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- IMAGINE archive: collected off of imagine@ATHENA.MIT.EDU
-
- ARCHIVE XXI (Part A)
- Feb. 26 '92 - Mar. 13 '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: Steve's Images
- Date: Wed, 26 Feb 92 08:09:10 EST
- From: "Bob Lindabury, SysAdm" <bobl@graphics.rent.com>
-
- >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
-
- Well, if I can get a hold of Steve's images sometime soon, all of you
- using FTPMAIL will have an alternative source, my graphics file
- server!
-
- The file server is mail based. What that means is that you just send
- a mail message to my server with commands in it for retrieving files
- much like FTPMAIL. However, the delays should be much shorter. Here
- is the info you need...
-
- ------------------- Graphics File-Server Info --------------------
-
- A mail based file server for 3D objects, 24bit JPEG images, GIF images
- and image maps is now online for all those with Internet mail access.
-
- The server is the official archive site for the Lightwave 3D mail-list
- and contains Lightwave objects, scenes, image maps and JPEGed
- renderings from users of the Lightwave 3D software as well as
- renderings from other 3D packages.
-
- Besides the above mentioned image-based files, the server contains many
- PD and Shareware graphics utilities for several computer platforms
- including Amiga, IBM and Macintosh.
-
- Some samples include:
-
- DKBTRACE - Raytracer for IBM, Amiga and Mac
- POV - Persistance of Vision Raytracer
- RAYSHADE - Raytracer for the Mac
- QRT - Raytracer for IBM, Amiga and Mac
- FRACTINT - Fractal program for IBM
- GIFJPG - Several versions for Amiga, IBM and Mac
- WASP - Image converter for Amiga
- REND - 24bit to IFF converter for Amiga
- PLAY - Several Autodesk .FLI SVGA Players for IBM
- GRASPRT - Latest player for GRASP anim files (Amiga player also)
- GRAPHWRK - Latest Graphics Workshop for IBM
- FLI/ANI - Several .FLI and .ANI anims for IBM
- BADGE - Killer entries for all 3 years (Amiga)
- Objects - Objects for Imagine, Videoscape, Lightwave and others
- Renderings - JPEGed 24bit images from Mark Thompson and others
- Demos - ImageCels, Caligari, Autodesk 3D Studio and others
-
- Plus much more! And many more to come!
-
- The server resides on my BBS called "The Graphics BBS". The BBS is
- operational 24 hours a day 7 days a week at the phone number of +1
- 908/469-0049. It utilizes a Hayes V-Series 9600 V.42 modem. (soon to
- upgrade to a V.32bis modem)
-
- If you would like to submit objects, scenes or images to the server,
- please pack, uuencode and then mail the files to the address:
-
- server@bobsbox.rent.com
-
- For information on obtaining files from the server send a mail message
- to the address:
-
- file-server@graphics.rent.com
-
- with the following in the body of the message:
-
- HELP
- /DIR
-
- and a help file describing how to use the server and a complete
- directory listing will be sent to you via mail.
-
- -- 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: OCTD & world size
- Date: Thu, 27 Feb 92 14:02:23 MET
- From: Marco Pugliese <pugliese@hp2.sm.dsi.unimi.it>
-
- What kind of relationship is there between OCTD (level in octree) parameter, in
- the PREFERENCE EDITOR, and world-size ?
- I mean, I found that varying one or both these values, rendering time changes f
- requently; the problem is that I still haven't found the optimum values.
-
- Please help.
- CIAO.
-
- --
- ===============================================================================
- Marco Pugliese *| Dipartimento di Scienze |* pugliese@ghost.dsi.unimi.it
- via Roncaglia 13 *| dell'Informazione |* pugliese@hp1.sm.dsi.unimi.it
- 20146 MILANO *| --------- |* pugliese@hp2.sm.dsi.unimi.it
- ITALY *| Universita' di MILANO |* pugliese@hp4.sm.dsi.unimi.it
- ===============================================================================
-
- ##
-
- Subject: Re: Color0 on object
- Date: Thu, 27 Feb 92 1:45:00 PDT
- From: Aaron Tucker <tucker@cs.unr.edu>
-
- >
- > The problem is that the "transparent" object is letting the background show
- > through, and the background is black. Therefore you get a black squiggle.
- >
- > The solution is to use an object with the "genlock" attribute to conceal the
- > squiggle. That will let the video show through properly.
- >
- > Pete
- >
- >
- >
- The problem is that the squiggle is RED. It is supposed to be invisible until
- it is drawn in. If the object is a Genlocked object, I will never see the red.
- That is my dilemna. I guess I will have to put a genlocked plane over the
- undrawn portion and track the positionto the linear transparent texture as
- it goes by. I wonder if any of the other 3D packages for the Amiga are
- capable of doing this...any experienced biters? Stephen? Mark?
-
- Juan Trevino
- tucker@pyramid.cs.unr.edu
- "Wake up. Time to die." -Leon from BladeRunner
-
- ##
-
- Subject: Re: Pricing for Animations...
- Date: Thu, 27 Feb 92 1:58:02 PDT
- From: Aaron Tucker <tucker@cs.unr.edu>
-
- > 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?
- >
- > *****DWAYNE*****
- > DSTUCKER@UALR.EDU
- >
-
- I am currently charging by the frame because most of the work I do is simple
- logos flying in and setting down on the screen, with maybe a ripple of light
- go across them. They are all fairly simple, so not much of my time is used.
-
- If I charged for time, I honestly think I'd be making much less than would
- be worth my while. I am paying a local video production house a small
- percentage of the profit to use his single frame equipment and his MII deck.
- That is something else to consider if you are going to go to videotape. I
- would rather pay a video production house and get MII, Betacam, or 1" than
- go to VHS, SVHS, or 3/4" for free. The difference is substantial.
-
- I suppose it depends on the situation. I am sure I would change my mind if
- somebody wanted only 100 frames of some amazingly complex scene. It is always
- best to get a storyboard before generating a 24bit animation.
-
- Juan Trevino
- tucker@pyramid.cs.unr.edu
- "Wake up. Time to die." -Leon from BladeRunner
-
- ##
-
- Subject: How to do it ...
- Date: Thu, 27 Feb 92 16:59:20 MET
- From: Marco Pugliese <pugliese@pippo.sm.dsi.unimi.it>
-
-
- John Rosner wrote:
-
- >No but yes. The rendering engine has not changed. What has changed is
- >world size can be automatically set and in trace mode this has dramatic
- >differences. A friend said he did a TRACE of a satellite and it took 2
- >hours 20 minutes, I had helped him on his satellite and knew this was
- >way off. He was using the default world size instead of setting the
- >globals size to 0, which does automatic sizing. The TRACE took 12
- >minutes.
-
- HOW CAN I DO THAT ?????
- I ask because I tried, but rendering speed becomes always very low !!!!!
- What I'm doing wrong for you ?
-
- Thanks in advance.
- CIAO.
-
- --
- ===============================================================================
- Marco Pugliese *| Dipartimento di Scienze |* pugliese@ghost.dsi.unimi.it
- via Roncaglia 13 *| dell'Informazione |* pugliese@hp1.sm.dsi.unimi.it
- 20146 MILANO *| --------- |* pugliese@hp2.sm.dsi.unimi.it
- ITALY *| Universita' di MILANO |* pugliese@hp4.sm.dsi.unimi.it
- ===============================================================================
-
- ##
-
- Subject: New member, Author of Vertex
- Date: Thu, 27 Feb 92 06:09:24 EST
- From: Alex Deburie <ad99s461@sycom.mi.org>
-
-
- Hello,
-
- Glad to be a part of the Imagine mailing list! I'm the author of Vertex,
- the shareware object editor/converter. If anyone has any comments,
- requests, criticisms or questions, let 'em rip...
-
- I've just made some changes to the program, including improved line
- clipping, an object name requester to replace the name menu, and a new
- function called cut window. Preferred users should be getting updates in a
- about a week.
-
-
- On Imagine, has anyone heard about the lock-up problem? I've heard a
- little on the net about it, and a friend of mine said the program locked
- up after clicking the OK button from the file requester. Any ideas?
-
-
- So long...
-
- Alex DeBurie
- (ad99s461@sycom.mi.org)
-
- ##
-
- Subject: Speed increase in rendering engine?
- Date: Thu, 27 Feb 92 07:05:05 EST
- From: John Rosner <rosner@europa.asd.contel.com>
-
- > From lahurst@unix1.tcd.ie Thu Feb 27 03:39:03 1992
- > has the integer version of imagine 2 had a speed increase in its
- > rendering engine.
- >
-
- No but yes. The rendering engine has not changed. What has changed is
- world size can be automatically set and in trace mode this has dramatic
- differences. A friend said he did a TRACE of a satellite and it took 2
- hours 20 minutes, I had helped him on his satellite and knew this was
- way off. He was using the default world size instead of setting the
- globals size to 0, which does automatic sizing. The TRACE took 12
- minutes.
-
- ##
-
- Subject: Re: Pricing for Animations...
- Date: Thu, 27 Feb 92 09:28:33 CST
- From: Michael Mikottis <mikottis@maize.rtsg.mot.com>
-
- More thoughts on how to charge: by the frame, time spent, etc.
-
- The thinking behind the billing practices of many professionals (e.g.
- doctors, lawyers, ARTISTS, etc.) is that what is being charged for is
- the experience, schooling, expertise. etc., which is all very hard to
- come by, and not so much the hours spent, per se. That's why the hourly
- rates of these people tend to be high.
-
- You need to consider all the long hours spent pouring over manuals,
- hooking up new hardware, frying chips, trying various rendering techniques,
- getting gurus, getting black screens, getting nice screens; i.e honing your
- craft. Nobody was sitting behind you then writing you checks, am I right?
-
- And what you have earned for yourself is the ability to provide a service
- that not just anybody has the wherewithall to provide. i.e. it's relatively
- rare and therefore valuable to somebody who wants that service.
-
- > 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?
- >
- > *****DWAYNE*****
- > DSTUCKER@UALR.EDU
- >
-
- I am currently charging by the frame because most of the work I do is s
- imple
- logos flying in and setting down on the screen, with maybe a ripple of
- light
- go across them. They are all fairly simple, so not much of my time is u
- sed.
-
- If I charged for time, I honestly think I'd be making much less than wo
- uld
- be worth my while. I am paying a local video production house a small
- percentage of the profit to use his single frame equipment and his MII
- deck.
- That is something else to consider if you are going to go to videotape.
- I
- would rather pay a video production house and get MII, Betacam, or 1" t
- han
- go to VHS, SVHS, or 3/4" for free. The difference is substantial.
-
- I suppose it depends on the situation. I am sure I would change my mind
- if
- somebody wanted only 100 frames of some amazingly complex scene. It is
- always
- best to get a storyboard before generating a 24bit animation.
-
- Juan Trevino
- tucker@pyramid.cs.unr.edu
- "Wake up. Time to die." -Leon from BladeRunner
-
-
- If Mr. Trevino can now reap the benefits of his hard work such that
- based on his experience and knowledge he is able to produce a slick
- animation for a client in a relatively short amount of time, great!
- In fact the more proficient he is, the more he ought to charge!
-
- But back to the main question, how to charge? There's a couple of common
- choices used in other similar industries: "fair market" and "time + materials".
-
- "Fair market" says charge what the market will bear. If the going rate
- for a 10 sec. flying logo on whatever media is x dollars, charge that
- rate more of less depending on how your work stacks up to the standard.
- The problem here is that since a lot of what is being discussed here
- is new, there may be no way to obtain a "going rate". On the other hand
- whatever somebody agrees to pay you IS the going rate. The danger is
- you might be undervaluing your work, or overcharging (and risking loss of)
- your client.
-
- Where there is little info re: waht the market will bear it might be better
- to try the "time + materials" model. Compare rates with similar industries
- in order to find a yardstick, and come up hourly rate. What's similar?
- Commercial art, traditional animation, programming... Adjust the rate up or
- down depending on the rarity and quality of your service. e.g. Putting titles
- on home videos might represent less of a knowledge base than flying logo
- animations, which is less than some other service. And if your work has some
- special flair that people really go for, charge for it!
-
- Mike
-
- ##
-
- Subject: Re: How to do it ...
- Date: Thu, 27 Feb 92 11:51:46 EST
- From: John Rosner <rosner@europa.asd.contel.com>
-
- > Marco Pugliese *| Dipartimento di Scienze |* pugliese@ghost.dsi.unimi.it
- > >He was using the default world size instead of setting the
- > >globals size to 0, which does automatic sizing. The TRACE took 12
- > >minutes.
- >
- > HOW CAN I DO THAT ?????
- > I ask because I tried, but rendering speed becomes always very low !!!!!
- > What I'm doing wrong for you ?
-
- You created a single frame size bar in the Action editor under Globals,
- and the rendering time for a TRACE took longer?
-
- Something else is wrong. The world size can affect trace times but the
- above method of setting the size to zero causes Imagine 2.0 to optimize
- the world size.
-
- Later, John Rosner
-
- ##
-
- Subject: Yet Another Bug Report
- Date: 27 Feb 1992 10:35:52 -0800
- From: Mitch Halpern <mitch_halpern@qm.sri.com>
-
- 10:22 AM 2/27/92
- Yet Another Bug Report
- I have found what appears to be a bug in Imagine 2.0 when rendering an
- animation in DCTV mode. If you render the animation in Impulse's format,
- everything appears to be OK, but if you render the animation in ANIM format,
- one gets an error message (Can't build anim file) when the computer tries to
- build the first anim file. Other than using DCTV format and screen
- resolutions, I've been using "normal" procedures for someone with relatively
- limited hard drive capacity (eg looping anim, delete picture files, generate
- movie file from pick list etc.). Has anyone experienced anything similar? Is
- their a bug in my technique rather than the software?
-
- Thanks, Mitch (Mitch_Halpern@qm.sri.com)
-
- My opinions are my own...No one else would really want them
-
- ##
-
- Subject: How to render???
- Date: Thu, 27 Feb 92 13:57:33 EST
- From: James Parker <parker@cs.wvu.wvnet.edu>
-
-
- Ok, you guys...
-
- I have been wanting a ray-tracer with a graphic interface for a while and I
- talked a dude down the street out of his Imagine1.0 (I know it is old but I
- am really just trying it on for size before I pump out major $$$ for a better
- one.) The problem is...he lost the manuals but he insisted it was very easy
- to use. Common sense sorta stuff. (Yeah, right!)
-
- Here's my question: HOW IN THE HELL DO I RENDER ANYTHING!?!?!?!?!
-
- I can draw nice objects. I have gotten a bunch of neat stuff from hubcap like
- TIE fighters, X-Wings, the Enterprise, etc, and I can rotate, scale, etc
- easily enough but I can't render anything!!!!! The fellow I bought it from
- says he can't remember and he never used it a lot anyway.
-
- HELP!! Can someone just give me some simple instructions about how to render
- any of these great objects???
-
- I REALLY appreciate any and all help....
-
- Thanks a bunch!
-
- --
- =============================================================================
- Jim Parker parker@cs.wvu.wvnet.edu | Standard
- "What we got here is a failure to communicate.." -S.M. | Disclaimers
- =============================================================================
- Hard work doesn't guarantee anything, but without it you don't stand a chance
-
- ##
-
- Subject: Re: How to do it ...
- Date: Thu, 27 Feb 92 15:56:27 -0500
- From: "Michael B. Comet" <mbc@po.cwru.edu>
-
-
- >
- >
- >Something else is wrong. The world size can affect trace times but the
- >above method of setting the size to zero causes Imagine 2.0 to optimize
- >the world size.
- >
- >Later, John Rosner
- >
- >
-
- The one possibility that I can think of that could cause a
- longer trace time with 0,0,0 for global size is this:
-
- Setting to 0,0,0 does force imagine to use a good world size,
- but however, it does take time to calculate this. Therefore, if the
- initial world size is equal to or is close to the "best" world size, it
- could actually take longer to render! (Though depending on the type of
- processor there shouldn't be much difference).
-
- Michael B. Comet
- mbc@po.CWRU.Edu
-
- ##
-
- Subject: world size
- Date: Thu, 27 Feb 92 18:55:12 GMT-0500
- From: Scott Matthew Krehbiel <scottk@hoggar.eng.umd.edu>
-
-
- 2 Hours to 12 minutes? I need that feature!
- This isn't available on 1.1, is it?
- thanks
-
- By the way, does anyone have a good lharc program that will run on
- a Next?
-
- Scott
-
- ##
-
- Subject: Flying objects
- Date: Fri, 28 Feb 92 02:36 EST
- From: Marc Rifkin <R38@psuvm.psu.edu>
-
- Here's a question for all Imaginators...
-
- When doing flying stuff like logos, ships, planes, cows, etc.,
- do you key frame to motion or use paths?
- If you use paths, do you use multiple paths to get motions that
- slow down and speed up during the anim?
- If you use paths, how do you get planes to bank on turns?
- Any tricks?
-
- Thanks for any help. I just did a flying logo and had a heck of a
- time getting it to look the way I needed.
-
- Marc Rifkin- Graphics and Multimedia / r38@psuvm.psu.edu
- "The future is not set, there is no fate but what we make for ourselves."
- -John Connor, Terminator 2
-
- ##
-
- Subject: world size
- Date: Fri, 28 Feb 1992 09:07 EST
- From: GREG GRANVILLE <JSB@ecl.psu.edu>
-
- One other little "feature" that I noticed with respect to using 0,0,0
- as a world size is that it only seems to calculate it for the first
- frame of any one timeline. Normally, you'd add a size (of 0,0,0) to
- the first frame of your anim... and only the first frame. However,
- I noticed that if you add a size bar of 0,0,0 for the entire animation,
- Imagine will calculate the size needed to enclose all the objects on
- the first frame, and will then *morph* the world size to a literal
- 0,0,0 throughout the rest of the animation. The result is that all
- the sides of the world close in, and finally everything disappears.
- The animated "clipping" of objects in this manner might come in handy
- sometime. I can "imagine" ;-) a few cases where it might be a desirable
- effect.
-
- ...Greg
- jsb@ecl.psu.edu
-
- ##
-
- Subject: Unix lharc (was Re: world size)
- Date: Fri, 28 Feb 92 08:43:16 MST
- From: Marvin Landis <marvinl@amber.rc.arizona.edu>
-
- > By the way, does anyone have a good lharc program that will run on
- > a Next?
-
- Yes, hubcap has a Unix lharc program in
-
- /pub/amiga/incoming/imagine/misc/ux.lharc.tar.Z
-
- I would guess you should not have much trouble getting this to run on your
- NeXT.
-
- Marvin Landis
- marvinl@amber.rc.arizona.edu
-
- ##
-
- Subject: colors
- Date: Fri, 28 Feb 92 10:05:08 CST
- From: camelot!dale@uunet.uu.net
-
-
- Imagineers,
-
- Is there a way to specify how many colors I want Imagine to use when
- rendering an image; I mean beyond HI-res, ham, low-res settings?
- I would like to create a Hi-res animation but render with colors
- using only about 12, or so, colors out of the 16 available in the
- hi-res pallette. (Since Imagine creates a pallette during the
- rendering process, I don't know how to control the pallette
- creation.) I would then like to use the remaining 4 (of 16) colors
- to overlay well contrasting text on top of the frames in
- DPAINT IV. Is there a way to tell Imagine to limit its color
- selection?
-
- Also, I haven't been receiving any mail as of the last few days.
- Have I been removed from the list or is it quiet out there? If I
- have been removed, please re-add me to the list.
-
- Thanks,
-
- Dale
-
- ____________________________^__________________________________
-
- dale r. rogers Email: ingr!b24a!camelot!dale
- Internet:
- ingr!b24a!camelot!dale@uunet.uu.net
-
- ##
-
- Subject: Al those objects...
- Date: Fri, 28 Feb 92 14:12:25 EST
- From: Jose Roberto Landell Fehse <fehse@inf.ufrgs.br>
-
- Hello everybody !
-
- That's the first time i'm sending something to this mailing list and,
- obviously, it's a question. HOW CAN I ACCESS ALL THOSE DIRECTORIES CONTAINING
- ALL THOSE WONDERFULL OBJECTS AND BRUSHES ? (I'm sorry). Could someone, please,
- tell me how can I access the directories everybody talks about all the time
- containig textures, objects and things like that.
- Could, someone, (I promess this is the last question) tell me how to
- access the FTP and get that all that PD programs.
-
- Thanx for your cooperation.
-
- The Walrus.
-
- PS.: I'll never forget this !( you probably not too)
-
- ##
-
- Subject: Imagine 1.1 bug
- Date: Fri, 28 Feb 1992 18:52:59 -0500
- From: Christopher Stevenson <csteven@aries.yorku.ca>
-
- Hi, folks - pardon the bandwidth, but I've tried to be brief.
- Here's my problem;
-
- I *strongly* suspect that there's a bug in the rendering engine of Imagine 1.1.
- I've known that 2.0 has been out there for a few months, now, and have gotten
- mixed info re: whether it's rendering engine has been completely reworked
- or not; a sales rep. told me over the phone that "yes, everything's been re-
- written", and just this morning I learn over the news net that Imagine 2.0's
- rendering engine hasn't been touched (I assume this to mean it's the same one
- that 1.1, 1.0, and TurboSilver used. The essential core, at least - I've seen
- this "bug" I'll decribe in 1.1 and TurboSilver, on 68000-equiped A500's, an
- A1000, and an A1000 + 020/881 + 2MBram (running the FP versions, of course).
-
- What's up?
-
- Here's the "bug", which I ran through again last night to make sure I get
- everything right here. Make a glass; ANY hollow glass will work (I made a
- small tumbler last night by using ADD LINE, SNAP TO GRID (gridsize 10) in the
- DETAIL editor, drawing the cross-section of half a tumbler (which took all
- of six points):
- x--x
- | | z
- | | |
- | | X---x
- --- etc ---
- | |
- | x------x
- | |
- | |
- x---------x
-
- Sweep this through 360 degrees, in 24 sections. Apply some attributes for
- glass (use your favorites, or use what I did; colour=(240,240,240),
- filter=(240,245,250), reflec=(30,35,40), specular=(240,245,250), NO
- shininess, full hardness & dithering. No textures or maps for this test)
- Use an index of refraction that's sensible for glass; 1.50.
-
- Put the glass on a grid-texture mapped white table top, put the camera
- fairly close and looking slightly down
- (so you should be able to see the grid lines
- through the glass), add a light or two, and render. Setting the world size=0
- autosnaps the universe down to your objects, speeding rendering significantly.
-
- First, scan-line. Of course, since there's no refraction going on at all here,
- everything is ~koshur... if you like ethereal glasses with no shadows. Now,
- try a couple of traces; first with PHONG shading OFF (faceted); the glass is
- transparent, if composed of flat faces. Now, turn ON PHONG shading. The glass
- suddenly becomes opaque, except perhaps for any points on the glass's surface
- that are almost perfectly perpendicular to the lines-of-sight involved. Turn
- the Index of Refraction to 1.02, and the opaque zone (trapped rays? This zone
- will be the colour of whatever you've set AMBIENT to, plus reflections from
- the glass' surroundings) has "opened up" to reveal a large zone of transparency
- ... but wrongly-handled refraction (look at the distortions of the grid. Grab
- a real juice glass and, surface irregularities aside, note that straight glass
- sides don't appreciably distort things behind them).
-
- What's up? Try this, if you have a few minutes (the traces take less than
- 20 minutes even on a machine with no 32-bit ram, in quarter screen HAM lace.
- Incidentally, the "opaque" picture renders appreciably faster than the
- "faceted, clear" picture). Have I boo-booed in making the object? Surely not-
- this is ultra-primitive. Is there something I'm missing?
-
- If anyone has any ideas, please get back to me via email or the mail list.
- Thanks - Chris
-
- ##
-
- Subject: protextures2,vistapro2,lightwave2
- Date: Fri, 28 Feb 92 21:04:12 PST
- From: Kevin Kodama <kevink@ced.berkeley.edu>
-
-
- has anyone seen heard tried Protextures II, i saw an ad for it in Avid.
- i like Protextures I, seamless 24bit images for brushwrapping, and am
- interested to see what Protextures II is like.
-
- received the upgrade to Vistapro, Vistapro 2, definitely a major upgrade !
- worth getting, although the render times seem to have increased significantly
- along with the new features.
-
- lightwave2-i mentioned in an earlier post that lightwave 2 shipped with
- many of the same objects shipped with Imagine 2.0. what i should have
- mentioned is that someone OBVIOUSLY took the time to present these objects
- in their best possible light for lightwave. try rendering the triceratops
- or cow or porshe in both packages, and view as default objects.
- in imagine, you get the simple objects, with some coloring. in lightwave,
- the cow has black spots, the triceratops has a bumpmapped skin, and the
- porshe ! you have to see the metal texture of the porshe !
-
- how hard would it have been for impulse to have taken a bit of time to
- tweak the objects supplied ? in lightwave, even the objects serve as great
- examples to learn from.....
- kevin
- kevink@ced.berkeley.edu
-
- ##
-
- Subject: Polyhedra (Platonic solids and others)
- Date: Fri, 28 Feb 92 23:42:39 -0700
- From: Val Kartchner <val@csulx.weber.edu>
-
- I got a file which contained the Platonic Solids and other polyhedra. It
- supposedly had them in a simple format. I tried entering the tetrahedron (four
- -
- sided regular polyhedra) into Imagine, but I got something wierd which containe
- d
- the tetrahedron.
- Has anyone already input these polyhedra into Imagine? Please let me know
- .
-
- Thanks in advance,
- -=:[ VAL ]:=-
- val@csulx.weber.edu
-
- ##
-
- Subject: alpha channel
- Date: Sat, 29 Feb 92 2:27:02 PDT
- From: Aaron Tucker <tucker@cs.unr.edu>
-
- ....stuff deleted...
- > To have that, you're into a much more sophisticated system which stores
- > graphics as 32-bit -- rather than 24-bit -- and uses the extra 8 bits to set
- > a transparency level. To the best of my knowledge, there is no Amiga
- > hardware or software that supports 32-bit images with linear keying
- > capability.
- >
- Actually, you can do a 4bit alpha channel with the Amiga 500 or the 2000 by
- using the composite port. You could also get a second 24bit device and only
- use pure gray colors, and send that out as the alpha channel. Two firecrackers
- could do this...you would also have to have two genlocks and something that
- will accept the alpha channel.
- The Toaster can use the composite output as an alpha channel to create
- transitions. I think it will only support a 1 bitplane channel...either on
- or off (transparent or opaque).
-
- > Pete
- >
- Juan Trevino
- tucker@pyramid.cs.unr.edu
- "Wake up. Time to die." -Leon from BladeRunner
-
- ##
-
- Subject: Re: Flying objects
- Date: Sat, 29 Feb 92 13:45:23 EST
- From: "F. Felixberto" <felix_f@cs.odu.edu>
-
- >Here's a question for all Imaginators...
- >
- >When doing flying stuff like logos, ships, planes, cows, etc.,
- >do you key frame to motion or use paths?
- Depends on the motion involved. For linear motions, I prefer just using
- key frames because it is quick and easy. Now, if I wanted to have a cow
- shoot out of a cannon, do a loop, take a parabolic path and land on the
- ground, I'd probably use a path. :) Seriously though, I did an animation
- of an origami crane weaving in and out of some columns and it was easy to
- set it up using paths (I had the camera follow another path to keep up with
- the crane).
-
- >If you use paths, do you use multiple paths to get motions that
- >slow down and speed up during the anim?
- Yes. Again, like I said, if the motion is purely linear, it is easier to
- have several key frames and adjust the number of frames to the distance moved
- by the object to slow down or speed up. The problem with this approach though
- is if you want the object to visibly accelerate, you have to set up a lot of
- key frames and it can get pretty tedious. Using paths of course you just use
- the accelerate or decelerate options.
-
- >If you use paths, how do you get planes to bank on turns?
- >Any tricks?
- Well, here's one way. After creating the path, go into edit path mode. Pick
- the spot where you think the plane should start banking. Split the path and
- put the axis created by this process on this spot. The path might change its
- shape a little when you do this so just make the necessary adjustments.
- Pick out the spot where the plane will be at the maximum bank. Split the
- path segment again and place the resulting axis on this point. Finally,
- pick out the point where the plane goes back to level flight and perform
- the same operation as you did the first two times (split and move the axis).
- Now, pick out the axis where the plane will be at maximum bank and rotate it
- by the amount of bank you want. Save the path.
-
- Go to the action editor and add an alignment bar for the plane and tell it
- to align to path.
-
- You should also be able to use key frames to make the plane bank while followin
- g
- a path. I haven't tried doing it that way so I don't want to make any positive
- assertions. When I've got a chance I'll check it out (I still haven't used
- the cow that came with Imagine 2.0 for anything :)).
-
- >Thanks for any help. I just did a flying logo and had a heck of a
- >time getting it to look the way I needed.
-
- >Marc Rifkin- Graphics and Multimedia / r38@psuvm.psu.edu
-
- You're welcome. Hope I was some help anyway.
-
- felix
-
- ##
-
- Subject: bug in rendering engine?
- Date: Sat, 29 Feb 92 14:03:09 EST
- From: "F. Felixberto" <felix_f@cs.odu.edu>
-
- > ... stuff deleted...
- >Here's the "bug", which I ran through again last night to make sure I get
- >everything right here. Make a glass; ANY hollow glass will work (I made a
- >small tumbler last night by using ADD LINE, SNAP TO GRID (gridsize 10) in the
- >...description of glass deleted...
- >First, scan-line. Of course, since there's no refraction going on at all here,
- >everything is ~koshur... if you like ethereal glasses with no shadows. Now,
- >try a couple of traces; first with PHONG shading OFF (faceted); the glass is
- >transparent, if composed of flat faces. Now, turn ON PHONG shading. The glass
- >suddenly becomes opaque, except perhaps for any points on the glass's surface
- >that are almost perfectly perpendicular to the lines-of-sight involved. Turn
- >the Index of Refraction to 1.02, and the opaque zone (trapped rays? This zone
- >will be the colour of whatever you've set AMBIENT to, plus reflections from
- >the glass' surroundings) has "opened up" to reveal a large zone of transparenc
- y
- >... but wrongly-handled refraction (look at the distortions of the grid. Grab
- >a real juice glass and, surface irregularities aside, note that straight glass
- >sides don't appreciably distort things behind them).
-
- >What's up? Try this, if you have a few minutes (the traces take less than
- >20 minutes even on a machine with no 32-bit ram, in quarter screen HAM lace.
- >Incidentally, the "opaque" picture renders appreciably faster than the
- >"faceted, clear" picture). Have I boo-booed in making the object? Surely not-
- >this is ultra-primitive. Is there something I'm missing?
-
- >If anyone has any ideas, please get back to me via email or the mail list.
- >Thanks - Chris
-
- I tried the scene you described and I understand what you are talking about.
- The problem is with the Phong shading. Are you using Imagine 1.1? It is
- a lot easier to correct the problem using 2.0. The trick is to set the
- bottom edges and the rim of the glass to No Phong (using make sharp in the
- Functions menu of 2.0 Detail Editor) while keeping the cylinder that makes
- up the body of the glass Phong shaded. When you do this, the scene looks
- a lot closer to real-life. I used an index of refraction of 1.50 and the
- sides of the glass were transparent with the checkerboard looking a little
- bit distorted. The checkerboard wasn't distorted when viewed through the
- bottom of the glass. I am not sure how you can have some parts of an
- object Phonged while other parts are not using Imagine 1.1. I think you
- have to break it up into several pieces (rim, cylinder, bottom), turn
- Phong on or off accordingly and joining the pieces but that is just a guess.
- I think someone described how to do this some time back so if somebody
- remembers, please just post the info.
-
- felix
-
- ##
-
- Subject: phong splitting
- Date: Sat, 29 Feb 92 20:54:25 GMT-0500
- From: Scott Matthew Krehbiel <scottk@hoggar.eng.umd.edu>
-
-
- Yeah, I need to find out how to edit what parts of objects are shaded,
- also. I was creating the old NCC1701 enterprise, and it made it
- look like a nice thick potato pancake, 'cause it smoothed the edges
- of the saucer section. I had to make the top and bottom into two
- different objects.
-
- Is there a way to turn off phong shading for some triangles????
- it wouldn't let me turn it off.
-
- Thanks
- Scott
-
- ##
-
- Subject: NCC 1701-A object
- Date: Sun, 1 Mar 92 19:05:07 -0500
- From: Elizabeth E Sack <sacke@ecn.purdue.edu>
-
- On February 29th, Scott Krehbiel had posted about an Enterprise object he was m
- aking.
- All I can say is that if you want the BEST NCC 1701-A object for imagine call
- the Studio BBS 817/557-2111 and download the object EPRIZEA.LZH. There are al
- so
- models for the Enterprise NCC 1701-D, a Ferengi cruiser and a Romulan WarBird.
-
- Studio BBS is devoted entirely to 3D objects and renderers. It works on a 1:10
- upload/download ratio (or you can have unlimited downloads by becoming a charte
- r
- member for $5.00 american) I urge all Imagine artists to logon.
-
- Jeff Hanna
- Studio J Video Productions
- sacke@gn.ecn.purdue.edu
-
- I am in no way affiliated with Studio BBS, I just think it is the greatest BBS
- for
- 3D artists.
-
- ##
-
- Subject: Foggy Lights
- Date: Sun, 1 Mar 92 18:08:29 PST
- From: Len@cup.portal.com
-
- I just stumbled on this this weekend. It may be old hat for some of you but
- it was a real revelation to me:
-
- Have you ever tried to put a visible light source in your renderings? My
- experience has always been that if I created a bright object and set it to
- light/create shadows, the light would all be trapped inside the object (in
- trace mode). Moving the axis outside of the object then would cause the
- light object itself to cast a shadow (not too realistic :) ). The only
- solution that I could come up with was to make the object slightly
- transparent and then turn the light intensity WAAAY up.
-
- However, Imagine 2.0 offers a much more elegent solution! After you create
- the light/bright object, set the FOG to some small value (I used 1.0).
- Since a fog object doesn't create a shadow, all the light passes through it
- and you have something that actually looks like a light bulb (or candle
- flame etc.) without having to turn the intensity up!
-
- I came up with this after trying to create fuzzy shadows by making the
- objects foggy. This, of course, didn't work. Too bad as it could have led
- to some great effects. Think of it - Add some fog to all your objects.
- Render your image WITH shadows (fuzzy). Then, go back remove the fog
- settings, set your lights to NO shadow, set the previous pic as a backdrop
- and re-render. INSTANT FUZZY SHADOWS!!! Oh well, Maybe Impulse could
- figure out some way to incorporate this special fog (maybe call it fuzz) in
- a future version. However, learning how to make a light bulb made this
- experiment worthwhile to me even if I didn't get what I was after. As the
- 'manual' says, EXPERIMENT!
-
- Lenard Lundblad
-
- ##
-
- Subject: Cycle Editor
- Date: Sun, 1 Mar 92 18:11:16 PST
- From: Len@cup.portal.com
-
- I have a question about the CYCLE editor:
-
- What I was trying to create was an cycle like an engine cylinder (Yeah, I
- know, real imgainative :) ). Anyhow, I set up the following 4 Key frames in
- the cycle editor:
-
- |
- | | |
- \ | / |
- _\ | /_ |
- |
-
- When I animated this, I expected the cylinder to move straight up and down
- on the Z axis as that is it's position in all four key frames. However, it
- wobbles back and fourth like someone was feeding it too high of octane
- fuel! I had to create a number of additional key frames between the ones
- shown above to get a decent motion.
-
- Can anyone explain to me what is going on here?
-
- ##
-
- Subject: Again with World size....
- Date: Mon, 2 Mar 92 13:42:33 MET
- From: Marco Pugliese <pugliese@pippo.sm.dsi.unimi.it>
-
-
- Sorry every one for talking about this old subject again, but I'm really gettin
- g 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 dr
- amatically increase rendering time........!
- Have I did any error or what ?
-
- Ciao.
-
-
- --
- ===============================================================================
- Marco Pugliese *| Dipartimento di Scienze |* pugliese@ghost.dsi.unimi.it
- via Roncaglia 13 *| dell'Informazione |* pugliese@hp1.sm.dsi.unimi.it
- 20146 MILANO *| --------- |* pugliese@hp2.sm.dsi.unimi.it
- ITALY *| Universita' di MILANO |* pugliese@hp4.sm.dsi.unimi.it
- ===============================================================================
-
- ##
-
- Subject: Splitting objects into groups based on attributes
- Date: Mon, 2 Mar 1992 16:51:55 MET
- From: Stefan Lindahl <d91sl@efd.lth.se>
-
- Hi all!
-
- I was wondering if there is a program to split up objects
- into grouped objects based on say the color of the different parts.
-
- This so one could convert objects from different formats and still
- render them with phong shading.
-
- I tried to render the Enterprise object posted to the net earlier
- (which was in Sculpt format). But since it had different colors in it,
- engines etc. it would only render non-Phong ;-) and the saucer section
- was only made out of a few polygons, thus not looking too good...
-
- The alternativ was to change the objects over-all attr. resulting in a
- one-color object :(
-
- So, is there such a program? or another solution to the problem?
-
- Maybe an ARexx-based script and the Textural TDDD format? (I've only
- just seen the programs and don't know much about the format)
-
- -Stefan. LIT, Sweden
-
- ##
-
- Subject: Re: alpha channel
- Date: Mon, 02 Mar 92 10:00:01 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > The Toaster can use the composite output as an alpha channel to create
- > transitions. I think it will only support a 1 bitplane channel...either on
- > or off (transparent or opaque).
-
- The Toaster supports a full 8bit alpha channel but the software is only just
- begining to take advantage of it.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: World size.
- Date: Mon, 2 Mar 92 11:17:04 -0500
- From: Joe Kiniry <kiniry@gauss.math.fsu.edu>
-
-
- To put this discussion to rest...
-
- Marco Pugliese <pugliese@pippo.sm.dsi.unimi.it>
- says:
-
- ----
- Sorry every one for talking about this old subject again, but I'm really gettin
- g 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 dr
- amatically increase rendering time........!
- Have I did any error or what ?
- ---
-
- Well Marco, you didn't do anything inherently wrong, it's just that the
- overhead for computing optimal world size killed your increased performance.
- On a scene as simple as one sphere and one light you will not see a speed
- increase. Aye, there's the rub. The more complicated your scene and the
- greater the differential between your scene and the default world size,
- the greater the speed increase you will see. I did some stuff last night,
- here's my results:
-
- Scene: Candlestick, with lit candle on wood table.
- Mode: Trace, default world size.
- Time: 44 minutes.
-
- Mode: Trace, (0,0,0) world size
- Time: 5.2 minutes
-
- Scene: Coffee mug with brush maps, reflection, etc. on same table.
- Mode: Trace, default world size.
- Time: 1 hour 53 minutes.
-
- Mode: Trace, (0,0,0) world size
- Time: 4.6 minutes
-
- I can give more examples if you like. BTW, this is under Imagine 1.1, I
- don't know if the differentials under 2.0 are different.
-
- ---joe
- kiniry@gauss.math.fsu.edu
-
- ##
-
- Subject: Vertex
- Date: Mon, 2 Mar 92 11:58:08 GMT-0500
- From: Scott Matthew Krehbiel <scottk@hoggar.eng.umd.edu>
-
-
- Where was that Vertex modeler located again?
- if it was on AB20, what was the path?
- thanks
- scottk
-
- ##
-
- Subject: Studio BBS
- Date: Mon, 2 Mar 92 12:24:35 -0500
- From: Elizabeth E Sack <sacke@ecn.purdue.edu>
-
-
- Sorry about the number I posted for Studio BBS. The sysop has posted on Studio
- that that number (817/557-2111) would go into service on March 1st, but it
- hasn't. I'm at work now and I promise I'll post the old number the second I
- get home (about 5:30 eastern standard time).
-
- All you have to do to join is log on. What is meant by the 1:10 upload/downloa
- d
- ratio is that for X number of files uploaded you get X*10 number of files to
- download (X might be based on file size, I haven't really checked). You can
- download after you are validated by the sysop, but you'll have to upload the
- next time you want to download something.
-
- Information about becoming a charter member is online at Studio, but I'll post
- the address when I get home.
-
- Jeff Hanna
- Studio J Video Productions
- sacke@gn.ecn.purdue.edu
-
- P.S. I know my mailer identifies me as Elizabeth E. Sack. Purdue doesn't
- believe in giving computer account to non-engineers :( so I have to borrow.
-
- ##
-
- Subject: Re: World size.
- Date: Mon, 2 Mar 92 12:44:01 EST
- From: William F Bennett <wbennett@magnus.acs.ohio-state.edu>
-
- >
- > Well Marco, you didn't do anything inherently wrong, it's just that the
- > overhead for computing optimal world size killed your increased performance.
- > On a scene as simple as one sphere and one light you will not see a speed
- > increase. Aye, there's the rub. The more complicated your scene and the
- > greater the differential between your scene and the default world size,
- > the greater the speed increase you will see. I did some stuff last night,
- > here's my results:
- >
- > Scene: Candlestick, with lit candle on wood table.
- > Mode: Trace, default world size.
- > Time: 44 minutes.
- >
- > Mode: Trace, (0,0,0) world size
- > Time: 5.2 minutes
- >
- > Scene: Coffee mug with brush maps, reflection, etc. on same table.
- > Mode: Trace, default world size.
- > Time: 1 hour 53 minutes.
- >
- > Mode: Trace, (0,0,0) world size
- > Time: 4.6 minutes
- >
- > I can give more examples if you like. BTW, this is under Imagine 1.1, I
- > don't know if the differentials under 2.0 are different.
- >
- > ---joe
- > kiniry@gauss.math.fsu.edu
- >
-
- Thanx for the test Joe. The reductions of rendering time is dramatic. I was
- unaware of this "trick". Does the 0,0,0 world have any limitations? Do the
- images look the same? Can you use a ground or sky with this?
-
- Bill Bennett
-
- ##
-
- Subject: REXX interface?
- Date: Mon, 2 Mar 92 13:15:14 -0500
- From: "Mr. Brad Milhorn" <brad@umbc3.umbc.edu>
-
-
- Question: Is there any *easy* way to add an arexx or system pipe: to allorings
- to be sent directly to a screen editor for genlocking over an outgoing
- video signal like in paintbox or toster? Doses the 2.0 upgrade include
- output re-direction? Also I've had good results dumping 24bit data files
- to 24tosham from imagine and DKB however I do not have a sham editor or
- the source code for decodeing the sham iff images. Are these part of the
- new deep bitmap iff standards commodore has recently implemented and
- does anyone know where I can get them?
-
- Finaly does anyone have the documentation to the Janus LIB
- from commodore? I would like to write a program to transfer graphic
- and raw digital data accross an 2088A bridgecard. CATS has not returned
- my messages and the local developers I know have never played with it.
- PS: the lib version on janus is 2.0 I am not aware of any major upgrades.
-
- #-------------------------------------------------------------------------#
- ! "The strength of the wolf is in the pack... Brad Milhorn U Md. !
- ! ... The strength of the pack is in the wolf. !
- ! !
- ! BRAD@umbc1.umbc.edu BRAD@umbc2.umbc.edu !
- ! BRAD@umbc4.umbc.edu BRAD@umbc5.umbc.edu !
- ! !
- #-------------------------------------------------------------------------#
-
- ##
-
- Subject: World Size
- Date: Mon, 2 Mar 92 14:41:16 EDT
- From: Frank McPherson <emcphers@manu.cs.vt.edu>
-
- I haven't yet had a lot of experience with Imagine; where does
- one set the world size to (0,0,0)?
-
- Thanks.
-
-
- --
- Frank McPherson Internet: emcphers@manu.cs.vt.edu
-
- ##
-
- Subject: world size use
- Date: Mon, 2 Mar 1992 15:04:02 -0500
- From: Christopher Stevenson <csteven@aries.yorku.ca>
-
- To Frank McPherson (and possibly others);
- To set the world size, go into the stage editor and make a SIZE bar for
- GLOBALS, for the first frame. Set the three values each to 0; ie.,
- you'll enter 0,0,0 (hit return after each). This will autosnap the
- universe onto whatever is being rendered in that frame, and potentially
- radically speed up your renderings.
-
- -chris
-
- ##
-
- Subject: World Size continued...
- Date: Mon, 2 Mar 92 15:22:56 -0500
- From: Joe Kiniry <kiniry@gauss.math.fsu.edu>
-
-
- Bill Bennett writes:
- ---
- Thanx for the test Joe. The reductions of rendering time is dramatic. I was
- unaware of this "trick". Does the 0,0,0 world have any limitations? Do the
- images look the same? Can you use a ground or sky with this?
-
- ---
- Well Bill, the 0,0,0 world size has no limitations as far as I can tell
- so far. The images are identical down to the last pixel, and you can
- use sky and ground with this no problem. From what I know of rendering
- engines, all this will do is make the engine narrow down it's "field
- of view" in relation to solid objects and constructs. Ground and sky
- are infinite nonmaterial constructs which have definition but no bearing
- on worldsize.
-
- Also, Frank McPherson writes:
- ---
- I haven't yet had a lot of experience with Imagine; where does
- one set the world size to (0,0,0)?
-
- ---
-
- To set the world size, go to the stage editor, and press Amiga-A to
- get into the Action editor. (This is under 1.1 or earlier, I believe
- 2.0 has the action editor as a separate module.) World is the second
- 'object' listed, and it has a size, just as every other item in the
- list. There should not be any bars next to the globals section. Now,
- you just add a size from frame 1 to frame 1, and set it equal to 0,0,0.
- You may add this 0,0,0 size to all the frames of a multiple frame
- project, it will work just the same. Adding the size just to frame
- one lets Imagine know that you want optimal size on all the frames
- of the project. If you have a positive world size to begin with then
- enter 0,0,0 as an adjustment, then your world will shrink down to
- 0,0,0 as the frame count progresses. As mentioned earlier, this could
- produce some pretty cool effects, though I havn't had a chance to try
- it out for myself. TRON derezzing comes to mind (remember the big ol'
- ship at the end?) Anyway, happy rendering! (And now fast as hell! :))
-
- ---joe
-
- ##
-
- Subject: potential 0,0,0 world size problem
- Date: Mon, 2 Mar 1992 17:01 EST
- From: GREG GRANVILLE <JSB@ecl.psu.edu>
-
- I haven't tested it, but picture this:
- You have an outer space - type animation with no ground, and no very
- large static objects...
- You set the world size to auto-set with 0,0,0 on the first frame of the
- anim. However, as the animation progresses, one or more of the objects
- (a spaceship for example) moves outside of the world-boundaries that
- were calculated in frame 1. Now, as I discovered recently, you can't
- have a global world size timeline that exceeds one frame or the world
- size will morph to a literal 0,0,0 at the end of the size bar.
- Anyway, like I said, I haven't tested this scenario, but it could be
- that this situation would require a user defined world size that takes
- into account the max distance from the orgin that any object reaches
- at any one frame in the animation.
- I'd be interested to hear the results if anyone checks this out.
-
- ...Greg
- jsb@ecl.psu.edu
-
- ##
-
- Subject: Re: Color0 on object
- Date: Mon, 02 Mar 92 17:35:11 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- Juan Trevino writes:
- > The problem is that the squiggle is RED. It is supposed to be invisible until
- > it is drawn in.
- > I wonder if any of the other 3D packages for the Amiga are
- > capable of doing this...any experienced biters? Stephen? Mark?
-
- If I understand correctly, you are asking how I would tackle the problem
- of making a red squiggle draw itself in LightWave. This would be trivial
- because LightWave has animated texture maps. You would simply select
- a procedural texture for transparency and give it a velocity at which
- it should travel across your squiggle line. You could even use a graduated
- falloff to make the travelling edge soft. A far more complex problem would
- be to make the path travelled something other than a straight line. Then
- an image sequence is required. I have used the latter a great deal for
- commercial clients.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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: STUDIO BBS
- Date: Mon, 2 Mar 92 17:42:04 -0500
- From: Elizabeth E Sack <sacke@ecn.purdue.edu>
-
-
- Okay, I'm home know so here is the information for Studio BBS.
-
-
- Old phone number: 817/467-3658 (still in use)
- New phone number: 817/557-2111 (was supposed to go into service March 1st
- )
- Sysop: Jody Reimers
- Address for sending 5524 Yaupon
- charter member dues: Arlington, TX 76018
-
- I checked about the UL/DL ratio and found out that it is based on files not fil
- e size.
- For $5, charter members get:
- No UL/DL ratio
- 5 calls a day instead of 3
- Discounts on hardware and software (wish I coul
- d tell
- you more ab
- out
- this one)
- B
- Before sending in charter membership dues, log on and become a new member. Yo
- u
- will need to indicate you user ID when sending in the dues.
-
- Hope to see all of your wonderful 3D objects up there soon.
-
- Jeff Hanna
- Studio J Video Productions
- sacke@gn.ecn.purdue.edu
-
- ##
-
- Subject: Starfields...
- Date: Mon, 2 Mar 1992 18:45:15 -0700
- From: Stacey Brewer <slb@naucse.cse.nau.edu>
-
- I have come across an interesting feature or two in the last few days.
-
- First> When rendering a project without lights. (Even when rendering a range)
- imagine will ask if you are sure you wanr to render without lights..
- But it asks on every frame... I finally added a light with all levels set
- to zero's.
-
- Second> When Rendering a Scene with low lighting, and a starfield(
- (Mine was at .02) if global illumination is turned all the way off, the star
- field will show through the object. Real strange.
-
- Stace
-
- ##
-
- Subject: Fonts -> Imagine 2.0
- Date: Mon, 2 Mar 92 19:33:43 PST
- From: "Kevin W. Hobbs" <khobbs@saim4.boeing.com>
-
- I'm interested in getting fonts into Imagine 2.0. Which fonts work the
- best? How does one go about converting fonts into Imagine format? I'd
- like to do 3d flying logos, etc, with some good fonts. I know about the
- menu command that imports fonts from within Imagine, but the fonts on the
- Workbench disk don't cut it. Should I just forget about fonts untill I buy
- Pixel 3D? Thanks for your time.
- -Kevin
-
- ##
-
- Subject: Fonts -> Imagine 2.0 (fwd)
- Date: Tue, 3 Mar 92 8:25:24 CST
- From: camelot!dale@uunet.uu.net
-
- Forwarded message:
- > From uucp Mon Mar 2 22:04 CST 1992
- > Date: Mon, 2 Mar 92 19:33:43 PST
- > From: ingr!khobbs@saim4.boeing.com (Kevin W. Hobbs)
- > Message-Id: <9203030333.AA19736@saim4.ds.boeing.com>
- > To: imagine@Athena.MIT.EDU
- > Subject: Fonts -> Imagine 2.0
- >
- >
- > I'm interested in getting fonts into Imagine 2.0. Which fonts work the
- > best? How does one go about converting fonts into Imagine format? I'd
- > like to do 3d flying logos, etc, with some good fonts. I know about the
- > menu command that imports fonts from within Imagine, but the fonts on the
- > Workbench disk don't cut it. Should I just forget about fonts untill I buy
- > Pixel 3D? Thanks for your time.
- > -Kevin
-
- I'd like an answer to this one also. I posted a message just like
- this one a few weeks ago and never got a reply. I ordered
- the font set from UniliGraphics (Avid magazine). I should
- have them in today's mail. With the plethora of fonts out
- there, it would be expensive indeed to constantly keep
- buying sets of produced fonts. Is Pixel 3D, or
- significantly modifying the imported fonts, our only options.
-
- -Dale
-
-
- ____________________________^__________________________________
-
- dale r. rogers Email: ingr!b24a!camelot!dale
- Internet:
- ingr!b24a!camelot!dale@uunet.uu.net
-
- ##
-
- Subject: Fonts -> Imagine 2.0 (fwd)
- Date: Tue, 3 Mar 92 08:28:01 PST
- From: "Glenn M. Lewis ~" <glewis@fws204.intel.com>
-
- >>>>> On Tue, 3 Mar 92 8:25:24 CST, camelot!dale@uunet.UU.NET said:
-
- > From: ingr!khobbs@saim4.boeing.com (Kevin W. Hobbs)
- > Subject: Fonts -> Imagine 2.0
- > I'm interested in getting fonts into Imagine 2.0. Which fonts work
- > the best? How does one go about converting fonts into Imagine format?
- > I'd like to do 3d flying logos, etc, with some good fonts. I know
- > about the menu command that imports fonts from within Imagine, but the
- > fonts on the Workbench disk don't cut it. Should I just forget about
- > fonts untill I buy Pixel 3D? Thanks for your time.
- > -Kevin
-
- Dale> I'd like an answer to this one also. I posted a message just
- Dale> like this one a few weeks ago and never got a reply. I ordered
- Dale> the font set from UniliGraphics (Avid magazine). I should have
- Dale> them in today's mail. With the plethora of fonts out there, it
- Dale> would be expensive indeed to constantly keep buying sets of
- Dale> produced fonts. Is Pixel 3D, or significantly modifying the
- Dale> imported fonts, our only options.
-
- Since there have been two more questions about this I hope you
- understand that I am not trying to make a commercial advertisement.
-
- But if you register for the Shareware package TTDDD, you will
- receive a disk with TSTeX on it, which reads any TeX font (all of which
- are in the public domain and are on several FTP sites), and produce an
- Imagine object. Yes, the fonts are simply extrusions. Yes, they are
- rasterized from the original bitmapped fonts. So if you don't want
- "jaggies", you simply pick a higher-resolution version of the font. No
- biggie. Of course, the higher the resolution, the bigger the resulting
- object file... the classic tradeoff.
-
- How do you register? Send $79.95 to... Ooops, make that $10.00
- :-) to:
-
- Glenn M. Lewis
- 8341 Olive Hill Court
- Fair Oaks, CA 95628
-
- Thanks. Meanwhile, if you haven't already, check out TTDDD on
- ab20.larc.nasa.gov [128.155.23.64] and TTDDDLIB24 on hubcap.clemson.edu
- [130.127.8.1]. You will find some object manipulation goodies in there.
-
- -- Glenn
-
- Glenn Lewis | glewis@pcocd2.intel.com | These are my opinions...not Intel's
-
- ##
-
- Subject: Re: Imagine 2.0 & Fonts
- Date: Tue, 3 Mar 92 12:50:37 -0500
- From: "Michael B. Comet" <mbc@po.cwru.edu>
-
- There are a number of ways of getting fonts into Imagine.
- However, 2.0 has it's own special "font" feature. From the detail
- editor choose the Font choice. (I forget its exact name or what menu it
- is under since I made a custom button for this one). You will then be
- presented with a list of all the amiga fonts in the fonts drawer of your
- amiga. If you have WB 2.0 you will have 2 new fonts (large ones) that
- go up to around 75 in point size. The larger the better.
-
- Anyways, click on the font and size you want, and then on okay.
- Then Imagine will load it in. Next Imagine will want to know if you
- want it to add faces to your text. YES will make a flat faced object,
- and NO will just add the points and edges but no faces. I ususally hit
- yes. Then, in a moment, the text you typed will appear in that font as
- an Imagine object. You can now extrude it, set attributes and
- everything else.
-
- The other method most commonly used, ( I use this for company
- logos all the time) is to digitze a logo in Black and White. Then use
- Imagine's Convert IFF/ILBM function to convert the bitmap to an object.
- This is the same as pixel 3D. Imagine will also ask if you want to add
- faces.
-
- I have to admit, I do have pixel 3D, and it does offer more
- control in the conversion process, but if you are short on money, you
- can use imagine 2.0 to do the same thing without pixel 3D.
-
- Between the previous methods, I don't think I would ever by font
- objects, since I can always get the results I want myself without
- wasting more money. Hope this helps.
-
- Mike Comet
- mbc@po.CWRU.Edu
-
- ##
-
- Subject: worldsize/trace
- Date: Tue, 3 Mar 92 12:56 EST
- From: RAG112@psuvm.psu.edu
-
- When I tried to set the size at 0,0,0 for trace, i got an error message saying
- that the world octvolume was too large. Is there any way to remedy this problem
- ? I have a 3000/25 with 6 megs. I suppose the problem is that my world is REALL
- Y big, but is there a way to trace it without shrinking things?
-
-
- RG
- at PSUVM
-
- ##
-
- Subject: Re: Fonts -> Imagine 2.0 (fwd)
- Date: Tue, 3 Mar 92 18:28:54 EST
- From: Dan Drake <dan@cs.pitt.edu>
-
- >
- > Since there have been two more questions about this I hope you
- > understand that I am not trying to make a commercial advertisement.
- >
- > But if you register for the Shareware package TTDDD, you will
- > receive a disk with TSTeX on it, which reads any TeX font (all of which
- > are in the public domain and are on several FTP sites), and produce an
- > Imagine object. Yes, the fonts are simply extrusions. Yes, they are
- > rasterized from the original bitmapped fonts. So if you don't want
- > "jaggies", you simply pick a higher-resolution version of the font. No
- > biggie. Of course, the higher the resolution, the bigger the resulting
- > object file... the classic tradeoff.
- >
- > How do you register? Send $79.95 to... Ooops, make that $10.00
- > :-) to:
-
- I tried one of those fonts in imagine 1.1,( I have it archived somewhere)
- and imagine refused to recognize them. Did I miss something. I now have
- imagine 2.0, does that make a difference?
-
- dan.
-
- ##
-
- Subject: Re: Fonts -> Imagine 2.0 (fwd)
- Date: Tue, 3 Mar 92 15:37:43 PST
- From: "Glenn M. Lewis ~" <glewis@fws204.intel.com>
-
- >>>>> On Tue, 3 Mar 92 18:28:54 EST, dan@cs.pitt.edu (Dan Drake) said:
-
- Dan> I tried one of those fonts in imagine 1.1,( I have it archived
- Dan> somewhere) and imagine refused to recognize them. Did I miss
- Dan> something. I now have imagine 2.0, does that make a difference?
-
- Hmmm... That is weird. No, they should work for both. Did you
- try the TeX_Roman font on hubcap.clemson.edu, or did you generate your
- own?
- Please reply directly to me, and we will get this figured out,
- and then I can post a summary to the Imagine mailing list, as I am sure
- most people probably don't want to see this stuff.
-
- -- Glenn
-
- ##
-
- Subject: NCC 1701-A object
- Date: Tue, 03 Mar 92 23:07:35 EST
- From: "Bob Lindabury, SysAdm" <bobl@graphics.rent.com>
-
- rutgers!ecn.purdue.edu!sacke (Elizabeth E Sack) writes:
-
- > On February 29th, Scott Krehbiel had posted about an Enterprise object he was
- > All I can say is that if you want the BEST NCC 1701-A object for imagine call
- > the Studio BBS 817/557-2111 and download the object EPRIZEA.LZH. There are
- > models for the Enterprise NCC 1701-D, a Ferengi cruiser and a Romulan WarBird
- >
- > Studio BBS is devoted entirely to 3D objects and renderers. It works on a 1:
- > upload/download ratio (or you can have unlimited downloads by becoming a char
- > member for $5.00 american) I urge all Imagine artists to logon.
- >
- > Jeff Hanna
- > Studio J Video Productions
- > sacke@gn.ecn.purdue.edu
- >
- > I am in no way affiliated with Studio BBS, I just think it is the greatest BB
- > 3D artists.
-
- Ah ha! Well, there is another such BBS for those of you interested
- in 3D objects and renderers..as well as a host of other graphics
- utilities, texture-maps, JPEG images, GIF images and MORE!
-
- It's called "The Graphics BBS" and it's run by yours truly! <grin>
-
- The phone number is 908/469-0049 and it operates 24 hours a day 7
- days a week. We also run a Hayes V-Series 9600 V.42 modem and will
- be upgrading to a V.32bis modem as soon as Supra releases it's new
- SupraFax Modem!
-
- We also run a 10:1 ration (10 downloads for every 1 upload in K).
- However, we also run a Graphics File Server that is mail-based so you
- can obtain the files from the system via e-mail by sending a message
- to "file-server@graphics.rent.com" with the following in the body:
-
- HELP
- /DIR
-
- This will send you a help file and a complete directory listing for
- the system.
-
- I am hoping to upgrade to multiple lines as well as more storage in
- the very near future. I will be working out charter membership
- benefits in the near future.
-
- -- 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: Please help !
- Date: Wed, 4 Mar 92 16:59:11 MET
- From: Marco Pugliese <pugliese@pluto.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 featu
- res and hints that I'm getting from you all.
-
- So please help writing me or to the list everything you think can be interesti
- ng or just funny about Imagine features and utilities.
- Italian Imagine users will appreciate it !
-
- Thanks in advance.
-
- CIAO
-
- --
- ===============================================================================
- Marco Pugliese *| Dipartimento di Scienze |* pugliese@ghost.dsi.unimi.it
- via Roncaglia 13 *| dell'Informazione |* pugliese@hp1.sm.dsi.unimi.it
- 20146 MILANO *| --------- |* pugliese@hp2.sm.dsi.unimi.it
- ITALY *| Universita' di MILANO |* pugliese@hp4.sm.dsi.unimi.it
- ===============================================================================
-
- ##
-
- Subject: OCTD parameter ...
- Date: Wed, 4 Mar 92 17:00:27 MET
- From: Marco Pugliese <pugliese@pluto.sm.dsi.unimi.it>
-
- What kind of relationship is there between OCTD (level in octree) parameter, i
- n the PREFERENCE EDITOR, and world-size ?
- I mean, I found that varying one or both these values, rendering time changes
- frequently; the problem is that I still haven't found the optimum values.
-
- Please help.
- CIAO.
-
- --
- ===============================================================================
- Marco Pugliese *| Dipartimento di Scienze |* pugliese@ghost.dsi.unimi.it
- via Roncaglia 13 *| dell'Informazione |* pugliese@hp1.sm.dsi.unimi.it
- 20146 MILANO *| --------- |* pugliese@hp2.sm.dsi.unimi.it
- ITALY *| Universita' di MILANO |* pugliese@hp4.sm.dsi.unimi.it
- ===============================================================================
-
- ##
-
- Subject: Re: OCTD parameter ...
- Date: Wed, 4 Mar 92 11:18:16 EST
- From: John Rosner <rosner@europa.asd.contel.com>
-
- > What kind of relationship is there between OCTD (level in octree)
- >parameter, in the PREFERENCE EDITOR, and world-size ? I mean, I
- >found that varying one or both these values, rendering time changes
- >frequently; the problem is that I still haven't found the optimum
- >values.
- > Marco Pugliese *| Dipartimento di Scienze |* pugliese@ghost.dsi.unimi.it
-
- Let's start at the beginning, what is the OCTD paramiter? It is
- undocumented in Steve's book, and actually I haven't looked in the
- imagine manual.
-
- Later, John Rosner
-
- ##
-
- Subject: Re: How to do it ...
- Date: Wed, 04 Mar 92 11:55:34 CST
- From: Michael Linton <mlinton@f710.n348.z1.fidonet.org>
-
- Just out of curiousity, what is the octree levels and such for in Imagine 2.0?
- It doesn't say anything in the manual about it, as far as I can tell. Anyway,
- any insight would be appreciated. Thanks.
-
-
-
- --
- Reply to userid@mailbox.bison.mb.ca
-
- ##
-
- Subject: Re: world size
- Date: Wed, 04 Mar 92 11:59:34 CST
- From: Michael Linton <mlinton@f710.n348.z1.fidonet.org>
-
- You are only supposed to place the world size on the first frame of an animatio
- n, and not the rest. As I found out the other day. You probably already know
- that, but I thought I might mention it anyway.
-
-
-
-
- --
- Reply to userid@mailbox.bison.mb.ca
-
- ##
-
- Subject: Re: OCTD parameter ...
- Date: Wed, 4 Mar 1992 17:29:48 -0500
- From: John J Humpal <johnh@jhunix.hcf.jhu.edu>
-
- John Rosner writes:
- >
- > Let's start at the beginning, what is the OCTD paramiter? It is
- > undocumented in Steve's book, and actually I haven't looked in the
- > imagine manual.
- >
- I'm guessing that it has to do with the way Imagine carves up
- its world, but I too would like some info on setting this and the
- related OTRL and OTFL variables.
-
- BTW, when the manual gets to the OCTD parameter in its discussion
- of the Prefs editor it says (and I quote) "ASK ZACK FOR MORE HERE". Okay,
- Zack, we're waiting ;-)
-
- ##
-
- Subject: DCTV <--> WideScreen
- Date: Thu, 5 Mar 92 07:17:06 -0800
- From: Edward Chadez <echadez@carl.org>
-
- Greetings, earthlings.
-
- Does anyone know of an easily automated method to take a 640/200
- Interlaced picture and convert it to a 640/200 Interlaced DCTV pic,
- WITHOUT stretching the picture to the full length of the screen??
-
- The IFFTODCTV util doesn't seem to address converting pictures that are
- anything less that full screen length. It IS possible to read in a
- 640/200 Interlaced picture as a brush (into DCTVPaint)....
-
- And, anticipating your next question (WHY?)--this is part of "70mm Film"
- project, as outlined in Mr. Worley's fine Imagine companion.
-
- -->Edward Chadez =Amiga3000=
- Computer Animation(DCTV)/Pixel Pusher and
- Intuition Programmer.
-
- --
- // ()__()
- \X/ ed@carl.org/Edward Chadez CARL Systems(303)758-3030 ( )
- echadez@carl.org MM
-
- ##
-
- Subject: Imagine and DCTV
- Date: Thu, 5 Mar 92 16:18:30 +0100
- From: LACOMBE Bruno <lacombe@platon.greco-prog.fr>
-
- Hello,
- >is there any difference in display quality between rendering to DCTV format in
- Imagine 2 and rendering to 24 bit and using AdPro or DCTVPaint to convert ...?
-
- Yes. Imagine render DCTV pictures only in 4 bitplanes and does NOT make any col
- or filtering to remove RGB artifacts. So you have large file with some 'glitche
- s' in fine details. I prefer using IFFtoDCTV, it allow you to convert IFF24 to
- DCTV 4 or 3 bitplanes, with or without filtering to remove RGB artifacts, givin
- g you a much better looking picture. I say I prefer using IFFtoDCTV but I use i
- t only for the final rendering, because there is too much manipulation before y
- ou can see your picture. Imagine offer a much more direct way to display it :-)
-
- A wonderful addition in a future release of IMAGINE will be to include the choi
- ce of 4 or 3 bitplanes and color filtering in the DCTV format.
-
- A last word, AdPro 2.0.5 convert IFF24 to DCTV the same way Imagine does it :-(
-
- Frangois GASTALDO
-
- ---------------------------------------------------------
- \\\_______\ F.G.P. /_________///
- /// / Frangois.GASTALDO.Production \ \\\
- ---------------------------------------------------------
-
- ##
-
- Subject: Imagine bug and PC clones
- Date: Thu, 5 Mar 92 16:19:15 +0100
- From: LACOMBE Bruno <lacombe@platon.greco-prog.fr>
-
- Hello imagine users !
-
- Christopher Stenvenson have found a bug I discover three years ago with Turbo-S
- ilver 3.0. When you make a glass with glass refraction, you have opaque part on
- object ( or white part with Turbo-Silver or REAL 3D ( yes, REAL 3D has the bug
- too)). As everybody knows, in some conditions (angle of ray, index of refracti
- on) refraction turn to reflection. In this case, Imagine make reflection, but w
- ith the intensity of RGB reflec in the Attributes. But for a realist look, you
- must have low reflects, so the parts seems black . I hope Impulse solve the pro
- blem in a future release.
-
- I receive the Impulse Gazette saturday the 29 feb.. Inside a very stran
- ge news : IMAGINE 2.0 will be available on PC platforms in May or June 1992. I
- don't know what I have to think about this news. Of course, whith Imagine PC, w
- e will be hendreds of thousands to use this wonderful software, the IMAGINE mai
- ling list will grow to be the most important mailing list in the world, books a
- bout Imagine will be best-sellers, and piracy will be so large that we don't ha
- ve to buy Imagine anymore ;-)
-
- Seriouly, what Imagine PC can do for us ? There are about 200 millions
- PC in the world. According everybody, the PC are perfect for word processing, a
- ccounting, and other boring stuffs; But there are NOT made for creative use. I
- never see a good graphic software on PC, even DPaint wasn't so easy and powerfu
- l as the AMIGA Version. The PC users don't worry about that, they don't need a
- really good graphic software to make word processing. Anyone who want a compute
- r for creative mind have a Apple Macintosh ( for DTP ) or an AMIGA ( for video
- ). But I don't know anyone doing such jobs on PC. And the PC platform is the la
- rgest platform for piracy. All the people I know never buy any software, they j
- ust have to wait one month or two, and they have the soft for free... The AMIGA
- only survive because the AMIGA software are the best of the (video) computers
- market, if the software goes PC, the AMIGA no longer need to exist. And We have
- to pay plenty of $$$$ to buy similar configurat!
- ion. I hope that Imagine 2.0 PC is not the beginning of the end of the AMIGA :-|
-
- The only positive point of Imagine PC is that I can make the AMIGA rend
- er large animation along days since I play with Imagine on the BridgeBoard :-)
-
- Hey Impulse! How about an IMAGINE UNIX for running on my 200Mips workst
- ation?
-
-
- Frangois GASTALDO
-
- ---------------------------------------------------------
- \\\_______\ F.G.P. /_________///
- /// / Frangois.GASTALDO.Production \ \\\
- ---------------------------------------------------------
-
- ##
-
- Subject: Re: Imagine bug and PC clones
- Date: Thu, 05 Mar 92 12:20:58 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > According everybody, the PC are perfect for word
- > processing, a ccounting, and other boring stuffs; But there are NOT
- > made for creative use. I never see a good graphic software on PC
-
- I would be willing to bet that around 70% of the commercial outfits
- doing animation in the states on small systems are using PC clone
- systems. The Toaster has made a big impact and the Mac is gaining ground,
- but for professional use, the PC was the only answer for quite some time.
- Companies like Digital Arts, Truevision, and AT&T Graphics Software Labs have
- been capitalizing on this market for years. Today, Autodesk's 3D Studio
- is a phenominal 3D package on the PC that in many ways blows away everything
- on the Amiga. Imagine may be a great price performer, but it is not bringing
- anything radically new to the PC market. And given the choice, I would pay
- the extra money for 3D Studio over Imagine. And if you had a chance to work
- with it, you probably would to. The real problem is the cost of the graphics
- hardware to use it with (while the even the very fast PC boxes are cheap).
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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: DCTV <--> WideScreen
- Date: Thu, 5 Mar 92 11:07:42 PDT
- From: "John T. Grieggs" <grieggs@jpl-devvax.jpl.nasa.gov>
-
- > Does anyone know of an easily automated method to take a 640/200
- > Interlaced picture and convert it to a 640/200 Interlaced DCTV pic,
- > WITHOUT stretching the picture to the full length of the screen??
-
- Actually, yes. Use ADPro 2 and AREXX to repeat this sequence:
-
- generate a color 0,0,0 736x241 backdrop
- composite and center a 640x200 picture on it
- save the composite as a 736x241 picture
-
- Then run ifftodctv on the resulting picture, and away you go! I use this
- method to make pseudo-letterboxed anims of work-in-progress. Naturally,
- you can tweak the numbers to suit...
-
- _john
-
- ##
-
- Subject: Re: Imagine bug and PC clones
- Date: Thu, 5 Mar 92 13:24 EST
- From: Marc Rifkin <R38@psuvm.psu.edu>
-
- In-Reply-To: mark AT westford.ccur.com -- Thu, 05 Mar 92 12:20:58 EST
-
- If what you say is true about Imagine not matching up to 3D Studio, etc.
- then is Imagine going to become another Sculpt-4D?
-
- Marc Rifkin- Graphics and Multimedia / r38@psuvm.psu.edu
- "The future is not set, there is no fate but what we make for ourselves."
- -John Connor, Terminator 2
-
- ##
-
- Subject: total internal reflection
- Date: Thu, 5 Mar 1992 14:19:44 -0500
- From: Christopher Stevenson <csteven@aries.yorku.ca>
-
- Hello-
-
- Frangois Gastaldo writes that (I gather) he seems to have noticed a bug
- in Imagine 1.x (I don't know about 2.0, so I can't say anything yet), and
- TurboSilver 3.0 (and REAL-3D) concerning total internal relection.
- In short, I've run
- tests to see if any of the renders I've tried do this, and I'm afraid that
- they don't. It seems that programmers of ray tracers don't like "conservation
- of energy" at interfaces. This note of FG's made it clear that I'm not the
- only one interested in seeing Imagine more physically-accurate. Here are
- some suggestions, for those willing to listen;
-
- 1) Imagine 1.x doesn't do total internal reflection. This process is trivial
- to implement, and reasonably vital to having realistic-looking solid trans-
- parent objects. In a nutshell, imagine a ray on it's way OUT of a slab of
- glass, impinging upon the surface of the slab at some angle. If this angle
- is small enough, the direction of the refracted ray won't even be back into
- the air! Hence, conservation of energy takes over and instead the ray is
- reflected perfectly off of the interface as if it were a PERFECT mirror
- (100% in all bands r, g, and b for which this condition is met - in a
- monochromatic ray tracer like imagine, the index of refraction is identical
- for red, green, and blue. Sigh... no prisms here (unless you get crafty)).
- Ever been snorkeling and looked up at the
- underside of the water through your face mask?
- Ever looked at the bottom of your scotch and soda from the side,
- at the thick slab of glass
- that makes up the base of the tumbler, and noticed that you couldn't see the
- table through it (unless there's water between the glass and table top)?
- The bottom line here is that the light in what WOULD have been the transmitted
- ray in such a circumstance should be dumped into the reflected ray that's
- calculated at every surface *anyway* (assuming even vaguely reflective objects)
-
- 2) Imagine's shadow-generation algorithms are a start, but real substances
- absorb a certain fraction of the light passing through them *every unit
- distance*; twelve miles of very clear glass will still be pretty darn opaque
- (unless it's pretty special fibre optic cable). A thin pool
- of red wine can look clear if it's thin enough, but the same wine looks
- blood red or almost black if it's in a glass. A touch more math is required
- to handle this one, though (calculate the distance the ray travels between
- surfaces in a substance, look upthe absorption coef per distance specified
- by the user, work out the absorption), and the benefits are reaped only for
- transparent objects, so maybe not. Without forward-raytracing (which is only
- now being experimented with) to properly send light FROM light sources TO
- (and through) objects ONTO other objects (eg. caustics in swimming pools)
- shadows of things like wine glasses will always be inadequate, regardless.
- See SIGRAPH ('90?) on pencil-beam tracing if anyone's interested. If asked,
- I'll get the reference.
-
- 3) It's always puzzled me why people want to be able to specify 100%
- reflection AND transparency AND color... why not just handle things so
- that the percentages all add up to 100%? The name of the game is to make
- realistic looking images, afterall (this requires no additional overhead
- other then a little checking in Attributes when people pull the sliders
- around). For example, if you specify that some substance should reflect 30% of
- the light incident upon it, should absorb 10% (meaning the color is set to
- 90%), then automatically one knows that the transparency should be 60%. The
- *present* hiarchical interpretation of these sliders is a touch confusing.
- Minor in the extreme, but you know...;-)
-
- Caveat: Some of this might require differentiating between surfaces and
- volumes, so it might not be easy to just "add it to the code".
-
- Just some ideas. 1) and 3) could be added easily; certainly, 1) would make
- things that much more realistic, by replacing the AMBIENT terms traditionally
- given to rays that fail to make it out of transparent solids (I think this is
- what's done) with what should be there. Anyway; I've rattled on long enough.
-
- -Christopher S. ("long live physics!")
-
- ##
-
- Subject: Re: total internal reflection
- Date: Thu, 5 Mar 92 14:43:35 MST
- From: Steve Koren <koren%hpmoria.fc.hp.com%hpfcla.fc.hp.com@hpfcla.fc.hp
- ***.com>
-
- > TurboSilver 3.0 (and REAL-3D) concerning total internal relection.
-
- > tests to see if any of the renders I've tried do this, and I'm afraid that
- > they don't. It seems that programmers of ray tracers don't like "conservation
- > of energy" at interfaces. This note of FG's made it clear that I'm not the
-
- The old QRT ray tracer I wrote eons ago did this (total internal
- reflection). The internally reflected rays would just bounce around
- in there until they hit the recursion limit. However, I don't recommend
- that anyone actually use this, since making good looking glass surfaces
- in it is, although possible, hideously difficult to get right. It one
- point there was a QRT image floating around called "Table.ilbm" which
- had a really nice looking glass surface.
-
- - steve
-
- ##
-
- Subject: Re: total internal reflection
- Date: Thu, 5 Mar 92 17:14:20 EST
- From: jkitch@mcs.kent.edu
-
- Correct me if i'm wrong, but it kinda sounds like the problem being addressed
- is many ray-tracers. An example is water caustics, where light patterns dance
- at the bottom of a swimming pool, etc. If this is so, then I remember reading
- something that this can be achieved by doing backward raytracing. Well, back-
- ward from how a ray-tracer works. This would take longer to render images, but
- could it solve the problem?? Or maybe I'm talking about something that has no
- meaning to what has been said.
-
- Jason Kitch
-
- ##
-
- Subject: Impulse's Laser Traced objects
- Date: Fri, 6 Mar 92 08:26:43 -0500
- From: Elizabeth E Sack <sacke@ecn.purdue.edu>
-
-
- I was just wondering if anyone else has looked at Impulse's "Laser Traced
- Objects for Imagine Vol. 1"? My local dealer showed me the sample program
- on it yesterday. It's nothing but a bunch of models of cars and trains, and
- airplanes and dinosaurs. The really strange thing is that the cars only
- have one wheel. You have to copy that wheel around the object yourself.
-
- After showing me the sample my dealer said "Well, Jeff you're doing video work
- so you need this. It's only $99.95"
-
- I laughed in his face! My $5.00 (optional) subscription fee to Studio BBS
- gives me access to many more objects (and most are of a higher quality).
- I haven't logged onto Graphics BBS (the other BBS that was mentioned here a
- few days ago) but I'm sure that I can get plenty of good objects off of that
- one too.
-
- My advice to everyone is SAVE YOUR MONEY and support Studio BBS and Graphics BB
- S
- you'll save money, support 3D rendering, and get better objects.
-
- Jeff Hanna
- Studio J Video Productions
- sacke@gn.ecn.purdue.eud
-
- ##
-
- Subject: Re: 3D Studio,Textures
- Date: Fri, 06 Mar 92 09:27:35 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- Marc Rifkin writes:
- >If what you say is true about Imagine not matching up to 3D Studio, etc.
- >then is Imagine going to become another Sculpt-4D?
-
- Gads, lets hope not. But from my impression of Impulse, I don't think that
- is the case. As for Imagine matching up to 3D Studio, while I like 3D Studio
- better than Imagine, that does not mean that that 3D Studio can do everything
- that Imagine can. 3D Studio does not currently support ray-tracing for example
- and I don't believe it has procedural textures either. However, Autodesk is
- about to release its latest version and I am not sure what that will include.
-
- Kevin Kodama writes:
- > is 3D studio by autodesk done by the same Yost (Gary ?) who did the old
- > forms in flight program ? what does 3D studio have that Lightwave does not ?
-
- Not sure about the program's author. I once heard that the original author
- of DPaint (Daniel Silva) had something to do with it. As for what it has
- over LightWave... the major addition is complete support for spline curves
- and surfaces for objects and spline motion paths (in addition keyframes).
- I work with a guy who uses 3D Studio and we each envy one another for
- different features. Fortunately, 2.0 LightWave can load 3D Studio objects
- so I should be able to create a nice spline surface object in Studio and
- import it into LW for animation and rendering. I hope to try this out soon.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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: Imagine bug and PC clones
- Date: Fri, 06 Mar 92 17:44:50 EST
- From: "Bob Lindabury, SysAdm" <bobl@graphics.rent.com>
-
- Mark Thompson <rutgers!westford.ccur.com!mark> writes:
-
- > I would be willing to bet that around 70% of the commercial outfits
- > doing animation in the states on small systems are using PC clone
- > systems. The Toaster has made a big impact and the Mac is gaining ground,
- > but for professional use, the PC was the only answer for quite some time.
- > Companies like Digital Arts, Truevision, and AT&T Graphics Software Labs have
- > been capitalizing on this market for years. Today, Autodesk's 3D Studio
- > is a phenominal 3D package on the PC that in many ways blows away everything
- > on the Amiga. Imagine may be a great price performer, but it is not bringing
- > anything radically new to the PC market. And given the choice, I would pay
- > the extra money for 3D Studio over Imagine. And if you had a chance to work
- > with it, you probably would to. The real problem is the cost of the graphics
- > hardware to use it with (while the even the very fast PC boxes are cheap).
-
- Very true. And if you'd like to get into Autodesk 3D Studio and need
- a frame grabber/buffer board, then I have the low-cost solution for
- you!
-
- I'm selling my TrueVision TARGA 16 Overscan board for the low price
- of $900.00. Comes complete with all original packaging as well as
- all manuals and even some custom cable sets with BNC connectors.
-
- If you don't know what the TARGA 16 is, then I suggest you either
- call Truevision and find out that new boards cost $1795.00 or read
- any computer graphics rag and read the ads. This is a great board
- and it is in perfect condition. Fits into any PC XT AT or clone with
- 8 or 16 bit slots. Will work in an Amiga with BridgeBoard. Will
- also work with Caligari Broadcast.
-
- Call or write me.
-
- -- 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: 3D Studio, InterChange Plus, and TIO
- Date: 06 Mar 92 18:37:52 EST
- From: "Syndesis Corp/J. Foust" <76004.1763@compuserve.com>
-
- To: >INTERNET: imagine@Athena.MIT.EDU
-
- 3D Studio was created by a team that included Tom Hudson, Dan Silva
- and Jim Kent, headed up by Gary Yost. Together, they call themselves
- "The Yost Group." Of course, they were aided by team at Autodesk.
-
- You might recognize Tom as the primary author of the CAD-3D and Cyber
- tools from the Atari ST, Dan from Deluxe Paint, and Jim from
- Zoetrope, et al, on the ST and Amiga and PC. Autodesk's Animator Pro
- is the latest incarnation of Kent's animation programs. The new 3D
- Studio is a few days from release.
-
- LightWave 2.0 includes the TIO (Toaster Input/Output) system, a way
- to load several different 3D formats, such as Mac Swivel 3D,
- Wavefront, 3D Studio, and AutoCAD DXF. Buy Toaster 2.0, get $1000 of
- Syndesis high-end converters for free. :-)
-
- Actually, with Toaster you can only load those formats, not save
- LightWave objects in those formats. To write, you need InterChange
- and our sold-separately converters. The Wavefront and DXF converters
- have been available for about a year and a half now, and they do both
- read and write. We also licensed to NewTek the ability to load and
- save Mac PICT bitmap files into Toaster Paint.
-
- We're about to release InterChange Plus, the upgrade to our
- InterChange conversion system. We're breaking away from the
- sold-separately approach for our Amiga-related tools. It will
- include Imagine, LightWave, Turbo Silver, Sculpt, VideoScape,
- PAGErender, CAD-3D, the InterFont Converter and a number of fonts, and
- all the old Tools plus some new ones, and a new system for setting
- and controlling surface definitions during translations. If old
- InterChange's surface translation was modeled on Sculpt and
- VideoScape, the new InterChange Plus is modeled on LightWave and
- Imagine. All the old limits are gone - objects can hold up to
- 4.2 billion faces, for example, which should hold us for a while. :-)
-
- One new feature of particular interest to this mailing list is the
- ability to convert Imagine hierarchical objects to LightWave scenes,
- meaning all the parent-child info is preserved, as well as all the
- surface information. It works the other way, too - you can read
- LightWave scenes and convert them to Imagine objects.
-
- TIO is an extensible system, meaning we can make and sell new
- converters to load other formats directly into LightWave. Although I
- believe InterChange Plus's direct conversion of Imagine objects to
- LightWave scenes would be superior, it would be possible for us to
- make a TIO converter that could load Imagine objects as a single
- LightWave object. If there's any interest, please drop me a line
- via Internet mail.
-
- How do you get this new InterChange? We'll be sending out a
- newsletter in a few weeks with details of the upgrade. If you've
- registered your copy, be sure we have your current address. Send us
- a postcard with your address, phone and Syndesis serial numbers if
- you haven't. Or, FAX it to (608) 455-1317. Our address is Syndesis
- Corporation, N9353 Benson Road, Brooklyn, WI 53521. Please write,
- don't call - your call will delay shipment by another 15 minutes.
-
- If you don't own InterChange yet, send us a postcard and we'll add
- you to the mailing list. We're going to have a special price on
- InterChange for first-time buyers.
-
- John Foust
- President
- Syndesis Corporation
-
- ##
-
- Subject: IMAGINE and a 22MHZ combo board
- Date: Fri, 6 Mar 92 21:54:56 -0800
- From: Geoff Hanoian <boing@mcl.mcl.ucsb.edu>
-
- Well, my current system consists of a B2000 and a 22MHZ combo board
- with 5 megs. of 32 bit mem. I bought the accelerator card thinking
- that my animation would speed up considerably... any tips
-
- a sample trace revealed this (a simple scene with a brush map and
- three lights)
-
- 68000 22MHZ 50MHZ combo
- a friends comp.
-
- 25 mins. 14 mins 10 mins.
-
- I tried shutting down the input.device while imagine was making the
- frame and on my system it finished in 13:50 (mins:sec).
-
-
- HELP@@!!!!!!!!!! to boing@mcl.mcl.ucsb.edu
-
- thanx
-
-
- boing
-
- ##
-
- Subject: Re: IMAGINE and a 22MHZ combo board
- Date: Sat, 7 Mar 1992 07:44:03 -0500
- From: John J Humpal <johnh@jhunix.hcf.jhu.edu>
-
- Geoff Hanoian writes:
- >
- >
- > a sample trace revealed this (a simple scene with a brush map and
- > three lights)
- >
- > 68000 22MHZ 50MHZ combo
- > a friends comp.
- >
- > 25 mins. 14 mins 10 mins.
- >
-
- Er, did you use the FP version of Imagine with the accellerrated
- Amigas? Sorry if this is a stupid question...
-
- ##
-
- Subject: Fog objects
- Date: Sat, 07 Mar 92 12:27:44 MST
- From: Guy <ICGDM%ASUACAD.BITNET@mitvma.mit.edu>
-
- I had a dream the other night, or maybe it was something I saw on TV;
- sometimes it is hard to tell the difference...
-
- At any rate, there was this flying logo (I believe it was the IBM logo) on
- the screen. It was approaching the camera along an arced path. And while
- we have all seen our share of flying chrome logos, this one was just a bit
- different - it started out of focus, as it approched the camera the focus
- began to sharpen as if it were traveling through the camera's depth-of-field.
-
- I said to myself, "Self, how could that be done in Imagine?" And since I
- rarely ask myself anything I don't think I already know, I replied with
- what I think might be a solution to simulating depth-of-field.
-
- Fog Objects. If a object was applied with the correct Fog setting (of
- which I have no idea, as I've never been able to comprehend any explination
- of 'Fog Length') giving it soft fuzzy edges, and placed in the background of
- a scene, wouldn't it appear to be out of focus? Additionally, a transition
- from a Fog Object to a non-Fog Object during movement toward the camera
- might simulate traveling into focus...
-
- What do you think?
-
-
- ----------------------------------------------------------------
- | | |
- | Guy Mullins, Media Specialist | |
- | University Media Systems | voice: (602) 965-2183 |
- | Arizona State University - USA | fax: (602) 965-6088 |
- | | |
- ----------------------------------------------------------------
-
- ##
-
- Subject: Accellerated Machines + Imagine
- Date: Sat, 07 Mar 92 17:11:02 EST
- From: spworley@athena.mit.edu
-
- Geoff Hanoian writes:
- >
- >
- > a sample trace revealed this (a simple scene with a brush map and
- > three lights)
- >
- > 68000 22MHZ 50MHZ combo
- > a friends comp.
- >
- > 25 mins. 14 mins 10 mins.
- >
-
- There are a lot of factors that can be affecting your render time
- other than sheer CPU speed. The fact that using the same processor
- with double the clock speed (22Mhz to 50 Mhz) does not procuce half
- the rendering time implies that the rendering time is not completely
- CPU determined. Most notably, RAM speed and disk access must be taken
- into account as well. Your simple scene takes time to load, which is
- pretty much a constant no matter what CPU you use. If you are using
- slower 16 bit RAM you'll probably be choking your CPU's access to data
- so it will spend a lot of its time twiddling its thumbs.
-
- Also, be careful you have equal loads on their machine. As long as you
- aren't doing anything else in the background, this should be easy. The
- render time that Imagine records is the real-world time, not CPU time.
- This doesn't mean bipping Imagine's priority to 20 will help, the WB and
- input.device are DESIGNED to be efficient and fast. Just don't run Vista
- Pro while you're rendering.
-
- These numbers are still interesting, though. It shows that the
- super-dooper-fast RAM on the GVP G-Force and PP&S Mercury 040 boards
- are probably going to make a major contribution to the speed of
- rendering.
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- ##
-
- Subject: Sunbeams...
- Date: Sat, 7 Mar 92 16:50:05 CST
- From: Christopher Ice <iceman@camelot.bradley.edu>
-
- I saw this the other day, and am looking for ideas...
-
- Imagine (no pun intended) a room which is sparsely furnished...lots of white
- contrasted by a hardwood floor. Through a 4 paned window, to the right, the
- sun shines in and onto the floor. Now, this is like a time-lapse deal so the
- sun moves through its orbit very quickly, and the beam of light coming thorugh
- the window sweeps across the floor "pivoting" at the window opening.
-
- Now, the catch here is that the light source itself is not directly
- visible...only the shaft of light can be seen, and its projection onto the
- floor. How would one simulate dust or smoke in the air to make this light
- shaft visible????
-
- Is this possible using Imagine, and if so how???
-
- Thanks in advance.
- --
- +--------------------------------------///-------------------------------------
- +| 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: Re: Sunbeams...
- Date: Sat, 7 Mar 92 23:30:09 -0500
- From: "Michael B. Comet" <mbc@po.cwru.edu>
-
- >I saw this the other day, and am looking for ideas...
- >
- >Imagine (no pun intended) a room which is sparsely furnished...lots of white
- >contrasted by a hardwood floor. Through a 4 paned window, to the right, the
- >sun shines in and onto the floor. Now, this is like a time-lapse deal so the
- >sun moves through its orbit very quickly, and the beam of light coming thorugh
- >the window sweeps across the floor "pivoting" at the window opening.
- >
- >Now, the catch here is that the light source itself is not directly
- >visible...only the shaft of light can be seen, and its projection onto the
- >floor. How would one simulate dust or smoke in the air to make this light
- >shaft visible????
- >
- >Is this possible using Imagine, and if so how???
- >
- >Thanks in advance.
- >
-
- Well, there are 2 ways. The most elegant way is to use Fog
- objects in Imagine 2.0. The second way is to make objects (the same as
- in 2.0 for fog objects) and to then use a filter map to simulate the
- beam. Since in my opinion fog objects look better, I will describe
- that.
-
- Basically, make your room, you window and so on. Great. Now
- all you need is a light source (from the window) and it's beam.
-
- The light source can simply be a cylindrical light placed
- outside the window. You can then tell it to track to whereever you want
- for whatever frame. That is, you can make it arc to reay get the light
- in the room to change.
-
- Then, you could then make 1 square fog object (a cube) for the
- window, or 4 smaller cubes since you have paned glass. Then, for the
- animation, you can set these in different positions and angles to
- simulate the fog or dust particles.
-
- The only trick part is going to be to get the fog objects all
- aligned to the light beams actual angle. To do this you could either
- guess, or make a small straight object which you could place in the same
- direction (track) as the light. You could then use this angle to set up
- your fog objects.
-
- Michael Comet
- mbc@po.CWRU.Edu
-
- ##
-
- Subject: Tell me about hubcap??
- Date: 7 Mar 92 21:14 -0800
- From: Aaron Ramsey <amramsey@admin.okanagan.bc.ca>
-
- Hi there.... I'm a relative beginner to all this, and I have what will
- probably seem to be a rather basic problem to all of you. I just got
- added to the list here yesterday, and have had a chance to read most
- of the previous archives of the discussions going on here. One thing
- that I don't understand is this hubcap business.... I don't understand
- how to go about uploading/downloading to hubcap, and I'm hoping that
- somebody out there can take a few seconds, and give me a quick lesson
- on the finer points of it. 8) Thank you kindly!
-
- Keep rendering until your Amiga turns blue!
-
- \ /
- \ \ / amramsey@admin.okanagan.bc.ca \ / /
- \\ \ ,`/// \\\' , / //
- ,\\ \_ ,\\/// Aaron Ramsey \\\//, _/ //,
- ,>\\ \ `\\ _/ Kelowna,BC Canada \_-//' / //<,
- '\\> \\\ / (604)862-9678 \ /// <//`
- _\__'/// << \ / >> \\\`__/_
- /// , '/<<^-(.\ "Hey... wait a second... /,)-^>>\` , \\\
- ///\ // \) how did that raison get (/ \\ /\\\
- ////\\_ \\ in here????????????????" // _//\\\\
- )) ')) ((` ((
-
- ##
-
- Subject: Re: 3D Studio,Textures
- Date: Sun, 08 Mar 92 09:28:40 EST
- From: "Bob Lindabury, SysAdm" <bobl@graphics.rent.com>
-
- Mark Thompson <rutgers!westford.ccur.com!mark> writes:
-
- > Not sure about the program's author. I once heard that the original author
- > of DPaint (Daniel Silva) had something to do with it. As for what it has
- > over LightWave... the major addition is complete support for spline curves
- > and surfaces for objects and spline motion paths (in addition keyframes).
- > I work with a guy who uses 3D Studio and we each envy one another for
- > different features. Fortunately, 2.0 LightWave can load 3D Studio objects
- > so I should be able to create a nice spline surface object in Studio and
- > import it into LW for animation and rendering. I hope to try this out soon.
-
- A couple of nice things it has over Lightwave is the complete
- interactive adjustment of camera lens angle and field of view. It
- can be done in the triview or the perspective windows I believe. It
- is represented by a fan type outline in front of the camera.
-
- Also, it has complete interactive control of light range, angle and
- cone angle that can be seen in the triview and perspective view I
- believe. These are a couple of things I would have LOVED to see in
- the 2.0 Lightwave software not to mention the ability to bend, twist,
- squish, etc, objects in the scene interactivly.
-
- -- 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: Tell me about hubcap??
- Date: Sun, 8 Mar 92 14:45:47 EDT
- From: Doug Dyer <ddyer@hubcap.clemson.edu>
-
- > Hi there.... I'm a relative beginner to all this, and I have what will
- > probably seem to be a rather basic problem to all of you. I just got
- > added to the list here yesterday, and have had a chance to read most
- > of the previous archives of the discussions going on here. One thing
- > that I don't understand is this hubcap business.... I don't understand
- > how to go about uploading/downloading to hubcap, and I'm hoping that
- > somebody out there can take a few seconds, and give me a quick lesson
- > on the finer points of it. 8) Thank you kindly!
- >
-
- OK. This will differ depending on how you access hubcap, but if you are
- using a machine with ftp, here are some helpful tips for getting what
- you want:
-
- 1) enter "ftp hubcap.clemson.edu" and if that don't work,
- enter "ftp 130.127.8.1"
-
- note: these will fail if hubcap is down, or any machine along
- your critical path to hubcap is down.
-
- hubcap will prompt you for your system id. you enter
- "anonymous" without quotes, hubcap will then ask you for your
- password. this MUST be your userid, or your login will fail.
- if I was on another machine, I would enter "ddyer@gandhi.cs"
- (I think you need your address in there. not sure)
-
- now, you have entered hubcap.
-
- 2) once in, type help for a list of ftp commands. ls, dir, cd are
- supported. you are "logged on" to hubcap.
-
- the files on hubcap are located at:
- cd pub/amiga/incoming
-
- note: in the imagine directory I regularly maintain a file called FILES
- that lists all files in our archive... most recent files listed first.
-
- 3) to list what files are recent, try "ls -tl"
-
- 4) to send and receive files, you must know if they are text or binary:
- enter "binary" for transfering binary files.
-
- 5) mget - to get multiple files (for instance, "mget *.Z")
- get - to get a single file
-
- 6) send - to send a single file
- mput - to send many files ("mput ULTRAPICS*.*")
-
- ftp is very fast, but some large files (or congestion on the net) will
- cause delays.
-
- 7) to exit, enter "bye"
-
-
-
- these are just a few things you can do to grab files you want. Good
- luck, and upload some stuff :)
-
- bye,
- Doug
-
- --------------------------------------------------------------------------
- Doug Dyer * Clemson University * ddyer@hubcap.clemson.edu
- --------------------------------------------------------------------------
-
- ##
-
- Subject: Laser Scanning
- Date: Sun, 8 Mar 92 19:28:16 PST
- From: Shadowmar@cup.portal.com
-
- I know that the objects included with 2.0 Imagine are laser scanned. I also
- heard that the actors in the Abyss and T2 had to be laser scanned for the 3D
- models for the animations. My question is, how is laser scanning done? Are
- the subjects put in a pedistal and turned while a laser refects off them?
- Any enlightenment would be valued.
- Paul J. Furio
- Shadowmar@cup.portal.com
-
- ##
-
- Subject: Found minor bug in Imagine 2.0 !
- Date: Mon, 9 Mar 92 13:07:34 MET
- From: Marco Pugliese <pugliese@pluto.sm.dsi.unimi.it>
-
- Hi everybody,
- I found a very very minor bug in Imagine: just try to specify a picture (or oth
- er kind of file) in the texture requester of the attribute menu ......
- .... it just end up in a guru !
- No comment, that's all!
- CIAO.
-
- --
- ===============================================================================
- Marco Pugliese *| Dipartimento di Scienze |* pugliese@ghost.dsi.unimi.it
- via Roncaglia 13 *| dell'Informazione |* pugliese@hp1.sm.dsi.unimi.it
- 20146 MILANO *| --------- |* pugliese@hp2.sm.dsi.unimi.it
- ITALY *| Universita' di MILANO |* pugliese@hp4.sm.dsi.unimi.it
- ===============================================================================
-
- ##
-
- Subject: DCTV Infos.
- Date: Mon, 9 Mar 92 13:27:29 MET
- From: Marco Pugliese <pugliese@pippo.sm.dsi.unimi.it>
-
- Hi everyone,
- can anybody tell me anything about DCTV, i.e.:
-
- - What is DCTV ?
- - Why do I need DCTV ? (I produce graphics just for fun at the moment, but I'm
- getting really bored looking at my HAM pictures......!
- )
- - What kind of hardware do I need to use DCTV ?
- - What kind of software do I need to use DCTV ?
- - How much is DCTV ?
-
- Thankyou in advance.
- CIAO.
-
- --
- ===============================================================================
- Marco Pugliese *| Dipartimento di Scienze |* pugliese@ghost.dsi.unimi.it
- via Roncaglia 13 *| dell'Informazione |* pugliese@hp1.sm.dsi.unimi.it
- 20146 MILANO *| --------- |* pugliese@hp2.sm.dsi.unimi.it
- ITALY *| Universita' di MILANO |* pugliese@hp4.sm.dsi.unimi.it
- ===============================================================================
-
- ##
-
- Subject: refracted stars
- Date: Mon, 9 Mar 92 9:08:51 EST
- From: Dan Drake <dan@cs.pitt.edu>
-
- I'm designing a room, and created a winodw in a wall. I have a moon
- visible through the window, and set the star density to .3. It seems
- that the stars are not visible through the glass in the window. Do I
- have to adjust the refraction level to a higher number?
-
- dan.
-
- ##
-
- Subject: A few questions....
- Date: Mon, 9 Mar 92 10:37:04 EST
- From: George Browning <george@aol.com>
-
- I am using Imagine 1.1 (in case that makes a difference) and have been having
- a great time. While playing around I have run into a few items that I figure
- those of you who are experts might be able to help with...
-
- I have an anim in which one of the objects is 'ground'. I used the action
- editor to assign the 'ripple' f/x to it. I didn't notice any affect in the
- animation... Did I set the parameters wrong or (as I suspect) can you not
- apply effects to ground?
-
- Also I saw references in the manual to 'zooming in and out' with the camera.
- The only way I could guess to do this was with the cameras 'size' in the
- action editor. When I played with those numbers I couldn't quite figure out
- what was going on... Any body have any hints?
-
- The other part of the anim is a logo (America Onlines for those who might
- have seen the logo). It is kindof like a circle inside a triange, but all
- connected (ie one piece with some cutouts). I drew it in dpaint then
- imported it. There were a bazillion points, so I took a while and cleaned
- them up. I then 'auto faced' it following the method in the tutorial. It
- renders rather slow now on the 'work' screens, would it hurt anything if I
- deleted a bunch of faces? Finally I want part of the object smoothed and
- part not... Is there a simple way to do this? (I seem to remember reading
- in this list that I could do it with 2.0... I am waiting for Impulse to send
- me the upgrade info)
-
- Thanks much,
- George Browning
-
- ##
-
- Subject: Brush mapping?
- Date: Mon, 09 Mar 92 10:05:22 MST
- From: Guy Mullins <ICGDM%ASUACAD.BITNET@mitvma.mit.edu>
-
- I am working on a rather complex (by my standards) object of a state seal.
- The object is basically circular with fluted edges with a couple of
- concentric rings of text. The center contains a sheild shape with an
- illustration on the surface...this is where the trouble begins. The whole
- object is extruded in various layers giving it the appearance of a gear cog.
- Most of the object is done with various textures and attributes giving it a
- nice sculpted metalic finish...okay fine. However, the illustration on the
- center shield was much too complex to model (I did try) so I thought some
- brush mapping would be appropriate.
-
- First I tried Altitude mapping a Black & White (2 color DPaint) onto the
- shield. No luck; I don't quite understand the Y-axis length associated with
- the brush map. Next I tried a straight Color map to get everything positioned
- propperly. That worked fine except the result was B&W which lost the
- sculpted metal appearance. It seemed that a Fileter map might be a nice
- compromise. A Filter map right on the shield object generally yeilded no
- visible results. So I tried putting the Filter map onto a flat Filter object
- just above the sheild. (see illustration) For the most part this worked, but
- I am wondering is this necessary? Does a Filter map need to be on a Filter
- object? Also, does a Reflect map need to be on a Reflect object?
-
- SIDE VIEW OF SHIELD AND BRUSH MAP OBJECTS
-
- ---------------- <-- Filter Object with
- extruded Shield Object --> |||||||||||||||||| Filter brush map
- with Texture and metal
- Attributes
-
- Now, assuming that this is all correct, the next problem that I am having is
- that the Filter Object (onto which the Filter brush is mapped) seems to be
- interfering with the color of the Shield beneath it. The attributes of the
- Filter Object have been set with everything at 0 except for 'Filter' which
- was cranked all the way up. I would assume these settings would create a
- completely invisible object allowing only the characteristics of the Filter
- map to come through. This was not the case. Apparently the color of the
- Filter Object affects the Filtered image (ie. Black object yeilds Black
- mapping in the Black areas of the brush map, Yellow object yeilds Yellow
- in the Black, etc.) Additionally, a lighter color appears to lighten the
- value of the extruded Sheild Object visible beneath the Filter Object and
- a darker color darkens it. This seems odd to me, as the Filter setting is
- 100%, it should be completely transparent, color should not be a factor.
- It is as if the Filtering were being done backwards.
-
- Where have I dropped the ball on this solution? Any other solutions?
-
- Thanks.
-
-
- ----------------------------------------------------------------
- | | |
- | Guy Mullins, Media Specialist | |
- | University Media Systems | voice: (602) 965-2183 |
- | Arizona State University - USA | fax: (602) 965-6088 |
- | | |
- ----------------------------------------------------------------
-
- ##
-
- Subject: re: waves and ground
- Date: Mon, 9 Mar 92 17:38:23 PST
- From: RayTrace@cup.portal.com
-
- The wave effect can only be used with faceted objects, not grounds or perfect
- spheres. Only objects made of points. Ahh. I forget your other questions.
- Ahh. Camera zooming: I forget how that works. I just usually play around wit
- the numbers every time I want to do that. Usually I really just move it backd
- forth!
-
- ##
-
- Subject: Re: refracted stars
- Date: Mon, 9 Mar 92 23:11 EST
- From: Marc Rifkin <R38@psuvm.psu.edu>
-
- Unfortunately Imagine does not include the built in stars in its rendering,
- so they won't show through transparent objects. This really stinks.
-
- One solution is to make a starfield object that you can put out where your
- sky should be. A quick way is to use DPaint to draw stars (use 640x400 and
- a 2x2 pixel brush), then Import IFF in Imagine, and then Conform to Sphere.
- Make it white and Bright. Scale is important- if the stars are too far away
- they will not be consistently visible- they may blink in and out on some
- frames. Be carefull not to scale your stars object too much or your stars
- will look like hail stones coming at you.
-
- I also tried putting everything inside a sphere and mapping a star picture
- inside it. But Imagine 2.0 interpolated the brush to fit the huge sphere
- making the stars blur to become huge blotches.
-
- The problem with both solutions is that in DPaint I was only making a
- 640x400 bitmap and then putting that into an object that was thousands of
- units in size. The next star field I need I am going to try a big 1
- bitplane superbitmap.
-
- Marc Rifkin- Graphics and Multimedia / r38@psuvm.psu.edu
- "The future is not set, there is no fate but what we make for ourselves."
- -John Connor, Terminator 2
-
- ##
-
- Subject: Amiga world?
- Date: Tue, 10 Mar 92 11:19:34 CST
- From: Michael Linton <mlinton@f710.n348.z1.fidonet.org>
-
- After picking up this months special issue of Amiga World, I was rather distres
- sed to find this in the review of the 3-D modeling programs, that Imagine has n
- o phong shading, and it doesn't allow index of refraction on objects?!? Seems
- to me there is a function in the Attributes editor called PHONG, and it seems t
- o me there is also one called INDEX... Mmmm... I wonder what those do... The o
- nly programs, according to them that have one of the two, or both are: Caligari
- 2, JourneyMan, LightWave, Real 3-D, and 3-D Pro. Now is it just me, or does som
- eone have thier wires crossed? And Imagine has NO object primitives, you can't
- spin objects, or extrude them, or slice them, or and you can't split triangles
- off of objects... Mmmmm.. Seems to me I've done all those before...
-
- ##
-
- Subject: Apologies are in order.
- Date: Tue, 10 Mar 92 10:03:56 PST
- From: "Glenn M. Lewis ~" <glewis@fws204.intel.com>
-
- I hereby extend my sincerest and most humble apologies to all
- who spent time downloading "TeX_Roman_Font_Object.lzh" from hubcap, and
- discovered that the fonts previewed OK by the detail editor, but then
- did not render.
-
- I am truly very sorry for the wasted time.
-
- I made a very stupid mistake.
-
- I made each object have the line "SHAP Shape = 1" (a "Stencil", which
- Imagine does not support), instead of "SHAP Shape = 2" (an "Axis", which is
- of course what it should be).
-
- When I fix all the objects, I will reload it to hubcap. In the
- meantime, I have deleted the file from the archive. I left the PostScript
- preview of the letters there, since that will not change.
-
- Once again, I hope you can find it in your hearts to forgive me!
-
- -- Glenn Lewis
-
- ##
-
- Subject: Fire
- Date: Tue, 10 Mar 92 15:30:23 EST
- From: jkitch@mcs.kent.edu
-
- I know this is probably a stupid question, but is it possible to simulate
- a burning torch, or such in an amigation with Imagine?? I know most fires on
- bigger systems are done with particle systems, and that is out of the question
- with imagine. But I was thinking... could it be possible to make an cycled
- object that was made up of different layers of various transparency. And cycle
- this so that it moved in a simplified motion of a fire burning, and have the
- light it provides, be changed to various intensities while it cycles??? Maybe
- this is too complex, I don't know because I have little experience with the
- cycle editor. Would anyone let me know if this is feasible, I'm out of my mind,
- or is there a different way that I don't know of???
-
- ##
-
- Subject: Re: A few questions....
- Date: Wed, 11 Mar 92 09:22:18 -0800
- From: spodell@cats.ucsc.edu
-
- To play with the focal length (zoom) of the camera, the number to use it
- the Y in the size bar. I believe it defaults to 640. Numbers smaller than
- that give you a wider angle and bigger numbers will zoom in.
-
- More accurately, the ratio of Y to X is the crucial factor. Thus the default
- is 2:1. Making it smaller (e.g.: 1:1) zooms out, and making it bigger (3:1)
- zooms in.
-
- Hope this helps
-
- Stefon
-
- ##
-
- Subject: Leaving the list
- Date: Wed, 11 Mar 92 22:22 EST
- From: Marc Rifkin <R38@psuvm.psu.edu>
-
- A while ago I asked everyone what they're doing with their Amigas in
- an attempt to get Penn State motivated to using it. Unfortunately
- I have failed. One person is no match for a conservative bureauracy
- that has been bought out by Apple. My failure has culminated with the
- termination of my job for budget reasons. I managed to reach many
- people but could not affect those high in power.
-
- Thank all of you very much for responding to my survey and for the
- valuable information you send through the imagine@athena.
-
- I won't have regular enough access to my account so I am getting off
- the list. I will make every effort to get back through some way.
-
- My joblessness has become an opportunity to start a new and better
- career. I am returning to my home town near Philadelphia, which
- happens to be very close to West Chester. Hmmm.
-
- Later,
-
- Marc Rifkin- Graphics and Multimedia / r38@psuvm.psu.edu
- "There was no limits for anybody."
- -The Odyssey demo, an Alcatraz production.
-
- ##
-
- Subject: Movie anim splitter
- Date: Thu, 12 Mar 92 14:21:30 PDT
- From: Aaron Tucker <tucker@cs.unr.edu>
-
- Greetings. Does anyone know of a PD/Shareware or Commercial
- software package that will split a MOVIE file into its seperate frames?
- I need this to take some existing HAM animations and map them onto some
- objects.
-
- Second, I am wondering about a piracy question. I have two Amigas
- now doing rendering connected via the parallel port running DNET. That way
- I don't have to transfer entire projects over to the other hard drive.
- Anyways, my understanding of software running on machines is that one
- program may not be installed on more than one machine at any one time. Well,
- I am not violating this...it is only on one hard drive. I am running it
- through the parallel network. Is this legal or should I by another copy of
- Imagine?
-
- Lastly, has anyone heard anything further on the modeler that is supposed to
- be released this summer by Axiom Software? (makers of Pixel 3D) It supposed
- to be a very advanced modeler with features that even most high end
- workstations do not have. e.g. Object creation from digitized bitmaps of
- different views.
-
- Juan Trevino
- tucker@pyramid.cs.unr.edu
- "Wake up. Time to die." -Leon from BladeRunner
-
- ##
-
- Subject: Re: Movie anim splitter
- Date: Thu, 12 Mar 92 18:40:55 -0500
- From: "Michael B. Comet" <mbc@po.cwru.edu>
-
- [Stuff I can't answer deleted]
- >
- >
- >Lastly, has anyone heard anything further on the modeler that is supposed to
- >be released this summer by Axiom Software? (makers of Pixel 3D) It supposed
- >to be a very advanced modeler with features that even most high end
- >workstations do not have. e.g. Object creation from digitized bitmaps of
- >different views.
- >
- >Juan Trevino
- >tucker@pyramid.cs.unr.edu
- >"Wake up. Time to die." -Leon from BladeRunner
- >
- >
- >
-
- I heard a while ago, the new object editor is to be called
- "Polyform". One "feature" will be the ability to take 3 bitmaps, a top
- view, a side view and a front view and make a 3D object based upon that
- data. This would be truly amazing if it becomes available on a pc
- platform. You could essentially digitize 3 views of a head, and get a
- 3D object from it. Note: This is only a rumor, but I have reason to
- believe that this may be implemented in polyform.
-
- Michael Comet
- mbc@po.CWRU.Edu
-
- ##
-
- Subject: Re: Fire
- Date: Thu, 12 Mar 92 18:50:50 CST
- From: Wayne Haufler 283-4160 <haufler@sweetpea.jsc.nasa.gov>
-
- jkitch@mcs.kent.edu (no name?) wrote:
-
- > I know this is probably a stupid question, but is it possible to
- > simulate a burning torch, or such in an amigation with Imagine?? I know
- > most fires on bigger systems are done with particle systems, and that
- > is out of the question with imagine. But I was thinking... could it be
- > possible to make an cycled object that was made up of different layers
- > of various transparency. And cycle this so that it moved in a
- > simplified motion of a fire burning, and have the light it provides, be
- > changed to various intensities while it cycles??? Maybe this is too
- > complex, I don't know because I have little experience with the cycle
- > editor. Would anyone let me know if this is feasible, I'm out of my
- > mind, or is there a different way that I don't know of???
-
- Very interesting idea. Something like that may be feasible.
- Your idea reminds me of those silly old-fashioned 'scenery lights' that I
- enjoyed on my grandparents' TV. You know, the ones that simulate
- animated water or fire motion by moving concentric cylinders (2?),
- perhaps in opposite directions, within a stationary cylinder. Each
- cylinder is painted with a scene and has transparent or translucent or
- cutout areas that interact in such a way that water (or fire?) appears
- to move. The cylinders were moved by attached fans that were driven
- by hot air rising from the light bulb in the center. Is that hard
- to describe or what? They fascinated me as a kid.
-
- Perhaps this idea would be useful for modeling fire.
-
- I don't know if it necessary to use the cycle editor. Perhaps just
- use the Rotation F/X. However, I don't remember if Rotation F/X can be
- applied to a child object apart from the group object.
-
- Another thing this reminds me of is the techniques that a friend of mine
- described in modeling rocket plumes. He is a professional animator at
- JSC/NASA using Silicon Graphics machines. From what I remember, he had
- one varying (altitude?) bump texture map applied to a parabolic cone
- and he had it rotated randomly each frame, so there was no obvious
- pattern to the movement. This I think is quite clever.
-
- Unfortunately, random rotations are not a feature of Imagine, but something
- like that could be obtained by Rotating each 'layer child object'
- many degrees, in different directions, and way out of sync with the
- frames, so a rotational pattern does not show up.
-
- Hope this helps. Let me (us) know how your experiments go.
-
-
- P.S. I am sending this to both Imagine and GodlyGraphics mailing list
- since the GodlyGraphics list may be modeling fire in our joint project.
-
-
-
- __ Wayne A. Haufler [Christian/SW Engineer/XWindows/Amigan]
- \\ /\\ /\\ //_ haufler@sweetpea.jsc.nasa.gov McDonnell Douglas-Houston
- \/--\// \//__ Hobby:"Exploring the Use of Computer Graphics and
- // Animations To Support Christian Endeavors"
-
- ##
-
- Subject: Which anim player do you use?
- Date: Thu, 12 Mar 92 20:18:29 EST
- From: Sandy Antunes <antunes@astro.psu.edu>
-
- Hi folks.
- Side question here, which anim player do you generally use for
- showing things you make. I rarely use playianm, and have been
- using "showanim" for all the ones I do (dpaint, imagine, whatever).
- However, I hate it. I haven't found one player I like.
- Actually, I'd be willing to collect a list-- feel free to email
- me your favorit and I'll post a summary in a couple of weeks.
- Sound okay?
- sandy
- mail to: antunes@astro.psu.edu (just in case you're confused)
- ----------------------------
- antunes@astro.psu.edu Sandy Antunes "Lights! Camera! Action! Timber!"
-
- ##
-
- Subject: Re: Which anim player do you use?
- Date: Fri, 13 Mar 92 16:25:53 MET
- From: Marco Pugliese <pugliese@pluto.sm.dsi.unimi.it>
-
- I apreciated the question "which anim player do you generally use for
- showing things you make?", because it this is a real problem for me!
- I could't find an anim player which allow to play IFF-sounds, while playing
- animations.
- I tried MOVIE (Byte by Byte), but it seemed not able to play Imagine's
- opcode5 anims.
-
- Any suggestion?
-
- --
- ===============================================================================
- Marco Pugliese *| Dipartimento di Scienze |* pugliese@ghost.dsi.unimi.it
- via Roncaglia 13 *| dell'Informazione |* pugliese@hp1.sm.dsi.unimi.it
- 20146 MILANO *| --------- |* pugliese@hp2.sm.dsi.unimi.it
- ITALY *| Universita' di MILANO |* pugliese@hp4.sm.dsi.unimi.it
- ===============================================================================
-
- ##
-
- Subject: Re: Movie anim splitter
- Date: Fri, 13 Mar 92 08:22:02 -0500
- From: "ESTES,JON-PAUL" <je28@prism.gatech.edu>
-
- As far as the anim splitter goes, I know that there are some commercial
- packages that do that, but I cannot remember their names.
-
- On the piracy issue, I can be a little more help. Most packages have a
- standard practice of allowing you to have the software loaded on more than
- one machine, but not running on more than one at a time. That way, a person
- who does alot of work at home can buy one package, have it at work and home
- and never have to worry about piracy issues, because they cannot be using
- it in more than one place at once. I have asked several vendors about this
- for clarification, and this was the response that I got. However, not
- every company is the same, and it is usually a good idea to check with them
- if you are not sure. In either case, running Imagine on two machines the
- way you described is definitely not legal, since it is going on both at
- the same time. Hope this helps.
-
- -Jon-Paul Estes
-
- ##
-
- Subject: Re: Which anim player do you use?
- Date: Fri, 13 Mar 92 9:22:01 MST
- From: Steve Koren <koren%hpmoria.fc.hp.com%hpfcla.fc.hp.com@hpfcla.fc.hp
- ***.com>
-
- > Side question here, which anim player do you generally use for
- > showing things you make. I rarely use playianm, and have been
-
- I use RTAP for playing IFF anim5 files directly from HD. It
- works well if your controller is fast enough had takes little
- enough CPU time during disk transfers.
-
- - steve
-
- ##
-
- Subject: Re: Which anim player do you use?
- Date: Fri, 13 Mar 1992 13:04 EST
- From: GREG GRANVILLE <JSB@ecl.psu.edu>
-
- [Marco Pugliese writes:]
-
- >I apreciated the question "which anim player do you generally use for
- >showing things you make?", because it this is a real problem for me!
- >I could't find an anim player which allow to play IFF-sounds, while playing
- >animations.
- >I tried MOVIE (Byte by Byte), but it seemed not able to play Imagine's
- >opcode5 anims.
-
- >Any suggestion?
-
- "MOVIE" doesn't play anim-5 format animations. Byte by Byte had their
- own "anim" format that used somewhat more advanced compression methods
- than the Aegis "anim" format did at that time.
-
- Eric Graham (sp?), the author of the Sculpt3/4D programs, released
- several additional movie utility programs (called Pilbm and Dilbm)
- at about the same time that Ken Offer updated the movie player to
- allow frame triggered playback of sound samples. (I hope I have my
- ancient history correct here) The Dilbm and Pilbm programs would
- (will still) allow you to write a script that would compress any
- palette-locked sequence of ILBM images into an animation playable
- with the "movie" program from Byte-by-Byte. The real beauty of these
- utilities (at that time) was that it would allow you to program an
- animation that would do sequenced looping. (i.e. play frames 1-60,
- then play frames 61-90 three times, then go back and play frames
- 40-70, hold the last frame for 10 seconds, and then exit or start
- the loop all over again... you get the idea) The ability to be
- able to trigger a sound sample at any point in the script was really
- a way-cool feature at that time.
- I haven't used this program in years, and I'm sure that their are
- several others out there that can do the same type of thing now.
- Unfortunately, I really can't help much with them, since almost
- all of the anims w/wo sound I've done in the past few years have
- been single frame recorded with sound dubbed in later.
-
- ...Greg Granville
-
- ##
-
- Subject: Re: Movie anim splitter
- Date: Fri, 13 Mar 92 11:19:26 -0800
- From: spodell@cats.ucsc.edu
-
- As to the piracy issue:
-
- Sometimes companies will sell you multi-terminal use licenses (or some
- other pretentious name) for situations such as yours. Ideally, if you're
- only using it on two machines, the license to use your one copy would be
- substantially less than another copy of Imagine. In any case, you should
- probably call Impulse.
-
- Best o' luck
- Stefon
-