problems Date: Fri, 17 Jan 92 21:01:26 -0500 From: mbc@po.CWRU.Edu (Michael B. Comet) > > >Unusual rendering problems are occuring on my A3000 with this mode, in >both Quickrender and Project render. In the Stage, I have six objects, >a plane (the floor), two side walls, and three walls with arched doorways. >The walls are all set upon the floor and the ends of the side walls are >flush with the front of the end doorway-walls. The floor is much larger >that the walls of the building. > (Crude ASCII Diagram) > as modelled as rendered >top view -> +------+ +------+ > | | | | | | > | |--| | | | | | > | |--| | | |--| | > | |--| | | |--| | > | | | | | | > +------+ +------+ > >When this is rendered in Laced HAM Quarterscreen, the side walls appear >to extrude lenght-wise to the ends of the floor. And the third door-way >wall is not rendered at all. Rendering is correct in hires and HAM. >Objects are not grouped or joined. Has anyone else seem similar problems >with rendering in this mode, or others? Any ideas why this is happening? >Thanks. > >Scott Pack ><EndOfHeader> > 1] Are you in Trace or Scanline? If you are in trace, the object may disappear if it is out of the worlds coordinates. The default I believe is 1024 in both X,Y,Z. An easy way to change this is to add a SIZE bar from frame 1 to 1 of GLOBALS in the ACTION editor. LEAVE the X,Y,Z sizes = 0. Zero forces Imagine to calculate what global size it needs, rather than having to make you actually figure it out to enter the numbers. 2] The other possibility is that you do not have enough RAM to render the objects. This would also cause the objects disapper as well, the solution: obtain more RAM (If you can't run out of RAM rendering or animating, you not trying hard enough!) As for the objects actually being disfigured, that is not the proper length, that may be some fluke with 2.0. Try moving your scene around, or doing another project with different objects. Michael Comet mbc@po.CWRU.Edu ## Subject: Re: 2.0 Menu Font Date: Sat, 18 Jan 92 08:31:13 EST From: bobl@graphics.rent.com (Bob Lindabury, SysAdm) rutgers!cleveland.freenet.edu!ae386 (Kirby A. Heintzelman) writes: > I have to second the motion, I find it makes the text harder to read, esp > after you have been staring at the CRT for a couple hours. > Has any one noticed in their attempt to make the buttons look like version > 2.04 OS, they put the bright side of the button on the wrong side? This also > makes it hard for me to see the present state of the user programmable button > , although the feature is great! I have no real complaints, but I could > register several suggestions, the new version of imagine is great! The highlight on the buttons is on the wrong side?? C'mon now, it wouldn't be Impulse if it wasn't totally backwards and non-conforming! <grin> -- Bob The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!" ============================================================================ InterNet: bobl@graphics.rent.com | Raven Enterprises UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854 Home #: 908/560-7353 | 908/271-8878 ## Subject: Piracy Date: Sat, 18 Jan 92 12:05:02 EST From: jake@melmac.umd.edu (Rob Borsari) Glenn: I don't think its piracy if he sends you the object, you fix it, and send it back without keeping a copy. Its like sending your car to a mechanic , the mechanic hasn't stolen your car, he just has it while he fixes it. If he never gives it back then he has stolen it. (well a reasonable period of time) It wont even violate anyones copyright as long as he dosen't keep an active on-line copy of the object. He is entitled to backup the object. Lets not start putting up walls that don't exist because of the spector of 'Copyright Violation.' Having reread what I just typed in haste, let me add that even objects released into the public domain should be credited to the creator. I in no way condone spreading around commercial products (includeing or especi ally objects.) In most cases if you need an object for a project you can afford to pay the guy or gal who sweated over it for there time. Or you can make your own. Or you can ask someone on the net if they will do it for fun (how is that monitor working Strat?) In any case unless Glenn starts selling the skull and morph pair I don't really see a problem. (hmmm objects with Morph Partners((TM) what a concept) Note this was not intended as a flame at anyone just my 2 rubles -R- jake@melmac.umd.edu Rob Borsari "Bourne to be Wild" ## Subject: Piracy Date: Sat, 18 Jan 92 22:22:15 PST From: glewis@fws204.intel.com (Glenn M. Lewis ~) >>>>> On Sat, 18 Jan 92 12:05:02 EST, jake@melmac.umd.edu (Rob Borsari) said: Rob> Glenn: I don't think its piracy if he sends you the object, you fix Rob> it, and send it back without keeping a copy... Rob> Note this was not intended as a flame at anyone just my 2 rubles Rob> -R- Rob> jake@melmac.umd.edu Rob Borsari "Bourne to be Wild" Rob - I agree, and of course, I wouldn't keep or use it if it were sent to me. I just wanted to make it absolutely clear that my purpose was not to get a commercial object, but to simply help out a fellow Imagineer. I do not condone or practice piracy and from reading my first message, that was not clear, so I wished to make it undeniably clear. Thanks for your feedback in the matter! -- Glenn ## Subject: Object-->Sphere Date: Sun, 19 Jan 92 0:00:02 PST From: Daryl T. Bartley <dmon@ecst.csuchico.edu> Would the same process work on objects that are even less spherical? Like a group of 4 letters or some such? BTW, how is the any object-->any object going? Or is this just another subset of the process? Just interested. Daryl Bartley dmon@cscihp.ecst.csuchico.edu ## Subject: Object-->Sphere Date: Sun, 19 Jan 92 00:19:52 PST From: glewis@fws204.intel.com (Glenn M. Lewis ~) >>>>> On Sun, 19 Jan 92 0:00:02 PST, Daryl T. Bartley <dmon@ecst.csuchico.edu> said: Daryl> Would the same process work on objects that are even less Daryl> spherical? Like a group of 4 letters or some such? I don't think that this would work too well... Having a single object morph into 4 distinct objects would give some interesting results. But I haven't tried it yet, so I probably shouldn't spectulate. Daryl> BTW, how is the any object-->any object going? Or is this just Daryl> another subset of the process? It is going quite well, thank you. I assume you were addressing your question to me... I don't recall seeing any other messages on the list about people creating general-object morphing programs for Imagine. Daryl> Just interested. I'll definitely let the list know when I have code that is ready to test out... It looks like this will be within the next month or two... I have another hot Imagine project on the burners that will take a fair amount of my time in the upcoming weeks that will severely limit the time available to work on the morphing algorithm. -- Glenn --- glewis@pcocd2.intel.com | These are my own opinions... not Intel's ## Subject: Explosions? Date: Sun, 19 Jan 92 15:50:03 PST From: Shadowmar@cup.portal.com Will somebody please try to explode an object in the radial and linear fashions? I cannot seem to get these to work and they are rather important in an animation I am creating. Note also that I am using version 1.1 on a 68000 machine. i know that 2.0 users have had to use their 1.1 version of explode and that there were some differences between the FP and 68000 versions of 1.1 (namely transparency mapping and reflection mapping) If anyone has any comments, they are welcome. Thanx! Shadowmar Shadowmar@cup.portal.com ## Subject: Imagine Crashes part II Date: Sun, 19 Jan 92 18:33:44 EST From: joec@cellar.org Well I upped the stack size to 50k and Imagine still crashese then I upped it to 100k and still know luck, I'm seriously p**sed. Is it wrong to expect the program to work? Has anyone out there had the same problem as I have. Let me recap, I have an Amiga 500 with 2.04 OS .5 meg chip ram and 3 meg ram supplied by the Baseboard mfgr by Expansion Systems. When I try to render a object of mild complexity I get a software error. The error I get the most is Software Failure 8000 0003 00C87290. I wish I knew what it meant. I hope when I call Impulse tomorrow they don't give me the same ttype of answer as my last conversation. me: "Hi, I have Turbo Silver and just bought OS2.04 and TS crashes" them: "Buy Imagine" me: "Do you mean there is nothing I can do to get it to work" them: "Buy Imagine" So I did- now what are they going to tell me to buy a 030 board with 16meg 32bit memory, although that is nice to have this program should work with that I got now. Joe Cotellese -exasperated consumer ## Subject: lights,camera,2.0 Date: Sun, 19 Jan 92 22:14:48 PST From: kevink@ced.berkeley.edu (Kevin Kodama) 1. Imagine 2.0 has what it calls "Sun" lighting, using spherical and no diminishing of intensity. however, this leads to some problems. unless the "sun" object is placed waaay off screen, the light rays will not be parallel, casting strange shadows at times. so i tried cylindrical lighting, with a long "y" and "x" axis, and tracked to a point below the ground. the rays *still* are not parallel, the closer the lamp moves to the object.... so, the question is, CAN you model parallel rays of light in imagine easily and will imagine ever have a true sun model ala Lightwave ? :) 2. so, put the lamp waaay off screen...hmmm. the scene: an interior of a room. outside the window, a vistapro scene mapped to a plane. the lightsource, to cast rays of light thru the window, must be between the plane and the window. I tried using "backdrop", but Imagine does *NOT* render backdrop thru glass... so, is there a way out of this, or do i just import the whole scene to Lightwave 2.0, when it comes out ? ## Subject: Tips&Tricks Date: Mon, 20 Jan 92 14:25:23 MET From: Marco Pugliese <pugliese@pluto.sm.dsi.unimi.it> Hallo everybody out there. I write for the first time to the list asking to you all help for a new project. Well, I'd like to open a new series of articles on an italian paper (Amiga Magazine), talking about Imagine's "Tips & Tricks". I'd like also let italian people who cannot access this list, know about features and hints that I'm getting from you all. So please help writing me or to the list everything you think can be interesting or just funny about Imagine features and utilities. Italian Imagine users will appreciate it ! Thanks in advance. CIAO -- =============================================================================== Marco Pugliese *| Dipartimento di Scienze |* pugliese@ghost.dsi.unimi.it via Roncaglia 13 *| dell'Informazione |* pugliese@hp1.sm.dsi.unimi.it 20146 MILANO *| --------- |* pugliese@hp2.sm.dsi.unimi.it ITALY *| Universita' di MILANO |* pugliese@hp4.sm.dsi.unimi.it =============================================================================== ## Subject: Re: 2.0 Laced HAM Qtrrscrn problems Date: Mon Jan 20 08:59:01 1992 From: a-spack@microsoft.com Thanks Michael. Over the weekend I figured ou that my objects were way too big, and thus exceeding the univers size. When I scaled them down, all is fine. By the way this problem only seems to appear in Trace mode. Erroneously, my problem had nothing to do with the screen resolution, just Trace mode. I'm happy now :). Thanks. Scott Pack ## Subject: Review of 'Understanding Imagine 2.0' Date: Mon, 20 Jan 92 09:48:29 -0800 From: echadez@carl.org (Edward Chadez) This review of Steve Worley's book, _Understanding Imagine 2.0_ was posted to Compuserve. ------------------------------------------------------------------- Posted on Compuserve Information Systems... #: 34042 S4/Impulse 20-Jan-92 00:22:40 Sb: A Real Imagine Manual! Fm: Pete Gould 71240,2152 To: ALL Although it has already been mentioned elsewhere, I'd like to add a bit to the description of Steve Worley's new book, UNDERSTANDING IMAGINE 2.0. I have spent the last few days reviewing my copy, which arrived last week. This is the book we all wished was packed with Imagine in the first place, and then some. Not a "Tips & Tricks" book (although there is a chapter devoted to that topic), UNDERSTANDING IMAGINE 2.0 is an exhaustive reference on the most recent release of Imagine. Worley explores the program point by point, meticulously describing each menu, slider and gadget. The book is extensively cross referenced, with a generous index. It even has notes in the margins, steering you to other parts of the book that relate to the current topic. Even better, the various functions are described in context with each other, providing a clear and lucid picture of how the different components can be used together (something I always had trouble with). An MIT graduate, Worley clearly has a firm grasp of the underlying technology behind the program's internal workings, but instead of rubbing our noses in arcane jargon he uses his understanding to our advantage in writing a clear, easy-to-understand reference. Far from the terse, dry kind of presentation that often makes this kind of material hard to stay with, UNDERSTANDING IMAGINE 2.0 is not only quite readable but has its moments of wit. The book is 8-1/2 x 11", 221 pages (yes, it will lie flat!), and includes a disk of objects and other goodies. No one wanting to use Imagine and keep their sanity at the same time should be without it. UNDERSTANDING IMAGINE 2.0, $32.42 (including CA state tax), Apex Software Publishing, 405 El Camino Real Suite 121, Menlo Park, CA 94025. It should be available at your local dealer soon or you can order direct. Please note that this review is based solely on my own observations and opinions. I am not in any way connected with Apex or Mr. Worley. Pete ------------------------------------------------------------------- I, too, am in no way connected with Apex nor Steve Worley (although I do read eMail from him on the imagine mailing list). -->Edward Chadez =Amiga3000= Computer Animation/Pixel Pusher and Intuition WB2.0 NewLook Programmer. -- // ()__() \X/ ed@carl.org/Edward Chadez CARL Systems(303)758-3030 ( ) echadez@carl.org MM ## Subject: When will Imagine produce a real manual?? Date: Thu, 9 Jan 92 07:25:49 CST From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith [LORAL]) I normally don't like Imagine bashing, because I think it's a GREAT product, and I'm not going to compare it to Lightwave because I've never used it. However... When I heard that Imagine 2.0 was going to have a big manual book, I had visions of a book like the Amiga Workbench 2.0 manual only a little smaller. But instead I got a book written in the same loose style as all the rest of the documents that come from Imagine with page after page of chatter mixed in with various pieces of information that you might be lookin for. Good luck! There are hardly no headers in the book! For example, in the section describing the Detail Editor, there are 43 pages of text with a few diagrams scattered around and only 2 headers in all these pages. The Detail editor can do a Lot of things! The only hope that you have to see how something works is to hope it's in the index or table of contents. And from the mail that I see on here about Imagine 2.0, there are a lot of omissions in the index. Impulse, Imagine is a wonderful product, please give us a real manual so we can use it to its full potential. Wel that's all I have to say, Keep on Imagining!! Tom ## Subject: Imagine 2.0 bug? 1 more thing Date: Tue, 21 Jan 92 00:38:12 -0800 From: noj@cats.UCSC.EDU Also, just did an experiment and this appears to happen only in the project and stage editors (those editors where it DOESN'T bring up the 'Quickrender lighting' requestor) ___________________________________________________________________________ / noj@cats.ucsc.edu | // \ |Oh, you're just gettin weird...and that results in creativ-| //Only Amiga | |ity" -Joel MST3K|Virtual Reality is the future of safe sex.|\\ // makes it | \__________________________________________________________|_\X/___possible_/ ## Subject: Imagine 2.0 bug? Date: Tue, 21 Jan 92 00:33:07 -0800 From: noj@cats.UCSC.EDU I think I've found a major bug in Imagine 2.0. I can't get an object which is 'glass' (Index of refraction > 1.00, filter greater than 1 ) to render in trace mode for which the light rays must pass through twice. By this I mean that a plane will render fine, but spheres and tubes will error. The error ranges from a guru (80000006), to freezing up, or occasionally it stop rendering and slow the machine down so much that you can hardly move the mouse pointer. Has anyone else had this problem? Again, this only happens with rounded glass objects in trace mode. ___________________________________________________________________________ / noj@cats.ucsc.edu | // \ |Oh, you're just gettin weird...and that results in creativ-| //Only Amiga | |ity" -Joel MST3K|Virtual Reality is the future of safe sex.|\\ // makes it | \__________________________________________________________|_\X/___possible_/ ## Subject: Re: Explosions? Date: Tue, 21 Jan 92 2:39:30 PST From: Daryl T. Bartley <dmon@ecst.csuchico.edu> Hmm. I kind of zipped through the mail from the list today, so I don't know if someone else already answered this question, but what the heck. I'm using 1.1 on a stock 2000, and explode works just great. It does tend to use up more memory, but I think all the F/X do (i.e. I find I can render/animate larger objects without effects than I can with them)...Radial and Linear explosions work just fine. What settings are you using? Could be some little thing messing it up. Hope this helped, and wasn't redundant if your question was already answered. Oh, and speaking of questions, I have one while I'm at it. I was wondering ig (ack, IF) rendering in IFF takes like a truckload more ram than RGBN. I seem to be able to do RGB without a hitch, on any object I can render, but IFF chokes up. I set it up (usually overnight), and it starts the palette calc... then the next day the first thing I see on the screen is the 'Error rendering frame XX' message. I have even once waited for the palette pass to be done to see what goes wrong. It seems to _try_ and put another message box up before the 'Error rendering' comes up, but it doesn't. Am I just seeing things? What could be the problem? Have I over-explained this enough? ;) Daryl Bartley dmon@cscihp.ecst.csuchico.edu ObQuote:"Sure I live in my own little world. But it's okay, they know me there." -- Steven Wright