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- IMAGINE archive: collected off of Imagine@email.sp.unisys.com
-
- ARCHIVE XXX
- Nov. 18 '92 - Jan. 5 '93
-
- If you have questions or problems with this file, email Marvin Landis
- at marvinl@amber.rc.arizona.edu
-
- note: each message seperated by a '##'
-
- &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
-
- Subject: Re: Trying to 'loop' closed paths.
- Date: Wed, 18 Nov 92 17:24:47 -0500
- From: mbc@po.cwru.edu (Michael B. Comet)
-
- >Do I perhaps need to break up the actor line on the paths, so that
- >they exist for the amount of frames that I want ONE revolution to
- >be? (Does that make any sense??) Like, first path from frames 1-10,
- >second path from frames 11-20, etc... ad nauseum for 400 frames!!??
-
- Breaking up the path will work. This means you have to MANUALLY
- sat position bars and alignment bars if you want for each round. That
- is a bar for 1-10, 11-20 etc....
-
- That is one reason I would REALLY like to see standard
- operations like CUT, PASTE, COPY etc... in the Stage editor. I have
- sent this request to imoulse a couple of times but it hasn't happened
- yet.
-
- Actually, one more nice option which i never thought of till now
- would be to be able to specify the number of times the loop for the
- path played. If that was available it could be a great help to a number
- of animations.
-
- --
- +======================================================================+
- | Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN " |
- +======================================================================+
-
- ##
-
- Subject: Object by ftp-mail ?
- Date: Wed, 18 Nov 92 19:34:40 MET
- From: amipb@amipb.gna.org (Philippe Berard)
-
- Hi,
-
- I would like to know if there's any ftp-mail server having neat objects
- for Imagine, Real3D or even Sculpt.
-
- I'm mostly looking for Carmen Rizzolo's objects.
-
- Is there any information about Imagine 3.0, as I would like to know if
- I should upgrade Imagine or Real, but I don't know what will be
- implemented in the 3.0 version of Imagine.
-
- Finally, anyone here who wants to go to the WOC of Frankfurt ? It would
- be nice to meet some of the aliens sitting here on the list ;-)
-
- Sincerely,
- -- Philippe
-
- /------------------------------------------------------------------------------\
- | Philippe Berard (French Amiga User) | UseNet : amipb@amipb.gna.org |
- | "They hold a cup of wisdom, | FidoNet: 2:320/104.8 |
- | But there is nothing within" (Kate Bush). |AmigaNet: 39:180/1.8 |
- \------------------------------------------------------------------------------/
-
- ##
-
- Subject: Re: looping paths
- Date: Tue, 17 Nov 92 22:25:11 -0800
- From: spworley@netcom.com (Steven)
-
- There is no quick and easy way to make an object repeat along a closed
- path -n- times. A teeth-grinding ommission from the software. :-(
-
- It CAN be done, it just requires you to do more work. There are two
- main methods of doing this.
-
- The first is to use TWO copies of your object. Object 1 follows your
- path for the frames for the first revolution. On the next-to-last
- frame of that cycle, END THE ACTOR SUBROW. You then have the SECOND
- copy of your object BEGIN its cycle at the next frame. You'll see no
- flicker or anything: only one object is ever used at once. You have to
- do this handoff 25 times if you want to make the thing loop 25 times.
- Very annoying, but it works.
-
- The "handoff" method is necessary to prevent "stuttering" of the
- object at the start of each loop. See page 108 in Understanding
- Imagine 2.0 where it talks about this problem in Imagine.
-
- The OTHER method of repeating loops is harder to set up, but once done
- you can cycle for any number of loops. You were on the right track:
- you have to use the Cycle editor. Yes, you CAN make detatched objects
- part of your cycle: the trick is to add a "null" link between the UFO
- and pod. The null will have no rendered object attatched to it, so
- there is no VISIBLE connection, but Cycle will be be able to handle
- the "seperate" objects. Then all you have to do is make a Cycle actor
- with the pods orbiting around once. By setting the "Number of Cycles
- to perform" in the Action editor, you can have the pods automatically
- rotate any number of times with no more work.
-
- The trick, of course, is making the Cycle object. Page 82 in
- Understanding Imagine 2.0 talks about how to handle repetitive
- rotations in cycles.
-
- Hope this helps,
-
- -Steve
-
- ##
-
- Subject: Animation Tips
- Date: Wed, 18 Nov 92 18:33:36 CST
- From: Wayne Haufler 283-4160 <haufler@sweetpea.jsc.nasa.gov>
-
- I had earlier promised something earlier to the godlygraphics list,
- and since its of a general nonreligious nature, I thought the Imagine list
- could use it too.
-
- Earlier I wrote (to GodlyGraphics Mailing List)
- > Some thoughts related to general principles of animation or commercial
- > design, or just some simple tips, hints and suggestions, came to me as
- > I was preparing for a speech
- > (in only one evening; I'm SUCH a procrastinator :( )
- > so I may share them with you later.
-
- This Toastmasters speech was titled "The Anatomy of a TV Commercial"
- which described the making of the "Steve Stockman for Congress"
- animated commercial, using Imagine.
-
- These tips, really lessons-learned, may only be applicable for
- short low-budget commercial animation.
-
- Many of these are just common sense, but it doesn't hurt to mention them.
-
- 1) Don't regenerate duplicate frames in Imagine.
- If you want the anim to pause at one point,
- use animation utilities to put in the pause,
- like duplicating one frame several times (in DPaint)
- or include the same frame file name several times.
-
- 2) Reuse frames where possible, esp. for the animation technique of
- character anticipation(?),
- but only if the character is the only thing moving at that time.
-
- 3) Pause briefly at the start, at key spots and at the end,
- to allow the scene and message to register with the viewer.
-
- 4) Try ending on a short loop of animation, with the major actor
- object shifting colors or radiating or something, like with
- animated textures, but not with the actor itself moving
- or cycling.
-
- 5) Except for the few pauses, keep the action going,
- but try to limit it to one actor doing one action at a time.
- That way the viewer can absorb one action at a time,
- and is not overwhelmed (unless you want to overwhelm him/her :)
- And you can more easily reuse frames for anticipation or short loops.
-
- 6) Use a combination of animation methods, like animated (morphed)
- textures, morphing between shapes, cycle animation, path animation.
-
- 7) Plan each action with a sound effect in mind to go along with it.
- Sound adds a whole dimension to an animation and thus is very
- important. Some actions may not lend themselves well to sound.
-
- 8) Try to avoid significant 'dead air' time, that is long pauses
- without sound.
-
- 9) The sound dimension can consist of a mixture of three basic elements:
- sound effects, voice-overs, and music. It seems to me that using
- only 2 of the 3 elements is a good idea, to avoid 'aural overload'.
- I did not attempt to use music.
-
- 10) Gradient skys are not very visible on Video (at least how I did it)
- and in HAM mode it does not look very good.
- Compared to a solid blue sky, gradient skys may actually slow down
- an animation's playback speed, since pixels in the sky may change
- between some frames. Consider using a solid sky.
- Likewise, a complex, pleasing setting or background for the actors
- is nice, but if you are playing the anim real-time to tape,
- instead of frame-to-frame, consider a simpler background for
- the sake of speed.
-
- 11) Also, closeup dramatic moves, like 'flying logos'
- can also slow down playing speed, dramatically.
- Consider compromising with simpler, less dramatic, but faster moves.
- And then compensate: make it more dramatic with sound effects.
-
- 11) Think of Imagine as more of a Production than a Post-Production
- tool. It generates the raw frames and anims that can be
- rearranged with anim tools, or even later in Video Editing
- sessions.
-
- 12) Warning. If you generate segments of the animation separately
- (with 'Make' in the Projects Editor)
- and then try playing the anim files (Anim 5 format) back-to-back
- in AmigaVision, a disturbing palette shift may be visible between
- the anims, since Imagine may build a different pallette for each
- anim file it builds.
-
- 13) Since humans, animals, and even plants are very complex and
- difficult to model and animate, consider animating instead,
- much simpler Symbols, like logos or names, to get your message
- across in an abstract way.
- Use voice-overs to reinforce the message and interpret it for
- the viewer. Abstract Animated Symbols.
-
- 14) However, try to give the symbols life,
- rather than show it as an animated but lifeless object,
- to capture the viewers attention.
- Like wrapping a simple cartoon face on it.
- (I did not actually do this).
-
- 15) Keep It Simple! But With Impact.
-
- Please share your comments, criticisms, and other tips with me.
- I'm no expert, just feeling my way through this field of animation.
-
-
- __ Wayne A. Haufler [Christian/SW Engineer/XWindows/Amigan]
- \\ /\\ /\\ //_ haufler@sweetpea.jsc.nasa.gov McDonnell Douglas-Houston
- \/--\// \//__ Hobby:"Computer Animations For Christian Endeavors"
- //
-
- ##
-
- Subject: Object by ftp-mail ?
- Date: Thu, 19 Nov 92 08:30:22 EST
- From: bobl@graphics.rent.com (Bob Lindabury, SysAdm)
-
- rutgers!amipb.gna.org!amipb (Philippe Berard) writes:
-
- > Hi,
- >
- > I would like to know if there's any ftp-mail server having neat objects
- > for Imagine, Real3D or even Sculpt.
- >
- > I'm mostly looking for Carmen Rizzolo's objects.
- >
- > Sincerely,
- > -- Philippe
-
-
- G R A P H I C S F I L E S E R V E R
- file-server@graphics.rent.com
- NOTE!
- Please do NOT reply to this mail address with requests.
- They will NOT be processed as all mail sent to SERVER
- is deleted! Requests MUST be sent to the above address.
-
- GFS's command language for incoming mail messages is short: three
- commands: HELP, /DIR, /GET <filespec>. More than one command may be
- specified in an incoming message. Commands appear in the body of the
- message; the "Subject:" line, if any is ignored. Blank lines are
- ignored.
-
- Lines beginning with anything but one of the recognized commands (or
- a blank line) is reported as an error. After a number of detected
- errors, GFS quits interpreting commands and flushes the remainder of
- the message.
-
- The HELP command must appear in an input stream beginning in column
- one. The command must be upper case. Anything after the HELP on the
- line is ignored. The file configured as the response to HELP by the
- SYSOP is inserted in the session transcript following the HELP
- command.
-
- The /DIR command must appear in an input stream beginning in column
- one. The command must be upper case, with the leading slash.
- Anything after the /DIR on the line is ignored. The /DIR command
- causes GFS to send a sysop defined help file to the originator of the
- message.
-
- The /GET command must appear in an input stream beginning in column
- one. The command must be upper case, with the leading slash. The
- syntax for the /GET command is:
-
- /GET <filespec>
-
- <filespec> is required. <filespec> may be lower case. Anything on
- the line after <filespec> is ignored.
-
- <filespec> may specify a path, but without a drive specification or a
- leading slash.
-
- For example:
-
- /GET catax
- /GET text/decind.txt
-
- are syntactically correct.
-
- /GET c:/autoexec.bat
- /GET /GFS/src/GFSreqst.c
-
- is not syntactically correct
-
- For our server all files reside on a virtual drive and because of
- this, ALL requests should omit the "public/" or "files/" prefix.
-
- For example. To request file /public/ibm/utils/pkz110.exe you would
- type in the following command:
-
- /GET ibm/utils/pkz110.exe
-
- Filenames with the file extension ".TXT" are sent "plaintext". That
- is, they are mailed, as is. Filenames with any other extension
- (including no extension) are mailed in uuencoded form.
-
- // end help.
-
-
- 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: Mail based object server
- Date: Thu, 19 Nov 92 08:43:21 EST
- From: lightwave-admin@bobsbox.rent.com (Lightwave Mail-List Admin)
-
- ------------------- 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 contains many PD and Shareware graphics utilities for
- several computer platforms including Amiga, Atari, IBM and Macintosh.
-
- Some samples include:
-
- DKBTRACE - Raytracer for IBM, Amiga and Mac
- RAYSHADE - Raytracer for several platforms
- QRT - Raytracer for IBM, Amiga and Mac
- FRACTINT - Fractal program for IBM
- GIFJPG - Several versions for Amiga, Atari, 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 3 years (Amiga)
- Objects - Objects for Imagine, Wavefront, Lightwave and others
- Renderings - JPEGed 24bit images from Mark Thompson and others
- Demos - ImageCels, Caligari, Autodesk 3D Studio and others
- Archives - Imagine list archives, Ray-Trace News and others
- MPEG - MPEG movies and players
- VRDemos - Several Virtual Reality demos and games
- POVRAY - Persistance of Vision Raytracer for all platforms
-
- Plus much more!
-
- 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 Ultra 144 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 Lindabury - Lightwave 3D mail-list administrator
-
- InterNet: lightwave-admin@bobsbox.rent.com | Raven Enterprises
- UUCP: ...rutgers!bobsbox!lightwave-admin | 25 Raven Avenue
- BitNet: lightwave-admin%bobsbox.rent.com@pucc | Piscataway, NJ 08854
-
- ##
-
- Subject: Guru
- Date: Thu, 19 Nov 92 18:23:42 EST
- From: Peter Mancini <pmancini@lynx.dac.northeastern.edu>
-
- "Oh Great Guru, thou art large and ominous, thy red border is
- the light of Hell, thy message spake in uncertain terms, thy fist on my
- left mouse button the fist of Judgement."
-
- I finally got Imagine 2.0. It was in the backyard for a day
- with teeth marks (I assume our neighbors dog or my roommate Bob)...
- Well, after using it I must say I really like the way it brings up the
- Alert Requstor (aka.: the Guru) when I render. This doesn't happen on
- every image, usually just some random image in an animation. Usually
- the image that invokes the Guru can be re-rendered without a hitch. The
- guy at Impulse said ship it back and get a replacement disk. Perhaps
- while this transaction is taking place someone can tell me anything I
- might be doing wrong to cause such a problem (in the event it is not the
- disk). I'd like to clear this up as I was really getting excited about
- what I was producing using Imagine.
-
- --Pete
-
- P.S. My Roommate Bob has been watching what I've been doing with
- Imagine/DCTV on my A2500/30 and broke down, got a loan, and is buying an
- A4000! I didn't even push him! Good job Impulse!
-
- ##
-
- Subject: Re: Guru
- Date: Thu, 19 Nov 92 22:29:56 -0500
- From: danaf@rpi.edu
-
- That's outrageous!
-
- Not that the program GURUs, bugs show up in every process. But with any
- professional program/piece of equipment, you should NOT be forced to live
- without it because THEY screwed up. You should have demanded that Impulse
- send you a replacement disk BEFORE you send back yours.
-
- Imagine if HP had made me live without my LaserJet for a week while they
- replaced the bad power supply that THEY installed!
-
- -Frank
-
-
- ##
-
- Subject: Re: Trying to 'loop' closed paths.
- Date: Thu, 19 Nov 92 23:02:48 EST-10
- From: johnr@rowe.adsp.sub.org (John Rowe)
-
- Jeff Walkup says:
- :I have a UFO object. I want two little "pods" to orbit around
- :it very quickly.
-
- This just occured to me... I think it should do the trick....
-
- Add your circular path, add your object, tell the object to follow
- the path for the full 400 frames, set the object's align as you wish,
- ***>>> add the Rotate FX to the circular path itself <<<***
- ^^^^^^^^^^^^^
- If you want it to do approx. 25 revolutions, rotate it 9000 degrees.
-
- Since the closed path is a circle anyway, the object should act as
- though it's following the path, but just moving much faster.
-
- Regards,
- --
- ____ John ____ Australian Developer FAX +61 76 383867
- // Rowe // Christian VOICE +61 76 324444
- // __ //-- Amiga Programmer, Renderer, 3-D Animator
- //__//rafix //__ffects EMAIL johnr@cbmaus.au.so.commodore.com
- OR EMAIL rowe.adsp.sub.org!johnr@cbmvax.commodore.com
-
-
- ##
-
- Subject: Re: Animation Tips
- Date: Fri, 20 Nov 1992 08:47:20 -0800 (PST)
- From: "T. Lee" <koolkid@u.washington.edu>
-
- Now where can one get ahold of cuts from these commercials? I remember
- hearing somewhere that parts of these commercials were send to an FTP site
- somewhere. Please let me know where I could get ahold of these
- commercials cuts.
-
- Tim
-
-
- -------------------------------------
- Timothy F. Lee
- ACC Lab Assistant
- University of Washington
- E-mail: koolkid@u.washington.edu
-
-
- ##
-
- Subject: unix ray tracers
- Date: Wed, 25 Nov 92 12:42:19 -0500
- From: scott@umbc4.umbc.edu (Mr. Scott Krehbiel)
-
- I have heard about several PD ray-tracers that can run on Unix
- machines, like DKB Trace, Rayshade, Radiance, POVRay, etc.
- ( please correct me if I'm wrong on some of these )
-
- Anyway, I'm looking for an X Windows front end ( preferably PD )
- for a cool Unix ray tracer ( also preferably PD )
- and I'd appreciate any suggestions.
-
- I'm gonna be using an Iris Elan, so if I can get something
- running well, this should be a lot of fun.
-
- Thanks in advance for any suggestions.
- Scott Krehbiel
- scott@umbc4.umbc.edu
-
-
- ##
-
- Subject: unix ray tracers (fwd)
- Date: Thu, 26 Nov 1992 13:53:47 +0000
- From: "Rob (R.D.) Hounsell" <hounsell@bnr.ca>
-
- Scott,
- >
- >
- > I have heard about several PD ray-tracers that can run on Unix
- > machines, like DKB Trace, Rayshade, Radiance, POVRay, etc.
- > ( please correct me if I'm wrong on some of these )
- >
- > Anyway, I'm looking for an X Windows front end ( preferably PD )
- > for a cool Unix ray tracer ( also preferably PD )
- > and I'd appreciate any suggestions.
-
- I've used both SIPP-3.0 and RayShade on HP700s. Neither have a graphical
- interface (i.e. X) like Imagine does. SIPP requires you to place all scene
- descriptions in a .c file and then compile (i.e. you have to recompile after any
- changes 8-( ). Rayshade uses a separate description file, which it parses, so
- after the initial compilation of the Rayshade source, you don't have to compile
- again.
-
- Once of the rayshade binaries is called raypaint, but that just lets you
- watch the rendering being performed in an X window.
-
- Both could create good-looking images, but SIPP can't do raytracing. On the
- other hand, they work well, and they're free!
-
- Rob
- --
- +-----------------------------------------------------------------------------+
- | Rob Hounsell BNR WAN: HOUNSELL@NMERH53 |
- | NT Product Performance: OA/M INTERNET: HOUNSELL@BNR.CA |
- | PHONE: (613) 765-2904 |
- | ESN: 395-2904 |
- +-----------------------------------------------------------------------------+
-
-
- ##
-
- Subject: New spline based object modeller uploaded to amiga.physik.unizh.ch
- Date: Thu, 26 Nov 1992 11:43:07 +0100
- From: Helge Egelund Rasmussen <her@compel.dk>
-
- Hi,
-
- I've just uploaded a new spline based object modeller ("ICoons" = Interactive
- COONS path editor) to to amiga.physik.unizh.ch (gfx/3d/ICoons1.0.lzh).
- The program has a look&feel which is a cross between Journeyman and
- Imagine, and it generates objects in TTDDD format.
-
- It is possible to load Journeyman objects into ICoons, so the program
- can be used to convert JMan objects to Imagine format.
-
- Here's the README file from the archive:
-
- ICoons v. 1.0
-
- ICoons is a spline based object modeller which can be used to generate
- objects in TTDDD format.
-
- TTDDD files can be converted to lots of different object formats by
- using the T3DLIB shareware package by Glenn Lewis.
-
- BECAUSE IT IS DOING LOTS OF FLOATING POINT COMPUTATIONS, THE PROGRAM WILL
- ONLY RUN ON AMIGAS WITH A FLOATING POINT CO-PROCESSOR.
-
- ICoons may be distributed under the terms of the GNU General Public
- License, this license has been included in file COPYING found in this
- distribution.
-
- I probably won't have time to make further changes to the program, so
- I'll in fact welcome anyone who'll want to enhance it by for instance
- adding new features to it. See the README file in the source directory
- about ideas for new features.
- The program is reasonably well commented, so it shouldn't be too
- difficult to make changes to it.
-
- You're welcome to contact me if you have any questions about the source
- code or about usage of the program. My E-Mail address is:
-
- her@compel.dk
-
- Helge E. Rasmussen
- ---
- Helge E. Rasmussen . PHONE + 45 36 72 33 00 . E-mail: her@compel.dk
- Compel A/S . FAX + 45 36 72 43 00 .
- Copenhagen, Denmark
-
-
- ##
-
- Subject: woc toronto
- Date: Sat, 28 Nov 92 1:38:44 EST
- From: woovis@jcnpc.cmhnet.org (William V. Swartz)
-
- I wonder if anyone out there knows if our favorite vendors will be at
- WOC in Toronto next weekend. I am hoping it will be a good opportunity
- to compare 24bit display products and find out what C= has up their
- sleeves for spring. Are any of you aliens on the list going up?
-
-
- ##
-
- Subject: GROW EFFECT
- Date: Sun, 29 Nov 92 23:27:04 EST
- From: Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
-
- Has anyone had a problem with the grow effect in 2.0. Simple
- grow''s are not a problem, however if I scal or rotate the
- object during a grow the parameters are ignored. I can extrude
- using the spline path and object in the detail editor just fine.
- There the rotate and scale works perfectly. However if a group them
- (path as parent), save the group, load it into stage, set the
- grow effect parameters and render a wireframe anim the grow scaling
- and rotation are ignored. Is it just me ?? anyone ever have a similar
- problem.
-
- thanks
- --
- SteveLombardi
- stlombo@acm.rpi.edu
-
- I'm Malcolm X. I'm Malcolm X. I'm Malcolm X....
-
- (Those who have not seem the film will see no humor in my sig)
-
-
- ##
-
- Subject: ICoons will only work under DOS2.0
- Date: Mon, 30 Nov 1992 09:53:10 +0100
- From: Helge Egelund Rasmussen <her@compel.dk>
-
- As some of you already has told me, I forgot to mention that ICoons only will
- work under WB 2.0 or higher.
-
- Sorry 'bout that...
-
- Helge
- ---
- Helge E. Rasmussen . PHONE + 45 36 72 33 00 . E-mail: her@compel.dk
- Compel A/S . FAX + 45 36 72 43 00 .
- Copenhagen, Denmark
-
-
- ##
-
- Subject: ICoons
- Date: Mon, 30 Nov 92 01:58:27 -0800
- From: spodell@ucscb.ucsc.edu (Stefon Bertrand Podell)
-
- Could someone por favor d/l ICoons from amiga.physik.unizh.ch (in
- gfx/3d/ICoons1.0.lzh) and u/l it to hubcap? My ftp access won't get me to
- amiga.physik... for some reason.
-
- Thanks,
- Stefan
- spodell@ucscb.ucsc.edu
-
-
- ##
-
- Subject: Re: GROW EFFECT
- Date: Mon, 30 Nov 92 01:55:00 -0800
- From: spodell@ucscb.ucsc.edu (Stefon Bertrand Podell)
-
- Yeah. Me too! I haven't had your particular problems, but I've had others.
- Mine have to do with colors. All my Growths (?) look perfect in the wire-frame
- previews. But when rendered, the colors go funny. For example, imagine (!) a
- Growing rainbow; it has seven segments, each a different color in ROYGBIV.
- When the object to be Grown is rendered by itself, all is well. But when
- Grown, the colors shift one to the left (i.e. the stripe which is supposed to
- be Violet is Indigo, Indigo is Blue, Blue is Green, etc.), and the stripe which
- is to be Red flickers in all manner of putrid colors!
-
- Even with single color Growths, the colors seem to change frame to frame.
-
- Has anyone had this problem? Am I losing my mind?
-
- -Stefan
- spodell@ucscb.ucsc.edu
-
-
- ##
-
- Subject: Re: ICoons
- Date: Mon, 30 Nov 92 9:33:06 EST
- From: Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
-
- > Could someone por favor d/l ICoons from amiga.physik.unizh.ch (in
- > gfx/3d/ICoons1.0.lzh) and u/l it to hubcap? My ftp access won't get me to
- > amiga.physik... for some reason.
- >
- > Thanks,
-
- You're not the only one. for some reason my ftp also won't reach
- 130.60.80.80 It would be much appreciated if Icoons were
- uploaded to hubcap. thanks.
-
- steve Lombardi
-
-
- ##
-
- Subject: ftp to amiga.physik.unizh.ch (Re: ICoons)
- Date: 01 Dec 1992 02:34:10 -0800 (PST)
- From: "Alan Braggins, SDL" <ALANB@sdl.mdcbbs.com>
-
- >> Could someone por favor d/l ICoons from amiga.physik.unizh.ch (in
- >> gfx/3d/ICoons1.0.lzh) and u/l it to hubcap? My ftp access won't get me to
- >> amiga.physik... for some reason.
-
- > You're not the only one. for some reason my ftp also won't reach
- > 130.60.80.80
-
- I can't reach hubcap - however, ICoons is also in
-
- wuarchive.wustl.edu:mirrors/amiga.physik.unizh.ch/amiga/gfx
-
- wuarchive.wustl.edu is 128.252.135.4, and has lots of stuff in /systems/amiga,
- as well as /mirrors/amiga.physik.unizh.ch
-
-
- ##
-
- Subject: Problem with Imagine v1.1 :(
- Date: Mon, 30 Nov 92 22:04:11 EST
- From: twang@csc.albany.edu (Teddy Wang)
-
- Hey everyone out there,
-
- I'm having a small problem with Imagine. I'm running v1.1, and I can't seem
- to make it create ANIMs (you know the kind that don't need impulses
- proprietary player). Jeff sent me some e-mail so I included it below:
-
- ...
-
- Hey Jeff,
-
- > In article <TWANG.92Nov29210707@thor.albany.edu> you write:
- > >1. Is there any way to create ANIMs using Imagine? So far as I can tell,
- > > the option is there, but whenever I call it, the program tells me that
- > > it is unable to create ANIMs (which I desparately need instead of
- > > Impulses proprietary format). I combed through both manuals and found
- > > nothing.
- >
- > Hmm, I guess you've created an animation already and you are trying to
- > convert that to ANIM. You must have that option seleted before you generate
- > you're animation. Tell me if I'm wrong.
- >
-
- Thanks for responding, but I can't seem to get this to work still. I choose
- for the program to create an ANIM, not impulses proprietary format (listed
- as "imagine" under the MODIFY menu). It gives me a requester asking me if I'd
- like to create a looping animation. I answer NO. It gives me another
- requester which asks if I'd like to delete the picture files after. I answer
- YES (I've tried every combination here trust me...) And it gives me a
- requester which states `Can't create ANIM file'. I'm getting real real
- fustrated because four people have told me that I should be able to create
- anims with the darn program. Try this and tell me how far you get please...
-
- I have found a partial fix though. I output single still files of all the
- pictures, and I use `makeanim' to group all the pictures together into
- an ANIM. Still pisses me off that the program won't create them for me.
-
- Plus I just created a short 60 frame HAM anim and it wound up to be over
- 2.6 megs big, not a real problem as I have 9 megs memory, and 240 megs
- hard disk space, but at the rate I'm going, this'll soon be filled...
-
- ...
-
- Does anybody else seem to have this problem or is it just me? I'd really like
- to fix this problem.
-
- Teddy
-
- P.S. I'm running a 68040 could that be my problem...
-
- --
- //////// twang@csc.albany.edu
- // twang@thor.albany.edu
- // TWANG@ALBNYVMS.BITNET
- // eddy Wang TW5232@ALBNYVMS.BITNET
- // Computer Art and Animation
- New Illusions Albany, NY "Increase the Peace..."
-
-
- ##
-
- Subject: Vanishing Requestors
- Date: Mon, 30 Nov 92 21:28:58 EST
- From: Wes Parham <parham@athena.cs.uga.edu>
-
- "Okay, stop me if you've heard this one before...."
- I have a frustrating phenomena occur in the stage and cycle editors.
- I've got alot of test anims to produce in these editors and am
- constantly invoking the MAKE command. On occasion, in a rush, I'll
- notice that the animation controller is quite simply not there. Am I
- the sole fool who has his animation controller take leave of the
- program? Of course, without the controller, you cannot Quit the test
- anim, and must delay further work if not abandon your hard earned
- motion studies altogether! Could it have anything to do with the
- mouse accelerator I have running resident? I know that Dmouse
- activates windows to front and such automatically, also does screen
- blanking, etcetera. Well, I have to get back to my little walking
- fellow.... he's happily walking in an infinite loop thanks to the
- disappearing requestor. (fume, b*tch, Complain)... wes
-
-
-
- ##
-
- Subject: ICoons ftp sites
- Date: Tue, 1 Dec 1992 09:37:21 +0100
- From: Helge Egelund Rasmussen <her@compel.dk>
-
- If you're looking for ICoons:
-
- amiga.physik.unizh.ch is mirrored to ftp.wustl.edu and ftp.etw.edu so you
- might look there if you can't reach amiga.physik...
-
- Helge
- ---
- Helge E. Rasmussen . PHONE + 45 36 72 33 00 . E-mail: her@compel.dk
- Compel A/S . FAX + 45 36 72 43 00 .
- Copenhagen, Denmark
-
-
- ##
-
- Subject: ISL released!
- Date: Wed, 2 Dec 92 20:41:51 PDT
- From: grieggs@devvax.Jpl.Nasa.Gov (John T. Grieggs)
-
- Hi!
-
- I've been awfully quiet lately, y'know. The reason why is that I've been
- working on ISL, the Imagine Staging Language. It is now done, and you can
- get it. For Free. It may currently be found at hubcap.clemson.edu in
- /pub/amiga/incoming/imagine/ISL if you want it.
-
- Special thanks to my way cool beta testers, Dave Wickard and Alan Price. I
- feel a lot better knowing that it's been beat on pretty good already. :-)
-
- Attached is the readme file.
-
- _john
-
- --snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--
-
- Hi, and welcome to ISL v1.0!
-
- What is is? ISL is the Imagine Staging Language, a language create to
- make the creation and manipulation of Imagine 2.0 staging files a whole
- lot easier.
-
- Who needs it? You do, if you are an Imagine user who is not satisfied
- with the Action editor, and aren't afraid to try something new!
-
- How much does it cost? Nothing. Nada. Not one red cent. This is my
- little contribution to the Imagine user community. What's a few thousand
- lines of code between friends? :-) It may be freely distributed, as long
- as it is not sold for more than media cost. I require that you not charge
- for it's use or sale and that you keep all the pieces together. I also ask
- that you give me a little credit if you use it for anything neat. I'd also
- like to hear from you at one of the e-mail addresses below if you use it -
- it's always nice to hear! Bug reports should go there, too.
-
- Keep what pieces together? Well, this file, for one thing. Also:
-
- name size
-
- destage 22964 the de-compiler
- restage 46748 the re-compiler
- ISL.doc 6155 the docs
- ISL.BNF 5839 the grammar
- frames.c 2392 a sample c stage producer
- ArexxISL.lha 6490 two sample Arexx scripts
-
- Now what? Get it, enjoy it, and have a great day!
-
-
- grieggs@jpl-devvax.jpl.nasa.gov
- JohnG@cup.portal.com
-
- --snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--
-
-
- ##
-
- Subject: Re: Problem with Imagine v1.1 :(
- Date: Wed, 2 Dec 92 16:49:30 PST
- From: DrGandalf@cup.portal.com
-
- >Thanks for responding, but I can't seem to get this to work still. I choose
- >for the program to create an ANIM, not impulses proprietary format (listed
- >as "imagine" under the MODIFY menu). It gives me a requester asking me if I'd
- >like to create a looping animation. I answer NO. It gives me another
- >requester which asks if I'd like to delete the picture files after. I answer
- >YES (I've tried every combination here trust me...) And it gives me a
- >requester which states `Can't create ANIM file'. I'm getting real real
- >fustrated because four people have told me that I should be able to create
- >anims with the darn program. Try this and tell me how far you get please...
-
- I suspect what is happening here is that you have first created an Imagine
- format animation for this particular subproject. When you do that, all the
- bits and pieces of the Imagine format animation are stored in the subproject
- directory in a drawer called ANIM. If you then go to the MODIFY requester,
- and then try to make an ANIM-5 format animation, Imagine tries to put it in
- the same subproject directory as a *file* named ANIM. However, finding a
- drawer already named ANIM, it can't create the file, and gives you that
- non-informative message. What you need to do is to delete the ANIM drawer in
- your subproject directory (the *.pix directory within the **.imp directory),
- and then try to make the anim.
- __ _ _
- <ELF> - Eric J Fleischer,MD - Dr Gandalf \ \ | () | VIRTUAL
- DrGandalf@cup.portal.com \ \| || |__ IMAGE
- eric.fleischer@f100.n109.z1.fidonet.org \___||____| LABS
-
-
- ##
-
- Subject: test : looking for index of refraction list
- Date: 02 Dec 1992 01:55:36 -0500 (EST)
- From: VISHART@ubvmsb.cc.buffalo.edu
-
- The following is a letter that I tried to post to the mailing
- list before. Forgive me if you have already seen it, as I
- eventually had to post it to comp.sys.amiga.graphics.
- It is being reattempted as a test of the mailing list.
- I would still be very interested in your reaction to it's
- content.
-
- A long while back, there was a list making the rounds. In it
- were the indexes (indices ?) of refraction for various
- objects (e.g. various glasses, gemstones, crystals)
- as well as for various substances. I am looking for such a
- list. I have looked at a very old copy of the HandBook for
- Chemistry and Physics, and did not find entries for gemstones.
- Any assistance would be appreciated. If anyone has the list
- and could email it, that would be most welcome as well....
- Thanks loads.....(uploads ? :-)
- ___________________________________________________________________
- | Internet: vishart@ubvmsd.cc.buffalo.edu
- Joe Hart | /// Plink: OSS542
- Niagara Falls, NY | \\\/// Ham call: WA2SND
- | \XX/ AMIGA - Computers for REAL MEN
- ===================================================================
-
-
- ##
-
- Subject: Re: Vanishing Requestors
- Date: Tue, 1 Dec 1992 14:01:53 -0500
- From: John J Humpal <johnh@jhunix.hcf.jhu.edu>
-
- Wes Parham writes:
- >
- > notice that the animation controller is quite simply not there. Am I
- > [...]
- > motion studies altogether! Could it have anything to do with the
- > mouse accelerator I have running resident? I know that Dmouse
- > activates windows to front and such automatically, also does screen
- >
- Yes, it could. Those Sunmouse-type utilities can cause problems
- with Imagine's requesters. If I were you, I'd turn off the click-to-front
- and auto-activate switches in DMouse.
-
- --
- -John
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
-
- ##
-
- Subject: woc toronto
- Date: 28 Nov 1992 11:55:08 -0500 (EST)
- From: VISHART@ubvmsb.cc.buffalo.edu
-
- I plan to be there.....anybody else ?....
- Perhaps we could arrange to congregate somewhere ?
- How shall we recognize one another ? Or would
- that be perfectly obvious ?.....:-)
- Perhaps small badges made from printouts of
- our signature lines ?.....
- ___________________________________________________________________
- | Internet: vishart@ubvmsd.cc.buffalo.edu
- Joe Hart | /// Plink: OSS542
- Niagara Falls, NY | \\\/// Ham call: WA2SND
- | \XX/ AMIGA - Computers for REAL MEN
- ===================================================================
-
-
- ##
-
- Subject: uuencoded gold attributes
- Date: 02 Dec 1992 01:59:52 -0500 (EST)
- From: VISHART@ubvmsb.cc.buffalo.edu
-
- Greetings....
-
- The gold attributes of which I spoke are simply settings....
- No textures, mapping, or brushes are required...
- The settings are as follows :
-
- color, reflect, filter, specular all set as follows :
- red 255
- green 207
- blue 95
-
- dither 255 only necessary if not using 24 bit
- hardness 255
- roughness 0
- shininess 0
-
- Keep in mind that with gold, reflections of the surroundings
- in the gold are what make it appear as it does. As a result, gold
- cannot usually be generated properly using scan line, and so
- it requires trace mode. Let me know how it works for you.
-
- (uuencoded attribute is included after signature line ...)
- ___________________________________________________________________
- | Internet: vishart@ubvmsd.cc.buffalo.edu
- Joe Hart | /// Plink: OSS542
- Niagara Falls, NY | \\\/// Ham call: WA2SND
- | \XX/ AMIGA - Computers for REAL MEN
- ===================================================================
-
- begin 644 jfhgold.lha
- M)_DM;&@U+8$```#>````E`."&0``$6IF:&=O;&0N871T<FEB=71E(O(`;E-3M
- M;BB-6("`A)2`DIE_7>N9O^Z6X!B#_$9,04-X*:[+[&1!98B4CEYI@`!YF1$=O
- MW/<R^Y/5S'VQ'!['MXG$KAC$/D7D,F+4&D`D:P9>P/L'I!6+>&@/T_O6'5]N0
- D_6]^\N.*6K]/&2/OCFN:#C9=?!R=PSUY)*J]=*>JI-OE5M(`:
- ``
- end
- size 171
-
-
- ##
-
- Subject: jewels and golden objects in imagine
- Date: 30 Nov 1992 10:20:40 -0500 (EST)
- From: VISHART@ubvmsb.cc.buffalo.edu
-
- I am looking for hints for making decent gemstones in Imagine.
- Any assistance in this area would be appreciated. Also, I have
- a near perfect set of attributes for stunning metallic gold
- objects. It works extremely well for both polished and
- hammered gold. If anyone is interested, I'll pass it along.
-
- ___________________________________________________________________
- | Internet: vishart@ubvmsd.cc.buffalo.edu
- Joe Hart | /// Plink: OSS542
- Niagara Falls, NY | \\\/// Ham call: WA2SND
- | \XX/ AMIGA - Computers for REAL MEN
- ===================================================================
-
-
- ##
-
- Date: Thu, 3 Dec 92 09:05 CST
- From: rcj@nwscc.att.com
-
- I know this has been asked before, but how can I convert
- an Imagine animation to something I can show on a PC?
-
-
- ##
-
- Subject: Re: ICoons uploaded to hubcap
- Date: Tue, 1 Dec 1992 16:33:52 +0100 (MET)
- From: Johan Andersson <johan@solace.hsh.se>
-
- ICoons is uploaded to hubcap, it resides in the directory...
-
- /pub/amiga/incoming/imagine/misc
-
- ...and is named...
-
- -rw-r--r-- 1 13 30 382401 Nov 30 21:39 ICoons1.0.lzh
- -rw-r--r-- 1 13 30 1136 Nov 30 21:39 ICoons1.0.readme
-
- I was about to upload them but found them there already.
-
- *-----------------------------------------------------------------------------*
- ! Address: Johan Andersson Email: johan@solace.hsh.se !
- ! Fredriksbergsg. 2 !
- ! 856 41 Sundsvall New to this list, but don't flame me !
- ! Sweden Still rendering in 1.1 :*) !
- ! Phone: +46 (0)60 11 20 42 !
- *-----------------------------------------------------------------------------*
-
-
- ##
-
- Subject: BABYLON V
- Date: Tue, 1 Dec 92 22:35:06 MET
- From: amipb@amipb.gna.org (Philippe Berard (IWANIMA's second programmer))
-
- Dear neters,
-
- I will write an article on BABYLON V in next month's french amiga
- magazine Amiga-News. What I'm looking for is some informations on
- how the Amiga/Toaster are used in this film, which Amiga programs
- were choosed, etc...
-
- If anybody is a little bit involved in this film, or just has some
- neat informations, please e-mail to me.
-
- Thanks !
-
- Sincerely,
- -- Philippe
-
- .----------------------------------------------------------------------------.
- | Philippe Berard (French Amiga User) | |
- | "They hold a cup of wisdom, | UseNet : amipb@amipb.gna.org |
- | But there is nothing within" (Kate Bush). | |
- `----------------------------------------------------------------------------'
-
- -- Philippe
-
- .----------------------------------------------------------------------------.
- | Philippe Berard (French Amiga User) | |
- | "They hold a cup of wisdom, | UseNet : amipb@amipb.gna.org |
- | But there is nothing within" (Kate Bush). | |
- `----------------------------------------------------------------------------'
-
-
- ##
-
- Subject: grow effect and new anim player
- Date: Wed, 2 Dec 92 22:55:41 EST
- From: Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
-
- I called impulse to find an answer to my grow problem. They told me
- that the rotation and scaling parameters in the grw effect requestor
- are not yet enabled. Should be in the next release. When
- doing an extrude to path in the detail editor they function as expected.
-
-
- Anyone see the announcement towards the front of the new amiga world
- regarding the "real time " anim play back system that plays
- from the harddrive. sounded to good to be true so I phoned the company.
- Here is what I learned.
-
- -should be released late december
- -needs it's own harddrive partition.
- -The program converts a sequence of frames into it's own format and stores
- them on the dedicated partition in a new format.
- -Via a provided VCR like control panel or another scheme controlled via AREXX
- you can rifle the frames at 30 FPS. Thats 30 FPS on an unaccelerated
- 2000 with a speedy harddrive. that 30 FPS example was 3 bitplane
- 702X240 DCTV frames. withan accelerator add a few FPS. with a
- 3000/4000 even more.
-
- I know I'd be real into 20 FPS 3bit 736X480. maybe thats expecting
- a bit much... we'll see.
-
- Hey, anybody going to World of C= this weekend. I''m definitely
- making the7 hour trip. I need the Fix.
-
- /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
- \ / /
- / / Surviving this way is a crime. \
- \ Steve Lombardi / I will not commit it. /
- / Stlombo@acm.rpi.edu / Most of the World lives this way \
- \ / working another slave labour day. /
- / / -- Azalia Snail \
- \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
-
-
-
- ##
-
- Subject: Real3D Version 2.0 Spec's
- Date: Thu, 3 Dec 92 14:27:08 EST-10
- From: johnr@rowe.adsp.sub.org (John Rowe)
-
- I just got off the phone with Bruce Brown, one of the beta testers of
- Real3D Ver2.0. The specifications and descriptions of the product
- listed below have just been released to the public.
-
- Bruce also told me he was speaking to someone yesterday who had just
- contacted Impluse for their reaction to Real3D Ver2.0. They said they
- were "very annoyed!" I can see why! :^() This product sounds
- revolutionary! Bruce has been testing it for 1 month, and it has
- features which allow the easy creation of hitherto unthinkable object
- interaction. It includes collision detection, gravity, rebound,
- coeffecient of friction handlers, etc. The demo bowling alley
- animation he was supplied with gives an example of these handlers in
- action. He said all you need to do is position 10 bowling pin objects,
- position the bowling ball object, give it velocity in the direction of
- the pins and an amount of spin, set the coeffecient of friction and the
- amount of rebound and let the program GO! IT WORKS OUT EVERYTHING
- RELATING TO THE RESULTING COLLISIONS - object motion, spin, bounces, etc.
-
- I've never heard of anything like this! He cited another example of a
- falling dominoes animation. Set up the domino objects, push one and off
- it goes! No I haven't been drinking! This is for real!
-
- He says with this program we can rethink everything we set aside as
- being impossible to simulate!
-
- I own Real3D Ver 1.3, although I have virtually never used it. I found
- its capabilities simply too limited. I formed the same opinion of
- Ver 1.4. However, Bruce says that this is a completely new program, and
- bears no resemblance with its predecessors. It is simply a new breed
- of software!
-
- I will be attending a demonstration of the product tomorrow! I'll post
- my first hand impressions.
-
- Sorry for the length of this posting, but from what I've heard this
- product is HIGHLY RELEVANT to the future of 3D graphics on the Amiga.
-
- And now for the details, first the feature list and then the descriptions
- of the features :
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- The major features for Real 3D Version 2.0 include:
-
- - Fully integrated editor and renderer taking full advantages of
- multi-tasking
- - User customizable editor
- - Open architecture for expandability
- - Savable macros, which can be bound to keys or user defined icons
- - Undo with unlimited user definable depth
-
- - Hierarchical object construction
- - CSG (Constructive Solid Geometry) modeling
- - Boolean operations
- - Quadric surfaces
- - Polygonal surfaces
- - B-splines
- - Large collection of creation tools for constructing complex shapes
- by combining primitives.
- - Comprehensive set of free form surface construction tools
- including co-planar and orthogonal sweeps, swinging, rotation,
- cross-sectional building etc.
- - `Landscape' and `Tree' fractal generators
- - All necessary linear transformations are included
- - Nearly one hundred non-linear free-form deformations available
- - Comprehensive set of direct curve and surface manipulation tools
- through control and knot points
-
- - Unlimited number of texture/material descriptions per object
- - Transparency with physically correct refractions
- - Texture mapping
- - Color mapping
- - Bump mapping
- - Environment mapping
- - Shadow mapping
- - Reflection mapping
- - Clip mapping
- - Transparency mapping
- - Brilliance mapping
- - Mapping through user defined formulas
- - Fogs
- - Blurred reflections & refraction
- - Procedural material/texture properties which can be customized by
- user definable formulas and programs
- - Infinite number of light sources
- - `Sun-glow', `atmosphere' and other non-homogeneous material
- effects.
-
- - Highly optimised ray tracing
- - Soft shadows
- - Depth of field
- - Motion blur
- - 9 level anti-aliasing uses adaptive over-sampling
-
- - Revolutionary animation system based on the object-orientation
- theory includes:
- - Morphing/key-framing of objects and materials
- - Particle animations
- - Inverse kinematic modifications
- - Skeletonal modeling
- - Magnetism
- - Procedural animations
- - Allows all transformations and free form deformations to be
- animated
-
- - RPL, a fully featured programming language is used for:
- - Expanding the program features and user interface
- - Describing macros
- - Scene description
- - Defining behavior for particles
- - Procedural texture and material handlers
- - Interactive object creation and manipulation etc.
- - Fully customizable object and material data structures using tags
-
- - Animatated background images
- - `Matte' objects for combining ray traced scenes with backgrounds
- - Well defined protocol to output devices allows, for example,
- graphics hardware manufactures to write the software needed for
- using their products with Real 3D.
- - Field rendering
- - Alpha-channel support
- - Autocad DXF import
-
- 1.1 FEATURES OF REAL-3D V2.0
- ============================
-
- Program Real-3D is a design and animation program for
- Description producing high quality, realistic pictures of
- three-dimensional objects. The main target groups for
- the software are: video producers, creative computer
- artists, product designers, teachers and everyone
- interested in computer generated imagery. The new
- version introduces a large collection of state-of-art
- features, making Real-3D one of the most powerful 3D
- packages available.
-
- Integrated The mode-less design principles of Real-3D V2.0 mean
- Environment that the user can directly access most functions of
- the program simultaneously. For example, it is
- possible to modify a material and immediately see how
- the modification affects the rendered image.
-
- Customizable The Real-3D user interface is fully customizable. It
- Environment is possible to construct different working
- and environments to meet requirements of different
- Expandability applications. For example Real-3D can be used as a
- single view editor, a tri-view editor or perhaps a
- 9-view editor. It is possible to expand the program
- by defining new functions and binding them to icons
- and keys.
-
- Zero Wait The asynchronous software design, implemented using
- State Design the latest techniques of object-oriented programming,
- takes advantage of multi-tasking operating systems
- extensively, to achieve maximal convenience and
- productivity when modelling. The user never has to
- wait until some function is finished; instead, they
- can continue with new actions while old ones are
- executed as background tasks.
-
- Hierarchical With Real-3D, objects can be created with a
- Object-Oriented hierarchical structure. This means that the objects
- Construction can be made of sub-objects, and these sub-objects may
- of Objects have their own sub-structure and so on. This kind of
- a tree structure is well known in the context of disk
- operating systems, in which directories are created
- inside directories. In Real-3D the counterparts of
- these directories are used to collect objects into
- logical groups. This kind of approach makes, for
- example, object modifications extremely easy, because
- it is possible to perform operations to each logical
- entity separately or collectively. When copying a DOS
- directory, it is un-necessary to take care of the
- individual files and directories inside it. In the
- same manner, a complex object can be stretched in
- Real-3D as easily as one part of it.
-
- Ray Tracing The ray tracing calculations of Real-3D are strongly
- based on the optical properties of materials in the
- real world. Real-3D produces images by simulating the
- laws of optics, and consequently they represent
- reality with astonishing accuracy.
-
- Speed Innovative methods and new ray tracing algorithms make
- Real-3D extremely fast. Ray tracing in Real-3D is so
- incredibly fast that it can be used as a primary
- re-drawing method instead of wire-frames during the
- interactive modelling process.
-
- Rendering As well as the ultra fast wire-frame refreshing,
- Techniques Real-3D includes six different rendering techniques:
- hidden-line wire-frames, high speed basic surface
- rendering, simple ray tracing with non-interactive
- environment-mapped reflections, single light-source
- ray tracing, rendering without shadows, and fully
- featured ray tracing. The {Render Engine} also
- supports such sophisticated features as depth of field
- and motion blur.
-
- Light-sources It is possible to use an unlimited number of
- light-sources with any desired colour and intensity.
- Also diffuse light-sources are included, producing
- smooth edged shadows.
-
- Anti-aliasing Real-3D includes adjustable anti-aliasing. There are
- 9 different degrees of anti-aliasing, from which the
- user can select a suitable level. The most accurate
- level uses 256*256 adaptive over-sampling, which is
- enough for any application!
-
- Draft For drafting purposes it is possible to render with
- Rendering low resolutions to produce images faster. Rectangular
- areas of an image can be individually selected and
- rendered with any desired techniques, resolution,
- anti-aliasing level etc.
-
- True Solid Real-3D includes a CSG (Constructive Solid Geometry)
- Modeling modeler. Solid modeling is the most sophisticated way
- to represent three dimensional objects. For example,
- solid modelling offers general boolean operations and
- makes it possible to simulate optical devices, like
- lenses, correctly.
-
- Mathematical In addition to polygonal surfaces, Real-3D includes
- Surfaces several curved surfaces, such as ellipsoids,
- cylinders, cones and hyperboloids. The surface
- description of these surfaces are defined
- mathematically. This means that no matter how much a
- sphere created by Real-3D is enlarged, no edges,
- corners or other artifacts become visible on its
- surface. Furthermore, this makes the program much
- faster, and most importantly, the resultant images are
- of very high quality.
-
- Boolean Using boolean operations between objects, it is
- Operations possible, for example, to split an object into two
- pieces and move the pieces apart so that the inner
- structure of the object is revealed. Operations can
- also be done so that the properties of the material of
- the target object are changed. By using a shiny
- cylinder a shiny hole can be drilled into a matt
- object. Operations are a powerful way to create and
- modify objects. Especially in modeling technical
- objects these boolean operations are indispensable.
-
- Compound Tools Complex shapes can be constructed by automatically
- combining basic primitive objects.
-
- Polygonal Conventional polygonal surfaces with optional Phong
- Surfaces shading are included.
-
- B-spline Uniform cubic B-spline surfaces provide user with the
- Surfaces most powerful way of representing curved free-form
- surfaces and organic shapes. The quality of shaded
- B-spline surfaces is far superior to polygonal
- surfaces with Phong shading.
-
- Free-form Large collection of free-form surface construction
- Construction functions are provided, including co-planar and
- orthogonal sweeps, rotation, cross-sectional building
- etc.
-
- Linear All necessary functions for modifying the basic shape
- Modifications and properties of objects are included.
-
- Non-linear Nearly one hundred non-linear transformations and
- Transformations bending functions are available for altering the shape
- of free-form surfaces.
-
- Fractal Two fractal generators are included for constructing
- Generators `landscapes' and `trees'.
-
- Material Using the hierarchical structure it is possible to
- Properties construct objects from different materials having
- suitable physical properties. All material properties
- can be adjusted without any restrictions. Even the
- refractive index of light is freely adjustable so that
- it is possible to create optical devices from `glass'
- lenses. These devices act as their real-world
- counterparts: a magnifying glass in Real-3D really
- magnifies!
-
- Texture The texture mapping properties of Real-3D are not
- Mapping restricted to any fixed patterns. Any image file can
- be used to paint objects. Pictures created with any
- painting program, with a video digitizer or a scanner
- can all be used to colour the surface of an object.
- For example, by digitizing a wood-grain pattern, it is
- easy to create realistic looking wooden objects. In
- Real-3D V2.0, textures are a part of the object
- hierarchy, so that textures can be modified and
- animated just as easily as any other object.
-
- B-spline Mapping Textures and images can be mapped over the surface of
- a B-spline mesh so that they follow the curvature, and
- as the B-spline is modified or animated the texture
- moves with it like a skin.
-
- Procedural As well as using image files to define material
- Textures properties there is unlimited number of mathematical
- handlers available. As well as built-in functions,
- the user can write arbitrary formulas defining the
- colour, bump-mapping and other material properties.
-
- Multiple It is further possible to use multiple textures or
- Textures materials per object. Furthermore, the materials can
- be faded and mixed.
-
- Animation Support The new version introduces a revolutionary animation
- system, which extends the object-orientation
- principles to the process of defining the animation
- methods for each object. In the new animation system,
- the motion description is a natural part of the object
- structure. The built-in animation methods include
- such features as: basic motion and shape
- modification, morphing and skeletonal control using
- `Inverse Kinematics'.
-
- Particle There is also one of the most powerful particle
- Animation animation systems available integrated into the
- animation system. Using these animation methods
- objects are treated as particles that can have various
- physical properties like velocity, spin and
- surface-friction. They can then be made to collide
- and interact just like objects in the real world.
-
- Interactive Real-3D also includes software for showing rendered
- Replay animations interactively.
-
- Macro Functions It is possible to combine Real-3D functions to form
- macros either by recording mouse and keyboard actions,
- or by creating the descriptive text using the built in
- programming language. With macros the user can easily
- create complex, symmetrical forms or produce animation
- effects. Macros can be saved, loaded and bound to
- keys and icons.
-
- RPL Language Real-3D contains fully featured programming language,
- RPL. The language offers the most powerful interface
- to the software and can even be used for accessing
- operating system functions. RPL is used for:
-
- - expanding the program features
- - macro recording
- - scene description and saving
- - particle and procedural animation methods
- - procedural material properties
-
- Two formats are available: a binary and an ASCII
- format. The binary format offers efficient and fast
- way of storing a scene description, whereas the ASCII
- format, based on RPL programming language, is machine
- independent.
-
- Tag Expansion Object and material data structures can be expanded
- using tags. Tags are also utilized in particle
- animations where the tag data attached to an object
- can determine the behavior of the object.
-
- AutoCAD Real-3D supports importing AutoCAD DXF format.
- Interface
-
- Mattes and The 3D images rendered by Real-3D can be easily
- Background integrated with digital backgrounds, which can be
- Images animated object to act as `mattes' rendered objects
- can be made to `pass behind' parts of the background.
- When used correctly with the animation system these
- techniques allow direct combination of 3D graphics and
- `live' action.
-
- Alpha-channel The Real-3D {Rendering Engine} provides support for
- graphics hardware with an alpha-information channel.
- By using the alpha-channel as a video key, ray traced
- scenes can be combined with video without the need to
- digitize it in advance.
-
- Image Output The protocol for output devices is well designed and
- flexible, allowing, for example, graphics hardware
- manufacturers to write the software needed for using
- their hardware with Real-3D. Rendering of separate
- fields for interlaced output is supported by the
- software.
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
-
- A lot of words, but what does it really mean? They say the proof of the
- pudding is in the eating, and I'll be doing a lot of serious "eating" at
- the demonstration tommorrow, that's for sure.
-
- --
- ____ John ____ Australian Developer FAX +61 76 383867
- // Rowe // Christian VOICE +61 76 324444
- // __ //-- Amiga Programmer, Renderer, 3-D Animator
- //__//rafix //__ffects EMAIL johnr@cbmaus.au.so.commodore.com
- OR EMAIL rowe.adsp.sub.org!johnr@cbmvax.commodore.com
-
-
- ##
-
- Subject: Imagine ANIMs
- Date: Sat, 5 Dec 1992 13:20:33 -0500
- From: Jason B Koszarsky <kozarsky@cs.psu.edu>
-
- I need a utility that will convert an ANIM to a bunch of IFFs. Or Something
- that will let me append Imagine ANIMs together. Anyone know of such a beast?
-
- Jason K.
-
-
- ##
-
- Subject: Re: ICoons ftp sites
- Date: Thu, 3 Dec 92 15:10:01 MET
- From: amipb@amipb.gna.org (Philippe Berard (IWANIMA's second programmer))
-
- Hello Helge (Helge Egelund Rasmussen), in <199212010837.AA05312@compel> on Nov 30 you've written :
-
- > If you're looking for ICoons:
- >
- > amiga.physik.unizh.ch is mirrored to ftp.wustl.edu and ftp.etw.edu so you
- > might look there if you can't reach amiga.physik...
-
- ICOONS1.0.lzh has also been distributed in the Sky Amiga Network, on
- FidoNet
-
- Sincerely,
- -- Philippe
-
- .----------------------------------------------------------------------------.
- | Philippe Berard (French Amiga User) | |
- | "They hold a cup of wisdom, | UseNet : amipb@amipb.gna.org |
- | But there is nothing within" (Kate Bush). | |
- `----------------------------------------------------------------------------'
-
-
- ##
-
- Subject: ISL 1.1
- Date: Thu, 3 Dec 92 18:36:22 PDT
- From: grieggs@jpl-devvax.jpl.nasa.gov (John T. Grieggs)
-
- Hi.
-
- First, sorry if you got duplicate copies of the ISL announcement - it wasn't
- my fault, honest! :-)
-
- On to the real stuff here - somebody found a bug with ISL. I am happy about
- this, since it means he was using it. Anyway, ISL 1.1 is now on hubcap. This
- version allows '-' in a filename, unlike 1.0.
-
- Keep those cards and letters coming! Electronically speaking, of course.
-
- _john
-
-
- ##
-
- Subject: Index Of Refraction
- Date: Fri, 4 Dec 1992 00:15:45 -0500
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- I can't vouch for the accuracy of these, but these are what I collected
- over the years (without really trying)
-
- Anybody interested in two test/demo pictures I did to demonstrate the
- effect of refraction and reflection at hand of 14 glassy spheres in front
- of a brick wall? Nicely dithered 16 color 640x400. I'll upload them to
- hubcap if I get requests.
-
- Enjoy!
-
- ._. Udo Schuermann
- ( ) walrus@wam.umd.edu
-
- --------------------(snip snip)--------------------
- INDEX OF REFRACTION
-
- Air 1.02
- Alchohol 1.329
- Amorphous Selenium 2.92
- Calspar1 1.66
- Calspar2 1.486
- Chromium Oxide 2.50
- Copper Oxide 2.705
- Crystal 2.00
- Diamond 2.417
- Emerald 1.57
- Flourite 1.434
- Heaviest Flint Glass 1.89
- Heavy Flint Glass 1.65
- High Dispersion Crown Glass 1.52
- Glass 1.5
- Ice 1.309
- Iodine Crystal 3.34
- Lapis Lazuli 1.61
- Light Flint Glass 1.575
- Liquid Carbon Dioxide 1.20
- Quartz1 1.644
- Quartz2 1.553
- Ruby 1.77
- Sapphire 1.77
- Sodium Chloride (Salt) 1 1.544
- Sodium Chloride (Salt) 2 1.644
- Topaz 1.61
- Water 1.333
- Zinc Crown Glass 1.517
- --------------------(snip snip)--------------------
-
-
- ##
-
- Subject: testpath
- Date: Sun, 25 Oct 1992 07:34:44 GMT
- From: menzies@cam.org (Stephen Menzies)
-
- This is a message that was sent e-mail to me by michael comet in
- response to a discussion that began with a post by nico post. He
- meant for this message to go direct to the list instead of to
- me only, so i've forwarded it:
-
- >
- >Nico Post <130756@pc-lab.fbk.eur.nl> writes:
- >
- >
- >>Howdy Imagineers!
- >
- >>Yesterday I saw a videoclip on television (here in Holland), from an
- >>english band called "the Prodigy" with the song "FIRE!".
- >>Seems to me they used Imagine 2.0, 'cause I recognized the Beethoven-
- >>head and the porsche. It looked really cool (They got Beethoven
- >>singing "fire")
- >
- >>Just thought I'd let ya know.
- >
- >>Greetings to Dave W. (Did it work?)
- >
- >The Beethoven head and porsche were not likely not created by Impulse,
- >but rather were bought from a company that digitizes objects. The name
- >of the company slips my mind at the moment but I've seen the catalouge,
- >and I've seen the head, the porshe, the cow etc in it. These appear to be
- >the low-res versions. Versions come in low, med, and high res and are
- >on a variety of subjects. The prices seem to range from $50 to $1000+
- >depending on the object and the resolution and are availible in various
- >formats. They're commonly used in the industries. The objects are
- >resonably well made (digitized) and can be modified. So maybe it was
- >an Amiga...maybe not..
- >
- >-stephen
- >
- >
- >>Bye,
- >> --Nico Post
- >> 130756@pc-lab.rsm.eur.nl
- >--
- >Stephen Menzies
- >#Internet: menzies@CAM.ORG
- >#Fidonet : Stephen Menzies @ 1:167/265
- >
- >
-
-
- Yep. Actually I've seen the head in a rendering from Autodesk
- 3D studio. It was in the Lastest Video Games and Computer Entertainment
- mag. Seems this new game co. is going tobe releasing a CD-ROM title for
- the IBM on 2 (two!) CD's. Equivalent of 3000 disks or so. Anyways all
- of it was rendered in super vga with autodesk 3d studio. And in the
- game instead of scrolling around like normal, you will actually be able
- to "move" through this haunted house and stuff that was rendered. Neat
- idea....it's about time someone pushed cd-roms to their max. I'd love
- to see a cd-rom title like this in amiga's HAM mode. BTW there's also
- 1/2 an hour of digitized live video mixed in the game.. i think it's
- called "The Seventh Guest" and it's all about a haunted house.
-
- Michael Comet
- mbc@po.CWRU.Edu
-
- -------end of forwarded message ------
-
- please, any questions regarding this subject, should be directed either
- to the list, or michael, and not to me. (sounds like one heck of a
- game though..3000 disks!:)
-
- -stephen
-
-
-
- --
- Stephen Menzies
- #Internet: menzies@CAM.ORG
- #Fidonet : Stephen Menzies @ 1:167/265
-
-
- ##
-
- Subject: Gold Attributes in Scanline
- Date: Sun, 6 Dec 92 0:46:48 PDT
- From: tucker@cs.unr.edu (Aaron Tucker)
-
- > Keep in mind that with gold, reflections of the surroundings
- > in the gold are what make it appear as it does. As a result, gold
- > cannot usually be generated properly using scan line, and so
- > it requires trace mode. Let me know how it works for you.
- >
- You can get pretty good gold using Apex's VARYRELBRIGHT texture on a medium
- yellow. Make sure and have some reflectivity and a good reflection map. There
- is a great little anim you can use on The Graphics BBS mail server that makes
- an excllent reflection map for moving logos or cameras. Also make sure you
- have moving lights. I find that many people just place their lights and
- leave them in one place.
- For lighting, use a good 3-point static lighting system. Then add some lights
- for highlighting that move across the face of your object as it or the camera
- moves.
- I have gotten excellent gold results in scanline mode. Ray-tracing should be
- a last resort. I have never needed ray-tracing for any of my animations. I am
- not saying there isn't a use for it, but I am saying you generally don't need
- it.
-
- I can upload one of my gold objects to hubcap or wuarchive if there is
- interest.
-
- Juan Trevino
- tucker@pyramid.cs.unr.edu
-
-
- ##
-
- Subject: Re: testpath
- Date: Sun, 6 Dec 92 10:09:51 EST
- From: srp@gcx1.ssd.csd.harris.com (Stephen Pietrowicz)
-
- > >The Beethoven head and porsche were not likely not created by Impulse,
- > >but rather were bought from a company that digitizes objects. The name
- > >of the company slips my mind at the moment but I've seen the catalouge,
-
- The company is called ViewPoint.
-
- Steve
-
-
- ##
-
- Subject: Re: Index of Refraction (UPLOAD)
- Date: Sun, 6 Dec 1992 22:20:55 -0500
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- In a previous message I offered:
- >Anybody interested in two test/demo pictures I did to demonstrate the
- >effect of refraction and reflection at hand of 14 glassy spheres in front
- >of a brick wall? Nicely dithered 16 color 640x400. I'll upload them to
- >hubcap if I get requests.
-
- I have thus uploaded 'AttribDemo.lzh' (130865 bytes) to hubcap.clemson.edu
- [130.127.8.1] in directory /pub/amiga/incoming/imagine/pics/
-
- ._. Udo Schuermann
- ( ) walrus@wam.umd.edu
-
-
- ##
-
- Subject: test
- Date: Sun, 6 Dec 92 11:17:12 CST
- From: James_Hastings-Trew%telepro@access.usask.ca (James Hastings-Trew)
-
- Is this message getting to the list?
-
- Just so that this will not be a wasted message, I will include three
- uuencoded Imagine objects. They are plain solids that I was having a heck
- of a time trying to build in the Imagine detail editor (not having the
- requisite math skills.) Happily, I WAS able to convert some primitives in
- DXF format to Imagine format, and work from there:
-
- Don't laugh at me if I got the names of these solids wrong... I could not
- find a reference that named them properly...
-
-
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- #MC@`N
- ``
- end
- size 1083
-
-
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- ``
- end
- size 685
-
-
- Gee... I hope this does not bounce TOO badly. I have not been able to post
- to the list for MONTHS now...
-
-
- -- Via DLG Pro v0.992
-
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- -
- Telepro!james_hastings-trew@access.usask.ca
- "[Democratic philosphy consists of] the idea of running your paycheck
- through the salad shooter and dumping the shreds on the compost heap of
- good intentions." -P.J. O'Rourke in Bill Clinton, The Rolling Stone
- Interview
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- -
-
-
- ##
-
- Subject: TDDD
- Date: Sun, 6 Dec 92 20:02:50 EST
- From: dyancey@xamiga.linet.org (Darrin Yancey)
-
- I'm confused about how to use Glen lewis TDDDD. Logic dictates that a good
- way to animate the sand in an hourglass would be to use TDDDD. But how to go
- about it? that's the question. Anybody have any suggestions. Perhaps someone
- us using tddd in an interesting way? I'd really like to hear it.
-
-
- ##
-
- Subject: Imagine-related Tools
- Date: Mon, 7 Dec 92 15:45:28 CST
- From: Wayne Haufler 283-4160 <haufler@sweetpea.jsc.nasa.gov>
-
- I've finally downloaded and started playing with some of the
- Imagine-related Tools available on Hubcap.
-
- Wow, it feels like an early Christmas 8^) . These are great!
-
- I just wanted to say "Many Thanks" to:
- Alex Deburie for Vertex (a shareware 3D object editor)
- Helge E. Rasmussen for ICoons (a Spline based object modeller),
- John Grieggs (?) for ISL (the Imagine Staging Language),
-
- BTW, could somebody give me a clue what xobj is supposed to be or do?
- The author's Internet address was not in the xobj.txt file (Steven Webb).
-
- Also, I'm very impressed with the Real3D Version 2.0 Specs
- that John Rowe recently posted here.
- I wonder how much it will cost.
-
-
- __ Wayne A. Haufler [Christian/SW Engineer/XWindows/Amigan]
- \\ /\\ /\\ //_ haufler@sweetpea.jsc.nasa.gov McDonnell Douglas-Houston
- \/--\// \//__ Hobby:"Computer Animations For Christian Endeavors"
- //
-
-
- ##
-
- Subject: Re: Real3D Version 2.0 Spec's
- Date: Mon, 7 Dec 92 10:33:12 CST
- From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith [LORAL])
-
- Whew!!!
- After seeing John Rowe's post on Real 3D, I'm going to have to think
- again about Imagine 3.0. I hope Impulse has their act together.
-
- Tom the Smith
-
-
- ##
-
- Subject: Re: settings for color, reflectivity, filter, and realistic objects
- Date: Mon, 7 Dec 92 10:02:59 CST
- From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith [LORAL])
-
- VISHART@ubvmsb.cc.buffalo.edu writes:
- > ...suppose
- > you design an old, unpolished wooden table top with the COLOR set
- > as follows :
- > COLOR
- > red - 100
- > green - 52
- > blue - 30
- >
- > ... all the FILTER settings should be zero.
- > If you follow the above guidelines, however,
- > you will calculate that the REFRACTION must be set
- > to exactly the same values as the COLOR settings.
- > For example , in the case of the old wooden table top,
- > the calculated settings would be :
- > REFRACTION
- > red - 100
- > green - 52
- > blue - 30
- >
- > This results in quite a bit of reflection from the table
- > top. If you look at an old unpolished picnic table top,
- > you won't see much reflection. How would one reconcile
- > this with the above guidelines ?
-
- I think Imagine should do away with color all together. You should have
- filter, reflectivity, and diffusion. Use the filter to set transparency,
- and the reflection to set the object color. Now its true that the surface
- will begin to look like a mirror, thats what the diffusion would take care
- of. Diffusion would randomly point the surface normal away from the true
- surface normal. The amount of variation could be set by the difusion slider.
- So if diffusion was set to zero, the surface would look like a mirror and
- the more you increase the diffusion, the more you would get rid of reflection
- and keep color.
-
- Back when I bought Turbo Silver, I was confused with both the color slider and
- reflection when I thought that they would be doing the same thing. Because how
- are you going to see an object and its color unless light reflects off it?
-
- Tom the Smith
-
-
- ##
-
- Subject: Re: Gold Attributes in Scanline
- Date: Tue, 8 Dec 92 3:30:32 PDT
- From: tucker@cs.unr.edu (Aaron Tucker)
-
- Hello everyone. I have uploaded a few files to the imagine directory
- at hubcap. These are:
-
- imagine/objects/ panel.gold.lha
- panel.gold.readme
-
- imagine/brushmaps/ reflection-anim.lha
- reflection-anim.readme
-
-
- panel.gold.lha is a simple beveled panel object showing how to get a good gold
- appearance in Scanline mode. You must have Apex's Essence texture package to
- make this work. It uses the VARYRELBRIGHT texture to be exact.
-
- reflection-anim.lha is comprised of 18 frames of moving boxes. This anim was
- downloaded from The Graphics BBS mail server. It is now on hubcap.
-
- If you have any questions, feel free to EMAIL me at:
-
- Juan Trevino
- tucker@pyramid.cs.unr.edu
-
-
- ##
-
- Subject: Horror and suffering
- Date: Tue, 8 Dec 92 05:06:09 MST
- From: bscott@nyx.cs.du.edu (Ben Scott)
-
- It's 4:45 AM. I've not had any sleep in more than 36 hours. And it's
- all Imagine's fault.
-
- I know this question won't be answered in time to help me, or maybe it
- will, but I'd like some perspectives.
-
- I'm a freelancer with too much work at present. Actually, I'm working
- on two unbelievably separate projects which happen to be for the same two
- people. (plus five other projects but I digress, I'm not thinking stright
- any more)
-
- Anyway. The one that's giving me hell is a seemingly simple anim. The
- Earth is rotating in space. (took me days to find a good Mercator
- projection of the Earth, in reasonably real color; fortunately I already
- had scanned satellite photos of clouds) (BTW I have a Mac Quadra to thank
- for the Earth picture - it was in the Scrapbook! Geez, a bloody Mac of
- all things...) When Denver rolls around, the company logo comes flying
- out, trailing a golden, uh, trail. Seemingly simple enough - scan the
- logo, extrude heavily, make it come through the Earth, slap a Linear
- texture on it, morph the texture to make the trail catch up. No biggie.
- Worked fine in test renders except that I couldn't get a gold color
- no matter what I did. Well, set up a global reflection map to give the
- gold something to reflect (it comes out green, NO MATTER the settings
- for color reflect etc. without it). But then the rest of the object,
- which was Linear textured into transparency, begins to reflect gold.
-
- Hours of head banging (literally).
-
- Finally, about three hours ago - an idea. Linear texture to black!
- Some help; not enough, still gold. Linear texture to black and no
- reflect. No worky either. No f*cking worky on anything I tried.
- Give up the global reflection no, it was a global environment, sky
- horizon etc. Anyway, drop that, play with the attributes for half
- an hour to try and get ANYTHING yellow, no go. I could get gray,
- or blue, usually green, but even playing with the light colors didn't
- work.
-
- Now I forget what I did next, but I ended up with black for the parts
- of the object I needed. Geez, can't remember. Anyway, I get this
- maddening fringe effect - the object is outlined in gold. So I gave
- up, made a black plane, had it moving up behind the transition area
- to obscure the rest of the object. THE BLACK PLANE (0,0,0 reflect,
- 0,0,0 color, etc.) GIVES A GOLD FRINGE EFFECT TOO. Lights are white.
- I'm in scanline mode. Can't afford the render time for trace mode
- anyhow, it's a 200 frame anim due (with 12 others) in, uh, well, too
- soon, only two 68040s to render on, plus dump-to-tape time. Where was
- I. OK, that's where I left off for a break to call my Usenet access
- point.
-
- I have the version of Imagine 2.0 which has the morphing bug - won't
- morph object size properly, only attributes. So I can't morph the
- object to something shorter. The gold outline of a rectangle moving
- up on the object is obviously unacceptable.
-
- I've played with light positions. I already had to make the Earth
- recede into the distance to avoid it being obscured by either the
- transparent part of the logo object or the plane. All the local
- Imagine experts (Hi Chris) are asleep now... I gotta go to another
- job today, and some office Xmas party too. Gotta get some damn
- silly slides to come out of a Polaroid Palette for some big mucky
- muck I work for; Windows is what he's working from and it's
- misbehaving as always. I'm not being paid enough for this.
-
- Apologies for the complaints. Por favor, ayudame!
-
- . <<<<Infinite K>>>>
-
- --
- .---------------------------------------------------------------------------.
- |Ben Scott, professional goof-off and consultant at The Raster Image, Denver|
- |Internet bscott@nyx.cs.du.edu, or call the Arvada 68K BBS at (303)424-6208.|
- >----------------------------------------..---------------------------------<
- | "It's Woodstock! Three days of peace, || The Raster Image IS responsible |
- |love, and stock footage!" - Joel, MST3k || for everything I say! **Amiga** |
- `----------------------------------------'`---------------------------------'
-
-
- ##
-
- Subject: Re: Imagine ANIMs
- Date: Mon, 7 Dec 92 15:07:54 EST-10
- From: johnr@rowe.adsp.sub.org (John Rowe)
-
- Jason K writes,
- >
- >I need a utility that will convert an ANIM to a bunch of IFFs. Or Something
- >that will let me append Imagine ANIMs together. Anyone know of such a beast?
- >
- >Jason K.
-
- I have seen a couple of Public Domain programs which will do these jobs,
- but I have never found any that are consistently stable or produce results
- that I am happy with.
-
- I use scripts I have written in Director 2 to do these jobs. Director 2
- has a library of functions designed to handle, build and dissect anim
- files and it does this very well. You can control EXACTLY what
- information goes into the anim file (when the palette changes, if at all,
- etc.), and I have found it both fast and reliable.
-
- If the palette does not change during the animation, DPaint IV will also
- split an anim into individual IFFs. Simply load the anim, choose the
- save picture menu item and tell it how many frames you want saved.
-
- It will also allow you to append another anim to the currently loaded
- anim, although it must have the same locked palette and you need enough
- RAM to hold both at once of course. ;-)
- --
- ____ John ____ Australian Developer FAX +61 76 383867
- // Rowe // Christian VOICE +61 76 324444
- // __ //-- Amiga Programmer, Renderer, 3-D Animator
- //__//rafix //__ffects EMAIL johnr@cbmaus.au.so.commodore.com
- OR EMAIL rowe.adsp.sub.org!johnr@cbmvax.commodore.com
-
-
- ##
-
- Subject: Real3D Version 2.0 First Hand Impressions
- Date: Tue, 8 Dec 92 18:44:33 EST-10
- From: johnr@rowe.adsp.sub.org (John Rowe)
-
- Last Friday I attended a demonstration of Real3D Version 2.0
-
- This demonstration consisted of a discussion of the product, showing
- of screenshots of the program and animations created by it, and a
- chance to briefly have a look at it hands-on.
-
- Since I posted the spec's to this list, I have had a number of queries
- relating to the product.
-
- First off, let me say I haven't had the opportunity to use the program
- myself, so don't take what I'm saying as gospel. I have, however,
- spoken at length with a beta-tester who has been using it for over a
- month.
-
- Here are the answers to a few questions people have asked relating to
- my earlier post:
-
- >How good is the interface?
- The interface looks _amazing_! And very professional.
-
- Fully Intuition Style-Guide compliant! As many editor windows open as
- you want, on as many screens as you want (Public or Workbench).
- Windows are resizable Intuition windows.
-
- User definable gadgets to do whatever you want. I've seen screenshots
- of multiple windows showing grey scale renderings of objects open on
- the same screen as editor windows showing wireframes. Very versatile!
-
- >Are the B-splines used in object modeling?
- YES!
-
- >Questions: DCTV support?
- It will render DCTV images, but will not load them (Not from what I've
- been told anyway).
-
- >Quality of manual?
- To my knowledge the manual is still being written, but I am told it
- will be a substantial tome.
-
- >Price?
- $1399 Australian Retail
-
- >Availability?
- Sometime in January I think.
-
- A few additional points I gleaned from the demonstration:
-
- I saw the demo bowling alley animation I mentioned in my previous
- post and it was impressive. Although the objects were only basic and
- not at all detailed (no image mapping was used in this animation, not
- much asthetic appeal), the animation did serve to show off the program's
- collision detection and rebound abilities. The pins reacted in the
- manner you would expect real pins to react in a real world situation,
- toppling over, rotating end-over-end and spinning away. The fact that
- the program calculates all this itself is quite extraordinary. It is a
- little too much to expect the illusion to be absolutely perfect by
- default, but this was very close. I have been told that you have
- parameter control over everything relating to the objects actions and
- reactions (co-efficient of friction, object squashing on collision,
- degree of rebound, etc.) and as with all programs this would have to
- be "tweaked" to achieve the exact result you are looking for. But I
- can see these features adding a whole new spectrum of capabilities and
- tools to one's repertoire, enabling motion that could only previously
- have been simulated after much tedious calculation and trial and error.
-
- I have been told the program fully understands and respects Newtonian
- Laws of motion.
-
- The period set aside for hands-on with the program was very short, and
- having totally forgotten everything I ever learned about Real3D's
- method of doing things I was content to watch other people (who didn't
- know what they were doing either) blunder around inside it.
-
- Objects now have an axis which seems to serve the same purpose as in
- Imagine; the axis depicted almost identically to its Imagine counterpart
- and the new style of the editor looking and feeling very similar to
- Imagine.
-
- I heard one person saying the program and it capabilities bear a
- striking resemblance to "Soft Image" (I probably haven't got the
- spelling right) which exists only on higher end machines and which
- sells for very big $$$$. I am not familar with this program and can't
- comment on it (perhaps someone else on the list can???).
-
- WHAT'S THE BOTTOM LINE???
- I am very impressed. Since I started using Imagine I have never had
- cause to envy the abilities of another rendering program, until now!
-
- I am hoping to arrange to experiment with it in depth to see if it really
- is the next-generation rendering and animation tool it appears to be.
-
- Don't pass up an opportunity to see this program!
-
- One last point - the beta test version being demonstrated used dongle
- protection in the second joystick port, a point that was not well
- received by the audience. Since the program is modular in design, I
- have been told that the renderer itself will run separately to the
- editor, and that only the editor requires the presence of the dongle.
- I do not know if the release version will have dongle protection.
-
- --
- ____ John ____ Australian Developer FAX +61 76 383867
- // Rowe // Christian VOICE +61 76 324444
- // __ //-- Amiga Programmer, Renderer, 3-D Animator
- //__//rafix //__ffects EMAIL johnr@cbmaus.au.so.commodore.com
- OR EMAIL rowe.adsp.sub.org!johnr@cbmvax.commodore.com
-
-
- ##
-
- Subject: Re: BABYLON V
- Date: Tue, 08 Dec 92 15:18:58 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- Philippe Berard writes:
- > I will write an article on BABYLON V in next month's french amiga
- > magazine Amiga-News. What I'm looking for is some informations on
- > how the Amiga/Toaster are used in this film, which Amiga programs
- > were choosed, etc...
- > If anybody is a little bit involved in this film, or just has some
- > neat informations, please e-mail to me.
-
- Well I didn't work on BABYLON V but I work closely with one of the people
- that did. I know a fair amount about it but even I would be very hesitant
- to write an article on it with my somewhat limited knowledge. I really don't
- feel that someone who knows even less than I do should be writing an article
- on this topic without talking directly to those that worked on it, and
- that would be Foundation Imaging in Valencia, CA. If your words are going
- to be published, they should be accurate, and you will not likely get much
- accuracy by posting a plea to the net (not to mention using the wrong mailing
- list, the LightWave list would have been more appropriate).
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' 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 ANIMs
- Date: Wed, 9 Dec 92 9:29:02 CST
- From: dale@camelot.b24a.ingr.com (Dale R Rogers)
-
- |Jason K writes,
- |>
- |>I need a utility that will convert an ANIM to a bunch of IFFs. Or Something
- |>that will let me append Imagine ANIMs together. Anyone know of such a beast?
- |>
- |>Jason K.
- |
- |I have seen a couple of Public Domain programs which will do these jobs,
- |but I have never found any that are consistently stable or produce results
- |that I am happy with.
- |
- |I use scripts I have written in Director 2 to do these jobs. Director 2
- |has a library of functions designed to handle, build and dissect anim
- |files and it does this very well. You can control EXACTLY what
- |information goes into the anim file (when the palette changes, if at all,
- |etc.), and I have found it both fast and reliable.
-
- John,
-
- I also use Director 2.0. By the way, there is a Director 2.0
- mailing list in the making. Stay tuned for the when and where.
-
- Dale
-
-
- |
- |If the palette does not change during the animation, DPaint IV will also
- |split an anim into individual IFFs. Simply load the anim, choose the
- |save picture menu item and tell it how many frames you want saved.
- |
- |It will also allow you to append another anim to the currently loaded
- |anim, although it must have the same locked palette and you need enough
- |RAM to hold both at once of course. ;-)
- |--
- | ____ John ____ Australian Developer FAX +61 76 383867
- | // Rowe // Christian VOICE +61 76 324444
- | // __ //-- Amiga Programmer, Renderer, 3-D Animator
- |//__//rafix //__ffects EMAIL johnr@cbmaus.au.so.commodore.com
- | OR EMAIL rowe.adsp.sub.org!johnr@cbmvax.commodore.com
- |
-
-
- ##
-
- Subject: Re: Real3D Version 2.0 First Hand Impressions
- Date: Wed, 9 Dec 92 11:08:26 -0500
- From: mbc@po.cwru.edu (Michael B. Comet)
-
- I called up the location in Canada (i think...see number below)
- and they said the program would be out sometime in February. Also said
- it would be about $700 US. Not a toy. Sounds great though...the
- editors also sound great..... The person said it's so customizable that
- when you first start it __NO__ editing windows are open at all! You
- tell it what to make for each window, where to put them etc.... This
- means you could have 4 perspective views of the top side, bottom, etc...
- plus another 3 editing windows etc....
-
- Anyhow those that are interested may also take note in the
- following:
-
- Realsoft has a board which supports 38.4 baud and supposedly has
- pictures and demo of the new product. The number is listed below. I
- haven't hide time to call yet so i don't really know what's on there.
-
- Don't bother to call to get hard copy literature as they've said
- nothings printed yet....not even the manual!
-
- Hope this helps.
-
- Phone: (519) 436-0988
- BBS: (519) 436-0140
-
-
-
- --
- +======================================================================+
- | Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN " |
- +======================================================================+
-
-
- ##
-
- Subject: Adpro and DCTV, help me!
- Date: Wed, 9 Dec 92 10:24:03 EST
- From: bandy@aplcomm.jhuapl.edu (Mike Bandy)
-
- I just bought a DCTV unit to go with my A3000. I knew that Imagine
- supported it, and thought that Adpro did too. The documentation
- talks about a DCTV operator, but it's not on my 2.x release! I'm not
- sure the version I have (I'm composing this at work) but can anybody
- help me out? Maybe uuencode the DCTV operator module or make it
- available for me to download via ftp? I don't feel that there is a
- copyright problem, since I'm running a properly registered copy and
- the doc set says the feature is supposed to be there.
-
- Thanks.
-
- --
- Mike Bandy
- bandy@aplcomm.jhuapl.edu
- Johns Hopkins University / Applied Physics Lab
-
-
- ##
-
- Subject: Re: Adpro and DCTV, help me!
- Date: Wed, 9 Dec 1992 16:00:10 -0500
- From: John Rosner <rosner@europa.eng.gtefsd.com>
-
- Mike Bandy writes
- > I just bought a DCTV unit to go with my A3000. I knew that Imagine
- > supported it, and thought that Adpro did too. The documentation
- > talks about a DCTV operator, but it's not on my 2.x release! I'm not
- > sure the version I have (I'm composing this at work) but can anybody
- > help me out? Maybe uuencode the DCTV operator module or make it
- > available for me to download via ftp? I don't feel that there is a
- > copyright problem, since I'm running a properly registered copy and
- > the doc set says the feature is supposed to be there.
-
-
- I use DCTV and ADPRO 2.0 on my A3000. There is no DCTV Loader but
- there is a DCTV operator. Load an image, could be 24 bit output from
- DCTV, do whatever you wish to the image, use the DCTV operator to
- convert to DCTV, at which time it will display on DCTV, finally save as
- a HI-RES 16 bit color image.
-
- Hope this helps,
-
- John Rosner
-
-
- ##
-
- Subject: Re: Real3D Version 2.0 Spec's
- Date: Tue, 8 Dec 1992 23:13:50 -0500
- From: "Christopher Stevenson" <csteven@aries.yorku.ca>
-
- Hmmm. *ALMOST* too good to be true? ;-)
- If these specs are accurate, and if Real3D 2.0 is less than $500,
- it might just have made a convert of me. Also of note: a lot of
- the specs described (eg. physical dynamic animation) are present
- in, for example, a professional package called SoftImage (pronounced
- "soft ee-mahj", I'm told).
-
- -the electric monk
-
-
- ##
-
- Subject: brush maps
- Date: Tue, 8 Dec 1992 17:50:53 -0500
- From: Jason B Koszarsky <kozarsky@cs.psu.edu>
-
- Recently, I've been working with brushmaps in various animations. The problem
- arises during rendering an anim. Whatever has a brushmap suddenly starts
- tripping out, usually a white multicoloured speckled mapping. Sometimes the
- original brush pattern is noticable but not always. Memory doesn't seem to be
- the problem as I'm using a machine with 8M fast & 2M chip and I have never
- gone under 1M chip 3.8M fast.
-
- I had set the anim up to be rendered as 24-bit then converted to a HAM anim5.
- My brushmaps where mostly HAM, some 16 & 32 colour images. None where larger
- than 320x200. I started playing around with other formats for the brushs and
- found that if I used 12 or 24 bit Impulse or 24 bit ILBM my anims turned out
- fine. I also noticed that if I used Impulses format, the frames rendered in
- almost 1/3 the time compared to when I used HAM or lower. Also, I did not
- experience this problem at all if I generated single frames. It only appeared
- during anim renderings.
-
- Jason K.
-
-
- ##
-
- Subject: New LightWave pics on hucap
- Date: Wed, 09 Dec 92 13:04:07 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- I've cc'd this to the Imagine list because I know you guys are generally
- interested in this stuff also.
-
- I have just uploaded three new jpeg'd pictures to hubcap. They are all
- contained in a single archive (215955 bytes) and can be found in:
- hubcap.clemson.edu:/pub/amiga/incoming/graphics/MarkFilm.lha
- Below is a portion of the README file which describes them.....
-
- Both Floaty.jpg and Store.jpg are a couple of stills from my recently
- released 2 minute film "One Stormy Night with Fred Floaty". It was created
- entirely in LightWave 2.0 with the aid of Cinemorph, Morphplus, Pixel 3D,
- ADPro, and Deluxe Paint. It took nearly 6 months to create and involved a
- solid 4 months of continuous rendering. It is a short tale of a pool
- floatational toy, Fred, who resides in the display window of a travel
- agent. The story opens on a rainy evening and Fred dreams of being
- somewhere more pleasant. The original motivation for the film was to show
- off some of the latest effects I had developed using LightWave which
- included a spectacular animated simulation of rain and a pretty darn good
- pool (IMHO). The finished film consumed 2.5 GB of storage and required an
- average of 1 hour per frame to render (some took up to 2 hours and 40 min.)
-
- Furnace.jpg is a still from an animation I am currently working on. It
- depicts a grim, dirty, very industrial machine room that looks like a
- some sort of furnace from hell. Although it is lost in the still, the
- steam and the flames look rather nice animated. Also note that the hanging
- lamps are crooked in the image because they are swinging in the animation.
-
- Hope ya like em.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' 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: New LightWave pics on hucap
- Date: Wed, 9 Dec 92 21:22:06 EST
- From: Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
-
- >
- > I have just uploaded three new jpeg'd pictures to hubcap. They are all
- > contained in a single archive (215955 bytes) and can be found in:
- > hubcap.clemson.edu:/pub/amiga/incoming/graphics/MarkFilm.lha
- > Below is a portion of the README file which describes them.....
- >
-
- Mark- they sound intense! it is possible to see these? are they part
- of a video release?? If not, will one be availible??? I'm
- sure others would like to see them as well.
-
-
- _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
- | why would he be such a jerk? i know that he doesn't smoke
- steve lombardi | drugs. and he doesn't do cocaine. and he doesn't shoot
- stlombo@acm.rpi.edu | smack. and he doesn't even drink beer. Why would he be
- | such a fu*ker to me? --WEEN
-
-
- ##
-
- Subject: Re: Imagine-related Tools
- Date: Thu, 10 Dec 92 12:11:02 MST
- From: HURTT CHRISTOPHER MICHAEL <hurtt@ucsu.colorado.edu>
-
- >
- > BTW, could somebody give me a clue what xobj is supposed to be or do?
- >
- It converts Sculpt->Imagine. Not sure about reverse.
-
- Chris
-
-
- ##
-
- Subject: Real 3d & SoftImage
- Date: Thu, 10 Dec 92 13:13:44 EST
- From: scotta4@rpi.edu
-
- >I heard one person saying the program and it capabilities bear a
- >striking resemblance to "Soft Image" (I probably haven't got the
- >spelling right) which exists only on higher end machines and which
- >sells for very big $$$$. I am not familar with this program and can't
- >comment on it (perhaps someone else on the list can???).
-
- I also have a freind who is a beta tester...and I also have not yet gotten to
- touch this product, so I can only tell you what I've been told.
-
- My friend said to me that all he kept saying was "Make this program look like
- Softimage for the Amiga"...and now when I get phonecalls from him, he is
- happy.
-
- To the best of my understanding, Softimage is an expensive SGI package that
- is synonymous with incredible organic modeling and animation.
-
- Any comments would be usfull to shed light on the subject.
-
-
- Alex Scotti scotta4@rpi.edu
-
-
- ##
-
- Subject: Re: Real 3d & SoftImage
- Date: Thu, 10 Dec 92 18:54:05 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > My friend said to me that all he kept saying was "Make this program look like
- > Softimage for the Amiga"...and now when I get phonecalls from him, he is
- > happy.
-
- I'll reserve judgement till I see it, but when I last saw it demoed,
- many of the really interesting features (procedural animation, animated
- free form deformation, etc.) only worked with rudimentary objects (a
- bowling ball and pins is a good example). If they have extended its
- capabilities to work with very complex objects, then it would be more
- interesting. Also, they need a high quality, fast scanline renderer
- to be really useful for production. It does look intriguing though.
-
- > To the best of my understanding, Softimage is an expensive SGI package that
- > is synonymous with incredible organic modeling and animation.
-
- It is perhaps the premiere 3D animation package on any platform and sells
- for about $60,000.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' 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: PC version of Imagine
- Date: Fri, 11 Dec 92 10:35:09 CST
- From: setzer@ssd.comm.mot.com (Thomas Setzer)
-
- Does anyone know if the PC version of Imagine(when it is released) will allow
- you to take settings from the Amiga version? In other words, can you design
- a scene on the amiga and render on the PC? Render to Amiga formats? Atleast
- 24-bit IFF would be nice. If so, think of what you could do....
- Buy a cheap 486 with no extras(monochrome screen, adequate memory and hard disk,
- plus I guess you gotta get a math coprocessor) and you got a cheap Imagine
- coprocessor. Well, cheaper than any beefed up Amiga anyway.
- Anybody got any specs on the PC version?
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
-
- ##
-
- Subject: Re: New LightWave pics on hucap
- Date: Fri, 11 Dec 92 15:38:10 -0500
- From: mbc@po.cwru.edu (Michael B. Comet)
-
- >
- >I've cc'd this to the Imagine list because I know you guys are generally
- >interested in this stuff also.
- >
- >I have just uploaded three new jpeg'd pictures to hubcap. They are all
- >contained in a single archive (215955 bytes) and can be found in:
- >hubcap.clemson.edu:/pub/amiga/incoming/graphics/MarkFilm.lha
- >Below is a portion of the README file which describes them.....
- >
-
- Uuuuuuuuuuuuuuugggggggggggggggggggg!
-
- I tried downloading after FTPing this file 3 (yes three) times!
- EVERY TIME IT WAS CORRUPT!
-
- (yes i was in binary mode for ftp). Perhaps they are compressed
- with some super new lharc utility? or are they just corrupt? If so,
- please re-upload them! Sound great.
-
-
-
- --
- +======================================================================+
- | Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN " |
- +======================================================================+
-
-
- ##
-
- Subject: Re: New LightWave pics on hucap
- Date: Sat, 12 Dec 92 13:33:58 -0500
- From: mbc@po.cwru.edu (Michael B. Comet)
-
- >
- >I FTPd, downloaded, and unpacked Marks hubcap pics using LhA version
- >1.32 with no problems whatsoever. Newest LhA is 1.38 but I haven't
- >bothered to upgrade myself yet. If you're using LHARC or LZ,
- >chuck them in the toilet and get LhA.
- >
- >Harv
- >
- >
-
- Ahhh... that's the problem....I'm using an OLD LZ. Is the new
- LHA program on hubcap? If so....can anyone please tell me what it is
- called and what directory it is in? Thanks alot!
-
-
-
- --
- +======================================================================+
- | Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN " |
- +======================================================================+
-
-
- ##
-
- Subject: Re: Continuing Scenes
- Date: Sun, 13 Dec 92 11:00:24 -0500
- From: mbc@po.cwru.edu (Michael B. Comet)
-
- >
- >Here's a typical friday brain belch...
- >
- >I'm animating on the fly. I want to create another 200 frame sequnce but I
- >can only allocate about 240 frames per animation. I want to save all my
- >objects in the last frame in the first animation and continue from
- >there. How can I save the last frame with all its keys for the continuing
- >series of frames in a new scene. Thanks for tolerating my poor wording.
- >
- >Barb...
- >
- >Free Flow Video
- >Visual Information worth it's weight in rust....
- >
- >
- >
-
- This is another thing that has bothered me about Imagine. I have
- not yet found a way to transfer information from scene to scene. Maybe
- that ISL program that someone wrote would do it? All I can say would be
- to write down each Item by hand and to copy it to the new editor! A
- major pain....but I don't see any other way. Maybe someone else has a
- trick we could all use?
-
-
-
- --
- +======================================================================+
- | Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN " |
- +======================================================================+
-
-
- ##
-
- Subject: Re: PC version of Imagine
- Date: Sat, 12 Dec 92 13:17:05 EST
- From: Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
-
- > Does anyone know if the PC version of Imagine(when it is released) will allow
- > you to take settings from the Amiga version? In other words, can you design
- > a scene on the amiga and render on the PC? Render to Amiga formats? Atleast
- > 24-bit IFF would be nice. If so, think of what you could do....
- > Buy a cheap 486 with no extras(monochrome screen, adequate memory and hard disk,
- > plus I guess you gotta get a math coprocessor) and you got a cheap Imagine
- > coprocessor. Well, cheaper than any beefed up Amiga anyway.
- > Anybody got any specs on the PC version?
- >
- Yes!. I spoke to impulse about doing just that. It should work
- without a hitch. They strongly suggest a 486.
-
-
- _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
- | why would he be such a jerk? i know that he doesn't smoke
- steve lombardi | drugs. and he doesn't do cocaine. and he doesn't shoot
- stlombo@acm.rpi.edu | smack. and he doesn't even drink beer. Why would he be
- | such a fu*ker to me? --WEEN
-
-
- ##
-
- Subject: Having Fun, Wish You Were Here
- Date: Thu, 17 Dec 92 10:50:28 CST
- From: dave@flip.sp.paramax.com (Dave Wickard)
-
- Grrrreeeetings Imagineers! :-)
-
- I think the Imagine List is up and running fine now.
- Everything is in order. Don't let the recent lack of activity
- scare ya. Post something write away. :-)
-
- Now... let me talk a bit. The end of the year is approaching
- fast. Don't forget the IML Contest. We are _REALLY_ hurtin'
- on entries. I am sorry to see the levels of participation
- so far. I simply cannot justify the time and money to set
- up the Contest again next year unless we have an amazing
- influx of entries at the last moment. Oh well... I hope the
- P.O. Box is stuffed with goodies for the next 3 weeks!
- Naturally, if you are interested in a copy of the Rules,
- Prizes and the whole shebang, just drop me a line. The deadline
- is December 31, 1992.
-
- ------------------------------------------------------
- IML NEWS- As of December 15, 1992, the sp.unisys.com domain name
- is obsolete. You MUST use sp.paramax.com to reach the
- IML. This is now the only acceptable route, so if you
- are experiencing any trouble...first thing to check is
- that you are using the correct address:
-
- imagine@email.sp.paramax.com
- ------------------------------------------------------
-
- No doubt many of us have now had a chance to check out
- the ftp'able demonstration of Visionaire (Impulse's entry into
- the 2D morphing arena). Fairly interesting. The drinking glass remains
- transparent while morphing and shows you a morphing THRU the glass.
- Nicely done.
-
- ------------------------------------------------------
-
- How about our Holiday renderings? I would think there is alot
- of activity in that arena. Heck... these holidays are MADE
- for rendering demonstrations and little things like that.
- Let us know what you've been up to! If you'd like,
- tell us where we can grab some of your works to see for
- ourselves.
-
- ---------------------------------------------------
-
- Have you checked out John Grieggs' ISL1.0 program?
- It's a very nicely done little utility for Imagine users.
- If you haven't seen it yet...check it out. If you don't have
- ftp access, but would like the program... let me know and I
- will send you a UUENCODED version of ISL1.0.
- You may have noticed the multiple postings announcing it's
- arrival last week. John was the author of the announcement,
- but was not responsible for the multiple postings. I take
- credit for that one. :-) Sorry. We were trying to straighten out
- the mailing troubles and I wasn't aware these postings were being
- "stored up" elsewhere.
-
- -----------------------------------------------------
- If you have any interest in just _why_ the IML was out of
- commission, and why nobody could mail to it...read on.
- I'm no netmaster, but the theory is generally sound.
-
- Locally, you have a name server. A file that keeps track
- of just WHAT email.sp.paramax.com is...what it's internet
- numeric address is (129.218.60.4 in this case).
-
- If your local nameserver doesn't have email.sp.paramax.com
- in it's list or cache,it will go interrogate another nameserver. Eventually,
- it may go out on the Internet and actually poll one of the
- master nameservers. ("HEY! Anybody know who this Paramax joint is?")
-
- Somewhere out there, Paramax had a bad address on one/some
- of the big nameservers. It somehow included a non-existant
- computer/address in our Salt Lake City facility listed as
- an "alternate" to our main address here in Minnesota. This
- was originally intended as a backup address in case the primary
- one here fails.
-
- For some reason, on that fateful day...everyone everywhere
- started picking on the non-existant address. This is why
- all posters began getting "Host not found" type errors.
-
- Apparently this problem has been around for several months.
- This is why some individuals have NEVER or RARELY been able
- to post. It appears that I was the first one in Unisys/Paramax
- to recognize this problem...worldwide. The reason is simple,
- since the problem mail never made it INTO Paramax, no errors
- were ever sent to administrators. With only occassional complaints,
- and no mailer errors coming back, nobody knew anything was wrong.
-
- It took this major avalanche of bouncing, and
- my insistence that there WAS something wrong before they
- realized there was a problem.
-
- Thanks to John Grieggs for his assistance in tracking down the problem.
- Also thanks to many, many others who kept me updated with their posting
- and mailing errors which made the troubleshooting that much easier.
-
- Most of all...thanks to Larry Wieber (wieber@dsslan.sp.paramax.com) for his
- insightful and tireless work on straightening out the trouble.
-
- -------------------------------------------------------------
-
- If you have any trouble posting to the list now... please send me
- a copy of the error you get back. If you can't reach me here at
- the Paramax address, send it to my Sam_Malone@cup.portal.com account.
- You should ALWAYS be able to reach that one from ANYWHERE.
-
- I will do whatever I can to make everyone's communication to the List as easy
- as possible. It works best when we can all share information.
-
- Hmmmmm, nothing else to yap about right now.
- I just wanted to let everyone know that as far as I know... things are
- working fine and we are all happily waiting to see some more interesting
- talk. I'm sorry I have been out of touch for a while... thanks for all
- the friendly mail.
-
- I hope to let you know a bit more about Imagine 3.0 very soon.
-
- Until next time.
-
-
- Dave Wickard (612) 456-2783 "By this time, Sweatty looked a tad peeked."
- dave@flip.sp.paramax.com -from alt.tasteless
- Sam_Malone@cup.portal.com
-
-
- ##
-
- Subject: Visionaire
- Date: Tue, 15 Dec 92 18:41:47 MST
- From: bscott@nyx.cs.du.edu (Ben Scott)
-
- Recently, the post of new uploads to amiga.physik had this line:
-
- > DrinkMorph.lha gfx/anim 392K+created with Visionaire,new from Impulse
-
- Is this a mistake, a rumor, or a new product that hasn't been publicized
- on the list?
-
- . <<<<Infinite K>>>>
-
- --
- .---------------------------------------------------------------------------.
- |Ben Scott, professional goof-off and consultant at The Raster Image, Denver|
- |Internet bscott@nyx.cs.du.edu, or call the Arvada 68K BBS at (303)424-6208.|
- |--------------------------------------..-----------------------------------|
- |"Who is to decide who lives and dies?"||The Raster Image IS responsible for|
- |"I do - I called dibs." - Crow, MST3k ||everything I say! ** Amiga Power**|
- `--------------------------------------'`-----------------------------------'
-
-
- ##
-
- Subject: re: Visionaire
- Date: Fri, 18 Dec 1992 07:52:05 -0500
- From: John Rosner <rosner@europa.eng.gtefsd.com>
-
- No mistake it was advertised in the latest Amazing Amiga under new
- products.
-
-
- ##
-
- Subject: EASYSPLIT
- Date: Fri, 18 Dec 92 11:03:00 -0500
- From: mbc@po.cwru.edu (Michael B. Comet)
-
- I posted this a while ago but I don't think it ever reached the
- list so here it is again.
-
- I just finished taking an IBM/MS-DOS utitlity and getting it
- over to the AMIGA. Basically, it is a simple file splitter which takes
- files and splits them at some point. The main reason is to put a file
- onto a floppy that wouldn't fit as a whole, and to then re-connect it on
- the hard drive.
-
- The cross plataform compatiblity means if use CROSS-DOS (like
- me) and can't transfer files larger than 720k, you can now split on the
- ibm, copy onto 2 floppys and re-connect on the AMIGA, and vice versa.
-
- Anyways three files are on hubcap.clemson.edu in
- /pub/amiga/incoming/utils.
-
- 1. EASYSPLT.DOC - document file attached to this message, see
- below
-
- 2. EASYSPLT - Amiga executable
- 3. EASYSPLT.EXE - IBM/MS-DOS executable.
-
- what follows is the doc file.:
-
- --- snip snip snip
- =====================================================================
- This is the readme for Easy Split Version 1
- Copyright 1992 - By Michael B. Comet All - Rights Reserved.
- AMIGA and MSDOS version.
- =====================================================================
-
- ABOUT:
- ----------------
- EasySplt - (Easy Split v1) is a a command line utlity
- which takes a given filename and splits it into 2 separate files.
- It will then reconnect these 2 files back to the original for use.
-
- The main reason for such a utlitity is for transfering files
- to and from floppy's where the original file is too large to fit on
- 1 floppy. Such a case is users of CROSS-DOS(tm) where files
- from the IBM/AMIGA must fit on a 720k floppy.
-
- EasySplt works with both TEXT and BINARY files.
-
- *** EASY SPLIT IS AVAILABLE FOR BOTH IBM/MSDOS MACHINES AND AMIGA! ***
-
- both versions are cross compatible so you can split from one
- machine and reconnect on another. This aids users of programs
- like cross-dos(tm) where file can only fit on a floppy if they
- are around 700,000 bytes.
-
- WHY:
- ----------------
- I created EasySplt since I have need a way to transfer large
- files I ftp'd on the IBM to my amiga. Even compressed files ftp'd were
- still too large to fit on a 720k floppy. This program now enables files
- too large to fit on 1 floppy, but okay to fit on 2, to be split, copied
- and recreated cross plataform.
-
- (Actually, you can do 3 way or more splits, if you always
- rename the first .1 file to something else so the new .1 file that gets
- created doesn't overwrite the original. And then re-rename it when you
- want to reconnect.)
-
- WHERE TO GET EASYSPLT:
- ----------------------------
- FTP SIGHT:
- hubcap.clemson.edu
- DIRECTORY:
- /pub/amiga/incoming/utils
-
- THE AMIGA VERSION IS NAMED:
- EASYSPLT (this is the executable)
-
- THE IBM VERSION IS NAMED:
- EASYSPLT.EXE (this is the executable)
-
- THIS README IS:
- EASYSPLT.DOC
-
- USAGE: (MUST RUN FROM COMMAND LINE!)
- ----------------
- To get online help type:
-
- EASYSPLT
-
- To split a file:
-
- EASYSPLT <filename> <length>
-
- where filename is the file to split up to 20 char's long
- and length is the length of first file created minus the 30 char
- header.
-
- To reconnect a file:
-
- EASYSPLT <filename>
-
- where filename is the name of the 2 files that were
- created
- NOT including the .1 or .2.
-
- COPYRIGHT:
- ----------------
- All executables may be distributed freely so long as no charge
- is made for their use in any way. No modifications may be made
- to any of the files. I reserve all rights to modify and redistribute
- any of the files as I see fit, and do not gaurantee that this program
- will be of any use and not cause damage to your system. Any and all
- damage caused by this program is the responsibility of the user!
-
-
- GETTING HELP:
- ----------------
- If you like the program or have any comments you can send
- e-mail over internet to:
-
- mbc@po.CWRU.Edu
-
-
- Thanks and enjoy!
-
- Mike Comet
-
-
-
- --
- +======================================================================+
- | Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN" |
- +======================================================================+
-
-
- ##
-
- Subject: IML reaches Switzerland
- Date: 18 Dec 92 16:52:26 EST
- From: Thomas Voirol <100114.2331@compuserve.com>
-
- Hi fellow Imagineers
-
- After having downloaded Archives 25-28 of the Mailing List from CIS and
- reading almost half of it I read a couple of self-introductions by Mailing
- List subscribers. I don't know whether this is still wished for, but
- personally I think it's a good idea to get to know one another a little.
-
- >From another post to the list I gathered that there are no subscribers in
- Switzerland up until now. Well, that's gonna change B^).
-
- So here's my two Swiss Francs' worth:
-
- I am the telecommunicating half of Visual Magic DTV. We're a small studio
- just starting to do business with our Amigas. Our main areas of work are
- 3D Rendering, Animation and Presentations using Scala MM.
-
- We are targeting everything from consumers to medium sized companies who
- want to present a product or just themselves. We both started back in the
- VIC-20 days working our way up through the C64 to the Amiga.
-
- Our Hardware at the moment consists of one A2000 with a 50MHz '030 Board,
- 9 Megs RAM (Board limitation, urgh!) and a DCTV at my place. Guido is
- working on an A3000/25 (one of the first) with 18 Megs (lucky bastard) and
- a DCTV as well. We have two V-Lab digitizers and two Sirius Y/C Genlocks.
- Both machines have a Syquest 44 connected for transferring projects. An
- A3070 Tape Streamer is a big relief.
-
- When we work on a project we usually split it up and everyone does about
- half of the design and rendering work. We then move everything to Guido's
- machine to do the recording since he owns two S-VHS VTRs.
-
- We are trying to get as many acquaintances from all over the world as
- possible since we believe our work depends on continuing exchange of ideas
- and inspiration with other graphics artists.
-
- You can reach us as follows:
-
- CompuServe: 100114,2331
- InterNet: 100114.2331@compuserve.com
-
-
- Sorry for going to lengths like that and sorry too for any language
- problems arising ;^)
-
- Cheers, Tom
-
- // |\/| | Thomas M. Voirol | Amiga Magicians
- \X/ I S U A L | | A G I C | Guido Rechsteiner | Render like hell
- "Singletasking is for the Simple-minded!" - Tom on AutoPilot
-
-
- Distribution:
- >INTERNET: imagine@email.sp.paramax.com
-
-
-
- ##
-
- Subject: Running anim from tape drive
- Date: Fri, 18 Dec 92 21:19:32 EST
- From: Daniel T Cantrell <dcantrel@magnus.acs.ohio-state.edu>
-
- I hope that someone can give me some good feedback on an idea
- for playing an animation in 10fps directly to a tape recorder without
- the need to buy a single frame setup. I was thinking of getting a
- tape drive (maybe 250Megs) and since an animation is basically
- sequential its kinda made for animation.
-
- I am looking specifically at the Archive 2150S Viper QIC 150MB external
- that supposedly has a peak read rate of 1.2 MB/sec.
-
- I would like to know if it is possible to play an animation from a
- tape drive.
-
- If so, what kind of software does that?
-
- Also, what is the minimum speed (transfer rate) for 10 frames per
- second in HAM6?
-
- Has anyone done this before?
-
- Can anyone who's used one of these tape drives please let me know what
- they think of them.
-
-
- Thanks.
-
- Dan
-
-
- ##
-
- Subject: Re: Having Fun, Wish You Were Here
- Date: Fri, 18 Dec 92 12:01:28 MET
- From: amipb@amipb.gna.org (Philippe Berard)
-
- Hello Dave (Dave Wickard), in <9212171650.AA28729@flip.SP.Paramax.COM> on Dec 17 you've written :
-
- > No doubt many of us have now had a chance to check out
- > the ftp'able demonstration of Visionaire (Impulse's entry into
- > the 2D morphing arena). Fairly interesting. The drinking glass remains
- > transparent while morphing and shows you a morphing THRU the glass.
- > Nicely done.
-
- This is a trick. You can do this with all of the other packages.
- You must first do your morph anim on a black background, then
- compose it with a background using ImageMaster, TAD Pro or ImageFX.
-
- I would like to hear more from Essence users to know the dis/advantages
- of this package. Currently, I've seen some neat animations that really
- impressed me, but don't know the level of work involved in them, that's
- why I would like to hear some impressions.
-
- I will get Real 3D 2.0 in 1 or 2 weeks now (the upgrade is a little bit
- expensive here, in France), so I'll post my impressions as soon as
- possible...
-
- BTW, Merry Christmas to all of you, Imagineers.
-
- Sincerely,
- -- Philippe
-
- .----------------------------------------------------------------------------.
- | Philippe Berard (French Amiga User) | |
- | "They hold a cup of wisdom, | UseNet : amipb@amipb.gna.org |
- | But there is nothing within" (Kate Bush). | |
- `----------------------------------------------------------------------------'
-
-
- ##
-
- Subject: Wobbling Anim Problem
- Date: 19 Dec 92 19:33:06 EST
- From: Thomas Voirol <100114.2331@compuserve.com>
-
- Hi fellow Imagineers
-
- Guido has come across a nasty problem in Imagine. When he rendered a
- 220-frame DCTV animation in Trace mode, when playing it, the whole scene
- wobbled around on screen. It looked just as if the pixel aspect had been
- slightly different from frame to frame. Strangely enough, the effect
- doesn't show when MAKEing the anim in the Stage Editor's perspective
- window.
- The problem may well _not_ be Imagine's as he batch converted all frames
- to 3 bit non-laced using IFF2DCTV and SPAT and hooked them together with
- MAKEANIM. Maybe one of those programs is responsible? On the other hand he
- used this procedure on countless other animations and the problem never
- occurred before.
-
- He then wanted to re-render the entire bunch in Scanline mode. The plane
- with a marble brush on it which appears in the first 50 frames was only
- partly covered while it looked perfect in Trace. (I know, Steve, this
- sounds like THE MOST FAQ, but there it used to be the other way round
- B^).
-
- Has anyone else ever tripped over one of these?
-
- Tom
-
- // |\/| | Thomas M. Voirol | Amiga Magicians
- \X/ I S U A L | | A G I C | Guido Rechsteiner | Render like hell
- "Singletasking is for the Simple-minded!" - Tom on AutoPilot
-
-
- Distribution:
- >INTERNET: imagine@email.sp.paramax.com
-
-
- ##
-
- Subject: Re: Running anim from tape drive
- Date: Mon, 21 Dec 92 18:26:01 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > I hope that someone can give me some good feedback on an idea
- > for playing an animation in 10fps directly to a tape recorder without
- > the need to buy a single frame setup.
- > I am looking specifically at the Archive 2150S Viper QIC 150MB external
- > that supposedly has a peak read rate of 1.2 MB/sec.
-
- I own an Archive 2525 which is basically a bigger (525MB) and faster version
- of the 2150. I'm not sure where you got your numbers but none of the 1/4"
- cartridge tape drives come anywhere close to 1.2 MB/sec. A more accurate
- figure is around 0.1 MB/s and that is hardly suitable for animation. It is
- however a great medium for backup and data portability to other systems.
- I use BTN 2.1 with gnutar without a problem.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' 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: Contest, list...
- Date: Sun, 27 Dec 1992 16:13:07 -0700
- From: HURTT CHRISTOPHER MICHAEL <hurtt@ucsu.colorado.edu>
-
- Could someone re-post the contest's rules? I know the deadline is
- coming up quick, and I don't have the address.
-
- The RAM difference between tracing and scanline is larger than I
- thought. I have a current picture that I can't render with 10 megs on
- scanline, but I have 4.5 left when I render with trace. Amazing.
-
- Chris
-
-
- ##
-
- Subject: Re: Wobbling Anim
- Date: 28 Dec 92 15:02:30 EST
- From: Thomas Voirol <100114.2331@compuserve.com>
-
- Hi
-
- Remember the problem with the wobbling anim?
-
- Well, we found out what caused it! The Action requester contained a camera
- size bar from frame 1 to the very last with the values 0.9/0.9/0.9.
-
- As soon as we deleted that size bar the aspect ratio behaved as you would
- expect it to. Nevertheless, I think this was a _BUG_, not a feature.
- Impulse, are you listening?
-
- Happy new year!
-
- Tom
- // |\/| | Thomas M. Voirol | Amiga Magicians
- \X/ I S U A L | | A G I C | Guido Rechsteiner | Render like hell
-
-
- Distribution:
- >INTERNET: imagine@email.sp.paramax.com
-
-
- ##
-
- Subject: trading Imagine Objects
- Date: Fri, 25 Dec 1992 15:06:29 -0700
- From: drz@ersys.edmonton.ab.ca (Dennis Zeitz)
-
- Does anyone have a Human female (Imagine) object? If you do could you
- please uuncode it and email it to me. Thanks I've tried modeling one
- but it doesn't look right.
-
- Anyone who would be interested in trading Imagine objects (E-mail,
- uuncoded) please sent me e-mail.
-
- Merry Christmas everyone!!!
-
- Dennis Zeitz drz@ersys.edmonton.ab.ca
-
-
- ##
-
- Subject: Paths and such.
- Date: Tue, 29 Dec 92 13:56:06 EST
- From: scott a king <sking@cis.ohio-state.edu>
-
- How goes it Imagineers,
-
- I have a few questions. I've been reading the list for about 3 months now and
- I'm surprised how well all questions are answered. Its good to see the
- advanced as well as silly questions answered. (BTW is there a FAQ?)
-
- 1) Whats a real good way to create a Path. I've tried the method of hooking
- axis together as in the manual (cough cough) but I can't get a good smooth
- path. I had the enterprise fly by a klingon warbird and bank away and shoot
- some torps. The problem is that the path is very smooth. ie the enterprise
- wobbles. Am I using to many axis as there a better way?
-
- 2) The objects the get made of things such as the enterpries, the 7-up spot,
- etc.. are they really public domain. Is is legal to put them in a animation
- and give away or sell that anim??
-
- 3) What format are the quick renders in and how to you view them. I like to
- do other things when quick rendering but the image will always pop up and
- immediately dissappear.
-
- 4) Is there a PD tool that will hook sound into an animation?
-
- 5) How to you convert objects with a .obj (lightwave??) to TDDD?
-
- Thanks for the help and don't be too annoyed with this post.
-
- Scott King
- sking@cis.ohio-state.edu
-
-
- ##
-
- Subject: Re: Paths and such.
- Date: Wed, 30 Dec 92 15:54:38 -0500
- From: mbc@po.cwru.edu (Michael B. Comet)
-
- >
- >1) Whats a real good way to create a Path. I've tried the method of hooking
- >axis together as in the manual (cough cough) but I can't get a good smooth
- >path. I had the enterprise fly by a klingon warbird and bank away and shoot
- >some torps. The problem is that the path is very smooth. ie the enterprise
- >wobbles. Am I using to many axis as there a better way?
- >
-
- Assuming you're using 2.0.... try to make a spline path... if
- you use that thw motion should be perfectly smooth.
-
- >2) The objects the get made of things such as the enterpries, the 7-up spot,
- >etc.. are they really public domain. Is is legal to put them in a animation
- >and give away or sell that anim??
- >
-
- Good question....!?!?
-
- >3) What format are the quick renders in and how to you view them. I like to
- >do other things when quick rendering but the image will always pop up and
- >immediately dissappear.
- >
-
- Don't. When Imagine starts to quickrender....you__MUST__ wait
- for it to finish before it shows it to you. If you press mouse keys and
- things, when it shows teh picture it will disappear as you say. I
- usually just quickrender a small scanline pic once in a while and whenm
- it is done....look at it, and then press a button and then remove it.
-
- >4) Is there a PD tool that will hook sound into an animation?
- >
- >5) How to you convert objects with a .obj (lightwave??) to TDDD?
- >
-
- Get Pixel 3D or InterChange Plus.
-
-
- >Thanks for the help and don't be too annoyed with this post.
- >
- >Scott King
- >sking@cis.ohio-state.edu
- >
- >
-
- No problem!
-
-
- --
- +======================================================================+
- | Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN" |
- +======================================================================+
-
-
- ##
-
- Subject: Re: Paths and such.
- Date: Thu, 31 Dec 92 10:44:43 -0500
- From: mbc@po.cwru.edu (Michael B. Comet)
-
- >>
- >> Don't. When Imagine starts to quickrender....you__MUST__ wait
- >> for it to finish before it shows it to you. If you press mouse keys and
- >> things, when it shows teh picture it will disappear as you say. I
- >> usually just quickrender a small scanline pic once in a while and whenm
- >> it is done....look at it, and then press a button and then remove it.
- >>
- > Get a firecracker and see the image being built in the
- >background! You can't concieve of convinience until you have a
- >Firecracker!
- >
-
- True, I have one.... though it is currently separated from the
- main computer by fact that the monitor is in a different room. If I
- recall though, it still disappears and requires that you don't do any
- work on the main editing screen. It is great though to be able to see
- what you're getting as it renders....esp. if you only need to see the
- top half or so, that means if it's not right you can quick the
- quickrender half way through.
-
-
-
- --
- +======================================================================+
- | Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN" |
- +======================================================================+
-
-
- ##
-
- Subject: Re: Paths and such.
- Date: Thu, 31 Dec 92 10:51:25 -0500
- From: mbc@po.cwru.edu (Michael B. Comet)
-
- >
- >Michael,
- >
- >It seems I used poor wording. The problem is that the motions of the enterprise
- >are jerky. I was hoping that there was a real easy way to draw a good path.
- >My problem is that when I create a path in the stage editor It takes me a long
- >time to rotate the points to get the path straight but it really isn't straight.
- >
-
- In 2.0 I believe you can make your paths in the DETAIL editor
- too which may be helpful. If you are having problems getting pts lined
- up try selecting pt 1...using the TRANSFORMATION requestor to get its
- x,y,z position and copying the one you need to the other pt. I am not
- quite sure why the motion is jerky. You may also try just using the
- path for pos and not alignment and doing the alignment by hand. Or you
- could drop the path and use the hinge effect thingy.
-
- BTW if you are making a straight section just use 2 axis at
- either end of the section. If you find you need more for the timing,
- you can do a split segment on the one end and an axis will be made in
- the middle at the proper inbetween alignment...(in this case the same
- alignment). This means you can then do this numerous times and just
- move the axis locally in its y-axis or whatever to make room for others.
-
-
- >It seems that the answer is to just tweek it until it is straight. A suggestion
- >was to go into the frames(s) were it looked bad and fix it there. Anyway this
- >is my solution to work with.
- >
- >
- >It seems that the quick render file can be seen with IVIEW which comes on the
- >distribution disk.
- >
-
- That means it is in one of impulses standard formats. I
- actually forgot about that little utility! Maybe I should start using
- it!
-
- >I appreciate you quick and helpful response.
- >Thanks!
- >
- >Scott King
- >sking@cis.ohio-state.edu
- >
- >
-
- --
- +======================================================================+
- | Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN" |
- +======================================================================+
-
-
- ##
-
- Subject: Imagine_&_A4000's
- Date: Wed, 30 Dec 92 15:22:33 PST
- From: PEZ-HED@cup.portal.com
-
- Hi, this is my first post to the Imagine mailing list. I get alot of
- great info form it so thanks everyone.
-
- My problem is running Imagine on my A4000. It renders great, but has crashed
- several times while doing simple object creation in the Detail editor. I was
- merely sweeping some curves and it either froze, crashed right away, or gav
- me a bizzaro screen pattern that I'm sure you've all seen. It has performed
- fine doing some complicated slices, so I'm not sure why it is giving m
- problems. I'm using Imagine 2.0, so maybe I need an upgrade. Any info on
- compatibility would be most appreciated.
-
- PEZ
-
- This is my first post so I hope I didn't screw anything up-
- Sorry if I did =)
-
-
- ##
-
- Subject: imagine for the MAC
- Date: Thu, 31 Dec 92 10:30:35 EST
- From: scott a king <sking@cis.ohio-state.edu>
-
- I was checking the net for objects and I came across something interesting
- at
- ra.nrl.navy.mil in /MaxSciTech/imaging/imagine
-
- It seems theres a medical imaging program for the MAC called imagine. I've
- included the readme file for those interested!
-
- I wonder if theres going to be some naming problems here???
-
- -------------------------------------------------------------------------------
- Imagine for the Macintosh II!
-
- Imagine is an advanced image processing program built on an
- extensive image processing library with routines from basic
- operations like convolutions, histogram equalization, and
- convolution to more advant guard processes like 3D morphology;
- Imagine even supports complex (real and imaginary pairs) images,
- FFTs, and computed tomography (who said you can't reconstruct
- SPECT images on a MAC). One of Imagine's biggest advantages is its
- internal image format which allows a tremendous amount of
- flexibility by working in normalized real world coordinates
- (including negative pixel values) without worrying about overflows
- and maintain 16 bit accuracy throughout. This freedom and accuracy
- reduces chains of image processing tasks that would completely
- befuddle a 8 bit program to child's play (well almost). Try choosing
- the Exp function (it takes the exponential of each pixel) with an
- image and behold! No overflow! Can you imagine that with a 8 bit
- program? A second plus for Imagine is its Region of Interest (ROI)
- processing. You may apply 95% of Imagine's operations to just the
- portion of an image which lies within a ROI (each Image has 4 ROIs).
-
- Imagine supports extensive import and exports features to help get
- images and data in and out of Imagine. Imagine is not intended at all
- to be an all in one graphics program.; there are not even any paint
- tools! It is intended to bring you the very best in image processing
- on the Mac and to work in concert with other applications should you
- need to paint images, prepare presentations, or perform some
- analysis that Imagine does not provide.
-
- Imagine supports standard TIFF and PICT formats (PICT is not
- suitable for quantitative image processing and may be dropped later)
- as well as its own native format which handles 3 and 4 dimensional
- images (like CT scans or MRI cardiac). I've including a quick and
- dirty program we hastily wrote to convert PDP-11 images to
- demonstrate how to write version 1 imagine images with multiple
- slices (images). Imagine can view these collections of images on a
- slice by slice basis or in cin mode.
-
- The version I've placed online is a Beta form which is currently in
- evaluation at two local hospitals in Cleveland and at Case Western
- Reserve University. After evaluation and review, a more robust and
-
- significantly enhanced version (tentatively to include time series,
- Fourier domain filtering, volume rotations, max pix volume
- rendering, support for user routines, and access to the Imagine
- library from user routines and more) will be available with
- documentation at minimal cost. The Beta version does have
- extensive online help and anyone familiar with the Mac and image
- processing should have no trouble finding their way about.
-
- Any comments, suggestions, or interests are always welcome. I may
- be contacted at any of the following addresses:
-
- CIS: 73760,145
- IN: whc@po.cwru.edu
-
- Bill Connor
- Dept. of Biomedical Eng.
- CWRU
- 10900 Euclid Ave.
- Clvd. OH, 44106
-
- Because of the large size -> long download time, you may purchase a
- demo disc set with the Beta Imagine and some sample medical
- images (PET and MRI) for $15. A complete kit with the disc set and
- preliminary manuscript documentation is $40. Please make checks
- payable to:
-
- Bill Connor
- 2425 North Park Blvd., #1
- Clvd. Hts., OH 44106
- -------------------------------------------------------------------------------
-
-
- ##
-
- Subject: Let's see you work!!
- Date: Thu, 31 Dec 92 10:56:53 PST
- From: DonH@cup.portal.com
-
- Over the past month, I have been uploading my Imagine traces to
- amiga.physik.unizh.ch. I hoped that others would do the same with
- their images. There must be 1000's of Imagine users out there which means
- 1000's of images have been created. Don't be shy about letting others see
- them (unless they are truely AWFUL). Andrew Denton even has his own dir
- at physik to deposit his work. Everyone wants to see how others have
- used the product. I got many of my ideas from looking through graphic
- books and magazines. If you thought your images was good enough to
- enter in the Imagine contest, please upload it to a ftp site so others
- can enjoy and learn from it.
-
- Don Hirschfeld
-
-
- ##
-
- Subject: Thanks for the great assistance....
- Date: 28 Dec 1992 12:48:19 -0500 (EST)
- From: VISHART@ubvmsb.cc.buffalo.edu
-
- Thanks very much for the tremendous response to my posting
- on the gold attributes. I hope you found them useful.
- Thanks to all for the generous reponses on my questions on
- gemstones, and refractive indexes. I can now quote you the
- refractive index of every substance in creation.
- ( as well as orangutans, breakfast cereals, nuclear fuels,
- and several species of endangered fruit bats, I believe......)
- ___________________________________________________________________
- | Internet: vishart@ubvmsd.cc.buffalo.edu
- Joe Hart | /// Plink: OSS542
- Niagara Falls, NY | \\\/// Ham call: WA2SND
- | \XX/ AMIGA - Computers for REAL MEN
- ===================================================================
-
-
- ##
-
- Subject: Re: Let's see you work!!
- Date: Fri, 1 Jan 93 12:43:47 -0500
- From: mbc@po.cwru.edu (Michael B. Comet)
-
- >If you thought your images was good enough to
- >enter in the Imagine contest, please upload it to a ftp site so others
- >can enjoy and learn from it.
- >
- >Don Hirschfeld
- >
- >
-
- Hmmmm.... wouldn't this invalidate the entry since it is
- supposed to be unique and not be available anywhere else until the
- results are known?
-
-
-
- --
- +======================================================================+
- | Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN" |
- +======================================================================+
-
-
- ##
-
- Subject: Re: Imagine_&_A4000's
- Date: Sat, 2 Jan 93 09:37:47 MET
- From: amipb@amipb.gna.org (Philippe Berard)
-
- Hello PEZ-HED (PEZ-HED). On Dec 30, you have writen :
-
- > My problem is running Imagine on my A4000. It renders great, but has crashed
- > several times while doing simple object creation in the Detail editor. I was
- > merely sweeping some curves and it either froze, crashed right away, or gav
- > me a bizzaro screen pattern that I'm sure you've all seen. It has performed
- > fine doing some complicated slices, so I'm not sure why it is giving m
- > problems. I'm using Imagine 2.0, so maybe I need an upgrade. Any info on
- > compatibility would be most appreciated.
-
- I think you need the 2.01 version, or, if you can't, you must disable
- the cpu caches ('Shell> cpu nocache').
-
- Of course, the first solution is far better than the second.
-
- Sincerely,
- -- Philippe
-
- .----------------------------------------------------------------------------.
- | Philippe Berard (French Amiga User) | |
- | "They hold a cup of wisdom, | UseNet : amipb@amipb.gna.org |
- | But there is nothing within" (Kate Bush). | |
- `----------------------------------------------------------------------------'
-
-
- ##
-
- Subject: Re: Imagine_&_A4000's
- Date: Mon, 4 Jan 93 08:48:28 CST
- From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith [LORAL])
-
- >> My problem is running Imagine on my A4000. It renders great, but has crashed
-
- ...
-
- > I think you need the 2.01 version, or, if you can't, you must disable
-
- Get the 2.01 version instead of the 3.0 version that's due to come out any time?
- By the way when will 3.0 come out?
-
- Tom
- ##
-
- Subject: Path's chores ...
- Date: Sat, 2 Jan 93 13:00:52 CST
- From: bugs009@bugs.mty.itesm.mx (Isaac Guajardo Leal)
-
- I posted this message about a week ago but it seems it never got to
- the mailing list, so i'm posting it again - sorry for any inconvinience.
- ------------------------------------------------------------------------
- Hi Imagine engineers :
-
- Recently I got stuck on a situation regarding path's on Imagine
- and would like to exchange some ideas with you, I will try to
- describe as best as I can. Imagine a count down timer with a "seconds"
- hand that will count from 10 sec. to zero. Now, the camera will
- start on an extremely close-up of the 10th numeral printed on the
- round clock's face and will start moving in the circular pattern
- described by the clock's hand and will follow it to number nine, then
- eight and so on to zero, at the same time the camera will start to
- zoom out so it will slowly reveal the full clock as the time goes on.
-
- Now the thing is to have the camera move smoothly along the
- circular pattern and - this is the key issue - in sync with the
- seconds hand. Well "circular & smoothly" equals "path", so I made a
- path that looks like the tip of a cork screw so when the camera
- follows, it will go round the clock's face and at the same time
- move away from it, "no problem" everything worked fine BUT the camera
- will move faster than the clock's hand, true, because the path lenght
- is longer than it should be if it will not move away from the clock.
- "NO Problem" use (de)acceleration parameters ! ... after tweeking for
- two hours I could not make the camere be in proper sync along the
- clock's hand =8-(. Finally I solved the problem by "tweening" the
- camera and not using a path which worked fine but without the
- smoothnes I expected using a path.
-
- Ok, the job was done but the question remained - how to make the
- camera be in sync ? or, how to have exact position control of an
- object following a path up to the frame ?. For my timer example I
- figured out (but haven't had the chance to test it) to have two paths
- one that will follow the circular pattern of the clocks hand and that
- path with the camera will follow a second path that will depict the
- zooming out (it could be also, by tweening the first path position !)
- so the timing of the first path could be more easy to manipulate with
- the (de)acceleraton parameters because of it's lenght (???).
-
- Any comments, insights, suggestions, pepperoni pizza slices ??? well
- xmas greetings to all and happy, happy, joy - joy, new years eve.
-
-
- Isaac (Psycho) Guajardo
- bugs009@bugs.mty.itesm.mx
- psycho@cup.portal.com
-
-
- ##
-
- Subject: Re: Imagine_&_A4000's
- Date: Mon, 4 Jan 93 16:04:21 -0500
- From: mbc@po.cwru.edu (Michael B. Comet)
-
- >
- >Get the 2.01 version instead of the 3.0 version that's due to come out any time?
- >By the way when will 3.0 come out?
- >
- >
-
- I called Impulse today and they said 3.0 should be out around
- March or April.
-
-
-
- --
- +======================================================================+
- | Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
- | mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN" |
- +======================================================================+
-
-
- ##
-
- Subject: Re: Fix camera to object
- Date: 05 Jan 93 05:09:23 EST
- From: Thomas Voirol <100114.2331@compuserve.com>
-
- Re: Isaac (Psycho) Guajardo
- > Now the thing is to have the camera move smoothly along the
- > circular pattern and - this is the key issue - in sync with the
- > seconds hand.
-
- I would suggest the use of the "hinge" timeline in the action editor in
- conjunction with the position bar aligned to your path.
-
- Tom
-
- // |\/| | Thomas M. Voirol | Amiga Magicians
- \X/ I S U A L | | A G I C | Guido Rechsteiner | Render like hell
- // |\/| | Thomas M. Voirol | Amiga Magicians
- \X/ I S U A L | | A G I C | Guido Rechsteiner | Render like hell
-
-
-
- Distribution:
- >INTERNET: imagine@email.sp.paramax.com
-
-
- ##
-
- Subject: Choice.jpg
- Date: Tue, 05 Jan 93 11:33:54 EST
- From: Adam Benjamin <A.Benjamin@mi04p.zds.com>
-
- I uploaded a picture I created over the holiday on my 4000.
- Heavy use of Essence (thanks Steve and Glen!) and Fog (I was
- "learning")
- It is on Wuarchive as:
- systems/amiga/incoming/gfx/pics/choice.jpg
- and on Hubcap.clemson.edu as:
- pub/amiga/incoming/graphics/GGG/choice.jpg
-
- I could not get Global FOG to work (it never showed up) is it broke in
- Imagine 2.0? Did I miss something? I left the TOP and BOTTOM set at 0.
-
- ************************************************************
- * Adam Benjamin A.Benjamin@mi04.zds.com *
- * Christian Animator AF987@yfn.ysu.edu *
- * Disclaimer: Nothing I say means anything to anyone that *
- * might take it to mean something I didn't! *
-
-
- ##
-
- Subject: Re: Paths and such.
- Date: Tue, 5 Jan 1993 16:19:38 +0100 (MET)
- From: Markus Stipp <corwin@uni-paderborn.de>
-
- >
- > >3) What format are the quick renders in and how to you view them. I like to
- > >do other things when quick rendering but the image will always pop up and
- > >immediately dissappear.
- > >
- >
- > Don't. When Imagine starts to quickrender....you__MUST__ wait
- > for it to finish before it shows it to you. If you press mouse keys and
- > things, when it shows teh picture it will disappear as you say. I
- > usually just quickrender a small scanline pic once in a while and whenm
- > it is done....look at it, and then press a button and then remove it.
-
- The Imagine Screen must be the active one when Imagine starts to display the
- quickrender picture.
-
- I have found a better method to display the quickrender. Because I have an
- A4000 I want to view the pictures in a better quality than LoRes HAM. So I
- have set the quickrender resolution to 320x200 and to IFF24 fileformat.
- Then I defined a HotKey (with ToolManager2.0) which, when pressed, calls
- "ViewTek Imagine:tmp/quickrender hires lace" and displays the quickrender
- picture in a great quality (HiRes HAM8).
-
- --
-
- ...Markus Stipp !! (corwin@uni-paderborn.de)
-
-
- ##
-
- Subject: Apex Newsletter
- Date: Tue, 5 Jan 93 17:52 PST
- From: Manjit_Bedi@mindlink.bc.ca (Manjit Bedi)
-
- Imagine (no pun intended) my surprise and delight upon receiving
- the premiere issues of the Apex newsletter. Apex are those wonderful
- guys who brought us Essence (hi Steve and Glenn).
-
- The newsletter mentions among other things a new collection of
- of textures coming out at some point. There is tutorial on how to
- make flames. I guess I might be up a bit late tonight.
-
- I have been nothing short of impressed with the commitment Apex has
- made in keeping users of their products up to date with things like
- this newsletter.
- --
- Manjit Bedi
- ( Manjit_Bedi@mindlink.bc.ca or manjit@inde.bc.ca )
-