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- This was poosted too the imagine mailing list. Soorry aboout all these Y
- doouble oo's. my keybooard has been having a twoo foor oone special Y
- all this week oon the letter oo. Y
- |
- |
- >From the "Impulse Graphics World" newsletter, Summer 1993, pages 3-5, |
- spelling and grammar unchanged: |
- |
- NEW FEATURES OF IMAGINE 3.0 |
- |
- BONES: This amazing function will allow you to build a skeleton that |
- you will associate to the object that you want to manipulate in a |
- smooth method, unlike the process that is now used in the cycle |
- editor. |
- |
- BRUSH TACKING: Presently when you wrap a brush to any object you can |
- not morph that object and retain the position of the brush on that |
- object. The brush stays at the same position in the real world while |
- the object moves. Very confusing and not real handy. Now with Brush |
-
-
- Tacking, brushes or pictures will be mapped directly to each face of |
- the object, so that when that face moves, the part of the brush that |
- was tacked to the face will move with the face. Doing things like |
- snake skin and then animating the snake with the Bones function will |
- make the snake look real. No more sliding textures. |
- |
- KINEMATIC MOVEMENTS: There are several high end software products |
- that have this feature. Now Imagine 3.0 has the feature as well. Y
- Kinematics in its truest form is the study of motion, and how things Y
- move. Within the cycle editor we have had a form of Kinematics Y
- without the more intelligent association of the hierachical relation |
- of the objects that are in the cycle group. Now with the new |
- Kinematic information you can contstrain movements so that when you |
- move some portion of the group the other objects will be less or more |
- effected by one single movement. Making more realistic cycles will |
- now be possible. |
- |
- FONT AND IMAGE EDITOR: Over the years it has become apparent that |
- many of you make your living creating what we have all come to know as |
- flying logos. The only real problem with this has been that the |
- conversion of images to objects has lacked the kind detail needed to |
- make the fonts and incoming images as crisp as they need to be for |
- professional use. Hence we have added an entire new editor. The Font |
- and Image editor will allow you to read Postscript fonts as well as |
- one bit plane images. The difference is the fact that these objects |
- will use splines to create the borders of the objects that you create. |
- This gives you much more detail and control over the object. Once you |
- have the object the way that you want it, you simply save it and load |
- it into the Detail editor to add its final touches, such as color and |
- texture. |
- |
- MOTION GRAPHICS: It has been near impossible to create animation Y
- where action occur at different rates. In the Action editor you could Y
- assign a starting and ending speed to objects that travel along a Y
- path. But you could apply only one set of numbers. Now with Motion |
- Graphics you can deal with each segment of the path as a different |
- motion speed. Not only can you apply more information to the path, |
- you can also see what your doing by way of a graphic motion sine wave |
- display. No more tricky math calculations to consider, just call up |
- the actor and plot your graphs with the mouse. |
- |
- HIERACHY CONTROL AND POP UP ACTION BARS IN THE STAGE: To say the |
- least going from one editor to the next can be a real pain. Now from |
- the Stage you can move any object no matter if it is part of a group |
- or individual and stand alone. Also from the Stage you can call up |
- the Action bar directly so that you don't have to go to the Action |
- editor to make any changes. This gives you total control over object |
- movement. If you don't like the way an object is moving, you don't |
- have to go back to the Cycle editor to make these changes, do it right |
- in the Stage. |
- |
- SOUND: Not just sound added to digital animations, but the ability to |
- load your sound track of music or voice right into the Action Editor. |
- Instead of making a guess at when things happen and trying blindly to |
- time your animation to a preset sound, now you can actually see when |
- its happening and make the changes in movement that correlated |
- directly to the sound. The incoming digital sound must be in certain Y
- formats, once in that format they are loaded into the Action header Y
- bar for your viewing. You cannot edit here the sound is for reference Y
- only. |
- |
- AMIGA AA CHIP SET SUPPORT: For those of you with the new Amiga |
- computers, Imagine will now render in those formats that extend your |
- computers visual power. |
- |
- IMPROVED ANTI-ALIASING: Jaggies just aren't any fun, and they don't |
- look good either. One of the most suggested improvements for Imagine |
- has been to make the anti-aliasing better. There is not much to say |
- when it comes to the improvements we have made here, its another one |
- of those "You must see it to believe it" new features. Surffice it to |
- say that you will appreciate this improvement. |
- |
- REAL TIME GRAPHICS: Other software vendors have offered a form of |
- real time or symbolic real time movement of objects or real time |
- movement of the camera. We have implemented these features into |
- Imagine 3.0. In the perspective window you can choose your movements |
- based upon several viewing options. You can then move things around |
- in real time and see the results more immediately. Caution. Real Y
- time is always misleading. In order to do this real time the objects Y
- are given a more symbolic representation like bounding boxes. This Y
- feature used in the Stage can create paths in real time, which can |
- then be followed by other objects as well as lights and the camera. |
- Also this new feature allows you to create your Key Cells on a much |
- quicker basis with a single key stroke. |
- |
- DEFORMATIONS: It has always been fairly easy to deform objects, but |
- to do them in a perfect manner has eluded many users. Now with the |
- new deformation tools you will be able to. Twist, Taper, Bend, Shear |
- and Pinch objects to create even more unique and interesting objects |
- as well as use them in some very amazing animation effects. These |
- deformations combined with Brush Tacking will make animations that |
- will move you to the next level of reality. |
- |
- MATERIALS: We have long thought that there were two sets of |
- properties which aside from the shape of the object should be applied |
- by you the user. Color, specularity, reflectivity, refraction are all |
- attributes, where as brush, and textures and shaders are all |
- properties that could better be called Materials. Now instead of just |
- a massive attribute editor we have broke it down and enhanced the two |
- separate editors. Materials stands alone so that you can gain even |
- finer control over your brushed brass pots and pans or polished |
- chessmen. [Sounds like trouble for Essence? --EK] |
- |
- FORMS EDITOR ENHANCED: Now in the Forms editor you will be able to |
- manipulate the slices of the object with the new magnetism system. |
- Each point on the slice is a control point which you can move to |
- create objects that have just the right look and feel. |
- |
- FIELD RENDERING: Digital animations are generally done by showing a |
- frame at a time or recording those frames directly to a single frame |
- VCR. In most cases these animations, depending on the amount of |
- frames and the distance of movement of the objects, can look very |
- smooth. The truth is that due to the fact that the human eye and |
- brain function under a process called Persistence of Vision, it fools |
- you into seeing motion. This process however is discrete enough to |
- see a jerking or quickness to movement. With Field rendering, your |
- animations can be almost perfect completing the illusion of motion. Y
- When you see field rendering you may never use frame animations again. Y
- Y
- CAMERA AND LIGHT MARKERS: This feature makes it easier to visualize |
- the effect lights will have on your scene as well as what the camera |
- is looking at and just how much of the scene the camera is seeing. |
- This feature is accomplished by extending markers from the center of a |
- light as well as the camera. These markers form a triangle that shows |
- the area of effect. Now as you move lights and the camera you will |
- have a very definite idea of what you are lighting and what you are |
- looking at. |
- |
- APPLY: We took this feature out of Imagine when it had existed in |
- Silver. This command causes the information about the first object |
- you pick in a multi pick selection, to pass the attributes and |
- materials of that object to the other objects that have been picked. |
- So now if you want to make all of the objects in a scene have the same |
- properties and attributes of one object you simply use the Apply |
- command. |
- |
- MACROS: With Imagine 3.0 you can take even more control of the |
- software. Many of you have said that you find yourself performing |
- many redundant tasks that lend themselves to the concept of Macro |
- recording and playback. So if you find yourself doing the same thing |
- over and over again, simply make it a macro and just push a button to |
- make those redundant tasks happen like magic. |
- |
- PARTICLES: Among the newest features found in 3D software is the |
- particle system. Like most new features everyone has a different |
- opinion of what a particle system is. Simply put, Imagine particles |
- are varied and are simple to use, they can be morphed, brushed, |
- textured, and animated. Even more to the point they are very simple |
- to use and don't slow the rendering process down at all. |
- |
- ALPHA CHANNEL SUPPORT: For video users and makers of great video |
- fare, you have asked for Alpha Channel Support so your life would be |
- easier and less complicated. To wit we have added for your using |
- pleasure Alpha support. Even if you don't make videos for a living |
- you may find this new feature very handy. |
- |
- DEPTH OF FIELD: If you own a camera you already know what this new |
- feature is going to do for you. If you don't own a camera you may |
- still know. If you don't know, well here is a shot at an explanation. |
- When you open the apeture of a camera you increase the light that can |
- hit the film plane, but you do so at the expense of the lens to focus |
- much beyond the object that you are focused on. This can be a great Y
- thing for making that object stand out from its environment. When you Y
- close the lens down you increase the focus of the camera from point of Y
- focus to infinity. This means that the entire scene is in focus. To |
- date Imagine has had an infinite focused lens due entirely to its |
- digital nature. Now with Depth of Field you will be able to make your |
- images even more realistic. |
- |
- LIGHT SOURCE CONTROLS: More creative control for you must also |
- include more dramatic control over lighting. In this area there are |
- numerous new features. Many of you have asked for a way to control |
- not only the color of the light but also its power. Now you can |
- control how much of an area a particular light has control over. The |
- process is simple to use and the effects make an even better |
- photo-realistic image than previously possible. Other new lighting |
- features include: Light sources that have shape or dimension to them |
- like Light flowing through a venetian blind. Sure you can do these |
- things now but you have to go to all the trouble of setting up the |
- blinds and placing the light, just so. No more, now you can just |
- click and render. Of course we have also implemented the ever popular |
- Soft edge light source and for you real Scanline die hards (faster |
- rendering of course) we have included shadow mapping. This feature |
- makes it possible to have shadows in Scanline as well as Full Trace. |
- |
- INFINITY: Well not really but for all intense and purposes we have |
- added the ability for you to have as many textures or image maps on |
- any one object as you want or your computer can handle. In doing this |
- we have taken the Brush and Texture options out of the Attributes |
- requester and have given these options their very own requester. |
- |
- Imagine 3.0 has over 200 new features, a factoid for those of you |
- keeping track of that sort of thing. With all this quantity of new |
- features we have not cut any corners, making sure that Imagine meets |
- and exceeds your needs now and into the future. |
- |
- Well here is the deal, if these new features have wetted your appetite |
- and you want to make sure that your order is placed for the 3.0 |
- upgrade, well then go for it. If on the other hand you want to sit |
- back and wait to see what other new features there are, OK so do that |
- as well. There will be another newsletter at the time of release that |
- will give you a final description of the features of Imagine 3.0. |
- Imagine 3.0 is more than even this newsletter can begin to expose you |
- to in a few pages. If you have any questions of course you can call |
- and we will be glad to answer all your queries. |
- |
- ---(endquote)--------------------------------- |
- Y
-