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- Carmen Rizzolo presents: Space Cruiser object for Imagine 2.0 only!
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- Greetings once again! After a long absence, I've finally had some
- free time to do some creative modeling. This is the first time I've
- modeled something with such detial. I think it looks pretty good, but
- next time I do something like this, there will be MUCH more detail.
- This object is not for meager systems! It's nearly 500k in size,
- and so it might require 5 MEGS of memory or more. If you see patches of
- black in the object (With the exceptions of un-lit windows), that means
- you are lacking in memory. If this happens, as a last resort, you can
- remove the pastella texture to conserve some memory. Here's how:
- The objects were grouped in a very odd way. All metal pieces are
- grouped into a parent axis just below the bulk of the ship. All the rest
- are grouped to a parent axis located just above the ship. Those two parent
- axis are grouped to the master axis, named "CRUISER.OBJ". The reason
- for this weird style is so that YOU can easily control the Pastella texture
- that affects all the metallic parts of the Cruiser (ship). Load the
- object into your detial editor and enter 'PICK OBJECTS' mode in the
- pulldown menus. Now Click on the bottom-most axis (front view), the one
- with all the yellow lines growing out of it. It's name is
- "PASTELLA.AXIS." Now hit F7 to enter the attributes requestor. You'll see
- the first Texture is occupied. Click on it. You are now in the Texture
- requestor for the Pastella texture. The purpose for this texture is to
- make the surface color of the Cruiser's metal parts less than perfect.
- This adds a bit of realism. If you need more memory for rendering, you
- can click on the DROP button, then resave the object. If, for some
- reason, you need to edit the pathname for the texture (if maybe you decided
- to rename your Textures drawer or put it in a weird place) you can do it
- here also. This strange grouping allows for only 1 axis to effect all the
- metal parts of the Cruiser, and thus makes is much easier to change things
- around. How about a Waves texture or two to make the thing look like it's
- made of liquid metal? It's up to you! I'm sure that you can now see
- the method to my madness. If you should decide to alter the object, be
- sure to re-enter 'PICK GROUPS' mode, and click on the parent axis (Named
- "CRUISER.OBJ") so that everything is picked (Blue or purple) before
- re-saving the object.
- This object was designed to be used for Imagine 2.0 ONLY! It has
- heavy use of the phong dam feature, so 1.0 users will get a goofy looking
- image upon rendering. Beware object converters! :)
-
- That's about it! The usual stuff follows... This file is Freely
- Distributable but not public domain. If you should give a copy of this
- file to someone else, please be courteous enough to include the original
- unmodified object and this text file. Thank you.
-
- Till next time...
-
- Carmen Rizzolo
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-
- BONUS TUTORIAL!!!
-
- -- SPLINE BASED ROTATIONS IN IMAGINE --
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-
- A post by Anthony Ramirez on the FidoNet Amiga_Video section sparked
- an idea in my head.. After testing it out with wild success, I had to fill
- the rest of you guys in.. For the longest time, I was envious of Lighwave
- 3D and it's smooooth trasitions from one rotation key to the next. I
- would always get a 'kink' with Imagine when I tried the same stunt. Sure,
- you can align an object with a path that it moves down, but what if I want
- the rotation to be independant of it's position path? Well, this new
- thing works well, but it's kinda encumbered.. If you can deal with the
- extra steps, you'll get some great rotational movement.. Very smooth too!
- Here's what to do (I'll try to keep this short)!
-
- In the stage editor, add an open path.. This path is COMPLETELY
- independant of any other operation.. If your object is following a path,
- add a second path. This works even if your object isn't following a
- path. Now add an AXIS If your object in question is called "SHIP", you
- can call the path "SHIP.TRACK.PATH" and call the new AXIS "SHIP.TRACK"
- Fair enough?
-
- In the Action Editor, Delete the ALIGNMENT BAR of your SHIP object.
- Replace it with another bar (That takes up a decent amount of frames) and
- have it TRACK TO OBJECT.. The object it tracks to is the "SHIP.TRACK" Now
- Delete the POSITION BAR of the "SHIP.TRACK" object and have it follow the
- "SHIP.TRACK.PATH" in the same frame #'s you used for your ship's alignment
- bar. Now Delete the POSITION BAR of the "SHIP.TRACK.PATH" and replace it
- with the SAME INFORMATION as the SHIP's POSITION BAR.. In other words, if
- your SHIP is traveling along a path, have your "SHIP.TRACK.PATH" follow
- the same path. If it's all tween motion, duplicate the info for the
- "SHIP.TRACK.PATH". Now delete the ALIGNMENT BAR of the "SHIP.TRACK.PATH"
- and replace it with the same ALIGNMENT info as your "SHIP" object (in the
- same # of frames, again). If you are still with me, your
- "SHIP.TRACK.PATH" is now moving in unison with your "SHIP" object, and the
- "SHIP.TRACK" object is moving down the "SHIP.TRACK.PATH". Now all you have
- to do is edit your "SHIP.TRACK.PATH"..
-
- This is the tricky part. Remember that the "SHIP.TRACK.PATH" will
- always be centered with your "SHIP" object. If you want your "SHIP" object
- to aim forwards, then veer to the left, then aim straight up, you'll do the
- following: Have the path start right in front of the SHIP, then Move in an
- orbit of the SHIP to the ship's left side, then orbit-like motion going
- towards the top of the SHIP. Your SHIP will always be pointing (in the
- positive-Y direction of it's axis) towards your "SHIP.TRACK" object. If your
- path aims directly towards or away from the SHIP object, the alignment won't
- change.. If you have the path moving away, then bending to one way or another,
- you can see how to easily invoke smooth transitions in your SHIP's alignment.
- Have fun!
-