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- README.DOC
- IPAS DISK #3 -- PROCEDURAL MODELING
- From YOST GROUP, INC.
- 11/4/92
-
-
-
- GENERAL NOTES:
-
-
- - When rendering flics of the sample files, in order to save
- disk space, render in 320x200, Dither-256 OFF, using Medium
- palette mode, with Phong shading.
-
- - If you've run out of USER-PROG statements in your 3DS.SET
- file, you should take out BOX.PXP. If you need more slots
- than that, you can make multiple 3DS.SET files for different
- sets of PXP's. (Rest assured that 3DSr3 will have a PXP
- loader in it that doesn't require USER-PROG statements.)
-
- - It's recommended that you print this readme.doc out and use
- it as a reference as you go through the sample files.
-
- - TEMPLATE MATERIALS
-
- All of the PXPs that use special "template objects" give you
- the option of specifying a template material. As it states
- in the documentation, in most cases this is of little
- importance since the template object is usually not
- rendered. (You might, however, specify a wireframe surface
- so that you could view both the template and other objects
- in a rendered scene -- to see their relationship more
- clearly.)
-
- With RESHAPE, the template material is more useful. The
- template material you specify is applied only to the
- duplicate elements of the template object - that is, those
- "twin" elements that are offset 100 units up in 3D space.
- The rest of the template object inherits its materials from
- the original object (this insures that the morph objects
- created by Reshape will have the same materials as the
- original.) If you are reshaping a multi-element object, it's
- useful to specify a unique material for the template (one
- that is not present in the original object.) After doing so,
- you can use Surface/Material/Show to easily select the
- twinned elements for hiding.
-
- - PXP ERROR MESSAGES
-
- These error messages appear in the status bar when a problem
- is encountered. Each error message is listed below, (in
- "quotes") followed by a brief description. The first two
- messages might be displayed by any PXP in this collection,
- the rest are listed under a specific PXP.
-
-
- ALL PXPs
-
- "No RAM for object workspace": (or any No RAM... or No
- Memory message) This simply means that 3D Studio doesn't
- have the RAM necessary to execute the PXP. (The amount of
- memory required by the PXP is relative to the complexity of
- the mesh object.) See your 3D Studio Installation and
- Performance Guide for more information about memory usage.
-
- "Name conflict--use a unique prefix": This means that the
- PXP failed in its attempt to automatically name the new
- object created by the PXP. See your documentation for
- details.
-
- MWAVE
-
- "Can't orient Template": The template has either been
- rotated or altered and the PXP can't determine its
- orientation. Only 90 degree rotations and scaling are
- allowed on template objects.
-
- "Invalid Template Object--bad vertex count": This probably
- means you selected something other than the template.
-
- RESHAPE
-
- "No moved vertices found": There are no differences between
- the two parts of the reshape template object. That is, no
- vertices have been moved.
-
- "All vertices moved": This probably means that the reshape
- template object has been altered so that RESHAPE is unable
- to align the "twinned" faces and vertices. Often this is the
- result of moving or scaling the template object. The only
- allowed modification of a template object is the moving of
- vertices. This message may also appear if you select a mesh
- object that is not a reshape template object.
-
- SKLINE
-
- "Invalid Template Object--too many points": This probably
- means you selected something other than the template.
-
- "Can't orient Template": The template has either been
- rotated or altered and the PXP can't determine its
- orientation. Only 90 degree rotations and scaling are
- allowed on template objects.
-
- "Illegal Spline, Order conflict": This means that the
- spatial order of the template has been violated. See the
- documentation for more information.
-
- "Negative tension same as 0 for templates with more than 1
- point": This is just a warning. Negative tension only works
- with 1 point templates.
-
- TWIST
-
- "Invalid Template Object": This probably means you selected
- something other than the template.
-
- "Can't orient Template": The template has either been
- rotated or altered and the PXP can't determine its
- orientation. Only 90 degree rotations and scaling are
- allowed on template objects.
-
-
-
- SAMPLE FILE DESCRIPTIONS:
-
-
- Note: After you load one of these sample .3ds files, if it's
- noted here as Animated, render the active camera viewport from
- the Keyframer. If it's noted as Not Animated, render it from the
- Editor.
-
- ____
- MELT
-
- MELT_1.3DS: Demonstrates both MELT.PXP and RESHAPE.PXP. An
- extruded letter M melts as a custom-designed
- puddle object is "reshaped" into a puddle. The
- melting object disappears into the puddle object.
- (Animated)
-
- MELT_2.3DS: This is a do-it-yourself-er... After loading, it's
- set up so two blocks are melted using an off-
- center Melt Center object.
-
- In the Editor, select Melt, leave the defaults,
- and set "# of morphs" to 5. Click on OK.
-
- When asked to pick a mesh for the melt center, hit
- the H key and select object "meltcenter".
-
- When asked to pick an object to melt, hit the H
- key and select object "melt-this".
-
- Five morph positions will be created. Now go to
- the Keyframer, and hide objects "meltcenter" and
- "melt-th000".
-
- Set morph keys for the various morph positions
- (starting with "melt-th000" at frame 6) at frames
- 6, 12, 16, 24, 30.
-
- __________
- MANTA WAVE
-
- MWAVE_1.3DS: Pseudo-Hierarchical motion is created by combining
- complex (the finely-tessellated membrane) and
- simple (the non-tessellated struts) mesh objects.
- (Animated)
-
- MWAVE_2.3DS: Simple flat wedge that's been MantaWaved. This
- clearly illustrates how the wave motion diminishes
- away from center. Note that the template object is
- Unhidden in the Editor so you can see how it was
- oriented. (Animated)
-
- _______
- RESHAPE
-
- RESHAP_1.3DS: Simple grid object is reshaped into a tent.
- Demonstrates how the texture map coordinates are
- deformed along with the reshaped object. If you
- take a look in the Keyframer, you can see the
- original 2D mesh before reshaping above the
- reshaped object. (Note that the mesh is 2D and
- may not be completely visible with Backface mode
- turned on.) (Not Animated)
-
-
- RESHAP_2.3DS: Good example of what happens when large groups of
- points are moved. In this example, the parameters
- are: Tension=-2, Range=50, Influence=nearest.
- This object started out as a grid.pxp-created quad
- shape. Then, groups of points on all four sides
- were selected and scaled up together with 2D
- Scale. (Not Animated)
-
- ______
- SKLINE
-
- SKLINE_1.3DS: Flexible bar reverberates like a spring that's
- pulled back and released. (Animated)
-
- _______
- STRETCH
-
- STRECH_1.3DS: Series of "End" Stretches with intermediate
- rotation of object. (Not Animated)
-
- STRECH_2.3DS: Series of "Center" Stretches with rescaled
- template. (Not Animated)
-
- STRECH_3.3DS: Dripping faucet effect using Stretched sphere.
- (Animated)
-
-
- _____
- TWIST
-
- TWIST_1.3DS: The bar is rotated before twisting, and then
- returned to its original orientation --
- demonstrates using an arbitrary twist axis.
- (Not Animated)
-
- TWIST_2.3DS: The bar is twisted with a template well away from
- its center -- demonstrates subtle torquing of the
- object. (Not Animated)
-
-
- [end]
-