home *** CD-ROM | disk | FTP | other *** search
-
-
- THE IMAGINE ORGANIZER
-
- -or-
-
- A friendly, honest alternative to panic.
-
- By Carmen Rizzolo
-
-
-
-
- -- HISTORY ----------------------------------------------------------
-
- Release: 1.0 - October 21, 1992
- Articles 1 through 8
- Release 1.1 - October 27, 1992
- Articles 9 through 11
- Fixed several boo-boos in Article #6
-
- -- INTRODUCTION -----------------------------------------------------
-
- Ok, so what's the purpose of this article? Well, it's a series
- of articles I have made over time. One I plan to add to, instead of
- releasing seperate articles everywhere and hope you get them all. Now
- they're all together.. Fun, eh?
- In here you'll find all the tips, tricks and tutorials that I
- have written to further help you get along with Imagine. There
- will be things in here to speed up your creation process, smooth out
- rough motion, and do things that maybe you never thought you could
- do with Imagine. Although the tone of my dialogue is geared towards
- the Imagine novice, I hope that everyone will find a few things
- in here that they didn't know before. I'll release updates to this
- as I add to it. The articles are in no particular order, so look
- through the Contents for what interests you. Have fun, and don't get
- lost!
-
- -- CONTENTS ---------------------------------------------------------
-
- 1. Spline Based Rotations
- 2. Decrease Animation Creation Time
- 3. Get the Most Speed Out of Animation Playback
- 4. Making Custom Drawers in Your Projects
- 5. What to Name Your Actors
- 6. Looping the Waves Texture
- 7. Graphically Editing the World Size
- 8. Graphically Positioning the World Size
- 9. Using Conform to Path
- 10. Hiding 2-Dish flaws in 3D objects
- 11. Signing Your Animations
-
- ??. Crack Your Objects Up!
- ??. Leaves Rustling in the Wind
- ??. Nifty Neon
- ??. Flowers/Branches/Whatever Swaying in the Breeze (Imagine 3.0)
- ??. Structures Riddled With Windows Made Easy
- ??. Fun with Zooming
- ??. Springy Motion (Imagine 3.0)
-
- -- 1. Spline Based Rotations ----------------------------------------
-
- 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.
-
-
- -- 2. Decrease Animation Creation Time ------------------------------
-
- I'm very proud of this particular tutorial.. This tutorial can
- speed up your animation creation by a factor of 10 or MORE!
- Depending on the complexity of your animation. How? Read on,
- pioneer!
-
- Some of you may already know this, but as for me, it just dawned
- on me recently. My scenes are getting very complex, with objects
- ranging in size from 50k to 400k or more per object. As great as
- these mondo object may look, they sure take hell-long to load up when
- moving about in the STAGE EDITOR. Even if an object like this
- shuttle or the CRUISER object is completely in FASTDRAW mode, it's so
- complex that it still seemingly takes forever to draw in the tri-view
- windows and in the perspective view. Here's the clincher. In your
- ACTION EDITOR, the size of an object is noted by only the size of the
- group's PARENT OBJECT'S AXIS in the size bar. All of the detail of
- an object is defined by it's relation to that parent axis, and is
- disregarded by the ACTION EDITOR. The only info in that SIZE BAR is
- the size of the one axis.. I'm sorry I'm repeating myself, but it's
- an important point! But what does this all mean?? It means that if
- ANOTHER object with similar size and shape had an IDENTICAL axis, it
- could be interchangeably used in the ACTION and STAGE editor as a
- less-detailed twin to your complex object. You can use this simple
- twin while you choreograph your animation, then easily switch it to
- the 'Real McCoy' when you're ready to render. On my Amiga 3000, I've
- been able to crank out animation preview frames at about 1 frame per
- second using the perspective window anim preview thingy. Here's what
- to do!
-
- I'll use the SHUTTLE object in this example to illustrate. In
- the detail editor, load up the NCC-80E.obj object file. Enter PICK
- OBJECTS mode. Click on the parent object of the entire group. If
- you need to use the FIND BY REQUESTOR method the object is called
- "NCC-80E.OBJ". Since you're in PICK OBJECTS mode, and not PICK
- GROUPS mode, only the one object will be highlighted. COPY and PASTE
- it. Go back to PICK GROUPS mode. ADD a Primitive; a PLANE with only
- 1x1 section. Hit F1 to pick the new plane. Use MODE; EXTRUDE. Just
- use the default values and click on PERFORM. Now use the 'm' and 's'
- keys to surround the bulk of the shuttle. Hit the spacebar when
- you're happy with it. Use the Amiga-N key to cycle through the
- existing groups until you hit the copy of the Shuttle's parent
- object. Hit F1 to pick it. Then hit Amiga-N till the extruded plane
- is selected. Use SHIFT-F1 to multi-select both the Parent axis and
- the extruded plane. Save the simple new object as "NCC-80E.fake" in
- the same drawer that your NCC-80E is saved. Enter the STAGE editor
- and use the ".fake" objects to choreograph your animation. Once it's
- perfect, and you're ready to render, save and enter the ACTION
- EDITOR. Starting from the top, enter all ACTOR BARS and change any
- file extensions that end with ".fake" to ".obj".. Save then render!
- Simple, eh? Once you can move about the STAGE EDITOR like water
- rather than sludge, it's easier to get more creative and daring in
- your animations. Simple, eh?
-
- In most cases, you'll want a .fake version of your object to be a
- LITTLE more complicated than a single box. There are no rules here,
- just remember, the simpler the object, the faster your animation
- creation!
-
- In many instances, objects react with one another. Let's say
- you've got an object of an Amiga 3000 CPU, and a floppy disk. You
- want the floppy disk to leap off of a desk, dance around a bit, then
- jump into the disk drive of the A3000. But hey! If all you've got
- to work off of is a bunch of big, bulky, bounding boxes, I can't see
- where the floppy drive hole is for the disk to jump in to!
- Fortunately, I have forseen this sort of problem. And there are two
- main ways to fix it. One solution will work best in one situation,
- while the other will, well, you understand.
- Let's build on the floppy drive delimma. In the DETAIL EDITOR,
- Load up your A3000 object. Go ahead and make a big 'ol box for the
- majority of the object. Here you can do two things. You can add a
- plane (an un-extruded box?), move and size it so that it perfectly
- conforms to the drive bay entrance. Or you can tear into the
- original A3000 object. Enter PICK POINTS mode, and delete everything
- except for what makes up the outline of the drive hole. Group your
- drive hole with the big, simple box and delete the other offending
- objects. Either way will give you an excellent referance for your
- perky little floppy object. Here are some other situations where
- these techniques will come in handy:
-
- Showing a hole in a wall plate for a light-switch or power outlet.
- Simple planes will do here.
-
- Leaving a car's original windows un-deleted so that camera has no
- trouble peering in to look at it's driver (or lack thereof).
-
- Text! Need to see which way your letters are facing in a logo?
- Hack into those originals and leave only enough to let you know
- what it says. Remember, nobody else has to look at these .fake
- objects!
-
- NOTICE: Imagine 3.0 will have some sort of automated fix for the
- long loading/displaying problem of your objects. But remember,
- an automatic bounding box won't leave in crucial details you'll need
- for precision animation!
-
-
- -- 3. Get the Most Speed Out of Animation Playback ------------------
-
- This tutorial will work with Deluxe Paint versions 3.0 and up.
- Obviously, getting an accelorator will boost your animation playback.
- The Amiga 3000's 32-bit path to it's 16-bit CHIP RAM helps a little,
- but not always enough. This small feature will tell you how to get
- your Amiga to animate at it's fastest possible rate, given your
- current hardware configuration. There is an exception to the rule,
- and I'll cover that first.
-
- If the animation in question, has a generally static background,
- a small, generic animation player will out-animate DPaint (Deluxe
- Paint). View v3.2 comes to mind. With a static background and
- limited motion of our animation's star character, View can zip throgh
- it up to 60 frames per second sometimes. Unfortunately, if the
- amount of motion from frame-to-frame increases during the course of
- the animation, your speed will decrease in the dynamic parts. The
- great thing about the DPaint method described below is it has a very
- steady frame rate. The bad thing is it eats up your memory like
- candy!
-
- Boot up DPaint. Go to the bottom of your ANIM pulldown menu and
- change METHOD from compressed to EXPANDED. Load your animation.
- Enjoy.
-
- Ok, what's happening? Dpaint is loading each individual frame
- into memory as INDIVIDUAL FRAMES. Normally, only the CHANGES from
- FRAME-TO-FRAME is stored in memory. Now Dpaint does not have to
- de-compress anything from frame to frame. The only slowdown you'll
- get now is if you get dangerously close to using ALL of your RAM, or
- of you're in a naturally SLOW resolution/colour mode. Stay away from
- High or Medium resolution with 16 colours. Folks with DCTV will get
- great use out of this, because they can render to Medium or High
- resolution, 8 colours and get speeds up to 24 frames per second on
- a 25MHz A3000. Just for fun, after loading your animation, select
- ABOUT in the far-left pulldown. This will tell you how much memory
- your animation is actually using. Prepare for a shocker. I have
- 18 MEGS of RAM, and I can have about 8 seconds worth of MediumRes/8
- colour animation in EXPANDED mode.
-
-
- -- 4. Making Custom Drawers in Your Projects ------------------------
-
- When you open up a fresh project in Imagine, several things
- should happen:
-
- 1. A rush of natural chemicals, this makes your mind ready to explode
- into creativity at a moment's notice.
-
- 2. A drawer is created. It's given the name of your project, with
- an extention ".imp" on it.
-
- 3. Another drawer is created! Inside your "Project.imp" drawer, an
- "objects" drawer is made. What? Just one drawer to throw everything
- in?!? We'll see about that.
-
- For any of your medium to larger projects, one drawer to throw
- things into simply won't do. Here are some suggestions of what you
- can add inside of your "Project.imp" drawer:
-
- If you're a mammal, you may want to add a drawer called "brushes"
- so you have a place to put all of your project-specific brushes. I
- have a "brushes" directory in my Imagine drawer where I keep all of
- my frequently used brushes, like cloudy global image maps. But if
- you need to add a "To Protect and Serve" to your police car, it's
- good to have a drawer to keep it in, insted of cluttering up your
- Project.imp drawer with miscellaneous files and brushes.
-
- I've recently started doing this. I'll add other drawers for
- categorised components of my animations. Once I had a logo to
- animate (Gee, when does THAT ever happen?!). Each letter of the
- logo was seperated into an individual object. 20 letters in all!
- I made a drawer called "logo" and placed all the pieces to my logo
- jigsaw in it. Now picture this: Each letter of that logo is gonna
- be rotating along a seperate spline (See Tutorial #1) path. I made
- another drawer called "logo.paths" and filled it with paths. Then
- there was a background lined with different abstract shapes. I made
- another drawer for them. It doesn't matter what I called it really,
- there are no rules here. Imagine trying to load an object into the
- STAGE/ACTION EDITOR, looking into an "objects" drawer, and having
- to weed through over 50 objects in a file requestor? Forget that!
-
-
- -- 5. What to Name Your Actors --------------------------------------
-
- Try something that sticks in the audience's minds. Something
- that makes a statement! Oh, wait, we're talking about Imagine.
-
- In the ACTION EDITOR, each component to your animation is given a
- name. That names is show in the far-left column of the screen
- display. This is not really the filename of that object/path/what-
- ever. It's a name Imagine uses to keep track of things. Remember
- that an object can morph from one actor to another, and introducing
- a second object to the ACTOR BAR does not change the initial NAME
- given to your object/path/whatever...
-
- The first time you are introduced to an object's name (not to
- be confused with the filename you save it to disk as) is in
- the DETAIL EDITOR. Pick an object, any object. Add one if you need
- to. Hit F7 to enter that object's ATTRIBUTES requestor. Hey! It's
- got a name field up there! Most of the time, objects are given names
- by default. You'll see names like SPHERE, PART.37, AXIS, etc...
- This is no fun if you're watching over 10 or more actors in the
- ACTION EDITOR. You can also change an actor's name by clicking on
- it in the STAGE EDITOR and using RENAME in your pulldowns. The most
- common method is to name them in the ACTION EDITOR. Enter RENAME
- mode, click in the box that contain's an actor's name and change it.
-
- Keep your names specific, but short. Things like CAR, SHIP,
- SIGN, EARTH, etc. are great. If you take an object called CAR in the
- DETAIL EDITOR, COPY and PASTE it, you'll wind up with the CAR object,
- and a copy called CAR.1. A copy of CAR.1 will yield CAR.2, etc...
- I have adopted this form of renaming duplicates because it's
- short, and to the point. The key here is to keep those names short.
- You'll see why SHORTLY [grin]. Sometimes, if I know I'm gonna be
- making duplicates, or loading the same object into the STAGE EDITOR,
- I'll RENAME my first object with a .1 and then go to .2, .3, ... from
- there. But that's just me.
-
- So why keep these names short? Here's why: When you get
- complicated, grand scale animations going with tricky maneuvers,
- you'll get combinations like the following. I find them great for
- keeping monster projects organized, and it's easy to SORT my script
- in the ACTION editor and they'll fall into their proper place nicely.
-
- 1. Our main object, a car can be called CAR
- 2. If our CAR is going to drive along a path, we call it's position-
- altering path CAR.PATH
- 3. (See Tutorial #1) If we want the car to waver and skid as it turns
- or halts motion, we'll have it align to an AXIS, which follows a
- different path. We can call these components CAR.TRACK and
- CAR.TRACK.PATH
-
- I think you can see how this can clean up a mess in a big way.
- As well as using SORT in the action editor to group all of the
- Car's components together, since they all start with CAR. Here's
- some other suggestions:
-
- CAMERA.TRACK, GLOBALS.PATH, LIGHT.2.PATH, CARMEN.TRACK.2
-
-
- -- 6. Looping the Waves Texture -------------------------------------
-
- I recently was graciously granted some free time, so I decided to
- further explore new features in Imagine 2.0. Imagine 2.0 comes with
- a decent waves or 'constantly rippling water' texture. Allow me to
- say right here and now: IT'S ABOUT DAMN TIME!! There.. I had to get
- that out in the air. The waves texture is said in the manual to be
- best on grounds and flat surfaces for best results. I say you should
- try it out on a spere. Very trippy! The waves texture uses three
- entry fields in it's requestor. Wavelength, Amplitude, and Distance
- Travelled.
-
- Refer to the file "Wave.PIC" (Included in this archive) to see
- what Wavelength and Amplitude is. The Distance Traveled is not so
- easy to comprehend. It is only to be used when you want to actually
- 'ripple' the texture in motion (read: animation). This works by
- morphing.. You first create an object with the waves texture. Add the
- desired amounts for Wavelength and Amplitude and give the Distance
- Travelled a 0. Save that object. Now alter the Distance Travelled
- and save the same object with a different name (usually, I'd do
- something like 'Pool.1' and 'Pool.2'). Then in the Action Editor,
- you would display the first object on frame 1, and from frame 2
- through the end of your loop cycle you would morph to the second
- object (if Morphing is new to you, refer to the manual). According
- to the Imagine 2.0 bible, the Distance Traveled in the second object
- should be exactly 1/2 the wave's wavelength. This is most certianly
- WRONG (Buzzing sound effect)! I have whipped up a mathematical
- formula for you that SHOULD work every time. Allow me to example.
-
- Let's say our Wavelength is 50, our Amplitude is 8 (As far as I
- know, the Amplitude has no bearing on calculating Distance
- Travelled), and the loop cycle will last 20 frames (This is the exact
- parameters of my Pool 2 anim). If you divide your wavelength by the
- number of frames, you will get the Distance Travelled PER FRAME. If
- you guessed 2.5, get yourself a rewarding snack. The morphing takes
- *19* frames. Now if you multiply the Distance Travelled per frame
- ^^
- <Sorry, this number was 18 in release 1.0, 19 is correct>
-
- by the amount of morphing frames, you will (so far it works for me)
- get the appropiate Distance Travelled for the requestor of your
- DESTINATION object in the loop cycle. 2.5 * 19 is 45. The reason I
- went to such length to try and figure out a formula was so that you
- could easily make your own applications of the waves texture and get
- it right every time without the hassle (sp?) of trial and error. My
- amplitude in this situation was an 8, but I don't think this has much
- bearing (And we could all use a little more bearing from time to
- time!). But "Carmen," you ask, "what if I want to make an animation
- longer than 20 frames?! (or whatever amount of frames you choose for
- 1 loop cycle)" Simple. In the Action Editor, use Pool.1 (or
- whatever) on frame 1. Use Pool.2 for frames 2 through 20, with a
- Transition Frames value of 18. On frame 21, use Pool.1. Then use
- Pool.2 from frames 22 through 40 with a Transition value of 18.
- Catching on?
-
- To Recap, here's the formula:
-
- (Wvlngth / # frames in loop cycle) * (# of frames in loop cycle - 1)
- is equal to the Distance Travelled.
- The # of frames in loop cycle - 1 is also the amount of
- trasnition frames when morphing from object.1 to object.2. My
- example is like this:
-
- 50 / 20 = 2.5 2.5 * 19 [ or ] 2.5 * (20 - 1) = 45
-
- "/" means 'divided by' by the way.
-
- In the Animation, I used three (3) sources of waves. One coming from
- the right, one from the upper left and another from the lower left. For
- some wacky reason, the waves eminate from and along the negative X axis
- of the texture's axis. In other words, if you have the X axis of the
- texture (NOT the object! Entirely different ball of wax) pointing to the
- right, your waves will move to the left. If you haven't yet started
- altering the axis of your textures, now's a good time to start learning
- (When Editing the axis of a texture or brush, always use the "l" key to
- do your editing in local mode). This is kinda goofy, because Imagine
- generally uses the Y axis for most of it's motion references.
-
- ** Important info for Release 1.1 **
-
- Woops! I screwed up. I got some 18's and 19's mixed up. Re-read
- the article above as it is correct now, then read the addition below.
- I hope this didn't mess anyone's mind up TOO much. Here's what's
- right:
-
- In the 20 frame loop cycle situation, You *DO* use 19 (20 - 1) to
- mulitply to your Distance-Travelled Per Frame. But when this goes
- into the ACTION EDITOR, you CAN'T enter 19. Even though the 20th
- frame is technically part of the morphing, Imagine considers the last
- frame in a morph to be seperate from the transition. Which, from
- anoher point of view, it is. SO, use 18 instead. Here's how it's
- done right: Take your loop cycle # of frames (20, in our example),
- get the Distance Travelled Per Frame as described above, then
- multiply it by 19 (or 20 - 1). Edit the Attributes of the texture
- with the new value and save that object as your destination object in
- the loop cycle. THEN, when it's time to add it in the ACTION EDITOR,
- use the START object for frame 1, and the DESTINATION object for
- frames 2 through 20 with a Transition value of *18* (or 20 - 2).
-
- Once again, sorry for the confusion!
-
-
- -- 7. Graphically Editing the World Size ----------------------------
-
- I've recently figured out how to graphically alter the size of your
- GLOBAL world size in the Stage/Action editor. The Globals SIZE is a
- rectangular box that defines the area the camera will read from in
- RayTrace mode. This is why some of you have seen your objects
- 'sliced' or chopped off. This happens when they reside outside the
- globals world size parameters. "Well," you might say, "If I could
- see the world, I wouldn't have that problem!" Along the same lines,
- if you made the size of your (globals) world just small enough so
- that it encompasses all of my objects and nothing else, Trace times
- could be cut dramatically. Using this technique, I cut my trace time
- in this particular project by over a factor of 2! Here's what to do!
- After you've created your entire animation 'script' and are ready to
- render, do the following:
-
- Go to frame 1 in the Stage editor. Add an axis. Rename your new
- axis to "GLOBAL.AXIS". You will see the axis appear at location
- 0,0,0 by default. This is the center reference point for the world
- size. Never move the axis while performing this trick!
- The Axis should be a 'picked' colour (usually yellowish). Hit F1
- to select it.. Now it will be Blueish (if you screwed with the colours
- too much in the preferences editor, you're on your own!) in colour.
- Hit the "s" key, and then the "l" key.. You are now scaling the axis
- in local mode. You'll know you're doing it right if the dotted lines
- that the X,Y and Z is connected to stretch along with the bounding
- box. While scaling, use the X,Y, and Z keys to bring the bounding
- box in as tightly as possible. The object is to surround ALL of the
- objects in the scene (not including lights or camera(s?)) without too
- much breathing room. The tighter the fit, the shorter the tracing
- time. Remember, this box doesn't have to be (and usually isn't)
- perfectly square. In my pool anim, the only objects used where the
- water, pool, ground and beach-ball. My axis was was large in the top
- view, but only tall enough in the front view to surround the
- Beachball and pool. Exciting, isn't it? NOW! Hit the space bar
- when you've got it just right. Enter TRANSFORMATIONS in the pulldown
- menu. Hit the size button and write down the three numbers on your
- arm. Save and enter the Action Editor.. On frame 1 of the GLOBALS
- track, add a size bar. Copy the information from your arm onto the
- requestor. Now this size information will stay this way for every
- frame unless you add another size bar for a different frame. If you
- have objects moving about, be sure that the globals size is adjusted
- on any frame that an object moves outside the parameters of our
- magical axis. Just resize the axis on that frame, write down the
- three numbers and copy the info onto a size bar of the globals of the
- same frame! Have fun!
-
-
- -- 8. Graphically Positioning the World Size ------------------------
-
- Read and practice tutorial #7 until you understand how it
- functions. Now, as well as jotting down the GLOBAL.AXIS' SIZE,
- you can also take down it's position. Then go ADD a POSITION BAR
- in your ACTION EDITOR. Copy the GLOBAL.AXIS' position information to
- the GLOBAL's POSITION BAR. This means that you CAN move the
- GLOBAL.AXIS in the STAGE/ACTION EDITORs. If you do move it, you must
- copy the GLOBAL.AXIS' new position info and relay it to the GLOBAL's
- POSITION BAR for the appropriate frame. Remember, when moving
- anything in the stage editor, select POSITION BAR in the pullown menu
- to automatically add a new position bar with the new information. Of
- coure, this will add a bar for the GLOBAL.AXIS object, not GLOBALS,
- where it ultimately counts.
- This ability brings up all sorts of ridiculously uncalled for
- possibilities. Ever think of having your GLOBALS flying along a
- path? If you have, shame on you. This is truely Imagine abuse.
- So what's this technique good for? A few things.. The best idea
- that comes to mind this this:
- If you're rendering in full Ray Trace mode, and an object is
- residing half inside the GLOBAL world size, and half outside
- Imagine's world, the object will appear to have been chopped in half,
- with the out-of-bounds half missing. If you move your world in the
- course of an animation, you can have the world completely out of a
- scene, and slowly move in, ecompassing the object(s). This will
- make a 'revealing' effect to your scene. A 3-D video wipe if you
- will.
-
-
- -- 9. Using Conform to Path -----------------------------------------
-
- Here's a tutorial on how to bend and twist your 3-D logos with
- Imagine 2.0 by using the CONFORM TO PATH feature. If you're using
- Imagine 1.1 or earlier, you're on your own. If you can't afford to
- upgrade, you've got more pressing problems than conforming text to
- a path. :)
-
- NOTE: Be sure your letters are READABLE in the front view. Odd
- are that this is the case, but be sure your font object is facing you
- in the FRONT VIEW, and the TOP VIEW and RIGHT VIEW are actually the
- top and right views (excuse the run-on sentence). In fact, this
- whole tutorial can probably done in the FRONT VIEW alone.. So you may
- want to blow it up to full screen size.
-
- The first thing you've gotta to is to take yer font object, and
- using SHIFT-M and SHIFT-R, move ONLY IT'S AXIS to the far left of
- your letters. And then point your Y axis to the right. (All this
- from a FRONT VIEW vantage) This is not required, but I've found that
- moving the axis to the left will ensure your text does not get
- distorted as it's pathed (porportionally speaking). Now, with the
- font object picked, enter TRANSFORMATIONS (from the pulldown). Click
- on the size button and write down the three #s. Then click on the
- position button and write down the three numbers. You'll be using
- these 6 numbers heavily. Add an open path. Click on the path's axis
- and enter TRANSFORMATIONS. Give the path's axis the same position
- and size as your font object. Now, with your path picked, enter EDIT
- PATH mode. Your path (in the front view) should now be going from
- left to right. Click on the right-most poing on the path and then
- hit 'm' to move it. Before you move it, hit SHIFT-X, so that you're
- only moving it along the world's X-axis. Now simply drag it to the
- right a ways, about to the end of your font.. No need for precision
- yet.. You're just getting it out of the way. Now click on the left-
- most point and enter TRANSFORMATIONS. You guessed it, give it those
- same POSITION and SIZE numbers. Since you took the care to line up
- all those axis (plural), you are in a strategically sound place for
- creating animations of your text bending and contorting in all sorts
- of funky ways. More on the animation possibilities later...
-
- Now it's time to make your circle. Zoom out a bit if you need to
- (Left Amiga-o). Pick your path (it's blue when it's picked,
- yellowish when it's selected; big difference) by clicking on it or
- other clever means. Enter EDIT PATH mode and find that right-most
- point again.. Yes, the same one you got out of the way earlier.
- Click on it again. Hit 'm' to MOVE then SHIFT-X, and then slide it
- over the the far-right edge of your font object. NOTE: You might
- need to re-enter PICK GROUPS mode and redraw the screen so you can
- see it. Imagine ignores everything else when you are editing an
- object on a point by point basis.
-
- After you've fixed the path, go back into PICK GROUPS mode (or
- PICK OBJECTS, no big diff here). In your pulldowns, ADD a SPHERE.
- This is just for your referance to line up your Path to. Enter
- TRANSFORMATIONS with the sphere selected. Click on it's POSITION
- button and give the X value the same number you wrote down earlier.
- The Z and Y don't matter. Back in PICK GROUPS mode. Click on the
- Sphere and hit 'm' and SHIFT-Z. Now move the sphere (up or down) so
- that it's below your text. What you are going to do here is scale
- the sphere so that it represents the size and length desired for your
- path. In your head, imagine the length of the path (and your text,
- they're both the same) bend into a circle.. How big would that circle
- be? Make it that big.. You don't need the precision of a surgeon
- here.. A little distortion won't be noticle anyways. For a decent
- sized sphere, you'd better have a decent amount of text modeled up.
- Either that or lots of spacing.. Now that you've scaled it (using
- the 's' key), use 'm' then SHIFT-Z to move it up so that the tip of
- the spere touches your path. You can now use the sphere as a
- referance to make a good circle. Click on your path and enter EDIT
- PATH mode. Be sure your sphere is in full view so that you won't
- have to move or zoom your view for this operation. This way your
- sphere referance will never disappear. Click on the Right- Point of
- the path and move it down, down, down a bit below the sphere. Now
- click on Point up at the top of your circle. Select FRACTURE. Click
- on the new point and move it to the bottom-most of the sphere. Now
- rotate it on it's Y axis ('r' then 'y') so that the path conforms to
- the right side of the sphere, and the line going through your control
- point is more or less going left to right.. Then you can go into
- TRANSFORMATIONS; ALGNMENT and fix the Y alignment so that it's 90, or
- -90, or 180, whatever.. It should be close to one of those right now.
- If you feel you need another point inbetween the first and second
- point to further define the curve, read on.. Click on the first point
- and Select FRACTURE. Move the new point to the far-right center of
- the sphere. The angle should already be straight up and down, but
- use TRANSFORMATIONS; ALIGNMENT if you need to. Now go ahead and keep
- doing what you're doing until your path is beautifully covering your
- sphere outline. You might want to leave a gap between the start and
- end points so that your text doesn't bunch up upon conforming. Enter
- PICK GROUPS mode once again. Click on your path and save it. Pick
- your Text. Enter MOLD in your pulldowns. Pick CONFORM TO PATH. As
- long as there is only one path currently in your editor, the defaut
- values are just fine.. Just click on OK and cross your fingers. You
- should now be looking at your text, bent along a circle. Save it,
- but don't save over your original straight text object!
-
- Now, if you Delete your curved text from the editor (NOT from
- your disk!) and re-load your straight text, we can have some fun!
- Pick your path once again. Enter EDIT PATH mode. Click on a control
- point.. Any point. Hit 'r' then 'l' then 'y'.. You are now going to
- rotate a control point's Y axis in local mode.. Since the point's Y
- axis resides along the path, you are actually TWISTING the path.
- Don't go crazy tho.. Nothing more than a 30 degree twist (Just
- eyeball it for now). Resave the path under a different name, then
- re-conform your straight text to the new path. Pretty trippy, eh? If
- you work at it, you can move, rotate and twist your path to create
- some wild logo anims. Do these transitions in increments and save
- each step object as a different name. There's only one thing you've
- got to bear in mind: When Imagine morphs points from one object
- 'pose' to another, it does so in a straight line! So simulating
- bening and twisting can be tedious, as you'll need almost 10 seperate
- object 'poses' to simulate a decent curling anim. Twisting seems to
- be the most difficult one to master for animations.
-
- Another note about animations... Before saving all these
- incremental objects, check for something.. Is the area where my text
- spawns from at any angle whatsoever? If so, that means it's
- conformed to the path.. Yep, your AXIS conforms right along with the
- rest of the object.. Click on the axis if your feshly distorted
- object, and enter TRANSFORMATIONS. Now click on TRANSFORM AXIS ONLY.
- Now copy those same nutty POSITION and ALIGNMENT values from
- earlier.. Now your axis will remain static as your object moves
- around.. Otherwise you might get unpredictable motion in the Stage
- Editor. Geez! Have I typed enough?! Let me know if this tutorial
- helped you out at all by posting E-Mail to me in the FidoNet's Amiga_
- Video Echo. Have fun!!
-
-
- -- 10. Hiding 2-Dish flaws in 3D objects ----------------------------
-
- If you've got reason to hide certian parts of you object, this
- tutorial is for you! This Tutorial is a spin-off of the breakthrough
- tutorial that came with the "CRUISER.LHA" object that I did just a
- few weeks ago.
-
- Here's the problem.. You've made this cartoonish looking SUN.
- You the kind; it's got spikes coming out all over it's silhouette.
- But if the sun or the camera is moving around, the sun won't look
- good if it's rotated to the point where the spikes are going down the
- middle of the sun like a backbone! This is not good. Here's what to
- do..
-
- Load up your SUN object, or whatever it is. Click on it. Using
- SHIFT-R (to rotate it's axis only), rotate it's axis so that the Y
- axis is pointing in the direction that you want your object to face.
- If, in your FRONT VIEW, your object looks the way it should look, go
- to the TOP VIEW and make sure the Y axis is pointing out of it, like
- it was struck by an arrow labled 'Y'. I hope that's not confusing..
- In the TOP VIEW, the Y axis will aim towards the bottom of the
- screen. Save your object.
-
- Go into your Stage editor.. Load up the object. Save and enter
- the Action editor. Find the object's ALIGNMENT BAR. Delete it.. Add
- another ALIGNMENT BAR to replace it. Tell it to TRACK TO OBJECT.
- And Give the object's name CAMERA.. Simple eh? It's aiming at the
- CAMERA, just as you would aim the camera at something.. One catch..
- Imagine doesn't like you to track object A to object B, while object
- B is tracked to A. If you need the Camera to track to your Camera-
- tracking object, add an axis, and have it mimic the poisiton of your
- Camera-tracking object; and have the camera track to the new axis..
- Simple, eh?
-
- -- 11. Signing Your Animations --------------------------------------
-
- If you want to put your name on your projects, here's a quick and
- easy way to do it. This technique will not work effectively if you
- alter your camera's focal length during the animation (read: Changed
- your camera's size bar). It allows you to put things like "©1992
- Carmen Rizzolo" in the lower-right hand corner of your animations.
- But if you put my name in your animations, I get royalties! :) The
- following steps will be the last thing you do in your animation.
- Just before you do your final rendering; do as follows.
-
- Boot up DPaint. Make your screen resolution Hi-Res, 2 Colours.
- Make your background colour (Colour 0) anything but black. Make your
- foreground colour (Colour 1) Black or a shade of grey. The ligher
- the grey, the more transparent your text will be. Type out what you
- wish and grab it as a brush. As you grab your text with the box,
- give about 3-8 pixels space away from the edges of the text on all
- sides. Don't come in too close because it might get chopped off when
- Imagine performs it's 'auto image-mapping' feature. Save your brush.
- Kill Dpaint.
-
- Boot up Imagine. Enter the detail editor. Add a PRIMATIVE;
- PLANE. 1x1 section is all you'll need. Scale your plane so that it's
- closely the shape of your brush. You might need to come back here
- and fix the size after a few test renderings if the perspective is
- thrown off by your plane being too wide or something. But don't
- worry about that too much right now. Enter the plane's attributes.
- Make the COLOUR whatever you want the colour to be when rendered.
- Make the REFLECTIVITY 0,0,0 unless you feel artsy. Give the FILTER
- guns all the way up. SHININESS and everything else, 0. Make the
- object a BRIGHT object by clickin on the BRIGHT button. Now Click on
- the BRUSH 1 button and load up your IFF bush. Make it a FILTER MAP
- and tell it to USE GENLOCK. This mean that Imagine will disreguard
- the background colour of your IFF brush. Hit OK and back out of your
- attributes requestor. Here comes the tricky part.
-
- Add an axis. In the TOP VIEW, move your axis below, and to the
- left of your PLANE object.. By the way, Your plane object should look
- like a straight line from the TOP VIEW. Your axis' Y axis should be
- pointing north if you haven't changed it (Still, TOP VIEW). Click on
- the Axis, and then SHIFT-CLICK on the PLANE. Now select GROUP.
- Click on your axis again and enter ATTRIBUTES, and give your group a
- name if you wish. Exit Attributes and SAVE your GROUP.
-
- Enter the ACTION EDITOR. Go to the bottom of the pile, and
- select the ADD BUTTON to enter the ADD mode. Double-click on the
- POSITION BAR of the bottom-most entry; which is was blank. After
- you've double- clicked on the POSITION BAR, frame 1 of the blank
- slot, load up your Signature object. Click on RENAME, then click on
- your new object. If your Signature object it named SIG, call it
- AA.SIG. Now select SORT in the pulldowns. Your signature object
- should be up at the top of the list now, just below GLOBALS.. This
- make it easy to do the next step. Go through your script and make
- the POSITION and ALIGNMENT BARS mimic the POSITION and ALIGNMENT BARS
- of your CAMERA. Now your Signature object will follow the camera,
- and appear to not be part of your animation, but a superimposed
- graphic. Save and enter your STAGE EDITOR. In the STAGE EDITOR,
- Pick the Signature object. Since it's in the same place as the
- CAMERA, you might need to use FIND BY REQUESTOR to access it. Once
- it's blue (or purple), SCALE it down, down, down. Make it very tiny
- so that it's very close to the CAMERA, and nothing will come between
- your signature object and the CAMERA. You might need to now SAVE,
- and go back to the DETAIL EDITOR to MOVE and SCALE the SIGNATURE's
- PLANE object (NOT the whole GROUP! -just the PLANE child object!) so
- that the size and position of the text is in the lower- right hand
- corner of the screen, and nice'n small. You might have to go back
- and forth from the STAGE and DETAIL EDITORS to get it just right.
- Remember, if you just pick the whole group and SCALE and MOVE, you
- won't see any changes back in the STAGE EDITOR. You must Select the
- PLANE when you perform your chages.. Important point here. When
- you've got everything just right, it's time to render.
-
- This series of steps is actually much less complicated than is
- seems. Once you do it a few times it'll be like second nature. And
- it's much easier than editing each and every rendered image; putting
- your name in. Of course, it's also cheaper then using a Choma or
- Luminance Key system to super-impose text onto video. Have fun!!
-
-
- --
-
- The IMAGINE ORGANIZER is a hit!
-
- "It's like digging into Carmen's brain with a spoon!"
- - New York Slimes
-
- "It's everything I wanted to know about Imagine, but was
- afraid to ask."
- - Bluesweek
-
- "All this, and archive padding too!"
- - Fred Fins
-