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IMAGINE archive: collected off of imagine@ATHENA.MIT.EDU ARCHIVE XX Feb. 6 '92 - Feb. 26 '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: Re: backdrop and anim building Date: Thu, 6 Feb 92 16:33:55 EST From: johnh@jhunix.hcf.jhu.edu (John J Humpal) > > > > >So I guess that the renderer doesn't see the backdrop behind the > >transparent object.-? Makes it hard to fade objects in and out. > > > > Remember that scanline only approximates transparency, perhaps > raytracing the scene would help. > Actually, even raytracing won't help. Transparent objects will not show backdrop pictures or starfields created in the Action editor's Globals channel. Doesn't matter if you're tracing or scanlining. -John John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer ## Subject: Transparency Revisited Date: Thu, 6 Feb 92 15:17:01 PST From: David_J_Cain@cup.portal.com Here's a bug I found recently. Nobody told me, and I chased my tail try- ing to cope with it for a week. Hope this helps someone: 1: Create a transparent object. Position it so that it is in front of the sky, but also overlaps a visible object. 2: Apply a Global Brush. 3: Go into TRACE mode and render. The area that overlaps the visible obj- ect will look transparent, as it should. The area that overlaps the sky will look like a warped portion of your global brush, instead of transparent. Moral: You cannot use Global Brushes and Transparent objects at the same tim in TRACE renderings! Wish somebody'd told me!!!!! David_J_Cain@cup.portal.com ## Subject: Formula Race Car Object???? Date: Thu, 6 Feb 92 15:18:27 PST From: David_J_Cain@cup.portal.com Has anyone seen a formula race car object around? Can be Formula 1, Indy, Formula Atlantic or Formula Ford, just about anything so long as it's reasonably modern and open-wheel. Thanx! N.B. - would appreciate E-Mail with answers... David_J_Cain@cup.portal.com ## Subject: Focal Length Date: Thu, 06 Feb 92 17:04:57 CST From: "Jason Linhart" <C488604@UMCVMB.missouri.edu> The one thing that I have noticed about raytraced images is that all of the objects in the scenes are completely in focus. The question that I have is " Is there a way to create an image that has a central character that is in focus?(or for photography people, to simulate a focal length) This would give you a good depth of field effect that would be more realistic. Thanks Ahead of time..... P.S. Steve, You can send my refund by Email, That way I'll get twice as much ; ) Jason Linhart c488604@umcvmb.missouri.edu CompGraphTech for Heifner Communications Inc. ## Subject: Seamless humanoids Date: Thu, 6 Feb 92 18:47:36 PST From: Daryl T. Bartley <dmon@ecst.csuchico.edu> Sorry if this is a repeat of a repeat (of a repeat), but my first message apparently didn't make it to the list. Anyway, my question was about making 'cycled' human and humanoid figures with smooth joins at the joints. I can make the limbs as round as I want, but they still seem to break out in the 'wrinklies' at the elbows/knees/etc. Skinned objects are smooth, but aas far as I know un-cyclable. Morphs between objects follow the shortest distance. I suppose I could make a lot of interpolatory (interpolationary?) objects for the motions, and do it that way, but that's kind of a pain. Any ideas how I can do it? (And yeah, one of the things I had planned was a T2-like human figure) Oh, while I'm at it, I think someone said something about this before, but I was thinking about the smooth-detailed objects morph. Someone said this about the skull morph I think. how about hiding a small version of the detailed object underneath the smooth featureless version, and then make it grow out for the animation? Would this work? Am I just reiterating common knowledge? Thanks in advance for help/answers/etc. Daryl Bartley dmon@cscihp.ecst.csuchico.edu ## Subject: benchmarks Date: Fri, 7 Feb 92 06:55:32 PST From: Mike.G.Wilson@mtsg.ubc.ca For those of you (like me) who love benchmarks and stuff, here is an interesting one: A friend recently lent me his 2000HD with vanilla 68000 . For fun, I set up a fairly conpleomplex raytrace with the Diamond, the Triceratops, and some custom mirrors , disturbed spheres and whatnot. In laced Ham Overscan, on full raytrace, it took 9hours and 45 minutes, for the one frame. I then took the identical .imp directories to my 2000 with 33mhz 030 and 50mhz 882 (and 8megs 32bit RAM) and rerendered, again in Laced Ham Overscan. 25 minutes was all it took, using IMagine2.0 FP, of course. Most impressive. I use a MegaMidget economy (no MMU). No particular plug for them, but I've nevevr had any trouble with it, and it just screams along. ANyways, there you go. Similar results were had on Lightwave, as well, by the way. ## Subject: Re: Interesting rumor Date: Thu, 30 Jan 92 15:53:28 CST From: Michael.Linton@f710.n348.z1.FIDONET.ORG (Michael Linton) Steve Worley once uttered the words.... >From inqmind!sys6626!bison!ccu!Athena.MIT >EDU!spworley >From: spworley@Athena.MIT.EDU >To: imagine@Athena.MIT.EDU >Date: Wed, 22 Jan 92 17:09:39 EST SW> In the latest Amazing Computing, there is a small SW> mention that Imagine SW> (along with some other programs) will be able to use SW> the DMI resolver SW> for its interface. The mention was only one line long, SW> so I have absolutely SW> no details, but it's an interesting fact to think SW> about. SW> The DMI Resolver board is a 1280 by 1024 8 bit display SW> board.... can SW> you see yourself modelling on a screen with over twice SW> the resolution SW> (4 times as many pixels!) as you are now? Bliss... Actually I recieved info about the DMI Resolver a couple of days ago, and it says that the maximum resolution is 2048x2048 (interlaced), the cost is $2195, So you pay for your bliss! And it does metion that Imagine is "Currently being ported to run on the DMI Resolver board." Along with ProPage 3.0, Calagari, Draw 4-D Pro, DynaCadd, Disk-Master, 3-D Pro, Video Titler, Presentation Master, and AniMagic...So there is quite a few programs that will directly access the DMI board. Now all I need is the $$$$... TTYSS -- Reply to userid@mailbox.bison.mb.ca ## Subject: Re: DCTV Date: Fri, 7 Feb 92 6:36:17 EST From: Adam Benjamin Core Hardware Engineering <benjamin@zds-oem.zds.COM> I have had a DCTV for about three months now and I too think it is very well worth the price. Sure true 24 bit would be nice, but this IS just a hobby right? (grin) I see alot of the replies have said they were impressed by the quick frame rate (FR) that DCTV anims could do. I also got Senery Animator when I bought the DCTV and I am rather frustrated by the slow FR when trying to create the typlical "fly down the canyon" animation. I know the more the screen changes from frame to frame the slower the animation, but what else effects FR? Does number of bit planes? (3 vs. 4) how about Resolution? Any tips for making faster Animations with Senery Animator? -- /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ // benjamin@zds-oem.zds.com OR an353@cleveland.freenet.edu \X/ Adam Benjamin Insert snappy humor here \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ## Subject: Focal Length/Lasers Date: Fri, 7 Feb 92 15:38:50 PST From: David_J_Cain@cup.portal.com For those interested in the problem of total focus in Imagine, I saw, yester- day a brand new device: a Laser Video Projector. Why relavent? Because the picture is -> in focus at any distance, and on any inclined or curved surface I guess Imagine is just ahead of it's time... For those interested, the Projector is from Advanced Laser Projection in Dallas, and goes for a cool half a million. Rental is through Future View in WDC. David_J_Cain@cup.portal.com ## Subject: Re: DCTV Date: Fri, 7 Feb 92 17:33:12 PST From: Harv@cup.portal.com >I have had a DCTV for about three months now and I too think it is >very well worth the price. Sure true 24 bit would be nice, but this >IS just a hobby right? (grin) > >I see alot of the replies have said they were impressed by the quick frame >rate (FR) that DCTV anims could do. I also got Senery Animator when I >bought the DCTV and I am rather frustrated by the slow FR when trying to >create the typlical "fly down the canyon" animation. I know the more >the screen changes from frame to frame the slower the animation, but >what else effects FR? Does number of bit planes? (3 vs. 4) how about >Resolution? Any tips for making faster Animations with Senery Animator? >-- >/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ > // benjamin@zds-oem.zds.com OR an353@cleveland.freenet.edu > \X/ Adam Benjamin Insert snappy humor here >\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ There are at least THREE factors to consider that will each add or take away from the speed at which a DCTV anim (in RAM) can be played: 1) 3 bitplanes is faster. 4 bitplanes is slower 2) non-interlace is faster. Interlace is slower 3) no overscan is faster. Full overscan is slower. So your fastest DCTV anims will be 3 planes, non-lace, no overscan. The "prettiness" factor will decrease but the eye and brain do wonders to make up for it when watching animations. For single frame stills, though, use 4 planes, lace, overscan for the nicest results. Harv ## Subject: List Wackiness Date: Fri, 07 Feb 92 21:32:14 EST From: spworley@Athena.MIT.EDU I think I've returned the list back to normal. Mail to EITHER imagine@athena.mit.edu imagine@mit.edu should be posted like normal. Sorry for those days of double messages. Back to Imagine stuff! -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: Circular paths Date: Fri, 7 Feb 92 19:07:49 EST From: silveira@inf.UFRGS.BR (Fernando da Silveira Montenegro) Is there any way I can do truly circular paths in Imagine (I still have version 1.1)? Thanks! Fernando Montenegro EM: silveira@inf.ufrgs.br ## Subject: Roughness Date: Sat, 8 Feb 92 07:52:34 PST From: Mike.G.Wilson@mtsg.ubc.ca Hmmm. I think they fixed Roughness. I did a sphere with Roughness at 255 and did a 10 frame anim of it just sitting there, and the Roughness didn't crawl. Redid it in 24bit and looked at it on the TOaster, and still no crawlies. Am I missing something? ## Subject: Re: DCTV Date: Sun, 9 Feb 92 08:51:16 CST From: telepro!James_Hastings-Trew@access.usask.ca (James Hastings-Trew) In a message dated Sat 08 Feb 92 11:35, Adam Benjamin Core Hardware Engine wrote: ABC> I see alot of the replies have said they were impressed by the quick ABC> frame ABC> rate (FR) that DCTV anims could do. I also got Senery Animator when ABC> I ABC> bought the DCTV and I am rather frustrated by the slow FR when ABC> trying to ABC> create the typlical "fly down the canyon" animation. I know the ABC> more ABC> the screen changes from frame to frame the slower the animation, but ABC> what else effects FR? Does number of bit planes? (3 vs. 4) how ABC> about ABC> Resolution? Any tips for making faster Animations with Senery ABC> Animator? Yes, the number of bitplanes has a BIG effect on your frame-rate, as does the frame-frame amount of change in your image. I would recommend that you tell Scenery Animator to use 3 bitplanes on the DCTV conversion (the latest version lets you do this). Also, try to set up your animation so that the motion is as smooth as possible, and try to have the camera positioned so that you get about half sky and half ground. This way, you are minimising the frame-to-frame changes that will make your anim balloon up out of proportion. You might also consider doing a "letterbox" style animation - this will really reduce the amount of frame-change and may make a more impressive animation anyway. -- Via DLG Pro v0.986b *-------------------------------------------------------------------------* telepro!James_Hastings-Trew@access.usask.ca We live in an age where Alice Cooper is a golf nut, and half the Partridge Family is in detox. We were playing the wrong albums backwards! *-------------------------------------------------------------------------* ## Subject: Accelerators Date: Sun, 9 Feb 1992 14:39:00 -0600 From: Steven Joseph Chmura <sjc28473@uxa.cso.uiuc.edu> Does anyone have any experience using say a 68030/68882 but NO 32 bit ram??? I know I know, this is going to take a speed hit.... But I really need more speed to do any serious anims (or to even see if trace mode works). That VXL30+6882 is <$450. How much speed up will I see using the FP version of imagine2.0 without the 32bit ram???? Steve@7.16mhz 1200buad Sad... ## Subject: accelerators w/o 32-bit Date: Sun, 9 Feb 92 19:57:21 PST From: David_J_Cain@cup.portal.com Regarding use of accelerators without 32-bit ram: "Taking a speed hit" is putting it mildly. 32 bit ram is the holy grail for speeding up the machine, though a math coprocessor will help. My experience was with the 68020 Midget racer with a 68881 (initially). I found that animations that were taking, say, 2 hours a frame to render would take 45 minutes to render once my 020/881/no 32-bit was installed. An improvement, fer sure, but once I moved on to a GVP 030/882/4MB 32-bit 28MHz card, the same frames would take 5-10 minutes (being approximate). My skills improved, and within a year, I had frame render times up to 45 minutes again, and went for a PP&S 040 card with 8MB 32-bit. Now I'm back to the 15 minute range again. In short, the 030 with 32-bit, and later the 040 have made a level of work possible that was simply unattainable on either the stock 2000, or the 020/ 881 without any 32-bit ram. Further, the 32-bit ram speeds every operation on the machine. It's a real thrill to watch the lharc progress meter scream by with the 040 installed! My suggestion: buy a good card. You'll only have to buy it later if you don't buy it now. David_J_Cain@cup.portal.com ## Subject: Palette Locking Date: Mon, 10 Feb 92 9:07:45 CST From: camelot!dale@uunet.UU.NET Imagineers, I created a very short, 15 frame, anim last night. It was rendered in scanline mode, Hires, and I wrote the files out to the ILBM-12 format (did I get that right?). The problem I ran into was that I saved the movie as an anim instead of the Imagine format so that I could play it through DPaint or some other anim player utility. When I load the anim into DPaint some of the frames look great. Other frames have color problems. After some playing around and reloading the specific picture files individually, I discovered that the color palette was diifferent for different frames. Imagine seems to only Lock the Color palette for imagine format movies, but not when it is creating anims. I'm trying to understand the basics about file formats, anim formats, color locking, etc. When I create an animation in Imagine, how do I need to create the pic files and animation in order to show and manipulate the anim outside of Imagine? I just received DPAINT IV a little while ago. Is there a way to run anims that have multiple color palettes in DPaint IV? There is probably a book somewhere, that I need to read, that explains all this. Thanks in advance, Dale -- ____________________________^__________________________________ 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: backdrops and transparent objects Date: Mon, 10 Feb 92 10:32:30 EST From: Mark Thompson <mark@westford.ccur.com> I just received a message from Rick Rodriguez that states "Impulse is aware that transparent objects don't show the backdrop behind the object. Backdrops were just thrown in to the software towards the end of 2.0's development (mostly at my request [-Rick R.] ) and the programmer did so with the least amount of code possible. Future versions will correct this 'feature'." Thanks for the info Rick. %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~% % ` ' 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: accelerators w/o 32-bit Date: Mon, 10 Feb 92 8:22:41 MST From: koren%hpmoria.fc.hp.com%hpfcla.fc.hp.com@hpfcla.fc.hp.com (Steve Koren) David Cain writes: > Regarding use of accelerators without 32-bit ram: > > "Taking a speed hit" is putting it mildly. 32 bit ram is the holy grail > for speeding up the machine, though a math coprocessor will help. This is very true. IMHO, the accelerators which will only use 16 bit ram are a rip off. You'll probably see some increase in speed, but to really take advantage of the faster CPUs, you need 32 bit ram. Its worth it to wait and get a good 68030 or 68040 card. (Seems like recently, the price for a 68040 with 4 mb isn't all that much higher than a 33 mhz 68030. Its well worth it, especially for floating point intensive applications such as Imagine). - steve ## Subject: Pallette Locking Date: Mon, 10 Feb 92 17:20:24 PST From: David_J_Cain@cup.portal.com One good way to lock the pallette (since Imagine simply does not seem to do it at all!) is to use a program like ADPro to do it for you. You can use BatchPro2.0 to run ADPro under ARexx control for automated operation. Simply lock the pallette after loading the first frame. Re-Import frames into Imagine for animation, or use the anim creation program of yer choice! David_J_Cain@cup.portal.com ## Subject: Imagine 2.0 versions Date: Tue, 11 Feb 92 12:14:45 EST From: spworley@Athena.MIT.EDU Many of you don't realize there have been many versions of Imagine 2.0 released... apparently Impulse cas been quietly fixing some bugs and shipping new versions. There have been at least three versions shipped since December: File Size Version Date (FP version) Description --------------------------------------------------------------------- 2.0.0 Dec 20 575636? Original release 2.0.1 Jan 2 575640 Fixed bad trace crash with >1 light 2.0.2 Jan 14 575700 ?? (Also adds Boing2.0 F/X) Note that the ".0" ".1" and ".2" version numbers are MINE. I don't know what Impulse "officially" labels them. I also don't know what Impulse's update policy is, so you might call and ask if you want the current release. -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: AmiExpo Date: Tue, 11 Feb 92 12:17:25 EST From: spworley@Athena.MIT.EDU I will be gone from Wednesday to Monday (at the AmiExpo in Long Beach CA.) If anyone else is going, I'll be there (in fact, Apex will have a booth!) but I'll probably be wandering around the floor. I'm thinking of having a 3D get-together on Saturday right after the show.. email me if you might make it. -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- ## Subject: Dulcimer object on hubcap Date: Tue, 11 Feb 92 10:12:36 MST From: marvinl@amber.rc.arizona.edu (Marvin Landis) OK, I received my Imagine 2.0 upgrade and Steve's "Understanding Imagine 2.0" 2 weeks ago. So this past weekend I decided to try some modelling with these new toys. I figured it was about time to do some work with Imagine, and maybe actually participate in this discussion group rather than just being the keeper of the archives. For about a year my Amiga has been mostly ignored, I worked a little with Imagine 1.1, but only long enough to redesign a few hot air balloon objects that I originally created with Turbo Silver. So the results of my weekend work are now posted on hubcap in the pub/amiga/incoming/imagine/objects directory as dulcimer.lzh. I will include the dulcimer.readme file below, which describes what a dulcimer is and some details about the object. But here are some of my other comments about my experiences from this weekend. The object was pretty simple to create. I used splines to create the outline of the sides, top, bottom, and head of the dulcimer. Creating the splines was fairly simple, and provided very nice smooth paths for the outlines of those objects. After creating the outlines, the objects were very easy to finish using the extrude capabilities. The tuning pegs were very easy to create in the Forms Editor. I really like the power and flexibility provided by the Forms Editor. The original idea was to use filter mapping on the top of the dulcimer to achieve the scroll saw cutouts for the sound holes of the dulcimer. This worked ok, but did not give the illusion of the hole having any depth. So I changed my thinking and used Convert IFF/ILBM and Slice to create a top composed strictly of triangles. Using this technique, I ended up with sides on my cutouts that actually have depth. This technique looked the best, but I did include in the archive the top object and the brushmaps to recreate the filter mapped technique (See more about this in the readme file below). Most of my time was spent tweaking the parameters to achieve just the right effect with the wood texture. I found that with the light mahogany, 1 dark grain running through the wood looked fine. But with the dark mahogany I needed to use 2 wood textures, 1 for a dark grain and one for a light grain. I think after quite a bit of experimenting, I got some pretty good results with the wood texture. However your results may vary, as I mention in the readme file below. I have only viewed this object on my 24-bit Firecracker board, I don't know what the wood grains look like when viewed with any of the standard amiga display modes. So all in all, my experiences this weekend with Imagine 2.0 were very positive. Of course it was very valuable to have Steve's book handy as a reference, I would have hated to take on Imagine without its assistance. And for those of you that are beginners with Imagine, realize that I have been creating 3D models and animations for several years with other 3D packages on my Amiga (any one else remember using the very first version of Sculpt-3D, it was buggy, SLOW and had no animation capabilities at that time). So I did not just pick up Imagine for the very first time this weekend and create this object, I do have a fair amount of modelling experience under my belt. So I guess I've rambled enough for now. Here is the readme file from the archive, hope you enjoy the object. ------------------------------------------------------------------------------- This archive contains a 3-string Appalachian Mountain dulcimer in Imagine object format. For those of you unfamiliar with dulcimers, it is an easy to play stringed instrument, traditionally held across the lap and strummed or plucked. Depending on the tuning and the manner which it is played, it can sound like bagpipes, a guitar, or a harpsichord. This object is patterned after a dulcimer I just finished making in my workshop. The plans for the dulcimer were found in "The Woodworker's Journal", Vol. 15, No. 4 (Woodworking magazines are great places to find patterns for objects). The head, fretboard, and tail are supposed to be unfinished dark mahogany. The sides, top, and bottom are unfinished light mahogany. The tuning pegs are polished ebony. The nut and bridge were made from an unknown piece of wood found on a scrap table at my local exotic hardwood store. The textures used on these objects were designed for final display on a 768x482 24-bit FireCracker. I use a fine grain (the exponent value of the wood texture is pretty big), so I don't know how the wood textures will look in the standard Amiga ILBM/HAM modes (sorry, I'm spoiled and only like to use the 24-bit board for viewing images, so I never use the standard Amiga modes anymore). One more thing about textures and this object, I always use textures: as the location for the Imagine file requestor to look for textures. So just make sure you give the CLI command similar to this before loading this object: assign textures: hd:3d/imagine2.0/textures where hd:3d/imagine2.0/textures is replaced with the full path to your Imagine textures directory. The dulcimer.iob file uses strictly triangles to achieve the flower and hummingbird cut-outs on the top of the dulcimer. This was achieved using the Convert IFF/ILBM and Slice features of the Imagine Detail Editor. I chose this technique over the use of filter maps, because I was able to make the cut-outs have depth (its actually the illusion of having the wood around the cut-out look like it has depth). With filter maps, I was able to "punch a hole" in the top surface, but that illusion of depth cannot be accomplished with filter mapping. However, I have included the necessary items to reconstruct the filter-mapped top if anyone is interested. Just load dulcimer.iob, remove the 2 objects topright and topleft (they are grouped together as "top"), then load top_filter.iob. This object looks for brushmaps:flower.brush and brushmaps:hummingbird.brush, so you should do an assign similar to the one above except for brushmaps: assign brushmaps: hd:3d/Imagine2.0/brushmaps The filter map version would be a good one to use if the object is never going to be very close to the camera. But for close-ups, I much prefer the looks of the sliced top. I have not done anything to compare the rendering speed or memory usage of these 2 tops, if anyone actually does some tests I would be interested in the results. Oh, and by the way, you ARE missing something from this object. I intentionally left out the strings of the dulcimer (I guess my first comments about this object should have read 3 peg dulcimer rather than 3 string :-). The file size was pretty big already, and as a former high school and college professor, it was always popular to say: "And the rest of this problem is left as an exercise for the reader." It's really pretty easy to create the strings using a polygon outline and the ability to extrude along a path. Just create a path that loops around the tailpin, runs along the fretboard, and wraps around one of the pegs. Extrude the polygon outline along the path and you've got a dulcimer string. There are no restrictions on the use of this object. It is truly public domain, so use it anyway you like. I would prefer that all the files found in this archive be distributed together (including this readme file), so feel free to distribute this archive anywhere. Marvin Landis marvinl@amber.rc.arizona.edu ## Subject: Public Domain Textures? Date: Tue, 11 Feb 92 12:42:40 CST From: strat@cis.ksu.edu (Steve Davis) I recently purchased an EPSON 300C scanner for my college Amiga (the one I use all the time...), and posted a message to the Imagine and LightWave mailing lists about ideas for good scans. Several people took the time to E-mail me about certain photograph books that are now considered public domain, and would make good objects for scanning. I am interested in: 1. Natural Forms Clouds, Landscapes, Plants, Animal Skins, Women :-), Organic Blob- Shaped things, wood grains, etc. 2. Images that would be suitable for texture mapping on Imagine or Lightwave 3-D objects. These can be any of the above, plus stones, bricks, etc. etc. etc. If you have titles and publishers for some of these photo books, I can inter-library loan them and have them scanned RSN. Someone may want to set up some space on an FTP site (I might get about 10-14 Mb locally, though that isn't much unless I JPEG compress everything...). Which reminds me... what image format should I use? IFF24 (large?), JPEG (small but needs conversion), Amiga NATIVE (Few colors...), Something ELSE? And what about image size? Should I use 4x3, Amiga's rectangle pixels, square images? What about resolution? x <? 736x482 <? x ? Just so I don't get a rash of E-mail messages asking these questions: 1. The scanner is an Epson 300C, plus the Art Department driver. 2. It scans in 600dpi, and in color, gray scale, or B&W. 3. I am using a 14Mb Amiga 3000. 4. I have not had time to use it, so I don't know how well it works, :( though everyone I have talked to says it's excellent. :-/ I can also do scans for people privately. E-Mail me for details. AD(Thanks!)VANCE Stratocaster ## Subject: AmiExpo Long Beach - WARNING Date: Wed, 12 Feb 92 13:57 PST From: Ivan I <ESRLPDI@MVS.OAC.UCLA.EDU> If anyone is heading to AmiExpo in Long Beach this weekend from elsewhere in the country, you should be aware that we are currently undergoing the most severe rainstorms in Los Angeles in at least the six years I have been here. Major sections of the San Fernando valley -- north maybe 30 miles of Long Beach, more or less -- have been flooded, highways have been closed due to mudslides, flashflood warnings are in effect in different areas around the LA basin, and traffic, more than usual, is a mess. I don't want to unduly alarm anyone, this isn't armageddon & mostly things are normal but damn wet, but if you're flying in and expecting a sunny California clime, you'll be disappointed BRING AN UMBRELLA! Current forescasts show the storms going on until at least Sunday, although that doesn't mean much -- none of the stations here were accurately forecasting the severity of the storm. BRING AN OVERCOAT! Try to avoid driving as much as possible. While nothing specific about Long Beach has been mentioned in the news, traffic in and out of that area is crappy at best. Sorry I couldn't be bringing a ray of sunshine into your lives, but I hope this helps someone who would otherwise be caught unaware. On the plus side, I understand that a vendor there connected to Hash Enterprise will be selling Animation: Journeyman for $300 as opposed to the standard $500 pricetag. Best of luck! Ivan Ivanick esrlpdi@uclamvs ## Subject: More Frame Rate (FR) questions Date: Wed, 12 Feb 92 11:11:57 EST From: Adam Benjamin Core Hardware Engineering <benjamin@zds-oem.zds.COM> Thanks for all the information reguarding FR and DCTV. One more question I have is if the CPU has anyhting to do with FR? I suspect a 68040 A3000 plays anims at the same rate as a stock 500, since the custom chips are doing most of the work. Is this correct? -- /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ // benjamin@zds-oem.zds.com OR an353@cleveland.freenet.edu \X/ Adam Benjamin Insert snappy humor here \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ## Subject: Imagine upgrade deadline Date: Wed, 12 Feb 92 20:05:55 -0800 From: clin@nike.calpoly.edu (Chihtsung Jeffrey Lin) I think somebody asked this question before, but nobody replied. So Here it is again. When is the deadline for that $100 upgrade for Imagine 2.0? I just don't have the money right now. Another question. Once I tried generating in 24bit just for the heck of it, and it actually took less time than generating HAM! Does everybody know this already? Why does it do that? Jeff :-) ## Subject: Re: Imagine upgrade deadline Date: Wed, 12 Feb 92 21:01:25 -0800 From: spodell@cats.UCSC.EDU The reason 24bit rendering takes less time is because Imagine always renders in 24bits anyway. The added time for a HAM rendering is the conversion from 24bits down to HAM. I think this is true of many newer programs, even Digi- Paint (remember that?) calculates its dithering and such in 21bits then re calculates for HAM. Stefon ## Subject: Imagine File Formats Date: Wed, 12 Feb 92 11:00:04 EST From: silveira@inf.UFRGS.BR (Fernando da Silveira Montenegro) Hi everyone! I'm interested in playing around with Imagine objects in a SUN-workstation envir onment. Where can I find the file formats for the objects, stage, etc... ? Thanks for any tips! Fernando *-------------------------------------------------------------* | Fernando da Silveira Montenegro | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | /// | | E-mail: silveira@inf.ufrgs.br | /// | | | \\\/// | | Instituto de Informatica | \XX/ | | Universidade Federal do Rio Grande do Sul | A M I G A | | Porto Alegre, RS | u s e r | | Brazil | | *-------------------------------------------------------------* ## Subject: Re: More FR (Frame Rate) Date: Wed, 12 Feb 92 21:04:04 -0800 From: spodell@cats.UCSC.EDU The CPU _definitely_ has a lot to do with the frame rate. Here's a few reasons off the top of my head why this is so: 1) Anim files are compressed and each frame is uncompressed just before it is played. The CPU does the decompression. 2) Anims are loaded into Fast Ram (or "Other Mem" in 2.0). The custom chips cannot get at this memory, so the CPU copies the recently decompressed data into Chip Ram ("Graphics mem" in 2.0) to be displayed. 3) The custom chips do some work, and when they do, they steal clock cycles from the CPU if they need them. On a 500, cycles are normally taken alternately (i.e.: CPU 1 cycle; custom chips 1 cycle). Most of the time we can't tell. But if an anim is being uncompressed as it is being displayed, the custom chips need cycles. So on a 500 the CPU would have to miss some of its time and could not decompress frames as fast. A 25MHz 3000 (with '030 or '040, doesn't much matter) allocates cycles like this: CPU 3 cycles, custom chips 1 cycle. Thus the CPU never loses as much of its time as it would on a 500. 4) 32-bit RAM is about 4-5 times faster than 16-bit RAM (see recent msgs on accelerators w/o 32-bit RAM). A 500 doesn't get 32-bit RAM without an accelerator. And since (1) and (2) depend on the CPU accessing RAM, the 32-bit RAM will definitely help. 5) On an accelerated machine, the ROM tends to be 32-bits wide. Therefore all system functions are performed mega-fast. You might have expected window moving to be unaffected by acceleration as well. But the Blitter chip only does a small part of a window move; the CPU has to do a lot of memory management. Windows, menus, screens, etc. are all faster when a machine is accelerated, and moreso when Kickstart is put into 32-bit wide memory. Likewise, displaying an anim uses lots of system functions, so all that will benefit from acceleration. Whew... I'm sure there are more reasons why acceleration affects anim FRs, but the answer is the same: there ain't no way a 500 will play an anim as fast as a 3000. I hope this helps. Oh, I almost forgot. With DCTV, using 3 vs. 4 bitplanes even helps on a 3000. With 4 bitplanes, the custom chips can manage to steal enough cycles from the CPU to make a difference. But I'll bet a 4-bitplane, overscan, interlaced anim on a 500 would go like this: Frame Frame Frame etc. :-) Stefon spodell@cats.ucsc.edu ## Subject: Re: Dulcimer object on hubcap Date: Thu, 13 Feb 92 12:29:26 MET From: Marco Pugliese <pugliese@pluto.sm.dsi.unimi.it> You wrote : >[.......] > > I used splines to create the outline > of the sides, top, bottom, and head of the dulcimer. > >[.......] Well how did you do that ? I mean, I tried many times to extrude a point along a path, but it seamed to me impossible. Ciao. -- ******************************************************************************* * <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< TEAMWORK >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> * * There are four people named Everybody, Somebody, Anybody and Nobody. There * * was an important job to be done and Everybody was asked to do it. Everybody * * was sure Somebody would do it. Anybody could have done it,but Nobody did it.* * Somebody got angry about that, because it was Everybody's job. Everybody * * thought Anybody could do it but Nobody realized that Everybody wouldn't do * * it. It ended up that Everybody blamed Somebody when Nobody did what Anybody * * could have done. * ******************************************************************************* =============================================================================== 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: Again with World size..... Date: Thu, 13 Feb 92 14:24:51 MET From: Marco Pugliese <pugliese@pluto.sm.dsi.unimi.it> Sorry every one for talking about this old subject again, but I'm really getting crazy! I was trying to play whith world size just to test the possibility of reducing rendering time using the (0,0,0) size bar in action editor. The scene was just a sphere, a light and....nothing else. Well, the problem are the rendering times; look this table: RENDERING MODE WORLD SIZE RENDERING TIME Scanline 2.07 secs. Trace default (untouched) 2.23 secs. Trace 0,0,0 3.09 secs. Trace 8000,8000,8000 (max.) 2.21 secs. That's why I'm really confused! You all said that increasing world size will dramatically increase rendering time........! Have I did any error or what ? Ciao. -- ******************************************************************************* * <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< TEAMWORK >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> * * There are four people named Everybody, Somebody, Anybody and Nobody. There * * was an important job to be done and Everybody was asked to do it. Everybody * * was sure Somebody would do it. Anybody could have done it,but Nobody did it.* * Somebody got angry about that, because it was Everybody's job. Everybody * * thought Anybody could do it but Nobody realized that Everybody wouldn't do * * it. It ended up that Everybody blamed Somebody when Nobody did what Anybody * * could have done. * ******************************************************************************* =============================================================================== 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: Old (1.1) imagine & 2.04 Date: Thu, 13 Feb 92 7:37:03 MST From: koren%hpmoria.fc.hp.com%hpfcla.fc.hp.com@hpfcla.fc.hp.com (Steve Koren) Has anyone had problems with the old (v1.1) Imagine running under 2.04? I haven't upgraded to 2.0 yet (mostly as I have to scrape together the $$ for it), so I'm still on 1.1. Everything was basically OK when I was running under 1.3. I recently upgraded to 2.04, and now, every time I invoke Imagine, it crashes. Has anyone else seen this behavior? If so, do you know what to do about it? I'd rather wait a bit before upgrading to Imagine 2.0. (Gads, I still have to upgrade my VistaPro to 2.0, and Scenery Animator 2.0 is coming out soon also - 3d graphics isn't a cheap hobby!) - steve ## Subject: Fuzzy things in ADPro Date: Thu, 13 Feb 1992 12:16 EST From: GREG GRANVILLE <JSB@ecl.psu.edu> This is my first post to this list, so forgive me if these techniques are common knowledge, but I've been having a bit of fun lately by compositing multiple imagine images in ADPro. I been able to get a psuedo-depth of field effect by making the camera track the object that I wish to be at my "focal-plane". Place the camera on a closed, circular path whose diameter is only a few percent of the distance from the camera to the focal-plane object. (experiment with the diameter of this path --- a larger diameter gives a narrower depth of field effect, but the effect starts to get less real also) Make the path perpendicular to the camera to object axis, and create at least a dozen frames in the anim. Then composite the frames in ADPro with each new frame contributing a percentage based upon 1 / (divided by) the total number of frames thus far combined (50%, 33%, 25%, 20% , etc). It helps to have a patterened ground, and several other objects closer and further from the camera. If you extent this technique to light sources (putting them on circular paths) you can get some very nice soft edged shadow effects as well. While these ideas both require a lot of rendering time (probably a dozen or more rendered frames for each final frame), I've found an easy way to make soft edged spotlamps that render in a single frame. (much better for animations) Just make a big white disc in Dpaint (but use a 16-gray palette) and save it as a brush. Blend the edges so that the disc is quite fuzzy and indistinct. (this could be done a number of ways... pixmate, adpro, etc, etc. I tried Dpaints "blend" mode first, but it didn't work very well) Simple apply the fuzzy white disc to a flat plane as a filter map. If you place it beneath a cone or cylinder lamp, and get it aligned properly, you have a nice soft- edged spotlamp. (Of course, it only works in trace mode) I hope that someone out there who hasn't already tried something like this finds these ideas useful... I've certainly had fun with them. ... Greg Granville ## Subject: Re: Old (1.1) imagine & 2.04 Date: Thu, 13 Feb 92 11:25 EST From: <JBK4@PSUVM.PSU.EDU> I've used both 1.1 & 2.0 under 2.04 on my 3000 without problems. ----------------------------------------------------------------------------- // /"| |\/| | /"" |"\ Support your Amiga programmers. \X/ /""| | | | \_T |""\ Buy the software that you use. Jason Koszarsky JBK4@psuvm.psu.edu THE AMIGA GROUP (TAG) ----------------------------------------------------------------------------- ## Subject: Re: Old (1.1) imagine & 2.04 Date: Fri, 14 Feb 92 02:14:12 -0800 From: clin@nike.calpoly.edu (Chihtsung Jeffrey Lin) I've been running Imagine 1.1 under WB2.04 for awhile now on my A3000. Never had a crash though. I know this is no help to you but I thought should let you know. Jeff :-) ## Subject: Re: Dulcimer object on hubcap Date: Fri, 14 Feb 92 08:52:20 MST From: marvinl@amber.rc.arizona.edu (Marvin Landis) > You wrote : >>[.......] >> >> I used splines to create the outline >> of the sides, top, bottom, and head of the dulcimer. >> >>[.......] > Well how did you do that ? > I mean, I tried many times to extrude a point along a path, but it seamed to > me impossible. First thing I should emphasize is that I am using Imagine 2.0. If I remember correctly, Imagine 1.1 did not allow extrusion along a spline path. However it was very easy with 2.0. I realize the following explanation is more than you asked about, since you obviously know how to create a spline path. But I thought I would go ahead and post the whole procedure I used for creating the outline for the sides of the dulcimer. 1) First we need a spline path to work with. From the Functions menu, choose ADD OPEN PATH, then pick it (F1). 2) Now we need to add some shape to the path. From the Mode menu, choose EDIT PATH. 3) First we need to add another control point to the spline. Select both endpoints and then choose FRACTURE from the Functions menu. This should create another control point right in the middle of the spline. 4) Now shape the spline. Select the middle control point and move it 20 units in the X direction. Now our spline has the right shape. Of course if the shape is more complex like the head of the dulcimer, we just keep repeating steps 3 and 4 until our spline is the correct shape. 5) Once you are happy with the shape of the spline path, choose PICK OBJECTS from the Mode menu. This concludes everything we need to do to with the spline path. If you like you can verify its name by looking at its attributes, for this example we will assume it has the default name PATH. 6) Now we need to add a second object that will become the outline used for the sides, top and bottom of the dulcimer. From the Functions menu choose ADD AXIS, then select the new axis (F1). 7) Now add just 1 point to this axis. This is the point that will be used to follow the contour of the spline path. Choose ADD POINTS from the Mode menu, add a point at (0,0,0) (it doesn't matter too much where the point is located). Now choose PICK OBJECTS, and the single point object should still be chosen. 8) Here's the step where we create the outline. With the single point object still selected, choose MOLD from the Object menu. Now click on REPLICATE. (The first time I tried this I clicked EXTRUDE, and this did not give me the right results). Make sure the ALONG PATH is selected and the right pathname is supplied (in our case PATH). Then change the value of Copies to some value like 20. Click on PERFORM. 9) When you finish the previous step, it probably looks as if you didn't accomplish anything. All you can see is the axis that already existed for the single point object. However choose PICK POINTS from the Mode menu and you should find that you now have 20 points in the object, and they follow the contour of the spline path. Of course with this method, you are required to add the edges between the points manually. I experimented with several other options and could not figure out a way for Imagine to add those edges for me automatically (anybody else got any ideas?). However adding edges manually is pretty easy, so once the edges were added, I had an outline that I could use for the sides, top and bottom of the dulcimer. I hope this helps someone. Of course I am still relatively new to Imagine's Detail Editor, so if anyone has some improvements to the procedure above I would be glad to hear them. I really like to use splines, and think they could be implemented better in Imagine than they are. But they are very useful for modelling, and something I wouldn't want to do without. Marvin Landis marvinl@amber.rc.arizona.edu ## Subject: Re: Dulcimer object on hubcap Date: Fri, 14 Feb 92 10:28:05 -0800 From: spodell@cats.UCSC.EDU Here's an idea for "auto edging" your spline extrusion: Instead of adding just a point to the axis, add a Line which is perpendicular (relatively speaking) to the path along which it's to be extruded. Now, when you do the extrude, you'll get a "ribbon" or something like it which follows your path. To get back to a single curved profile, pick the object, go to "Edit Points"d use the Drag Box to select the bottom set of points. Delete them and yer done! This idea may or may not represent less work, depending on the object. But I personally hate to manually edge and face objects !-( Stefon spodell@cats.ucsc.edu ## Subject: Archive 19 now available on hubcap Date: Fri, 14 Feb 92 14:24:27 MST From: marvinl@amber.rc.arizona.edu (Marvin Landis) Archive number 18 is now available on hubcap.clemson.edu (130.127.8.1) in the pub/amiga/incoming/imagine/text directory. It contains articles posted from Jan. 21 '92 - Feb. 6 '92. As always if you have any problems with the archives, let me know. Marvin Landis marvinl@amber.rc.arizona.edu ## Subject: Re: Old (1.1) imagine & 2.04 Date: Fri, 14 Feb 92 02:14:12 -0800 From: clin@nike.calpoly.edu (Chihtsung Jeffrey Lin) I run an Amiga Lab at Arizona State University, and I have 10 A3000's running WB 2.04 and have had no problems. I am personally running Imagine 2.0 on my home system with 2.04 and also have had no problems! From my experence 2.04 is very solid, hat's off to the beta testers for it. They really pounded it down to some pretty efficent code. If you need an example of how code should not be written, take a look at apple's system 7.0 for the mac. I have to deal with mac lc's all day running system 7, man is it slow! I had both 6.07 and system 7 running next to each other and 6.07 looked like it was twice as fast as 7! Oh well give me an Amiga any day, it is by far the best platform out there. Imagine is a great example of how Amiga software can outpreform the competion for a quarter of the cost!! Enough of that now for a question for thought: Has anyone out there tried rendering a scene where the camera is looking through several pieces of glass, I tried several index of Refr. value's from 1.0 to 1.6. When the pieces of glass are wine glasses, you can't see through all the glasses! I put a light directly behind all the glasses and couldn't see it though the glasses. I turned up the ambient light and added several other light sources, but to no avail! I was trying to duplicate what I saw in a photography book, it had six wine glasses lined up in a row. The camera is looking down the row through the top part of the glasses. Here is a crude visual: Side Top |- UUUUUU |||||| <Glasses |- oooooo ^camera If any one has any ideas or has attempted a simular scene please send me email! By the way I was using an A3000 and Imagine 1.1, haven't tried it on Imagine 2.0 yet! Thanx in advance to anyone that can help! -Phil /----------------------------------------------------------------------------- |->Phil Roach EMAIL: AUPMR@ASUACAD Arizona State University | |^ P.O. Box 27982 Tempe, Arizona 85287-0111 | |^ Tempe, AZ 85285-7982 | |^ ---------------------|"I think there is a world market for five computers!"| |^<-'IMAGINE' Fanatic!!<| Thomas J. Watson, Founder of IBM | -----------------------------------------------------------------------------/ ## Subject: Re: Wineglasses Date: Sat, 15 Feb 92 10:04:52 -0500 From: mbc@po.CWRU.Edu (Michael B. Comet) > >Enough of that now for a question for thought: > Has anyone out there tried rendering a scene where the camera is >looking through several pieces of glass, I tried several index of Refr. value's >from 1.0 to 1.6. When the pieces of glass are wine glasses, you can't see >through all the glasses! I put a light directly behind all the glasses and >couldn't see it though the glasses. I turned up the ambient light and added >several other light sources, but to no avail! I was trying to duplicate what >I saw in a photography book, it had six wine glasses lined up in a row. The >camera is looking down the row through the top part of the glasses. Here is a >crude visual: > Side Top > |- UUUUUU > |||||| <Glasses |- oooooo > ^camera > >If any one has any ideas or has attempted a simular scene please send me email! >By the way I was using an A3000 and Imagine 1.1, haven't tried it on Imagine >2.0 yet! Thanx in advance to anyone that can help! >-Phil > >/----------------------------------------------------------------------------- >|->Phil Roach EMAIL: AUPMR@ASUACAD Arizona State University | Okay, 1] Perhaps the light is not "bouncing" enough to actually refract properly. The RSDP or resolve depth sets how many times reflective objects can reflect each other, this may also affect filtering, I'm not sure. 2] Make sure you are tracing and are not in Scanline. 3] You shouldn't see the "light" in any of the wine glasses since "lights" aren't physical objects in Imagine. To have an object actually refract you need to use a real 3-D object, or brush map on one or global brushmap. You will see highlights if the specularity is up. That's all I can think of. Hope it helps. Michael Comet mbc@po.CWRU.Edu ## Subject: Re: The book, the damn book! Date: Sat, 15 Feb 92 11:57:46 -0500 From: Udo K Schuermann <walrus@wam.umd.edu> Steve's Book ~~~~~~~~~~~~ The address: Apex Software Publishing 405 El Camino Real #121 Menlo Park, CA 94025 Price : $24 <-- This is the price for IMAGINE MAILING LIST members ONLY. I don't recall what the price is for non-members. It does include shipping. Steve will surly correct me if I should be wrong. The book does not have an ISBN number. I looked and couldn't find one (but I enjoyed page ii anyway). ._. Udo Schuermann "Everybody knows that the boat is leaking. ( ) walrus@wam.umd.edu Everybody knows that the captain lied." Seeking virtual memory - L.C. ## Subject: Vertex Modeler? Date: Sat, 15 Feb 92 1:11:37 CST From: Jeff Niebergall <jnieber@unibase.Unibase.SK.CA> I was the paging thru the latest (Mar92) AmigaWorld and in the DevWare PD Library Ad in the back there is a listing for a program with the following description. Disk V05: Modelling-Vertex allows you to create 3-D objects without using the abstract X,Y and Z views. Saves in Sculpt-3d/4d, TurboSilver, Imagine, LightWave, GEO and Wavefront formats. I assume since this is a PD library listing this program should be around and available via ftp. Has any one seen or tried this program? Has anyone seen it on an ftp site and if so which one? Thanks, Jeff Niebergall PS: Let me also add to the positive comments on "Understanding Imagine2.0" by Steve Worley. It is well worth the time effort and money to aquire a copy of this well done book. Keep up the good work Steve. -- ## Subject: About vertex.. Date: Sat, 15 Feb 92 12:52:35 -0800 From: Michael Gibson <gibsonm@u.washington.edu> About the vertex modeler.. it is a shareware modeler ($30) that can load and save in various formats (including imagine, sculpt, etc) , so it might be useful for object transfer, and it has some pretty nifty modeling featrues. I talk to the author and put it up for ftp a few weeks ago for him.. You can find the demo version up at ab20 in /incoming/amiga/ Vertex.lzh and Vertex.reamde, or at hubcap.clemson.edu in ../uploads . Check it out. The demo version does everything except save. It will save, but only in its own format. Michael ## Subject: Fog trick Date: Sat, 15 Feb 92 20:28:10 PST From: Mike.G.Wilson@mtsg.ubc.ca A simple fog trick: Using global fog, set Top to 0, bottom to, say, -5000 and then pick everything (cam, lights, objects) and rotate it 90 deg on the X axis: presto, a Wall O Fog, easily controlled. This comes to you courtesy Charles Blaquire (I forget his compuserve #). In other words, I didn't think it up. Steve's book is great, by the way. Buy it. ## Subject: Another Fog trick Date: Sun, 16 Feb 92 11:27:44 -0500 From: mbc@po.CWRU.Edu (Michael B. Comet) Another 2.0 fog trick, or use really is to make stars or suns. Simply add a sphere, make it a yellow-white, set it's fog length so it is a thick fog, but somewhat less dense at the outer area, and you have an instantaneous sun! Look really good, much better than if you had just added a sphere and made it bright. Michael Comet mbc@po.CWRU.Edu ## Subject: Imagine 2.0 documentation (fwd) Date: Mon, 17 Feb 92 8:56:51 CST From: camelot!dale@uunet.UU.NET There seems to be a lot of interest in Steve's book and where to find it. I dug into some old email and found the original message from Steve introducing his book. I hope this satisfies those requests. Regards, Dale By the way... while I'm here I have a question. I have read a number of messages about using fonts in Imagine. Last night I tried to load a font into Imagine using the Functions/Add/font objects command. Whoa!! What a horrible rendition of a Times Font. OK. Here's the question. What's the best way to get "a decent Times font (or any font for that matter) into Imagine? Should I: Type in a font in DPaint and then use Pixel 3D to convert it? Buy a titler program? Try to find existing fonts that have already been made? Where do I find them? I would appreciate any help so I can finish this project. Forwarded message: From uucp Thu Jan 9 14:43 CST 1992 From: ingr!spworley@Athena.MIT.EDU Message-Id: <9201091955.AA23041@e40-008-5.MIT.EDU> To: imagine@Athena.MIT.EDU Subject: Imagine 2.0 documentation Date: Thu, 09 Jan 92 14:55:56 EST 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 -------------------------------------------------------------------------- ____________________________^__________________________________ dale r. rogers Email: ingr!b24a!camelot!dale Internet: ingr!b24a!camelot!dale@uunet.uu.net . ## Subject: Imagine and Ham-E+ Date: Mon, 17 Feb 92 11:00:57 -0500 From: ""Ryan C. White"" <rcwhite@mailbox.syr.edu> Has anyone found a way to make Imagine and Ham-E more compatable? It is a pain to convert each file after you render it to be able to view it in 24 bit. Do you know if Impulse is planning on writing a library for Ham-E like they did for DCTV? Or is they a way to configure Imagine to show Ham-E files (640 x 400, 4 bitplane)? rcwhite@rodan.syr.edu ... Has anyone created really good water? I've created ok looking water, but I'm looking for some really good attributes/parameters. ## Subject: extruding along splines Date: Mon, 17 Feb 92 21:43:37 EST From: spworley@Athena.MIT.EDU Whenever I want to make a connected series of points along a spline path, I don't use the ribbon technique. It works, but if you are spinning or the path is complex, you can't easily delete the extra points. I just add an axis, and add TWO points connected by an edge. Then I translate one point exactly on top of the other (with Translate or Lock or Snap To Grid). I extrude this new object along the path, and use "Merge" to get rid of the extra points. No matter how complex and twisty the path is, this will work without any manual editing. A final step is to pick all of the faces in the object (there are infinitly narrow ones connecting the points) and delete them. Keep on rendering... -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- PS: Quick-n-dirty Expo report: Vista Pro 2.0 is WAY COOL. Animation Journeyman was also being demoed by a 4th party vendor... it's hard to see it in action due to the strange marketing by Hash. Nothing big graphics-wise other than that (and a big draw at my booth! :-) I sold a buncha books. ) ## Subject: Caligari 2 Date: Mon, 17 Feb 92 19:37:37 -0800 From: clin@nike.calpoly.edu (Chihtsung Jeffrey Lin) I went to the AmiExpo on the Queen Mary over the weekend. Met Steve Worley at the Apex booth ( So young and yet so talented ! ). Any ways, I saw Caligari 2 being demostrated. It seems to good to be true. It's methods of modeling is much more powerful and intuitive than those used by Imagine. Caligari models in a perspective view instead of a tri view, everything happens in real time unlike the perspective window in Imagine's object editor. The rendrings in Caligari 2 looks quite impressive too. The price of Caligari is close to that of Imagine 2.0. I haven't upgrade to Imagine 2.0 yet. After seeing Caligari, it made me wondered how many upgrades it would take for Imagine's modeler to even come close to Calgari's modeler. If it's take five upgrades, I would be better of buying Caligari instead of putting my money into Imagine. This is not to start a flame war, it's just a question: What does Imagine have that Caligari doesn't have? Jeff :-) ## Subject: Re: Caligari 2 Date: Mon, 17 Feb 92 20:40 PST From: Ivan I <ESRLPDI@MVS.OAC.UCLA.EDU> Uh oh, looks like the beginnings of a mass defection; I myself went for Animation:Journeyman because I found myself frustrated by Imagine's character animation capabilities. While Journeyman, even in the short time that I've had to look it over, is far more suited to realistic & easily created motions, Imagine is way ahead in terms of 1)speed (no FPU support for Journeyman yet) 2) quality of final pictures (only 1 level of aliasing is available in AJ) 3) believe it or don't, the manual. Yes folks, if you want to see a manual that REALLY bites the big one & hard, check it out. So while I figure to adopt AJ for learning to do character animation work, I will be sticking with Imagine for stills & playing with textures/effects/the other cool stuff that it does do so well. While I realize that all of this may be off the topic of the list (?) I do think that what with the current slew of programs out, this might be a judicious time to take stock of where Imagine sits in relation to the others, both so that we can discern the strengths and not merely dwell on its shortcomings, and also perhaps to present a united front to Impulse as to what we desire for the next upgrade roll around. After my time at Ami Expo I am quite worried that a lot of Amiga 3D program develop- ment is merely a proving grond for the more profitable IBM market (glad to provide specific worrisome examples upon request) and perhaps a subsidiary market afterwards. It seems that judicious & knowledgable pressure applied to produce the best possible program could be in all of our best interests. I don't know how much we influenced the 2.0 upgrade through Steve's request for requests, but we DO seem to have an in to Impulse through him, if only to communicate our desires & general feelings. I don't in any way mean to be using you, Steve (I too met him & found him to be very exhuberant both in terms of his own & Impulse products, very amiable) but you are, as I'm sure you realize, in a unique position as both in touch with Impulse & a wide spread of Imagine users on the list. Your dedication to the product can, I think, do us all good. Remember, both pro and con points in terms of Imagine vs. other products are needed -- positive reinforcement, you know. Ivan -------------------------TEXT-OF-FORWARDED-MAIL-------------------------------- I went to the AmiExpo on the Queen Mary over the weekend. Met Steve Worley at the Apex booth ( So young and yet so talented ! ). Any ways, I saw Caligari 2 being demostrated. It seems to good to be true. It's methods of modeling is much more powerful and intuitive than those used by Imagine. Caligari models in a perspective view instead of a tri view, everything happens in real time unlike the perspective window in Imagine's object editor. The rendrings in Caligari 2 looks quite impressive too. The price of Caligari is close to that of Imagine 2.0. I haven't upgrade to Imagine 2.0 yet. After seeing Caligari, it made me wondered how many upgrades it would take for Imagine's modeler to even come close to Calgari's modeler. If it's take five upgrades, I would be better of buying Caligari instead of putting my money into Imagine. This is not to start a flame war, it's just a question: What does Imagine have that Caligari doesn't have? Jeff :-) ## Subject: caligari2,toaster2,imagine2 Date: Mon, 17 Feb 92 21:33:03 PST From: kevink@ced.berkeley.edu (Kevin Kodama) jeff writes: >I saw Caligari 2 being demonstrated. It seems too good to be true... there is a demo version of Caligari 2 floating around-you should definitely give it a try before plunkng down money :) i have played around with it, i think Steven Menzies (steve?) has experience with Caligari, too, he did a nice write up of it on usenet.(sorry if it wasnot you..:_) Imagine 2.0 is a niiiice upgrade, something which may not be immediately noticable upon first using, since many of the changes are subtle. However, i was forced to go back to Imagine 1.1 for a while, and was suddenly converted to a 2.0 believer ! btw, just received toaster 2.0 today ! (on a holiday !) the upgrade comes on 14 disks, needs 40 megs of free hd space to install, and eventually resides on a very extravegant(sp) 30+ megs of disk space !!! i have temp. installed it on a syquest (rather slow, but..) so far, have only played with lightwave 2, but it is way cool :) brushed metal surfaces ! marble brushmap included ! lots of objects (mostly the same as IMagine's...) kevin kevink@ced.berkeley.edu ## Subject: Re: Caligari 2 Date: Mon, 17 Feb 92 21:48:58 PST From: Harv@cup.portal.com >question: What does Imagine have that Caligari doesn't have? > > > > Jeff :-) Well, here's two things for starters: The Caligari you saw, which is the $399.00 "Caligari2" a) does not show you light placement. All lights positions are entered numerically and there is no graphical "light" widget you can grab and move around b) does not render to IFF24 files. Your choices for rendering saves are limited to (1) HAM, (2) DCTV, (3) HAM-E. That's it. I have made my voice known to Roman Ormandy, Pres. of Octree, and head Caligari honcho, that I think these are two important features which should have been in this $400 software and he agrees and says there will be an upgrade "about 4 months from now". Further, Caligari does not load Imagine-format objects, although it does load VideoScape .geo and Sculpt .scene format objects. And I know of nothing that can convert Caligar-format saved objects to some other format.. although Caligari CAN save .geo format so that problem isn't very obnoxious. There are some other problems but I think I'll save them for the magazine review I'm writing about Caligari2. :) Can't give away everything y'know. Regards, Harv ## Subject: Imagine v1.1 edge level? Date: 18 Feb 92 08:27:00 CST From: BRIAN ROZEMA <9650rozema@INDINPLS.NAVY.MIL> Howdy, Because of Steve's new manual, I have started to play with Imagine (again). At this point I'm not sure whether to invest the extra $100.00 on version 2.0. Question: In Steve's book, he spends some time talking about the edge level found in the new 2.0 preference editor. Where are all these neat functions located in version 1.1? Action editor? Brian Rozema ## Subject: Re: Imagine v1.1 edge level? Date: Tue, 18 Feb 92 10:55:38 -0500 From: mbc@po.CWRU.Edu (Michael B. Comet) > >Howdy, > Because of Steve's new manual, I have started to play with >Imagine (again). At this point I'm not sure whether to invest the extra >$100.00 on version 2.0. > >Question: > > In Steve's book, he spends some time talking about the edge level >found in the new 2.0 preference editor. Where are all these neat functions >located in version 1.1? Action editor? > >Brian Rozema > > > Unfortunately Imagine 1.1 does not have a PREFERENCES editor, however it does have a little function named reconfig. Basically, you can simply go into any word processor that handles ASCII, such as Ed, and load a file in your imagine directory named "imagine.config" . This file is the actual configuration file Imagine reads. Some where in there should by the Edge Level 4 letter code followed by a number and probably a remark after that. You can change the file, and save. Once changed, for Imagine to recognize the change, you can either start it again, or use the Reconfig from the PROJECT menu to have it re-read the config file. This is good for setting up function keys, so you can go back and forth between messing around in imagine, and editing the config file. Michael Comet mbc@po.CWRU.Edu ## Subject: Steve's Book Date: Tue, 11 Feb 92 12:52:52 PST From: davidbro@microsoft.com What is the ISBN number of Steve's Imagine book? I'm trying to get my local software store to order it (I know I can get a discount, but I figured it'd be better for Steve if I got stores to order them)... dave ## Subject: Tips & Tricks Date: Thu, 13 Feb 92 15:53:05 MET From: Marco Pugliese <pugliese@hp4.sm.dsi.unimi.it> Hallo everybody out there. 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 -- ******************************************************************************* * <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< TEAMWORK >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> * * There are four people named Everybody, Somebody, Anybody and Nobody. There * * was an important job to be done and Everybody was asked to do it. Everybody * * was sure Somebody would do it. Anybody could have done it,but Nobody did it.* * Somebody got angry about that, because it was Everybody's job. Everybody * * thought Anybody could do it but Nobody realized that Everybody wouldn't do * * it. It ended up that Everybody blamed Somebody when Nobody did what Anybody * * could have done. * ******************************************************************************* =============================================================================== 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: The book, the damn book! Date: Sat, 15 Feb 92 07:31:47 PST From: David_J_Cain@cup.portal.com Steve and all- I have been a regular reader of the list for a month or two, and I see numerous requests for info on how to get the wonderful Worley text on Imagine, but nary a single reply. I've waded back through the list on Portal back to 11/91, and no info (at least in a title line) on how to obtain the thing! PLEEEEEAAASE! For my sake, and that of all of us information-hungry Imagine users, can you or someone make a general post letting us all know how to obtain it? No, PR, no hype, no shameless huckstering, just an address, a source, an ISBN #, SOMETHING! I'm looking forward to buying it with great relish. Don't ex- actly how that will taste, but I'm willing to try it out... David_J_Cain@cup.portal.com ## Subject: Re: Steve's book (Understanding Imagine 2.0) Date: Sun, 16 Feb 92 17:50:05 CET From: ajberl!ottmar@rutgers.edu (Ottmar Roehrig) :I just got your book the other day and I'm AMAZED! This is a professional :piece of work you did, worth every penny! I like the binding (lays flat), How can I get my hands on this book in germany??? I'd really like to buy one. Maybe I'd even order it in the USA if it's possible to pay by mastercard... Ottmar -- AtelierRoehrig, Ottmar Roehrig, Hamburg, Germany ETG021,UUCP:...!cbmvax!cbmehq!cbmger!ajberl!ottmar "Excuse me, can you tell how to get to cyberspace?" ## Subject: Re: Imagine v1.1 edge level? Date: Wed, 19 Feb 92 02:10:58 EST From: bobl@graphics.rent.com (Bob Lindabury, SysAdm) rutgers!po.cwru.edu!mbc (Michael B. Comet) writes: > > > > >Howdy, > > Because of Steve's new manual, I have started to play with > >Imagine (again). At this point I'm not sure whether to invest the extra > >$100.00 on version 2.0. > > > >Question: > > > > In Steve's book, he spends some time talking about the edge level > >found in the new 2.0 preference editor. Where are all these neat functions > >located in version 1.1? Action editor? > > > >Brian Rozema > > > > > > > Unfortunately Imagine 1.1 does not have a PREFERENCES editor, > however it does have a little function named reconfig. Basically, you > can simply go into any word processor that handles ASCII, such as Ed, > and load a file in your imagine directory named "imagine.config" . > > This file is the actual configuration file Imagine reads. Some > where in there should by the Edge Level 4 letter code followed by a > number and probably a remark after that. You can change the file, and > save. > > Once changed, for Imagine to recognize the change, you can > either start it again, or use the Reconfig from the PROJECT menu to have > it re-read the config file. This is good for setting up function keys, > so you can go back and forth between messing around in imagine, and > editing the config file. > > Michael Comet > mbc@po.CWRU.Edu Also, if you are using 1.1 you can obtain (from my BBS of course via direct dialup or via the file-server) a program called IMCONED. It is the Imagine Configuration Editor. It allows you to edit your configuration via the mouse in a graphical user interface. Colors are changed with sliders and are shown in a little color box and values are changed in boxes and T/F flags are toggled by buttons. This is a MUST have program if you are still in the 1.x versions of Imagine. Edge level is adjustible (of course) with this editor. -- 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: Imagine v1.1 edge level? Date: Wed, 19 Feb 92 8:53:25 EST From: johnh@jhunix.hcf.jhu.edu (John J Humpal) The edge level code in the Imagine.config file (for both 1.x and 2.0) is EDLE. Impulse set it to 35 originally. Max anti-aliasing is 0, min is 255. Another useful number to tweak is RSDP for resolve depth. Impulse has it at 8 (= 8 reflections/refractions per ray). You can set it to 1 (or 0??) if you are not using reflection/refraction). -John John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer ## Subject: New user questions... Date: Wed, 19 Feb 92 11:38:23 EST From: george@aol.com (George Browning) I bought Imagine (the old version) this weekend and have started playing with it. I was being good and doing the tutorials, but after I build the wine glass object I decided I wanted to see it rendered. The explanation of attributes is not real clear in the manual, especially how they interact and whow to use filter. What I would like to do is make the glass clear, however I have been unable to do it. What kind of settings should be used for clear glass objects? I am also curious as to the time/space/flexiblity trade offs of the rendering modes (ie how is an IFF animation different from and Imagine one). Finally is there any way to create 16 bit hires single framesor can things only be save as HAM? Thanks much, George Browning ## Subject: Re: New user questions... Date: Wed, 19 Feb 92 17:28:15 -0500 From: mbc@po.CWRU.Edu (Michael B. Comet) > >I bought Imagine (the old version) this weekend and have started playing with >it. I was being good and doing the tutorials, but after I build the wine >glass object I decided I wanted to see it rendered. The explanation of >attributes is not real clear in the manual, especially how they interact >and whow to use filter. What I would like to do is make the glass clear, >however I have been unable to do it. What kind of settings should be used >for clear glass objects? I am also curious as to the time/space/flexiblity >trade offs of the rendering modes (ie how is an IFF animation different from >and Imagine one). Finally is there any way to create 16 bit hires single framesor can things only be save as HAM? > >Thanks much, >George Browning > > With regards to the filter attribute this is a regular question from new users since the manual doesn't really tell you everything you need to know. To make glass the following is required: 1] For true refraction you MUST Ray Trace a scene, not Scanline. 2] The attributes must be set for glass so that SHINYNESS is= ZERO (0). If the shininess is not zero, you won't get glass! (You will also probably want to bring up the specular to a full 255,255,255 for a bright white highlight.) Don't forget, if you make the glass fully clear, (255,255,255) and set an index of refraction > 1 you will get a glass object, but you will probably need other objects in the scene so that you can "see" the glass. For the second question, you can tell Imagine what type of file to render and in what format when you are in the large menu to create or modify a subproject. Each subproject can be a differnet format, so that you could render one animation in HAM and another in HIRES. Michael Comet mbc@po.CWRU.Edu ## Subject: Warp Engines Date: Thu, 20 Feb 92 11:13:49 GMT-0500 From: Scott Matthew Krehbiel <scottk@hoggar.eng.umd.edu> Ok, I've been working on this one for quite a while, and I hope it's not some stupid error of mine. Anyway, I'm trying to create ( version 1.1 ) a red sphere, semi transparent, with a glowing yellow center. ( you remember the Warp Engines on the original Enterprise? ) I tried creating a hollow sphere in forms, then putting a light source in the center, hoping that the specularity would create a hotspot on the far inside wall. For some reason, it wouldn't create a hotspot, even with high specularity. Then I tried putting a bright yellow sphere ( primative ) inside a semi-transparent red primative sphere. That didn't work either. ( all I got was a brown glob ) Any suggestions? I would like to get a firm handle on 1.1 before shelling out ANOTHER $100 for a new disk full of confusion. Thank you Thank you. scottk@hoggar.eng.umd.edu Oh, by the way, any reason that the rendering should have an entirely different camera view of the object than that in the "camera view" in the stage editor? thanks ## Subject: Objects detail editor -> cycle editor Date: Thu, 20 Feb 92 12:21:06 +0100 From: Thomas Holmstr|m <tomme@Minsk.DoCS.UU.SE> I have been working on a spider I want to run across a scene. At first I tried to asseble each part (2 body pieces, 8 upper leg-pieces and 8 lower leg-pieces) in the cycle editor but when I've created the ``skeleton'' and start to assign the pieces they all attach much too large. I suppose the attachment have to do with where in an object the axis is located but in spite of much tviddeling I can't get the pieces right. Then I noticed I got a requester if I loaded a grouped object from the detail editor into the cycle editor and the object (group) haven't been in the cycle editor before. The request asked if I wanted to convert the object to a cycle object. YES, that's exactly what I want! I worked for some simple object (and for some other complex too, like the robocop from hubcap, though I ran out of mem ;-) ) BUT it didn't work with my spider! Imagine just put up another requester telling me that it wasn't a proper cycle object. Since then I've been experimenting and trying to find out when Imagine asks me if I want the object converted and when it just tells me down but I can't find any rules. The question: Have someone else been into this and figured it out? The cycle editor hasen't been mentioned much either in Steve's tutorials or here in the list (as long as I've been in). BTW, I'm using 1.1 PAL-version if that matters. M.v.h. Thomas Holmstrom. ## Subject: re: Objects detail editor -> cycle editor Date: Thu, 20 Feb 92 12:05:35 PST From: "Jim Lange" <jlange@us.oracle.com> Errors-To: unix:nobody@athena.mit.edu Thomas Holmstr|m <WRPYR:tomme@Minsk.DoCS.UU.SE> asks about the cycle editor: > The question: Have someone else been into this and > figured it out? The cycle editor hasen't been mentioned much > either in Steve's tutorials or here in the list (as long as > I've been in). BTW, I'm using 1.1 PAL-version if that matters. I have converted grouped objects to cycle objects successfully with 1.1. The new features addendum that came with 1.1 describes two menu options in the detail editor called Cycle Setup and Cycle Shuffle. These allow you to "prepare" a group hierarchy for use in the cycle editor. First, construct your hierarchy so that the axis of each component is located where a connected child object would rotate around it. For example, (using a human analogy) the axis of an upper arm would be at the elbow, and the axis of a forearm would be at the wrist. The Y axis of each object must then point towards and extend to the parent's axis--this is what Cycle Setup does for you. If you select the group by clicking on the parent axis of the entire group (in Group Select mode) then select Cycle Setup, all Y axes will be rotated and stretched to be in this configuration. In the case of your spider, if the axis of the body is in the center of the body, and the legs actually attach along the lower sides, you will need 8 extra dummy axes located at the connection points which are children of the body. Otherwise, the leg will not rotate around where you have it connected, but around the center of the body! These "spacer" objects are needed anytime you have objects which need to move relative to their parent without changing size. Also, the Y axis of the top parent should point in the direction the spider will move when attached to a path. After using Cycle Setup, you should be able to successfully load it into the cycle editor. Cycle shuffle is used if you want to manipulate the hierarchy in the detail editor to achieve one of your keyframe positions. After repositioning, select Cycle Shuffle, then save your group with a new name. This object can then be loaded into an existing cycle using the Load Pose option. (With 1.1, it is usually easier to manipulate the object in cycle editor after converting.) ------------------------------------------------------------------------------- Jim Lange jlange@us.oracle.com Oracle Corporation {uunet,apple,hplabs}!oracle!jlange ------------------------------------------------------------------------------- ## Subject: Vertex Arexx question.... Date: 20 Feb 92 15:09:00 CST From: BRIAN ROZEMA <9650rozema@INDINPLS.NAVY.MIL> Is anyone using a registered version of Vertex? I was wondering if the arexx capabilities (advertized in the demo version) allows one to add faces by specifying three 3D points in space. I would like to specify the coordinates of the 3 3D points instead of picking existing vertices. Will Vertex allow me to do this using arexx? thanks in advance, Brian Rozema 9650rozema@indy.navy.mil --------------------------------------------------------------------------- ## Subject: Spider, cycle objects, etc.. Date: Thu, 20 Feb 92 13:59:58 -0800 From: Michael Gibson <gibsonm@u.washington.edu> About making a spider object in the detail editor and taking to the cycle editor: This works great - there's just a few things that you have to make sure of. When you group your objects, you want to put the object's axis at the _end_ of the point of rotation, and then group it to the origin of rotation. ok, what I mean is that when you take for instance a leg, the end of the leg will have its axis at the very base of the leg, where the leg touches the ground. It will then be grouped to the next higher up portion of the leg, and it will rotate around it's parent's axis, not its own. So you want to connect the lower part of the leg to the upper part of the leg, and then connect the upper part of the leg to an empty axis at the "shoulder" of the spider, and then group that to the axis for the main body. Hmm. I'm not doing a very good job of explaining this.. I uploaded a half-finished human object a while ago over at hubcap called human-object.lzh that demonstrates this sort of stuff. Check that out. So, once you make and assemble the object in the detail editor, just save it and load it into the cycle editor, and it will ask if you want to convert it. Say yes, and there you go - a cycle object. Now, you might not be able to convert an object if you have grouped it strangely... You should try to connect the groups to a single main object to act as a "base". Anyway, the tricky part is figuring out where to put the axes for the pieces. If you look at that human object, you will notice that the axis for the shin piece is at the _foot_, not at the knee. You then group it to the thigh piece, which has its axis at the knee, and then group that to an empty axis at the hip that just acts as a point of rotation. I wish I could explain it easier.. Michael ## Subject: Re: Objects detail editor -> cycle editor Date: Thu, 20 Feb 92 18:30 EST From: <RAG112@PSUVM.PSU.EDU> O.K. I've had the same problems, and here's what I found out. a.) do all your positioning and building as it were in the detail editor. the p ositions of all the objects will be saved with the object so you can pick up an d leave off whenever you want. b.) place the axis of a particular object in such a way that it's z-axis will r each out toward the parent's axis. An example of this would be an eyeball conne cted to a socket. The eyeball's axis would not be in the middle of the eye, but rather on the outer surface, since the eyeball is scaled according to the leng th of the z axis. The eyeball would then rotate around the middle, since the so cket's axis would be connected to the eyeball's z-axis. Once you have all this done, use CYCLE_SETUP and CYClLE-SHUFFLE to let you load the Group (which you a lso group in the detail editor) into the cycle editor all ready to be played wi th. I realize that this is a little wierd, but it does work. The key is to try and do all your building in the detail editor and to put parent's axis where you wi ll want the child to rotate around, and move the z-axis of the child to meet th at parent axis. RG ## Subject: Wavefront, Lightwav, Journeyman Date: Fri, 21 Feb 92 19:23:53 +0100 From: Hannes Heckner <hecknerh@informatik.tu-muenchen.de> Hi Imagine-freaks, everybody talks about Wavefront, Lightwave etc. and I do not no anything about them. So please could you shortly describe each of the following programs: Wavefront - Lightwave - Journeyman with price, qualities, maufacturer. Thanks a lot Hannes P.S.: I am a happy Imagine V1.1 user (soon upgrading !!!!! :-) ## Subject: Re: DCTV & Miscellaneous Date: Wed, 19 Feb 92 11:45:51 GMT From: yury@bknight.jpr.com (Yury German) :If I do need an adapter, am I going to have to give up my non-flicker :display because I have to hook up my monitor to the RGB port? Yes you will have to get an adapter. Unless your monitor has a NTSC in in which case you can use it directly. The RGBadapter will be more for Genlocking then using an RGB monitor but thats in the future. :4) Is the update to DCTV's paint program packaged with the product yet, or :is it even out yet? Is it an improvement? Yes the 1.1 is out. It is more friendly has an undo function as well as a better layout. Proportinal creation, better text handling, nice clip additions... like shadows and easier handling. :5) What's happened to Colorburst? I've heard some ugly rumors about it. :(Not about the product itself but it's distribution.) Well it bombed in the US and the developer decided to drop it and go on to creating a new board. There will be little in terms of suport for it from the developer. ## Subject: upgrade deadline Date: Fri, 21 Feb 92 12:28:21 MST From: koren%hpmoria.fc.hp.com%hpfcla.fc.hp.com@hpfcla.fc.hp.com (Steve Koren) Did anyone ever resolve when the upgrade deadline from 1.1 to 2.0 was? I am also in the position of having 1.1 and wanting to upgrade to 2.0, but not wanting to do it quite yet. I saw some messages about this, but never saw an actual date. - steve ## Subject: Radiance and Rayshade Date: Fri, 21 Feb 92 17:08 EST From: "'Bish' (Doug Bischoff) EMT-MAST" <DEB110@PSUVM.PSU.EDU> I realize it's a little off the topic, but all this talk about rayshade and now radiance, I'm very interested in trying them out. Some questions: 1) Where do I FTP them again? 2) What platforms do they run on? (Amiga would be nice, ya know.) 3) What object formats do they accept? (They aren't modellers, are they? 4) What are the strengths/weaknesses of each that might make them a good alternative to using Imagine's renderer? Thanks for any information. As a hope-to-be professional in the business, I want to get as much experience with as many different types of rendering that I can. Thanks again! /---------------------------------------------------------------------\ | -Doug Bischoff- | *** *** ====--\ | "Guitars are | | -DEB110 @ PSUVM- | * *** * ==|<>\___ | shaped like | | -The Black Ring- | *** *** |______\ | Women, | | --- "Wheels" --- | *** O O | But they sound | | Corwyn Blakwolfe | T.R.I. ------------- | Better." | \---- DEB110@PSUVM.PSU.EDU D.BISCHOFF on GEnie THIRDMAN on PAN -----/ ## Subject: Haitex Xspecs Date: Fri, 21 Feb 92 17:03:11 EST From: alan@picasso.umbc.edu (Alan Price) I finally picked up a pair of Xspecs yesterday. My first impression is WOW! What a fun gadget! Playing SpaceSpuds is a trip. All the pictures on the included disk looked great in 3D. Imagine2.0 is supposed to support the glasses. This is, of course, the reason I bought them. This is, of course, where the problem begins. I have a multisync monitor ( a DiamondScan ) that only syncs at the 30kHz rate. The haitex software includes a display program that apparently forces a interlace flicker to occur whether you are using a de-interlacer or not. This was good new for me and everything worked. However, when rendering an image in Imagine2.0 with 'stereo 3D' selected, showing the rendered image results in the steady display of the stereo images interlaced together. The glasses flicker but the screen does not so it doesn't work. It seems that Imagine depends on the monitors usual 15kHz flicker to create the effect. So figured big deal, I'll just use Haitex's viewer software called 'D3D' to display the Imagine-rendered files. No such luck, D3D does not recoginze the stereo files created by Imagine and just gives an 'error' message. Or a 'malformed ILBM' message. If this is the case, how is one supposed to display an Imagine stereo file outside of running Imagine to do it? I can understand my problem with the display-enhancer while trying to show stereo files within Imagine, but not the fact that the files are not compatible with the haitex display program. DO any Xpsecs owners out there have a solution? Also, the program 'M3D' (Make 3D) works to interleave pre-rendered left and reight-eye views and then display it from within it's program, it CRASHES when it tries to save them as single stereo file. (I have an A3000/25/50) I have called Haitex but still have not heard back from them. ANy suggestions much appreciated! AP ## Subject: Re: Wavefront, Lightwav, Journeyman Date: Fri, 21 Feb 92 17:47:34 EST From: Mark Thompson <mark@westford.ccur.com> > everybody talks about Wavefront, Lightwave etc. and I do not no anything > about them. So please could you shortly describe each of: > Wavefront - Lightwave - Journeyman > with price, qualities, maufacturer. Wavefront: Once the industry leader in 3D animation, they have fallen behind in capabilities, interface, and features to the likes of SoftImage and TDI Explore. It is a workstation based package and runs primarily on SGI machines. As such, it is VERY expensive. I don't know the exact amount, but it is in the 10s of thousands of dollars. It is perhaps the single most common 3D package in high-end 3D studios. Journeyman: From Hash Enterprises is a 3D character animation package that differentiates itself from all the rest by supporting spline surfaces and smooth bendy/twisty type animation without morphing from object to object (refered to as "spine" morphing). This package sells for $500. Its downfall has been its second rate rendering capabilities and Hash's refusal to sell it via distributors or dealers. LightWave: the 3D package that comes free bundled with NewTek's Video Toaster. Or as some prefer to look at it, the $2500 package that comes with a really cool dongle. It is an outstanding package, particularly for broadcast applications, but it is not well suited to character animation. Its strong points are its handling of surfaces, rendering speed and quality, intuitive interface, and video support. Personally, it is my favorite package on the Amiga but I am looking forward to an extensive demo of the latest version of Caligari Broadcast. %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~% % ` ' 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: Limitations of the Cycle Editor Date: Sat, 22 Feb 92 17:09:34 CET From: ajberl!ottmar@rutgers.edu (Ottmar Roehrig) Hello, you Imagine-gurus out there! While doing an gnimation I ran into a problem with the cycle editor which may be of interest to all of you. I'm looking for a solution, but by now I almost do think, that the cycle editor is not capable of doing the things I want it to do. Here we go: Have you ever thought of making a pair of compasses walk? If it was a charackter it would move in a zig-zag-path. It would move one of its "legs" to the front, while makeing the space between the legs bigger in the lower part. The angle of rotation (of both legs!) is the "holder" of both legs, almost all the way up the object. But now think of the position, where both legs are spreaded and the pair of compasses starts moving the other leg.. At this time it also has to rotate around the center axis of the other leg!! By now I have not found any solution to this problem of the moving local axes in the cycle editor. I hope you could understand which cycle I want to define. if not, I'd be willing to make it more clear in a 20.000-charachter-description :-) Thanx for any help, and maybe this makes some of you gurus REALLY think :-) Ottmar -- AtelierRoehrig, Ottmar Roehrig, Hamburg, Germany ETG021,UUCP:...!cbmvax!cbmehq!cbmger!ajberl!ottmar "Excuse me, can you tell how to get to cyberspace?" ## Subject: Re: Objects detail editor -> cycle editor Date: Sat, 22 Feb 92 15:07:34 EST From: F. Felixberto <felix_f@cs.odu.edu> ----- Begin Included Message ----- From tomme@Minsk.DoCS.UU.SE Thu Feb 20 07:10:15 1992 To: imagine@Athena.MIT.EDU Subject: Objects detail editor -> cycle editor >I have been working on a spider I want to run across >a scene. At first I tried to asseble each part (2 body pieces, >8 upper leg-pieces and 8 lower leg-pieces) in the cycle editor >but when I've created the ``skeleton'' and start to assign the >... The easiest way I know to do this is to group the spider parts in the Detail Editor. Load all the spider parts you need into the editor and position them appropriately (the hip bone connected to the thigh bone etc. :)). Be sure they are not grouped together. Now pick one of the lower legs, press Shift-M so that you can interactively move the axis for the leg. Move the axis to the foot end of the lower leg. Press SPACE to make the move permanent. Pick the upper leg, press Shift-M and move the axis to where the upper and lower legs meet, press SPACE. Hold down the Shift key and pick the lower leg. Now group the two together (be sure that the upper leg is the parent object). Go to the Function menu and select Add Axis. Position this axis where the upper leg goes into the body. Pick the axis, then holding down the Shift key, pick the upper leg (this should pick the group of upper leg and lower leg, if not make sure that you are in the pick group mode). Group the upper leg to the axis. Perform the operation described above for each of the other seven legs. When you are done with all eight legs, pick the body piece where the legs attach to, then multi-pick all the legs and group them together. How you group the body pieces to each other is up to you. Save the final grouped object. Go to the Cycle Editor, load the spider group. A requester should come up asking you if you want the object converted to a cycle object. Click on OK and you should be all set. Select the Pivot mode to move the legs where you want them to. Hope this helps. felix ## Subject: Re: Warp Engines Date: Sat, 22 Feb 92 15:20:00 EST From: F. Felixberto <felix_f@cs.odu.edu> >Ok, I've been working on this one for quite a while, and I hope it's >not some stupid error of mine. Anyway, I'm trying to create ( version >1.1 ) a red sphere, semi transparent, with a glowing yellow center. >( you remember the Warp Engines on the original Enterprise? ) >I tried creating a hollow sphere in forms, then putting a light >.......Then I tried putting a bright yellow >sphere ( primative ) inside a semi-transparent red primative sphere. >That didn't work either. ( all I got was a brown glob ) The problem with trasparent objects is that the color of the background will affect the color of your objects. You might try doing this: Make two identical primitive spheres. Go to the Top view, for one sphere, delete all the points above the object axis. In the attributes requester, give it a filter value of RED:255, GREEN:255, BLUE:0. Pick the other sphere. delete all the points below the object axis. Give it a color value of RED:255. You can make this object bright or not depending on what effect you're trying to achieve. Join this two sphere so they make up one sphere, half of which is opaque, and half of which is semi-transparent. They will be joined together along the X-Z plane. When you position this sphere, be sure that the X-Z plane is perpendicular to the camera. Now make a small sphere and make it yellow and make it a light source. Put this in the larger sphere you made above and you should have something close to what you wanted. For best results, render in trace mode. Hope this helps. felix ## Subject: Re: Warp Engines Date: Sat, 22 Feb 92 20:53:05 -0500 From: brad@umbc5.umbc.edu (Mr. Brad Milhorn) Scott, Got the message about your problem with the warp nacelles in Imagine 1.1. Since we don't have a fog command and the effect you want is a scattering of light try a multifaceted crystal between the light source (inside the engine) and the hydrogen collectors in the front. this should give the scattering effect your looking for. Also use a white light source on a semi translucent red hemisphere. That *should* clean up the mess you had with the yellow source, and give you the effect you described to me yesterday. Brad Milhorn brad@umbc2.umbc.edu or brad@umbc4.umbc.edu ## Subject: Lightwave 2.0 Date: Sat, 22 Feb 92 20:11:56 PST From: Mike.G.Wilson@mtsg.ubc.ca Well, I've been playing with Lightwave 2.0 for a few days now, and I still am baffled as to how to get the pretty pictures I know it can produce. The renderer definetly is better than Imagine's, but the modeler still sucks, although it does have some great new commands (bend, taper etc). It still lacks a solid connection between the modeler and the surfaces. Naming surfaces and then dealing with them hours, maybe days later just doesn't cut it. Especially when you can't go into the modeler and see what 's what. It's too bad, because it really is much faster and does create some excellent images. Imagine still has my vote, though... Peter Bowmar ## Subject: Morphing Characters Date: Sun, 23 Feb 92 12:03:29 -0500 From: ""Ryan C. White"" <rcwhite@mailbox.syr.edu> I working on an animation now where the main character is one object that moves through morphing. This gets to be a problem in the stage editor because if i need him to walk for 50 frames I have to the action editor and put in every frame of the morph over and over again. Does anyone know of a way (or is it even possible) to make some kind of cycle object out of morphing objects. Chris White ## Subject: ab20 Date: Mon, 24 Feb 92 1:44:48 PST From: q405@odin.cc.pdx.edu (Laurence Hawkins) I have just joined the Imagine mailing list and have seen quite a few messages refering to examples located on ab20.larc.nasa.gov, and I have wondered where this is and how I can transfer files to/from, or if you have to have an account there. I have used FTP before to transfer files from/to other specific users before, but I still know little about how FTP works. I have a few objects that I think people would be interested in. I am also thinking about purchasing an 030 or 040 board for my 2000, and I was wondering if anyone had any suggestions as to what some of the better choices are? Thanks, Larry Hawkins (503)-287-9317 ------------------------------------------------------------------------------- ## Subject: .LZH files Date: Mon, 24 Feb 92 12:14:31 -0500 From: sacke@ecn.purdue.edu (Elizabeth E Sack) Someone had posted asking what is used to uncrunch .LZH files. The program LZ is used to do this. It can also uncrunch LHWarp and LHArc files. It is located on AB20.LARC.NASA.GOV in the AMIGA/ARCHIVERS directory. Jeff Hanna Studio J Video Productions sacke@gn.ecn.purdue.edu ## Subject: Attributes help Date: Mon, 24 Feb 92 13:29:51 EST From: usr9110a@tso.uc.EDU (Paul Wehner) Whenever I load a cycle object into the detail editor I go too "pick Groups" mode and hit F7 to adjust the attributes. However when I load attributes I've made they only apply to the parent object of the group. Does anyone have a suggestion as to how to overcome this? I have Timm Martins "CycleMan" object and trying to make it all chrome is very tedious using pick objects mode-all 10 fingers and upper/lower eylids etc makes for a long time. Thanks for any help...Paul Wehner usr9110a ## Subject: New Pics Date: Mon, 24 Feb 92 14:30:13 PST From: worley@updike.sri.com (Steve Worley) I've uploaded JPEG files of four of my renderings onto the anonymous FTP site hubcap.clemson.edu. AmiLuxo: A lamp pushing a ball (amiga-checkered!) on a desk Rough Voyage: Stormy seas with a sailboat guided by a lighthouse beam 3Pointer: Basketball going into a hoop. A real view of the ball discussed in the appendix of my book. 767 over Boise: A nice model. Enjoy. The files are all in JPEG format, so you'll need ADPro or the PD code to change them to 24 bit. -Steve -------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu -------------------------------------------------------------------------- BTW: My book got a 5 star review in .info, and I won first place in the AmiExpo 3D art contest. I'm quite happy..... :-) ## Subject: Camera track/anim Date: Mon, 24 Feb 92 13:33:28 EST From: usr9110a@tso.uc.EDU (Paul Wehner) Ok, here's another problem I'm having-I've set up a twenty frame anim and have added an axis/track in the stage editor and told the camera via the action editor to track itselgf to this axis. When previewing the anim the camera moves itself over the track so by the end it resides right on top of the axis. I don't know why this happens -any help out there? thanks. Paul Wehner/usr9110a ## Subject: re: Attributes help Date: Mon, 24 Feb 92 11:57 PST From: Ivan I <ESRLPDI@MVS.OAC.UCLA.EDU> Assuming you mean Tim WIlson's CycleMan, he addresses this in the manual supplied with the objects; go into attributes, select texture, then select grid. Set the first 2 settings (line & something I can't recall) to 1000, so they should be too big to fit on the object anywhere I believe, and then use the rest of the settings to put in chrome attributes. The only problem here is that you have to type the settings in instead of loading a predefined attribute but that's not a big deal. I've done this, and it works fine. Incidentally, the Cycleman object is a really nicely defined set of walking/ running cycles with a well articulated male figure. The motion is superb, and the manual gives some nice insight into complex cycle editor constructions. Ivan -------------------------TEXT-OF-FORWARDED-MAIL-------------------------------- Whenever I load a cycle object into the detail editor I go too "pick Groups" mode and hit F7 to adjust the attributes. However when I load attributes I've made they only apply to the parent object of the group. Does anyone have a suggestion as to how to overcome this? I have Timm Martins "CycleMan" object and trying to make it all chrome is very tedious using pick objects mode-all 10 fingers and upper/lower eylids etc makes for a long time. Thanks for any help...Paul Wehner usr9110a ## Subject: Book Offer Date: Tue, 25 Feb 92 08:23:18 PST From: worley@updike.sri.com (Steve Worley) As many of you know, there is a special offer for my book to members of this mailing list. This is just a warning that I'm going to have to put a time limit on this offer, due mainly to people claiming to be on the list who aren't, or worse, people who join the list to get the discount, then post annoying messages tobe removed after they get their books. Don't worry, there's plenty of time. If you want to get a book at the $24 price, please get your order in by March 15 (three weeks from now.) Hopefully this will weed out some of the chaff subscriptions. The address to order _Understanding Imagine 2.0_ : (this is an FAQ by now..) Apex Software Publishing 405 El Camino Real, Suite 121 Menlo Park CA 94025 USA $24, plus $10 for overseas orders. $26 for CA orders (sales tax...) Sorry for the commercial message. :-) -Steve ## Date: Tue, 25 Feb 92 08:28:16 PST From: khobbs@saim4.boeing.com (Kevin W. Hobbs) I'd like to get the pictures that Steve Worley just uploaded to hubcap.clemson.edu. Could someone please tell me which directory they are in on hubcap. I have to go through decwrl's ftpmail to get these and it takes alot of time just to locate the directory where files are at the I want. Thanks a bunch! Kevin Hobbs ## Subject: Re: your mail Date: Tue, 25 Feb 92 11:44:40 EDT From: ddyer@hubcap.clemson.edu (Doug Dyer) > > I'd like to get the pictures that Steve Worley just uploaded to > hubcap.clemson.edu. Could someone please tell me which directory > they are in on hubcap. I have to go through decwrl's ftpmail to get > these and it takes alot of time just to locate the directory where > files are at the I want. Thanks a bunch! > > Kevin Hobbs > I keep a file fairly updated called FILES in the pub/amiga/incoming/imagine directory which is a recursive listing of all imagine direcories sorted by date (recent uploads are in front). ## Subject: Re: Attributes help Date: Mon, 24 Feb 92 17:46:49 EST From: alan@picasso.umbc.edu (Alan Price) You do have to set the attributes for each individual object that makes up a group. This can be somewhat tedious for a general attribute 'overhaul', but one method I use to help sped this up is to save the attributes of the first object you readjusted to a seperate attributes file, then each time you bring up the attributes requester for each additional object, just click the 'load' button, hit return on the selected, previously saved file, and all the attributes will be loaded in automatically. This reduces the amount of work to hitting 'F7', clicking 'load' and hitting return, for each object insted of setting each individual attribute over and over. Hope this helps. AP. ## Subject: Re: Limitations of the Cycle Editor Date: Tue, 25 Feb 92 14:23:26 EST From: rosner@europa.asd.contel.com (John Rosner) > From cbmehq!cbmger!ajberl!ottmar@cbmvax.cbm.commodore.com Sat Feb 22 14:36:39 1992 writes: > now think of the position, where both legs are spreaded and the pair > of compasses starts moving the other leg.. At this time it also has > to rotate around the center axis of the other leg!! The cycle editor only works with relative motion within an object, i.e., one part to another. So the compass legs move apart because they are parts moving within the whole. Rotation of the whole object is not supported, except in the action editor. I think it should be, but then I think Imagine should run in overscan. You could make it rotate in the cycle editor if it is relative to some other part of the object. Perhaps an axis? or maybe the top handle of the compass? Hope this helps (hope this is right) John Rosner ## Subject: FTP login problems on hubcap Date: Tue, 25 Feb 92 16:12:50 CST From: camelot!dale@uunet.UU.NET Lately I seem to have some problems getting onto HUBCAP. I connect OK, I login as anonymous (no problem), but it doesn't seem to want to accept anything I keyin for a password. Any suggestions? Thanks, Dale ____________________________^__________________________________ dale r. rogers Email: ingr!b24a!camelot!dale Internet: ingr!b24a!camelot!dale@uunet.uu.net . ## Subject: Color0 on object Date: Wed, 26 Feb 92 4:57:10 PDT From: tucker@cs.unr.edu (Aaron Tucker) Fellow Imagineers, I just completed an animation for a car dealer in Reno called Champion Chevrolet Geo. It has thier logo fly in from the side, slow down, and stop at the top 1/3 of the screen. This takes 1.5 seconds. The next second (30 fps, BTW), has a squiggly line draw itself in the middle of the logo (the logo actually has two parts). Anyways, the animation looks great and the client loves it. Enter the problem. When I played back a HAM version of the anim to show him a real-time version...we put it over some video. The logo looked great. But, when the squiggly line went to draw itself, it would come up as a black line first, then draw itself. I was using Steve Worley's idea of flying a (255,255,255) Transparent Texture over the object, slowly revealing itself over 30 frames. Looks great until put onto video. The object is not Color 0. It doesn't appear until the 46th frame, where it makes an ugly entrance. If anyone has a fix for this problem, other than touching up every frame in Light24, please let me know. I suppose I could have a Plane that was Color 0 (Genlocked) in front of it and move with the texture, but that seems like such a kludge. Thank you for your time. BTW, Steve, since you live in California, what are the going rates for 30fps 24bit animation? I have a deal with a local vide house here where I record to MII. What is the average going rate in CA for equivalent work? Anybody else? Juan Trevino tucker@pyramid.cs.unr.edu "Wake up. Time to die." -Leon from BladeRunner ## Subject: Pricing for Animations... Date: Wed, 26 Feb 1992 09:11:05 EST From: Dwayne <dstucker@UALR.EDU> > From: tucker@cs.unr.edu (Aaron Tucker) > Subject: Color0 on object > To: imagine@Athena.MIT.EDU stuff deleted > Thank you for your time. BTW, Steve, since you live in California, >what are the going rates for 30fps 24bit animation? I have a deal with a >local vide house here where I record to MII. What is the average going rate >in CA for equivalent work? Anybody else? That is a very good question. I would like some help on this subject too. Do I charge by the hour for my time? Do I charge by the finished length of the work? Or so combination? >Juan Trevino >tucker@pyramid.cs.unr.edu >"Wake up. Time to die." -Leon from BladeRunner *****DWAYNE***** DSTUCKER@UALR.EDU ## Subject: Re: Limitations of the Cycle Editor Date: Wed, 26 Feb 92 14:14:23 EST From: F. Felixberto <felix_f@cs.odu.edu> >... >Here we go: Have you ever thought of making a pair of compasses walk? >If it was a charackter it would move in a zig-zag-path. It would move >one of its "legs" to the front, while makeing the space between the >legs bigger in the lower part. The angle of rotation (of both legs!) >is the "holder" of both legs, almost all the way up the object. But >... I am not sure if this is exactly what you are looking for but you might try it anyway: Go into the Detail Editor. Make a long narrow cone for your compass leg. Turn it upside down, and copy it (Amiga-c). Rotate it around the world's y-axis by 30 degrees (any value I give here is just a suggestion, use what you want to use). Move the axis to the point of the cone. Press right Amiga-c to paste a new copy of the cone, rotate it by -30 degrees around the world's y-axis and move the axis to the point of this cone. Add an axis and put it where the base of the two cones meet. We will call this axis as the handle (for the compass that is). Group the handle and the cones together with the handle as the parent. Move the group to 0,0,0. It should already be there but just make sure. Note: All rotations will be done around the WORLD AXES. You should be able to do everything from the top view so go ahead and make it full screen. Rotate the compass group around the z-axis by -45 degrees. Save this object as "position_1". Rotate the compass group around the z-axis by 90 degrees, save this object as "position_2". Looking at the top view, "position_1" should have been diagonal going from the upper left-hand down to the lower right-hand and "position_2" will be the opposite. Delete "position_2" and load "position_1". Add an axis and place it above the axis of the left-hand compass leg (i.e., it should have the same x and y position as the axis of the left-hand compass leg). Using this axis as the parent, group the compass to it. This is going to be your "moving local axis." Add another axis, and put it underneath the handle (x=0, y=0, z<>0). Group the moving axis to this axis, this axis will not move at all. Select Cycle Setup from the Functions menu. Save the group as compass.master. Be sure that you are in Pick-Groups mode. Pick the moving axis and position it at y=0, keep x and z values the same. Rotate around the z-axis by 45 deg. From the top view, the group should now appear level. Pick the non-moving axis. Select CYCLE SETUP from the Functions menu. Save this group as compass.pose.1. Load "position_2". Pick the moving axis (compass.pose.1). Position the moving axis above the axis of the left leg of "position_2". Rotate around the z-axis by 45 degrees. Your group should now be in the same position as "position_2". Pick the non-moving axis. Select ` CYCLE SETUP and save this group as compass.pose.2. Pick the moving axis of compass.pose.2, and position it above the right leg of "position_2". Pick the non-moving axis and select CYCLE SETUP. Save this group as compass.pose.3. Pick the moving axis of compass.pose.3 and position it at y=0, leave x and z alone. Rotate around the z-axis by -45 degrees, the object should now be level viewed from the top view. Pick the non-moving axis and select CYCLE SETUP. Save the group as compass.pose.4. Delete "position_2". Load "position_1". Pick the moving axis of compass.pose.4 and position it above the axis of the right leg of "position_1". Rotate around the z-axis by 45 degrees. The group should now be in the same position as "position_1". Pick the non-moving axis and select CYCLE SETUP. Save the group as compass.pose.5. You are now ready to create your cycle object. Go into the cycle editor. Load compass.master. Go to frame 3 and select Load Pose, load compass.pose.1. Go to frame 7 and Load Pose again (with compass.pose.2). Go to frame 8 and Load Pose compass.pose.3. Go to frame 12 and Load Pose compass.pose.4. Go to frame 16 and Load Pose compass.pose.5. Save your cycle object. If you want to see it move, select Make. I hope my explanation is clear. If it is not, please tell me and I'll try to write a more organized explanation. felix ## Subject: Pricing for Animations... (fwd) Date: Wed, 26 Feb 92 16:12:35 CST From: iceman@camelot.bradley.edu (Christopher Ice) Forwarded message: > From daemon Wed Feb 26 10:45:53 1992 > Date: Wed, 26 Feb 1992 09:11:05 EST > From: Dwayne <dstucker@UALR.EDU> > Subject: Pricing for Animations... > Sender: dstucker@UALR.EDU > To: imagine@Athena.MIT.EDU > Message-Id: <00956BA3.C4FC5440.5233@UALR.EDU> > > > From: tucker@cs.unr.edu (Aaron Tucker) > > Subject: Color0 on object > > To: imagine@Athena.MIT.EDU > stuff deleted > > Thank you for your time. BTW, Steve, since you live in California, > >what are the going rates for 30fps 24bit animation? I have a deal with a > >local vide house here where I record to MII. What is the average going rate > >in CA for equivalent work? Anybody else? > > That is a very good question. > I would like some help on this subject too. > Do I charge by the hour for my time? > Do I charge by the finished length of the work? > Or so combination? > > >Juan Trevino > >tucker@pyramid.cs.unr.edu > >"Wake up. Time to die." -Leon from BladeRunner > > > *****DWAYNE***** > DSTUCKER@UALR.EDU > Certainly I would charge for the time spent on the animation PLUS a fee for equipment usage (ie. rendering time....wear and tear you know.) The length of an animation in NO way reflects the amount of work put into it..it can be as long as they want, but it might be crap. Charging for time spent would, in my opinion, be a fair way of ensuring that your time is compensated. -- +--------------------------------------///-------------------------------------+| Chris Ice /// Bradley University | | iceman@camelot.bradley.edu \\\/// Peoria, IL, USA |+----------------------------------\XX/----------------------------------------+ "We are programmed just to do....anything you want us to." --The Robots ## Subject: extruding along splines Date: Mon, 17 Feb 92 21:43:37 EST From: spworley@athena.mit.edu Whenever I want to make a connected series of points along a spline path, I don't use the ribbon technique. It works, but if you are spinning or the path is complex, you can't easily delete the extra points. I just add an axis, and add TWO points connected by an edge. Then I translate one point exactly on top of the other (with Translate or Lock or Snap To Grid). I extrude this new object along the path, and use "Merge" to get rid of the extra points. No matter how complex and twisty the path is, this will work without any manual editing. A final step is to pick all of the faces in the object (there are infinitly narrow ones connecting the points) and delete them. Keep on rendering... -Steve --------------------------------------------------------------------------- Steve Worley spworley@athena.mit.edu --------------------------------------------------------------------------- PS: Quick-n-dirty Expo report: Vista Pro 2.0 is WAY COOL. Animation Journeyman was also being demoed by a 4th party vendor... it's hard to see it in action due to the strange marketing by Hash. Nothing big graphics-wise other than that (and a big draw at my booth! :-) I sold a buncha books. ) that (and a big draw at my booth! :-) I sold a buncha books. )