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EnigmA Amiga Run 1997 July
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EnigmA AMIGA RUN 20 (1997)(G.R. Edizioni)(IT)[!][issue 1997-07 & 08][EAR-CD IV].iso
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lightwave
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fountain
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particlefountain.doc
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Movement - Particle Fountain 1.0,
Copyright (c)1993 Jason Linhart and Chris Minshall. All rights reserved.
Movement - Particle Fountain is copyrighted FREEWARE, it comes with ABSOLUTELY
NO WARRANTY or GUARANTEES. It is distributed with the hope that it will be
useful. It may be freely distributed to any bulletin board, network site,
and/or public domain collection, as long as no fees (other than nominal media
fees) are collected during its distribution. It is NOT public Domain. All
rights are reserved by the programmers.
Movement - PF CAN be used for commercial purposes without expressed written
consent from the programmers. If you do, please contact us, we want your
input for further versions of this software and we would like to see a VHS copy
of the production that it was used in.. We are also interested in creating
custom motion algorithms.
If you are overcome with the need to compensate us for our work, you can send
either PEZ dispensers to Jason, or White Castle hamburger coupons to Chris, or
if you are wealthy and generous, we could always use BIGGER and BETTER
HARDWARE. : ) Your suggestions are also welcome.
The programmers can be contacted at:
Jason Linhart
E-Mail: c451687@mizzou1.missouri.edu
Snail Mail: 700 Poplar St.
Boonville, MO 65233
Chris Minshall
E-Mail: C451687@mizzou1.missouri.edu
Snail Mail: 1700 Forum Blvd. Apt 101
Columbia, MO 65203
Movement - Particle Fountain 1.0
For use with Lightwave 2.0 Copyright NewTek, Inc.
Motion Algorithms by Jason Linhart
Interface by Chris Minshall
Developed in SAS/C 6.0
Purpose:
========
Movement - PF (Particle Fountain) was created as an internship project to
simulate the launch of a standard projectile according to physical equations
and constants. This module runs a launch simulation and then modifies a
Lightwave 2.0 scene file to include the new object motions. Additional
parameters were also added to transform it into an animators tool to produce
outstanding effects.
Uses:
=====
This Movement module is flexible and can be used to create a number of
different effects for Lightwave 2.0. These range from fountains, waterfalls,
and explosions, to rain, bouncing Ping-Pong balls or logos.
You are not limited by these descriptions, by manipulating the input
parameters, any number of different looks can be achieved.
System Requirements:
====================
Plain and simple, If you're using Lightwave 2.0 then you can use this!
Plus, the more memory, the better!
Limitations:
============
Lightwave 2.0 has a limit of 150 objects. You cannot exceed this limit!
Lightwave will load more than that, but when you enter layout or render a
scene, IT WILL CRASH!!!! The bounce algorithm is still under development. It
does work in most instances, but it may not act according to the users wishes.
This version does NOT collision detect objects. It simulates collision with
the ground which is set up in the input scene file with the second
key-frame of the placement object (More on this later and in the
Movement.tutorial file.)
Instructions:
=============
Movement - PF uses a scene file that was created in Lightwave 2.0 for
information that it needs for launch placement. All other information in that
input scene is carried over into the output scene. This is the only way that I
could give users a graphical input for the launch placement. If it weren't for
the input scene file, users would have to input the launch placement
numerically.
*** IMPORTANT: ***
At least one object must be in the input scene file. This version
of Movement will use the first object that was loaded into Lightwave during the
creation of the input scene file as its launch placement (i.e. cannon
placement).
The NULL OBJECT is the best choice for the placement object, as it will not
appear in the final rendering.
*** IMPORTANT #2: ***
The first object in the input scene (placement object) must have
at least 2 key-frames. The first key-frame, always set at 0, will correspond
to the position where the objects will be launched from (i.e. cannon).
The second key-frame (usually set at 10 or above) corresponds to where the
objects will stop their flight path (i.e. ground). The EXAMPLE SCENES will
demonstrate the standard set-up for all launch types. The Movement.tutorial
file will take you step-by-step through this input scene set-up.
Input Scene:
============
This is the input scene file that Movement - PF will use for the launch
placement. It is a standard Lightwave 2.0 scene file with at least one object
with two key-frames.
Output Scene:
=============
This is the output scene file that Movement will create. This file is
compatible with Lightwave 2.0.
New Object:
===========
This is the object that will be used in the launches. You are not limited
to single point polygons, if you want to launch the cow or your company logo,
you can!
Number of Objects:
==================
This is the number of objects that will be created and launched. This
number plus the number of original objects in the input scene file CANNOT
exceed 150 !!!!!!!!
Launch Type:
============
Point: launches all objects from a single point in space.
SEE EXAMPLE SCENE: Point.scene.
Linear: launches all objects from the line (XZ view) between the 2
key-frames of the input scene file.
SEE EXAMPLE SCENE: Linear.scene.
Planar: launches all objects from the bounded area of a flat plane.
This plane can be scaled (XZ view) to any dimension in the
input scene.
Default: 1x1 meter square.
SEE EXAMPLE SCENE: Planar.scene.
Disc: launches all objects from the bounded area of a flat disc.
This disc can be scaled (XZ view) to any dimension in
Lightwave.
Default: 1 meter radius.
SEE EXAMPLE SCENE: Disc.scene.
Ring: launches all objects from the outside edge of a flat disc.
This ring can be scaled (XZ view) to any dimension in
Lightwave.
Default: 1 meter radius.
SEE EXAMPLE SCENE: Disc.scene.
End_Behavior: Same as the end behavior in Lightwave 2.0.
=============
Reset : the objects will reset back to the original location after
their last key frame.
Stop : the objects will stop and stay at their final key-frame for
the duration of the animation.
Repeat: the objects will repeat their sequence of key-frames for
the duration of the animation. This is the key to a
continuous flow of particles!. A problem does arise if
motion blur is turned on for single point particles.
When the particles jump from their last key-frame back
to the first key-frame, at motion blur path is also
drawn. This leaves a long, straight line in the frame.
Launch Angle: Similar to Raising or Lowering the cannon angle.
=============
0 = straight out - horizontal
90 = straight up - vertical
any other angles will work
Movement will calculate a random angle between the High and Low
settings. They can both be set at the same angle for direct control.
(i.e. High 45 and Low 45 will launch all particles at 45 degrees.)
Launch Direction: Similar to turning the cannon to the left or right.
=================
0 = +X axis
90 = +Z axis
180 = -X axis
270 = -Z axis
360 = +X axis
Movement will calculate a random angle between the High and Low
settings. High 360 and Low 0 will launch in a full circle. For a
concentrated stream, smaller angles can be set. Negative launch angles
are also possible.
Launch Velocity - High and Low : These are the bounding velocities for the
=============== object launches. A good starting place is between 8 and 3,
but you can set it as high as you want. A launch velocity of
0 will simulate a drop, but it will not bounce properly in
this version of Movement - PF.
Frame Dispersion: The new object launches will be spread out between the High
================= and Low frame numbers.
Bounce Percentage: This is the percentage of bounce that will happen after the
================== launched object passes the ground. A good average bounce is
between 40% and 65%.
This part of Movement - PF is still under construction, but
I included it in this version to be tested.
WARNING: IT MIGHT NOT WORK AS EXPECTED!!!
Dissolve Envelope: This will create a dissolve envelope for each launched
================== object. The High and Low settings are the offset from the
last key-frame of the launched objects path. If the
launched object has a motion path over 50 key-frames, with
High 15 and Low 5, a random number will be chosen between
15 and 5. Say the random number was 8, a dissolve envelope
for the object will begin to dissolve out (0%) at frame 42
(50 - 8 = 42) and will be fully dissolved (100%) at frame
50.