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-
-
- Fellow Imagineers,
-
- Welcome to something a little different in 3D objects. Shareware objects.
- Although there are a lot of freely distributable Imagine objects around, I've
- noticed a shortage of characters for the cycle editor. That's where the
- objects in this archive come in. While these objects don't have any cycle
- motion in them yet they are all linked properly for use in the cycle editor.
- If response to the shareware request warrents it, I may develope a library of
- motions for these objects. (walking, running, sitting, standing...ect)
-
-
-
- About the objects:
-
- The objects in this archive all use the Essence textures. I have made a point
- of making it easy to remove them for people who have not yet bought Essence.
- (Do it soon)
-
- Flatman.cyc: No textures, This object is only here to give you an object
- with quick response for learning the cycle editor.
-
- Trooper.obj: This object has it's texture applied to the 'main.axis'. The
- texture is set to apply to children and there is only the one
- texture on the object. If you drop it from the 'main.axis' you
- drop it from the entire object. It expects to find the texture
- in "textures:noise/fractalcolor". You may need to reset this
- path to work on your hard drive. If you don't have Essence you
- may be satisfied with Impulse's pastella testure.
-
- Backpack.obj: This is the backpack for the trooper object. It has been left
- as a seperate object to make it easier to change the bitmap.
- I've used a 640*400*8 color image to add surface detail to the
- backpack. If you're short on memory you may want to replace
- that image with a lower resolution image. The object expects
- to find the image at: "maps:backpack.map"
- To use it you load the trooper.obj, then without moving or
- scaling it you load the backpack.obj. It should be postioned
- properly. You then use the find command to select the "chest"
- of the trooper.obj then the "backpack" of the backpack.obj
- and group them together. This will also cause the fractalcolor
- texture to be applied to the backpack.
-
- Bughead-droid.obj: This object uses two textures. On the neck you'll find
- "textures:stripes" and on the head you'll find "textures:
- transitions/bandfract" which is restricted to the
- subgroup "eyes" You may be able to replace these textures
- with bitmaps to add the similar detail although you will
- probably need more memory to render the object.
-
- Robotball.obj: This object also uses two textures. They are "textures:noise
- /fractalcolor" on the part called hull and "textures:stripes"
- on the belt.ring and on the eye.socket. Once again you could
- probably get by with the pastella texture and bitmaps for the
- stripes.
-
-
-
- Tips for adding motion:
-
- I usually use the detail editor to set up my cycle motions. You load the
- object into the detail editor and set the 'cycle transforms' of the functions
- menu to active. At this point you can use the triview to select the part
- that you want to move and rotate it. Because of the cycle transforms it will
- rotate around the end of the 'z' axis. Ot move an arm or leg on one of these
- object you will rotate around the 'x' or 'y' axis. Always do your rotations
- in local mode and if you notice you've chosen the wrong axis to rotate around
- just use the 'Esc' key to cancel the rotation before you press the space bar.
- Once you get all the body parts set where you want them you should use
- the 'cycle setup' and 'cycle shuffle' to clean up the object for loading into
- the cycle editor. Even if you don't SEE any changes in the object you should
- still maker sure to do this as it acts as sort of a cleanup function for the
- objects. You can now save this first pose to disk as pose.1 and start working
- on the next pose for your object.
- Once you've set all the object poses in the detail editor and saved each
- of them as a seperate object you're ready to go into the cycle editor.
-
- Now the fun part :^) Let's say for example that you've used the detail
- editor to set 5 poses for the trooper.obj and that you're making it run.
- You want the running cycle to loop smoothly and take 50 frames per loop.
- In cell 0 of the cycle editor use the 'object load' command to load pose.1.
- Cell 0 is already a key frame. Now 'goto' cell 10. This will cause cell 10
- to be created and make it a key frame. Use the 'load pose' command to load
- pose.2. Now goto cell 20 and load pose.3, cell 30 for pose.4, and cell 40 for
- pose.5.
- To make it loop smoothly you have to go to cell 51 and load pose.1. Now use
- the 'previous frame command to goto cell 50 and use 'make key' then go back
- to cell 51 and use the 'unmake key'.
- This will cause cell 50 to be just a bit differnt than cell 0. If you didn't
- use cell 51 then you'd find that cell 50 and cell 0 were exactly the same and
- you'd get a small glitch every cycle.
- At this point you can use the 'make' command to see how your cycle looks.
-
- I realize it may sound a little confusing. You have to play aroudn in the
- cycle editor a bit to get sued to how it works. For that reason I've included
- a simple object called flatman.cyc. It's a very simple object that you can
- use to play in the cycle editor and will be very quick to work with.
-
-
-
- Other tips:
-
- For compatability with any of my future objects as well as these I recommend
- the following set of assigns:
-
- Textures: holds all your procedural textures
- Maps: holds all your image maps, altitude maps, reflect maps, ect..
- Attributes: holds all your attribute files for materials
- Objects: holds your 3D objects
- Imps: holds all your projects
- Imagine: Your imagine directory.
-
- If you use a setup like this you not only have an easier time using MY objects
- , you also have an easier time moving your own stuff to a different machine.
- Rather than changing all your paths from something like "work:graphics/imagine
- /textures/grid" you just assign "textures:" to wherever you need it on the new
- machine.
-
-
-
- Copyright Jeff Holinski 1993
- All objects in this archive are released as shareware. You may distribute
- this archive through friends, BBS's, or user groups, BUT you may not include
- any part of this archive in a commercial package without written permission.
- Also, this archive must be distributed intact. No files can be removed or
- added. If you have something you'd like to add to the archive drop me a line
- at any of the adresses listed below and I'll see about putting it in myself
- for widespread distribution.
-
-
-
- ShareWare???
-
- As I mentioned earlier these objects are shareware. I spent quite a bit of
- building them and if they're good enough to star in your animations they
- should be worth a few bucks right? In this case I'm asking for $15 US. If the
- response to the shareware request is worthwhile I may be releasing more low
- cost objects and perhaps a few sets of motions for these objects. At this
- time I'm not making any promises though since most people don't bother to
- send in shareware fees. :^(
-
- If you've got any comments on these objects (positive or negetive) or any
- suggestions on what you'd like to see next drop me a line. My E-Mail address
- is: Compuserve: 71172,1417
- Internet: jeff_holinski@mindlink.bc.ca
-
- Any message to me should have the subject "cycleobjects". I'm on a couple of
- mailing lists and don't read ALL the mail I get. If you use this subject I
- can be sure not to miss your message. :^)
-
-
- Shareware donations of $15 US to box #306 308 Cedar St. New Westminster
- BC, Canada
- V3L-3P1
- Money order perfered but checks are Ok too. Please include an e-mail adress
- if you have one.
-
- Have Fun!
-