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IMAGINE archive: collected off of Imagine@email.sp.unisys.com
ARCHIVE XXX
Nov. 18 '92 - Jan. 5 '93
If you have questions or problems with this file, email Marvin Landis
at marvinl@amber.rc.arizona.edu
note: each message seperated by a '##'
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
Subject: Re: Trying to 'loop' closed paths.
Date: Wed, 18 Nov 92 17:24:47 -0500
From: mbc@po.cwru.edu (Michael B. Comet)
>Do I perhaps need to break up the actor line on the paths, so that
>they exist for the amount of frames that I want ONE revolution to
>be? (Does that make any sense??) Like, first path from frames 1-10,
>second path from frames 11-20, etc... ad nauseum for 400 frames!!??
Breaking up the path will work. This means you have to MANUALLY
sat position bars and alignment bars if you want for each round. That
is a bar for 1-10, 11-20 etc....
That is one reason I would REALLY like to see standard
operations like CUT, PASTE, COPY etc... in the Stage editor. I have
sent this request to imoulse a couple of times but it hasn't happened
yet.
Actually, one more nice option which i never thought of till now
would be to be able to specify the number of times the loop for the
path played. If that was available it could be a great help to a number
of animations.
--
+======================================================================+
| Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
| mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN " |
+======================================================================+
##
Subject: Object by ftp-mail ?
Date: Wed, 18 Nov 92 19:34:40 MET
From: amipb@amipb.gna.org (Philippe Berard)
Hi,
I would like to know if there's any ftp-mail server having neat objects
for Imagine, Real3D or even Sculpt.
I'm mostly looking for Carmen Rizzolo's objects.
Is there any information about Imagine 3.0, as I would like to know if
I should upgrade Imagine or Real, but I don't know what will be
implemented in the 3.0 version of Imagine.
Finally, anyone here who wants to go to the WOC of Frankfurt ? It would
be nice to meet some of the aliens sitting here on the list ;-)
Sincerely,
-- Philippe
/------------------------------------------------------------------------------\
| Philippe Berard (French Amiga User) | UseNet : amipb@amipb.gna.org |
| "They hold a cup of wisdom, | FidoNet: 2:320/104.8 |
| But there is nothing within" (Kate Bush). |AmigaNet: 39:180/1.8 |
\------------------------------------------------------------------------------/
##
Subject: Re: looping paths
Date: Tue, 17 Nov 92 22:25:11 -0800
From: spworley@netcom.com (Steven)
There is no quick and easy way to make an object repeat along a closed
path -n- times. A teeth-grinding ommission from the software. :-(
It CAN be done, it just requires you to do more work. There are two
main methods of doing this.
The first is to use TWO copies of your object. Object 1 follows your
path for the frames for the first revolution. On the next-to-last
frame of that cycle, END THE ACTOR SUBROW. You then have the SECOND
copy of your object BEGIN its cycle at the next frame. You'll see no
flicker or anything: only one object is ever used at once. You have to
do this handoff 25 times if you want to make the thing loop 25 times.
Very annoying, but it works.
The "handoff" method is necessary to prevent "stuttering" of the
object at the start of each loop. See page 108 in Understanding
Imagine 2.0 where it talks about this problem in Imagine.
The OTHER method of repeating loops is harder to set up, but once done
you can cycle for any number of loops. You were on the right track:
you have to use the Cycle editor. Yes, you CAN make detatched objects
part of your cycle: the trick is to add a "null" link between the UFO
and pod. The null will have no rendered object attatched to it, so
there is no VISIBLE connection, but Cycle will be be able to handle
the "seperate" objects. Then all you have to do is make a Cycle actor
with the pods orbiting around once. By setting the "Number of Cycles
to perform" in the Action editor, you can have the pods automatically
rotate any number of times with no more work.
The trick, of course, is making the Cycle object. Page 82 in
Understanding Imagine 2.0 talks about how to handle repetitive
rotations in cycles.
Hope this helps,
-Steve
##
Subject: Animation Tips
Date: Wed, 18 Nov 92 18:33:36 CST
From: Wayne Haufler 283-4160 <haufler@sweetpea.jsc.nasa.gov>
I had earlier promised something earlier to the godlygraphics list,
and since its of a general nonreligious nature, I thought the Imagine list
could use it too.
Earlier I wrote (to GodlyGraphics Mailing List)
> Some thoughts related to general principles of animation or commercial
> design, or just some simple tips, hints and suggestions, came to me as
> I was preparing for a speech
> (in only one evening; I'm SUCH a procrastinator :( )
> so I may share them with you later.
This Toastmasters speech was titled "The Anatomy of a TV Commercial"
which described the making of the "Steve Stockman for Congress"
animated commercial, using Imagine.
These tips, really lessons-learned, may only be applicable for
short low-budget commercial animation.
Many of these are just common sense, but it doesn't hurt to mention them.
1) Don't regenerate duplicate frames in Imagine.
If you want the anim to pause at one point,
use animation utilities to put in the pause,
like duplicating one frame several times (in DPaint)
or include the same frame file name several times.
2) Reuse frames where possible, esp. for the animation technique of
character anticipation(?),
but only if the character is the only thing moving at that time.
3) Pause briefly at the start, at key spots and at the end,
to allow the scene and message to register with the viewer.
4) Try ending on a short loop of animation, with the major actor
object shifting colors or radiating or something, like with
animated textures, but not with the actor itself moving
or cycling.
5) Except for the few pauses, keep the action going,
but try to limit it to one actor doing one action at a time.
That way the viewer can absorb one action at a time,
and is not overwhelmed (unless you want to overwhelm him/her :)
And you can more easily reuse frames for anticipation or short loops.
6) Use a combination of animation methods, like animated (morphed)
textures, morphing between shapes, cycle animation, path animation.
7) Plan each action with a sound effect in mind to go along with it.
Sound adds a whole dimension to an animation and thus is very
important. Some actions may not lend themselves well to sound.
8) Try to avoid significant 'dead air' time, that is long pauses
without sound.
9) The sound dimension can consist of a mixture of three basic elements:
sound effects, voice-overs, and music. It seems to me that using
only 2 of the 3 elements is a good idea, to avoid 'aural overload'.
I did not attempt to use music.
10) Gradient skys are not very visible on Video (at least how I did it)
and in HAM mode it does not look very good.
Compared to a solid blue sky, gradient skys may actually slow down
an animation's playback speed, since pixels in the sky may change
between some frames. Consider using a solid sky.
Likewise, a complex, pleasing setting or background for the actors
is nice, but if you are playing the anim real-time to tape,
instead of frame-to-frame, consider a simpler background for
the sake of speed.
11) Also, closeup dramatic moves, like 'flying logos'
can also slow down playing speed, dramatically.
Consider compromising with simpler, less dramatic, but faster moves.
And then compensate: make it more dramatic with sound effects.
11) Think of Imagine as more of a Production than a Post-Production
tool. It generates the raw frames and anims that can be
rearranged with anim tools, or even later in Video Editing
sessions.
12) Warning. If you generate segments of the animation separately
(with 'Make' in the Projects Editor)
and then try playing the anim files (Anim 5 format) back-to-back
in AmigaVision, a disturbing palette shift may be visible between
the anims, since Imagine may build a different pallette for each
anim file it builds.
13) Since humans, animals, and even plants are very complex and
difficult to model and animate, consider animating instead,
much simpler Symbols, like logos or names, to get your message
across in an abstract way.
Use voice-overs to reinforce the message and interpret it for
the viewer. Abstract Animated Symbols.
14) However, try to give the symbols life,
rather than show it as an animated but lifeless object,
to capture the viewers attention.
Like wrapping a simple cartoon face on it.
(I did not actually do this).
15) Keep It Simple! But With Impact.
Please share your comments, criticisms, and other tips with me.
I'm no expert, just feeling my way through this field of animation.
__ Wayne A. Haufler [Christian/SW Engineer/XWindows/Amigan]
\\ /\\ /\\ //_ haufler@sweetpea.jsc.nasa.gov McDonnell Douglas-Houston
\/--\// \//__ Hobby:"Computer Animations For Christian Endeavors"
//
##
Subject: Object by ftp-mail ?
Date: Thu, 19 Nov 92 08:30:22 EST
From: bobl@graphics.rent.com (Bob Lindabury, SysAdm)
rutgers!amipb.gna.org!amipb (Philippe Berard) writes:
> Hi,
>
> I would like to know if there's any ftp-mail server having neat objects
> for Imagine, Real3D or even Sculpt.
>
> I'm mostly looking for Carmen Rizzolo's objects.
>
> Sincerely,
> -- Philippe
G R A P H I C S F I L E S E R V E R
file-server@graphics.rent.com
NOTE!
Please do NOT reply to this mail address with requests.
They will NOT be processed as all mail sent to SERVER
is deleted! Requests MUST be sent to the above address.
GFS's command language for incoming mail messages is short: three
commands: HELP, /DIR, /GET <filespec>. More than one command may be
specified in an incoming message. Commands appear in the body of the
message; the "Subject:" line, if any is ignored. Blank lines are
ignored.
Lines beginning with anything but one of the recognized commands (or
a blank line) is reported as an error. After a number of detected
errors, GFS quits interpreting commands and flushes the remainder of
the message.
The HELP command must appear in an input stream beginning in column
one. The command must be upper case. Anything after the HELP on the
line is ignored. The file configured as the response to HELP by the
SYSOP is inserted in the session transcript following the HELP
command.
The /DIR command must appear in an input stream beginning in column
one. The command must be upper case, with the leading slash.
Anything after the /DIR on the line is ignored. The /DIR command
causes GFS to send a sysop defined help file to the originator of the
message.
The /GET command must appear in an input stream beginning in column
one. The command must be upper case, with the leading slash. The
syntax for the /GET command is:
/GET <filespec>
<filespec> is required. <filespec> may be lower case. Anything on
the line after <filespec> is ignored.
<filespec> may specify a path, but without a drive specification or a
leading slash.
For example:
/GET catax
/GET text/decind.txt
are syntactically correct.
/GET c:/autoexec.bat
/GET /GFS/src/GFSreqst.c
is not syntactically correct
For our server all files reside on a virtual drive and because of
this, ALL requests should omit the "public/" or "files/" prefix.
For example. To request file /public/ibm/utils/pkz110.exe you would
type in the following command:
/GET ibm/utils/pkz110.exe
Filenames with the file extension ".TXT" are sent "plaintext". That
is, they are mailed, as is. Filenames with any other extension
(including no extension) are mailed in uuencoded form.
// end help.
The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!"
============================================================================
InterNet: bobl@graphics.rent.com | Raven Enterprises
UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue
BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854
Home #: 908/560-7353 | 908/271-8878
##
Subject: Mail based object server
Date: Thu, 19 Nov 92 08:43:21 EST
From: lightwave-admin@bobsbox.rent.com (Lightwave Mail-List Admin)
------------------- Graphics File-Server Info --------------------
A mail based file server for 3D objects, 24bit JPEG images, GIF images
and image maps is now online for all those with Internet mail access.
The server contains many PD and Shareware graphics utilities for
several computer platforms including Amiga, Atari, IBM and Macintosh.
Some samples include:
DKBTRACE - Raytracer for IBM, Amiga and Mac
RAYSHADE - Raytracer for several platforms
QRT - Raytracer for IBM, Amiga and Mac
FRACTINT - Fractal program for IBM
GIFJPG - Several versions for Amiga, Atari, IBM and Mac
WASP - Image converter for Amiga
REND - 24bit to IFF converter for Amiga
PLAY - Several Autodesk .FLI SVGA Players for IBM
GRASPRT - Latest player for GRASP anim files (Amiga player also)
GRAPHWRK - Latest Graphics Workshop for IBM
FLI/ANI - Several .FLI and .ANI anims for IBM
BADGE - Killer entries for 3 years (Amiga)
Objects - Objects for Imagine, Wavefront, Lightwave and others
Renderings - JPEGed 24bit images from Mark Thompson and others
Demos - ImageCels, Caligari, Autodesk 3D Studio and others
Archives - Imagine list archives, Ray-Trace News and others
MPEG - MPEG movies and players
VRDemos - Several Virtual Reality demos and games
POVRAY - Persistance of Vision Raytracer for all platforms
Plus much more!
The server resides on my BBS called "The Graphics BBS". The BBS is
operational 24 hours a day 7 days a week at the phone number of +1
908/469-0049. It utilizes a Hayes Ultra 144 V.32bis modem.
If you would like to submit objects, scenes or images to the server,
please pack, uuencode and then mail the files to the address:
server@bobsbox.rent.com
For information on obtaining files from the server send a mail message
to the address:
file-server@graphics.rent.com
with the following in the body of the message:
HELP
/DIR
and a help file describing how to use the server and a complete
directory listing will be sent to you via mail.
Bob Lindabury - Lightwave 3D mail-list administrator
InterNet: lightwave-admin@bobsbox.rent.com | Raven Enterprises
UUCP: ...rutgers!bobsbox!lightwave-admin | 25 Raven Avenue
BitNet: lightwave-admin%bobsbox.rent.com@pucc | Piscataway, NJ 08854
##
Subject: Guru
Date: Thu, 19 Nov 92 18:23:42 EST
From: Peter Mancini <pmancini@lynx.dac.northeastern.edu>
"Oh Great Guru, thou art large and ominous, thy red border is
the light of Hell, thy message spake in uncertain terms, thy fist on my
left mouse button the fist of Judgement."
I finally got Imagine 2.0. It was in the backyard for a day
with teeth marks (I assume our neighbors dog or my roommate Bob)...
Well, after using it I must say I really like the way it brings up the
Alert Requstor (aka.: the Guru) when I render. This doesn't happen on
every image, usually just some random image in an animation. Usually
the image that invokes the Guru can be re-rendered without a hitch. The
guy at Impulse said ship it back and get a replacement disk. Perhaps
while this transaction is taking place someone can tell me anything I
might be doing wrong to cause such a problem (in the event it is not the
disk). I'd like to clear this up as I was really getting excited about
what I was producing using Imagine.
--Pete
P.S. My Roommate Bob has been watching what I've been doing with
Imagine/DCTV on my A2500/30 and broke down, got a loan, and is buying an
A4000! I didn't even push him! Good job Impulse!
##
Subject: Re: Guru
Date: Thu, 19 Nov 92 22:29:56 -0500
From: danaf@rpi.edu
That's outrageous!
Not that the program GURUs, bugs show up in every process. But with any
professional program/piece of equipment, you should NOT be forced to live
without it because THEY screwed up. You should have demanded that Impulse
send you a replacement disk BEFORE you send back yours.
Imagine if HP had made me live without my LaserJet for a week while they
replaced the bad power supply that THEY installed!
-Frank
##
Subject: Re: Trying to 'loop' closed paths.
Date: Thu, 19 Nov 92 23:02:48 EST-10
From: johnr@rowe.adsp.sub.org (John Rowe)
Jeff Walkup says:
:I have a UFO object. I want two little "pods" to orbit around
:it very quickly.
This just occured to me... I think it should do the trick....
Add your circular path, add your object, tell the object to follow
the path for the full 400 frames, set the object's align as you wish,
***>>> add the Rotate FX to the circular path itself <<<***
^^^^^^^^^^^^^
If you want it to do approx. 25 revolutions, rotate it 9000 degrees.
Since the closed path is a circle anyway, the object should act as
though it's following the path, but just moving much faster.
Regards,
--
____ John ____ Australian Developer FAX +61 76 383867
// Rowe // Christian VOICE +61 76 324444
// __ //-- Amiga Programmer, Renderer, 3-D Animator
//__//rafix //__ffects EMAIL johnr@cbmaus.au.so.commodore.com
OR EMAIL rowe.adsp.sub.org!johnr@cbmvax.commodore.com
##
Subject: Re: Animation Tips
Date: Fri, 20 Nov 1992 08:47:20 -0800 (PST)
From: "T. Lee" <koolkid@u.washington.edu>
Now where can one get ahold of cuts from these commercials? I remember
hearing somewhere that parts of these commercials were send to an FTP site
somewhere. Please let me know where I could get ahold of these
commercials cuts.
Tim
-------------------------------------
Timothy F. Lee
ACC Lab Assistant
University of Washington
E-mail: koolkid@u.washington.edu
##
Subject: unix ray tracers
Date: Wed, 25 Nov 92 12:42:19 -0500
From: scott@umbc4.umbc.edu (Mr. Scott Krehbiel)
I have heard about several PD ray-tracers that can run on Unix
machines, like DKB Trace, Rayshade, Radiance, POVRay, etc.
( please correct me if I'm wrong on some of these )
Anyway, I'm looking for an X Windows front end ( preferably PD )
for a cool Unix ray tracer ( also preferably PD )
and I'd appreciate any suggestions.
I'm gonna be using an Iris Elan, so if I can get something
running well, this should be a lot of fun.
Thanks in advance for any suggestions.
Scott Krehbiel
scott@umbc4.umbc.edu
##
Subject: unix ray tracers (fwd)
Date: Thu, 26 Nov 1992 13:53:47 +0000
From: "Rob (R.D.) Hounsell" <hounsell@bnr.ca>
Scott,
>
>
> I have heard about several PD ray-tracers that can run on Unix
> machines, like DKB Trace, Rayshade, Radiance, POVRay, etc.
> ( please correct me if I'm wrong on some of these )
>
> Anyway, I'm looking for an X Windows front end ( preferably PD )
> for a cool Unix ray tracer ( also preferably PD )
> and I'd appreciate any suggestions.
I've used both SIPP-3.0 and RayShade on HP700s. Neither have a graphical
interface (i.e. X) like Imagine does. SIPP requires you to place all scene
descriptions in a .c file and then compile (i.e. you have to recompile after any
changes 8-( ). Rayshade uses a separate description file, which it parses, so
after the initial compilation of the Rayshade source, you don't have to compile
again.
Once of the rayshade binaries is called raypaint, but that just lets you
watch the rendering being performed in an X window.
Both could create good-looking images, but SIPP can't do raytracing. On the
other hand, they work well, and they're free!
Rob
--
+-----------------------------------------------------------------------------+
| Rob Hounsell BNR WAN: HOUNSELL@NMERH53 |
| NT Product Performance: OA/M INTERNET: HOUNSELL@BNR.CA |
| PHONE: (613) 765-2904 |
| ESN: 395-2904 |
+-----------------------------------------------------------------------------+
##
Subject: New spline based object modeller uploaded to amiga.physik.unizh.ch
Date: Thu, 26 Nov 1992 11:43:07 +0100
From: Helge Egelund Rasmussen <her@compel.dk>
Hi,
I've just uploaded a new spline based object modeller ("ICoons" = Interactive
COONS path editor) to to amiga.physik.unizh.ch (gfx/3d/ICoons1.0.lzh).
The program has a look&feel which is a cross between Journeyman and
Imagine, and it generates objects in TTDDD format.
It is possible to load Journeyman objects into ICoons, so the program
can be used to convert JMan objects to Imagine format.
Here's the README file from the archive:
ICoons v. 1.0
ICoons is a spline based object modeller which can be used to generate
objects in TTDDD format.
TTDDD files can be converted to lots of different object formats by
using the T3DLIB shareware package by Glenn Lewis.
BECAUSE IT IS DOING LOTS OF FLOATING POINT COMPUTATIONS, THE PROGRAM WILL
ONLY RUN ON AMIGAS WITH A FLOATING POINT CO-PROCESSOR.
ICoons may be distributed under the terms of the GNU General Public
License, this license has been included in file COPYING found in this
distribution.
I probably won't have time to make further changes to the program, so
I'll in fact welcome anyone who'll want to enhance it by for instance
adding new features to it. See the README file in the source directory
about ideas for new features.
The program is reasonably well commented, so it shouldn't be too
difficult to make changes to it.
You're welcome to contact me if you have any questions about the source
code or about usage of the program. My E-Mail address is:
her@compel.dk
Helge E. Rasmussen
---
Helge E. Rasmussen . PHONE + 45 36 72 33 00 . E-mail: her@compel.dk
Compel A/S . FAX + 45 36 72 43 00 .
Copenhagen, Denmark
##
Subject: woc toronto
Date: Sat, 28 Nov 92 1:38:44 EST
From: woovis@jcnpc.cmhnet.org (William V. Swartz)
I wonder if anyone out there knows if our favorite vendors will be at
WOC in Toronto next weekend. I am hoping it will be a good opportunity
to compare 24bit display products and find out what C= has up their
sleeves for spring. Are any of you aliens on the list going up?
##
Subject: GROW EFFECT
Date: Sun, 29 Nov 92 23:27:04 EST
From: Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
Has anyone had a problem with the grow effect in 2.0. Simple
grow''s are not a problem, however if I scal or rotate the
object during a grow the parameters are ignored. I can extrude
using the spline path and object in the detail editor just fine.
There the rotate and scale works perfectly. However if a group them
(path as parent), save the group, load it into stage, set the
grow effect parameters and render a wireframe anim the grow scaling
and rotation are ignored. Is it just me ?? anyone ever have a similar
problem.
thanks
--
SteveLombardi
stlombo@acm.rpi.edu
I'm Malcolm X. I'm Malcolm X. I'm Malcolm X....
(Those who have not seem the film will see no humor in my sig)
##
Subject: ICoons will only work under DOS2.0
Date: Mon, 30 Nov 1992 09:53:10 +0100
From: Helge Egelund Rasmussen <her@compel.dk>
As some of you already has told me, I forgot to mention that ICoons only will
work under WB 2.0 or higher.
Sorry 'bout that...
Helge
---
Helge E. Rasmussen . PHONE + 45 36 72 33 00 . E-mail: her@compel.dk
Compel A/S . FAX + 45 36 72 43 00 .
Copenhagen, Denmark
##
Subject: ICoons
Date: Mon, 30 Nov 92 01:58:27 -0800
From: spodell@ucscb.ucsc.edu (Stefon Bertrand Podell)
Could someone por favor d/l ICoons from amiga.physik.unizh.ch (in
gfx/3d/ICoons1.0.lzh) and u/l it to hubcap? My ftp access won't get me to
amiga.physik... for some reason.
Thanks,
Stefan
spodell@ucscb.ucsc.edu
##
Subject: Re: GROW EFFECT
Date: Mon, 30 Nov 92 01:55:00 -0800
From: spodell@ucscb.ucsc.edu (Stefon Bertrand Podell)
Yeah. Me too! I haven't had your particular problems, but I've had others.
Mine have to do with colors. All my Growths (?) look perfect in the wire-frame
previews. But when rendered, the colors go funny. For example, imagine (!) a
Growing rainbow; it has seven segments, each a different color in ROYGBIV.
When the object to be Grown is rendered by itself, all is well. But when
Grown, the colors shift one to the left (i.e. the stripe which is supposed to
be Violet is Indigo, Indigo is Blue, Blue is Green, etc.), and the stripe which
is to be Red flickers in all manner of putrid colors!
Even with single color Growths, the colors seem to change frame to frame.
Has anyone had this problem? Am I losing my mind?
-Stefan
spodell@ucscb.ucsc.edu
##
Subject: Re: ICoons
Date: Mon, 30 Nov 92 9:33:06 EST
From: Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
> Could someone por favor d/l ICoons from amiga.physik.unizh.ch (in
> gfx/3d/ICoons1.0.lzh) and u/l it to hubcap? My ftp access won't get me to
> amiga.physik... for some reason.
>
> Thanks,
You're not the only one. for some reason my ftp also won't reach
130.60.80.80 It would be much appreciated if Icoons were
uploaded to hubcap. thanks.
steve Lombardi
##
Subject: ftp to amiga.physik.unizh.ch (Re: ICoons)
Date: 01 Dec 1992 02:34:10 -0800 (PST)
From: "Alan Braggins, SDL" <ALANB@sdl.mdcbbs.com>
>> Could someone por favor d/l ICoons from amiga.physik.unizh.ch (in
>> gfx/3d/ICoons1.0.lzh) and u/l it to hubcap? My ftp access won't get me to
>> amiga.physik... for some reason.
> You're not the only one. for some reason my ftp also won't reach
> 130.60.80.80
I can't reach hubcap - however, ICoons is also in
wuarchive.wustl.edu:mirrors/amiga.physik.unizh.ch/amiga/gfx
wuarchive.wustl.edu is 128.252.135.4, and has lots of stuff in /systems/amiga,
as well as /mirrors/amiga.physik.unizh.ch
##
Subject: Problem with Imagine v1.1 :(
Date: Mon, 30 Nov 92 22:04:11 EST
From: twang@csc.albany.edu (Teddy Wang)
Hey everyone out there,
I'm having a small problem with Imagine. I'm running v1.1, and I can't seem
to make it create ANIMs (you know the kind that don't need impulses
proprietary player). Jeff sent me some e-mail so I included it below:
...
Hey Jeff,
> In article <TWANG.92Nov29210707@thor.albany.edu> you write:
> >1. Is there any way to create ANIMs using Imagine? So far as I can tell,
> > the option is there, but whenever I call it, the program tells me that
> > it is unable to create ANIMs (which I desparately need instead of
> > Impulses proprietary format). I combed through both manuals and found
> > nothing.
>
> Hmm, I guess you've created an animation already and you are trying to
> convert that to ANIM. You must have that option seleted before you generate
> you're animation. Tell me if I'm wrong.
>
Thanks for responding, but I can't seem to get this to work still. I choose
for the program to create an ANIM, not impulses proprietary format (listed
as "imagine" under the MODIFY menu). It gives me a requester asking me if I'd
like to create a looping animation. I answer NO. It gives me another
requester which asks if I'd like to delete the picture files after. I answer
YES (I've tried every combination here trust me...) And it gives me a
requester which states `Can't create ANIM file'. I'm getting real real
fustrated because four people have told me that I should be able to create
anims with the darn program. Try this and tell me how far you get please...
I have found a partial fix though. I output single still files of all the
pictures, and I use `makeanim' to group all the pictures together into
an ANIM. Still pisses me off that the program won't create them for me.
Plus I just created a short 60 frame HAM anim and it wound up to be over
2.6 megs big, not a real problem as I have 9 megs memory, and 240 megs
hard disk space, but at the rate I'm going, this'll soon be filled...
...
Does anybody else seem to have this problem or is it just me? I'd really like
to fix this problem.
Teddy
P.S. I'm running a 68040 could that be my problem...
--
//////// twang@csc.albany.edu
// twang@thor.albany.edu
// TWANG@ALBNYVMS.BITNET
// eddy Wang TW5232@ALBNYVMS.BITNET
// Computer Art and Animation
New Illusions Albany, NY "Increase the Peace..."
##
Subject: Vanishing Requestors
Date: Mon, 30 Nov 92 21:28:58 EST
From: Wes Parham <parham@athena.cs.uga.edu>
"Okay, stop me if you've heard this one before...."
I have a frustrating phenomena occur in the stage and cycle editors.
I've got alot of test anims to produce in these editors and am
constantly invoking the MAKE command. On occasion, in a rush, I'll
notice that the animation controller is quite simply not there. Am I
the sole fool who has his animation controller take leave of the
program? Of course, without the controller, you cannot Quit the test
anim, and must delay further work if not abandon your hard earned
motion studies altogether! Could it have anything to do with the
mouse accelerator I have running resident? I know that Dmouse
activates windows to front and such automatically, also does screen
blanking, etcetera. Well, I have to get back to my little walking
fellow.... he's happily walking in an infinite loop thanks to the
disappearing requestor. (fume, b*tch, Complain)... wes
##
Subject: ICoons ftp sites
Date: Tue, 1 Dec 1992 09:37:21 +0100
From: Helge Egelund Rasmussen <her@compel.dk>
If you're looking for ICoons:
amiga.physik.unizh.ch is mirrored to ftp.wustl.edu and ftp.etw.edu so you
might look there if you can't reach amiga.physik...
Helge
---
Helge E. Rasmussen . PHONE + 45 36 72 33 00 . E-mail: her@compel.dk
Compel A/S . FAX + 45 36 72 43 00 .
Copenhagen, Denmark
##
Subject: ISL released!
Date: Wed, 2 Dec 92 20:41:51 PDT
From: grieggs@devvax.Jpl.Nasa.Gov (John T. Grieggs)
Hi!
I've been awfully quiet lately, y'know. The reason why is that I've been
working on ISL, the Imagine Staging Language. It is now done, and you can
get it. For Free. It may currently be found at hubcap.clemson.edu in
/pub/amiga/incoming/imagine/ISL if you want it.
Special thanks to my way cool beta testers, Dave Wickard and Alan Price. I
feel a lot better knowing that it's been beat on pretty good already. :-)
Attached is the readme file.
_john
--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--
Hi, and welcome to ISL v1.0!
What is is? ISL is the Imagine Staging Language, a language create to
make the creation and manipulation of Imagine 2.0 staging files a whole
lot easier.
Who needs it? You do, if you are an Imagine user who is not satisfied
with the Action editor, and aren't afraid to try something new!
How much does it cost? Nothing. Nada. Not one red cent. This is my
little contribution to the Imagine user community. What's a few thousand
lines of code between friends? :-) It may be freely distributed, as long
as it is not sold for more than media cost. I require that you not charge
for it's use or sale and that you keep all the pieces together. I also ask
that you give me a little credit if you use it for anything neat. I'd also
like to hear from you at one of the e-mail addresses below if you use it -
it's always nice to hear! Bug reports should go there, too.
Keep what pieces together? Well, this file, for one thing. Also:
name size
destage 22964 the de-compiler
restage 46748 the re-compiler
ISL.doc 6155 the docs
ISL.BNF 5839 the grammar
frames.c 2392 a sample c stage producer
ArexxISL.lha 6490 two sample Arexx scripts
Now what? Get it, enjoy it, and have a great day!
grieggs@jpl-devvax.jpl.nasa.gov
JohnG@cup.portal.com
--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--
##
Subject: Re: Problem with Imagine v1.1 :(
Date: Wed, 2 Dec 92 16:49:30 PST
From: DrGandalf@cup.portal.com
>Thanks for responding, but I can't seem to get this to work still. I choose
>for the program to create an ANIM, not impulses proprietary format (listed
>as "imagine" under the MODIFY menu). It gives me a requester asking me if I'd
>like to create a looping animation. I answer NO. It gives me another
>requester which asks if I'd like to delete the picture files after. I answer
>YES (I've tried every combination here trust me...) And it gives me a
>requester which states `Can't create ANIM file'. I'm getting real real
>fustrated because four people have told me that I should be able to create
>anims with the darn program. Try this and tell me how far you get please...
I suspect what is happening here is that you have first created an Imagine
format animation for this particular subproject. When you do that, all the
bits and pieces of the Imagine format animation are stored in the subproject
directory in a drawer called ANIM. If you then go to the MODIFY requester,
and then try to make an ANIM-5 format animation, Imagine tries to put it in
the same subproject directory as a *file* named ANIM. However, finding a
drawer already named ANIM, it can't create the file, and gives you that
non-informative message. What you need to do is to delete the ANIM drawer in
your subproject directory (the *.pix directory within the **.imp directory),
and then try to make the anim.
__ _ _
<ELF> - Eric J Fleischer,MD - Dr Gandalf \ \ | () | VIRTUAL
DrGandalf@cup.portal.com \ \| || |__ IMAGE
eric.fleischer@f100.n109.z1.fidonet.org \___||____| LABS
##
Subject: test : looking for index of refraction list
Date: 02 Dec 1992 01:55:36 -0500 (EST)
From: VISHART@ubvmsb.cc.buffalo.edu
The following is a letter that I tried to post to the mailing
list before. Forgive me if you have already seen it, as I
eventually had to post it to comp.sys.amiga.graphics.
It is being reattempted as a test of the mailing list.
I would still be very interested in your reaction to it's
content.
A long while back, there was a list making the rounds. In it
were the indexes (indices ?) of refraction for various
objects (e.g. various glasses, gemstones, crystals)
as well as for various substances. I am looking for such a
list. I have looked at a very old copy of the HandBook for
Chemistry and Physics, and did not find entries for gemstones.
Any assistance would be appreciated. If anyone has the list
and could email it, that would be most welcome as well....
Thanks loads.....(uploads ? :-)
___________________________________________________________________
| Internet: vishart@ubvmsd.cc.buffalo.edu
Joe Hart | /// Plink: OSS542
Niagara Falls, NY | \\\/// Ham call: WA2SND
| \XX/ AMIGA - Computers for REAL MEN
===================================================================
##
Subject: Re: Vanishing Requestors
Date: Tue, 1 Dec 1992 14:01:53 -0500
From: John J Humpal <johnh@jhunix.hcf.jhu.edu>
Wes Parham writes:
>
> notice that the animation controller is quite simply not there. Am I
> [...]
> motion studies altogether! Could it have anything to do with the
> mouse accelerator I have running resident? I know that Dmouse
> activates windows to front and such automatically, also does screen
>
Yes, it could. Those Sunmouse-type utilities can cause problems
with Imagine's requesters. If I were you, I'd turn off the click-to-front
and auto-activate switches in DMouse.
--
-John
John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
##
Subject: woc toronto
Date: 28 Nov 1992 11:55:08 -0500 (EST)
From: VISHART@ubvmsb.cc.buffalo.edu
I plan to be there.....anybody else ?....
Perhaps we could arrange to congregate somewhere ?
How shall we recognize one another ? Or would
that be perfectly obvious ?.....:-)
Perhaps small badges made from printouts of
our signature lines ?.....
___________________________________________________________________
| Internet: vishart@ubvmsd.cc.buffalo.edu
Joe Hart | /// Plink: OSS542
Niagara Falls, NY | \\\/// Ham call: WA2SND
| \XX/ AMIGA - Computers for REAL MEN
===================================================================
##
Subject: uuencoded gold attributes
Date: 02 Dec 1992 01:59:52 -0500 (EST)
From: VISHART@ubvmsb.cc.buffalo.edu
Greetings....
The gold attributes of which I spoke are simply settings....
No textures, mapping, or brushes are required...
The settings are as follows :
color, reflect, filter, specular all set as follows :
red 255
green 207
blue 95
dither 255 only necessary if not using 24 bit
hardness 255
roughness 0
shininess 0
Keep in mind that with gold, reflections of the surroundings
in the gold are what make it appear as it does. As a result, gold
cannot usually be generated properly using scan line, and so
it requires trace mode. Let me know how it works for you.
(uuencoded attribute is included after signature line ...)
___________________________________________________________________
| Internet: vishart@ubvmsd.cc.buffalo.edu
Joe Hart | /// Plink: OSS542
Niagara Falls, NY | \\\/// Ham call: WA2SND
| \XX/ AMIGA - Computers for REAL MEN
===================================================================
begin 644 jfhgold.lha
M)_DM;&@U+8$```#>````E`."&0``$6IF:&=O;&0N871T<FEB=71E(O(`;E-3M
M;BB-6("`A)2`DIE_7>N9O^Z6X!B#_$9,04-X*:[+[&1!98B4CEYI@`!YF1$=O
MW/<R^Y/5S'VQ'!['MXG$KAC$/D7D,F+4&D`D:P9>P/L'I!6+>&@/T_O6'5]N0
D_6]^\N.*6K]/&2/OCFN:#C9=?!R=PSUY)*J]=*>JI-OE5M(`:
``
end
size 171
##
Subject: jewels and golden objects in imagine
Date: 30 Nov 1992 10:20:40 -0500 (EST)
From: VISHART@ubvmsb.cc.buffalo.edu
I am looking for hints for making decent gemstones in Imagine.
Any assistance in this area would be appreciated. Also, I have
a near perfect set of attributes for stunning metallic gold
objects. It works extremely well for both polished and
hammered gold. If anyone is interested, I'll pass it along.
___________________________________________________________________
| Internet: vishart@ubvmsd.cc.buffalo.edu
Joe Hart | /// Plink: OSS542
Niagara Falls, NY | \\\/// Ham call: WA2SND
| \XX/ AMIGA - Computers for REAL MEN
===================================================================
##
Date: Thu, 3 Dec 92 09:05 CST
From: rcj@nwscc.att.com
I know this has been asked before, but how can I convert
an Imagine animation to something I can show on a PC?
##
Subject: Re: ICoons uploaded to hubcap
Date: Tue, 1 Dec 1992 16:33:52 +0100 (MET)
From: Johan Andersson <johan@solace.hsh.se>
ICoons is uploaded to hubcap, it resides in the directory...
/pub/amiga/incoming/imagine/misc
...and is named...
-rw-r--r-- 1 13 30 382401 Nov 30 21:39 ICoons1.0.lzh
-rw-r--r-- 1 13 30 1136 Nov 30 21:39 ICoons1.0.readme
I was about to upload them but found them there already.
*-----------------------------------------------------------------------------*
! Address: Johan Andersson Email: johan@solace.hsh.se !
! Fredriksbergsg. 2 !
! 856 41 Sundsvall New to this list, but don't flame me !
! Sweden Still rendering in 1.1 :*) !
! Phone: +46 (0)60 11 20 42 !
*-----------------------------------------------------------------------------*
##
Subject: BABYLON V
Date: Tue, 1 Dec 92 22:35:06 MET
From: amipb@amipb.gna.org (Philippe Berard (IWANIMA's second programmer))
Dear neters,
I will write an article on BABYLON V in next month's french amiga
magazine Amiga-News. What I'm looking for is some informations on
how the Amiga/Toaster are used in this film, which Amiga programs
were choosed, etc...
If anybody is a little bit involved in this film, or just has some
neat informations, please e-mail to me.
Thanks !
Sincerely,
-- Philippe
.----------------------------------------------------------------------------.
| Philippe Berard (French Amiga User) | |
| "They hold a cup of wisdom, | UseNet : amipb@amipb.gna.org |
| But there is nothing within" (Kate Bush). | |
`----------------------------------------------------------------------------'
-- Philippe
.----------------------------------------------------------------------------.
| Philippe Berard (French Amiga User) | |
| "They hold a cup of wisdom, | UseNet : amipb@amipb.gna.org |
| But there is nothing within" (Kate Bush). | |
`----------------------------------------------------------------------------'
##
Subject: grow effect and new anim player
Date: Wed, 2 Dec 92 22:55:41 EST
From: Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
I called impulse to find an answer to my grow problem. They told me
that the rotation and scaling parameters in the grw effect requestor
are not yet enabled. Should be in the next release. When
doing an extrude to path in the detail editor they function as expected.
Anyone see the announcement towards the front of the new amiga world
regarding the "real time " anim play back system that plays
from the harddrive. sounded to good to be true so I phoned the company.
Here is what I learned.
-should be released late december
-needs it's own harddrive partition.
-The program converts a sequence of frames into it's own format and stores
them on the dedicated partition in a new format.
-Via a provided VCR like control panel or another scheme controlled via AREXX
you can rifle the frames at 30 FPS. Thats 30 FPS on an unaccelerated
2000 with a speedy harddrive. that 30 FPS example was 3 bitplane
702X240 DCTV frames. withan accelerator add a few FPS. with a
3000/4000 even more.
I know I'd be real into 20 FPS 3bit 736X480. maybe thats expecting
a bit much... we'll see.
Hey, anybody going to World of C= this weekend. I''m definitely
making the7 hour trip. I need the Fix.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
\ / /
/ / Surviving this way is a crime. \
\ Steve Lombardi / I will not commit it. /
/ Stlombo@acm.rpi.edu / Most of the World lives this way \
\ / working another slave labour day. /
/ / -- Azalia Snail \
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
##
Subject: Real3D Version 2.0 Spec's
Date: Thu, 3 Dec 92 14:27:08 EST-10
From: johnr@rowe.adsp.sub.org (John Rowe)
I just got off the phone with Bruce Brown, one of the beta testers of
Real3D Ver2.0. The specifications and descriptions of the product
listed below have just been released to the public.
Bruce also told me he was speaking to someone yesterday who had just
contacted Impluse for their reaction to Real3D Ver2.0. They said they
were "very annoyed!" I can see why! :^() This product sounds
revolutionary! Bruce has been testing it for 1 month, and it has
features which allow the easy creation of hitherto unthinkable object
interaction. It includes collision detection, gravity, rebound,
coeffecient of friction handlers, etc. The demo bowling alley
animation he was supplied with gives an example of these handlers in
action. He said all you need to do is position 10 bowling pin objects,
position the bowling ball object, give it velocity in the direction of
the pins and an amount of spin, set the coeffecient of friction and the
amount of rebound and let the program GO! IT WORKS OUT EVERYTHING
RELATING TO THE RESULTING COLLISIONS - object motion, spin, bounces, etc.
I've never heard of anything like this! He cited another example of a
falling dominoes animation. Set up the domino objects, push one and off
it goes! No I haven't been drinking! This is for real!
He says with this program we can rethink everything we set aside as
being impossible to simulate!
I own Real3D Ver 1.3, although I have virtually never used it. I found
its capabilities simply too limited. I formed the same opinion of
Ver 1.4. However, Bruce says that this is a completely new program, and
bears no resemblance with its predecessors. It is simply a new breed
of software!
I will be attending a demonstration of the product tomorrow! I'll post
my first hand impressions.
Sorry for the length of this posting, but from what I've heard this
product is HIGHLY RELEVANT to the future of 3D graphics on the Amiga.
And now for the details, first the feature list and then the descriptions
of the features :
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
The major features for Real 3D Version 2.0 include:
- Fully integrated editor and renderer taking full advantages of
multi-tasking
- User customizable editor
- Open architecture for expandability
- Savable macros, which can be bound to keys or user defined icons
- Undo with unlimited user definable depth
- Hierarchical object construction
- CSG (Constructive Solid Geometry) modeling
- Boolean operations
- Quadric surfaces
- Polygonal surfaces
- B-splines
- Large collection of creation tools for constructing complex shapes
by combining primitives.
- Comprehensive set of free form surface construction tools
including co-planar and orthogonal sweeps, swinging, rotation,
cross-sectional building etc.
- `Landscape' and `Tree' fractal generators
- All necessary linear transformations are included
- Nearly one hundred non-linear free-form deformations available
- Comprehensive set of direct curve and surface manipulation tools
through control and knot points
- Unlimited number of texture/material descriptions per object
- Transparency with physically correct refractions
- Texture mapping
- Color mapping
- Bump mapping
- Environment mapping
- Shadow mapping
- Reflection mapping
- Clip mapping
- Transparency mapping
- Brilliance mapping
- Mapping through user defined formulas
- Fogs
- Blurred reflections & refraction
- Procedural material/texture properties which can be customized by
user definable formulas and programs
- Infinite number of light sources
- `Sun-glow', `atmosphere' and other non-homogeneous material
effects.
- Highly optimised ray tracing
- Soft shadows
- Depth of field
- Motion blur
- 9 level anti-aliasing uses adaptive over-sampling
- Revolutionary animation system based on the object-orientation
theory includes:
- Morphing/key-framing of objects and materials
- Particle animations
- Inverse kinematic modifications
- Skeletonal modeling
- Magnetism
- Procedural animations
- Allows all transformations and free form deformations to be
animated
- RPL, a fully featured programming language is used for:
- Expanding the program features and user interface
- Describing macros
- Scene description
- Defining behavior for particles
- Procedural texture and material handlers
- Interactive object creation and manipulation etc.
- Fully customizable object and material data structures using tags
- Animatated background images
- `Matte' objects for combining ray traced scenes with backgrounds
- Well defined protocol to output devices allows, for example,
graphics hardware manufactures to write the software needed for
using their products with Real 3D.
- Field rendering
- Alpha-channel support
- Autocad DXF import
1.1 FEATURES OF REAL-3D V2.0
============================
Program Real-3D is a design and animation program for
Description producing high quality, realistic pictures of
three-dimensional objects. The main target groups for
the software are: video producers, creative computer
artists, product designers, teachers and everyone
interested in computer generated imagery. The new
version introduces a large collection of state-of-art
features, making Real-3D one of the most powerful 3D
packages available.
Integrated The mode-less design principles of Real-3D V2.0 mean
Environment that the user can directly access most functions of
the program simultaneously. For example, it is
possible to modify a material and immediately see how
the modification affects the rendered image.
Customizable The Real-3D user interface is fully customizable. It
Environment is possible to construct different working
and environments to meet requirements of different
Expandability applications. For example Real-3D can be used as a
single view editor, a tri-view editor or perhaps a
9-view editor. It is possible to expand the program
by defining new functions and binding them to icons
and keys.
Zero Wait The asynchronous software design, implemented using
State Design the latest techniques of object-oriented programming,
takes advantage of multi-tasking operating systems
extensively, to achieve maximal convenience and
productivity when modelling. The user never has to
wait until some function is finished; instead, they
can continue with new actions while old ones are
executed as background tasks.
Hierarchical With Real-3D, objects can be created with a
Object-Oriented hierarchical structure. This means that the objects
Construction can be made of sub-objects, and these sub-objects may
of Objects have their own sub-structure and so on. This kind of
a tree structure is well known in the context of disk
operating systems, in which directories are created
inside directories. In Real-3D the counterparts of
these directories are used to collect objects into
logical groups. This kind of approach makes, for
example, object modifications extremely easy, because
it is possible to perform operations to each logical
entity separately or collectively. When copying a DOS
directory, it is un-necessary to take care of the
individual files and directories inside it. In the
same manner, a complex object can be stretched in
Real-3D as easily as one part of it.
Ray Tracing The ray tracing calculations of Real-3D are strongly
based on the optical properties of materials in the
real world. Real-3D produces images by simulating the
laws of optics, and consequently they represent
reality with astonishing accuracy.
Speed Innovative methods and new ray tracing algorithms make
Real-3D extremely fast. Ray tracing in Real-3D is so
incredibly fast that it can be used as a primary
re-drawing method instead of wire-frames during the
interactive modelling process.
Rendering As well as the ultra fast wire-frame refreshing,
Techniques Real-3D includes six different rendering techniques:
hidden-line wire-frames, high speed basic surface
rendering, simple ray tracing with non-interactive
environment-mapped reflections, single light-source
ray tracing, rendering without shadows, and fully
featured ray tracing. The {Render Engine} also
supports such sophisticated features as depth of field
and motion blur.
Light-sources It is possible to use an unlimited number of
light-sources with any desired colour and intensity.
Also diffuse light-sources are included, producing
smooth edged shadows.
Anti-aliasing Real-3D includes adjustable anti-aliasing. There are
9 different degrees of anti-aliasing, from which the
user can select a suitable level. The most accurate
level uses 256*256 adaptive over-sampling, which is
enough for any application!
Draft For drafting purposes it is possible to render with
Rendering low resolutions to produce images faster. Rectangular
areas of an image can be individually selected and
rendered with any desired techniques, resolution,
anti-aliasing level etc.
True Solid Real-3D includes a CSG (Constructive Solid Geometry)
Modeling modeler. Solid modeling is the most sophisticated way
to represent three dimensional objects. For example,
solid modelling offers general boolean operations and
makes it possible to simulate optical devices, like
lenses, correctly.
Mathematical In addition to polygonal surfaces, Real-3D includes
Surfaces several curved surfaces, such as ellipsoids,
cylinders, cones and hyperboloids. The surface
description of these surfaces are defined
mathematically. This means that no matter how much a
sphere created by Real-3D is enlarged, no edges,
corners or other artifacts become visible on its
surface. Furthermore, this makes the program much
faster, and most importantly, the resultant images are
of very high quality.
Boolean Using boolean operations between objects, it is
Operations possible, for example, to split an object into two
pieces and move the pieces apart so that the inner
structure of the object is revealed. Operations can
also be done so that the properties of the material of
the target object are changed. By using a shiny
cylinder a shiny hole can be drilled into a matt
object. Operations are a powerful way to create and
modify objects. Especially in modeling technical
objects these boolean operations are indispensable.
Compound Tools Complex shapes can be constructed by automatically
combining basic primitive objects.
Polygonal Conventional polygonal surfaces with optional Phong
Surfaces shading are included.
B-spline Uniform cubic B-spline surfaces provide user with the
Surfaces most powerful way of representing curved free-form
surfaces and organic shapes. The quality of shaded
B-spline surfaces is far superior to polygonal
surfaces with Phong shading.
Free-form Large collection of free-form surface construction
Construction functions are provided, including co-planar and
orthogonal sweeps, rotation, cross-sectional building
etc.
Linear All necessary functions for modifying the basic shape
Modifications and properties of objects are included.
Non-linear Nearly one hundred non-linear transformations and
Transformations bending functions are available for altering the shape
of free-form surfaces.
Fractal Two fractal generators are included for constructing
Generators `landscapes' and `trees'.
Material Using the hierarchical structure it is possible to
Properties construct objects from different materials having
suitable physical properties. All material properties
can be adjusted without any restrictions. Even the
refractive index of light is freely adjustable so that
it is possible to create optical devices from `glass'
lenses. These devices act as their real-world
counterparts: a magnifying glass in Real-3D really
magnifies!
Texture The texture mapping properties of Real-3D are not
Mapping restricted to any fixed patterns. Any image file can
be used to paint objects. Pictures created with any
painting program, with a video digitizer or a scanner
can all be used to colour the surface of an object.
For example, by digitizing a wood-grain pattern, it is
easy to create realistic looking wooden objects. In
Real-3D V2.0, textures are a part of the object
hierarchy, so that textures can be modified and
animated just as easily as any other object.
B-spline Mapping Textures and images can be mapped over the surface of
a B-spline mesh so that they follow the curvature, and
as the B-spline is modified or animated the texture
moves with it like a skin.
Procedural As well as using image files to define material
Textures properties there is unlimited number of mathematical
handlers available. As well as built-in functions,
the user can write arbitrary formulas defining the
colour, bump-mapping and other material properties.
Multiple It is further possible to use multiple textures or
Textures materials per object. Furthermore, the materials can
be faded and mixed.
Animation Support The new version introduces a revolutionary animation
system, which extends the object-orientation
principles to the process of defining the animation
methods for each object. In the new animation system,
the motion description is a natural part of the object
structure. The built-in animation methods include
such features as: basic motion and shape
modification, morphing and skeletonal control using
`Inverse Kinematics'.
Particle There is also one of the most powerful particle
Animation animation systems available integrated into the
animation system. Using these animation methods
objects are treated as particles that can have various
physical properties like velocity, spin and
surface-friction. They can then be made to collide
and interact just like objects in the real world.
Interactive Real-3D also includes software for showing rendered
Replay animations interactively.
Macro Functions It is possible to combine Real-3D functions to form
macros either by recording mouse and keyboard actions,
or by creating the descriptive text using the built in
programming language. With macros the user can easily
create complex, symmetrical forms or produce animation
effects. Macros can be saved, loaded and bound to
keys and icons.
RPL Language Real-3D contains fully featured programming language,
RPL. The language offers the most powerful interface
to the software and can even be used for accessing
operating system functions. RPL is used for:
- expanding the program features
- macro recording
- scene description and saving
- particle and procedural animation methods
- procedural material properties
Two formats are available: a binary and an ASCII
format. The binary format offers efficient and fast
way of storing a scene description, whereas the ASCII
format, based on RPL programming language, is machine
independent.
Tag Expansion Object and material data structures can be expanded
using tags. Tags are also utilized in particle
animations where the tag data attached to an object
can determine the behavior of the object.
AutoCAD Real-3D supports importing AutoCAD DXF format.
Interface
Mattes and The 3D images rendered by Real-3D can be easily
Background integrated with digital backgrounds, which can be
Images animated object to act as `mattes' rendered objects
can be made to `pass behind' parts of the background.
When used correctly with the animation system these
techniques allow direct combination of 3D graphics and
`live' action.
Alpha-channel The Real-3D {Rendering Engine} provides support for
graphics hardware with an alpha-information channel.
By using the alpha-channel as a video key, ray traced
scenes can be combined with video without the need to
digitize it in advance.
Image Output The protocol for output devices is well designed and
flexible, allowing, for example, graphics hardware
manufacturers to write the software needed for using
their hardware with Real-3D. Rendering of separate
fields for interlaced output is supported by the
software.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
A lot of words, but what does it really mean? They say the proof of the
pudding is in the eating, and I'll be doing a lot of serious "eating" at
the demonstration tommorrow, that's for sure.
--
____ John ____ Australian Developer FAX +61 76 383867
// Rowe // Christian VOICE +61 76 324444
// __ //-- Amiga Programmer, Renderer, 3-D Animator
//__//rafix //__ffects EMAIL johnr@cbmaus.au.so.commodore.com
OR EMAIL rowe.adsp.sub.org!johnr@cbmvax.commodore.com
##
Subject: Imagine ANIMs
Date: Sat, 5 Dec 1992 13:20:33 -0500
From: Jason B Koszarsky <kozarsky@cs.psu.edu>
I need a utility that will convert an ANIM to a bunch of IFFs. Or Something
that will let me append Imagine ANIMs together. Anyone know of such a beast?
Jason K.
##
Subject: Re: ICoons ftp sites
Date: Thu, 3 Dec 92 15:10:01 MET
From: amipb@amipb.gna.org (Philippe Berard (IWANIMA's second programmer))
Hello Helge (Helge Egelund Rasmussen), in <199212010837.AA05312@compel> on Nov 30 you've written :
> If you're looking for ICoons:
>
> amiga.physik.unizh.ch is mirrored to ftp.wustl.edu and ftp.etw.edu so you
> might look there if you can't reach amiga.physik...
ICOONS1.0.lzh has also been distributed in the Sky Amiga Network, on
FidoNet
Sincerely,
-- Philippe
.----------------------------------------------------------------------------.
| Philippe Berard (French Amiga User) | |
| "They hold a cup of wisdom, | UseNet : amipb@amipb.gna.org |
| But there is nothing within" (Kate Bush). | |
`----------------------------------------------------------------------------'
##
Subject: ISL 1.1
Date: Thu, 3 Dec 92 18:36:22 PDT
From: grieggs@jpl-devvax.jpl.nasa.gov (John T. Grieggs)
Hi.
First, sorry if you got duplicate copies of the ISL announcement - it wasn't
my fault, honest! :-)
On to the real stuff here - somebody found a bug with ISL. I am happy about
this, since it means he was using it. Anyway, ISL 1.1 is now on hubcap. This
version allows '-' in a filename, unlike 1.0.
Keep those cards and letters coming! Electronically speaking, of course.
_john
##
Subject: Index Of Refraction
Date: Fri, 4 Dec 1992 00:15:45 -0500
From: Udo K Schuermann <walrus@wam.umd.edu>
I can't vouch for the accuracy of these, but these are what I collected
over the years (without really trying)
Anybody interested in two test/demo pictures I did to demonstrate the
effect of refraction and reflection at hand of 14 glassy spheres in front
of a brick wall? Nicely dithered 16 color 640x400. I'll upload them to
hubcap if I get requests.
Enjoy!
._. Udo Schuermann
( ) walrus@wam.umd.edu
--------------------(snip snip)--------------------
INDEX OF REFRACTION
Air 1.02
Alchohol 1.329
Amorphous Selenium 2.92
Calspar1 1.66
Calspar2 1.486
Chromium Oxide 2.50
Copper Oxide 2.705
Crystal 2.00
Diamond 2.417
Emerald 1.57
Flourite 1.434
Heaviest Flint Glass 1.89
Heavy Flint Glass 1.65
High Dispersion Crown Glass 1.52
Glass 1.5
Ice 1.309
Iodine Crystal 3.34
Lapis Lazuli 1.61
Light Flint Glass 1.575
Liquid Carbon Dioxide 1.20
Quartz1 1.644
Quartz2 1.553
Ruby 1.77
Sapphire 1.77
Sodium Chloride (Salt) 1 1.544
Sodium Chloride (Salt) 2 1.644
Topaz 1.61
Water 1.333
Zinc Crown Glass 1.517
--------------------(snip snip)--------------------
##
Subject: testpath
Date: Sun, 25 Oct 1992 07:34:44 GMT
From: menzies@cam.org (Stephen Menzies)
This is a message that was sent e-mail to me by michael comet in
response to a discussion that began with a post by nico post. He
meant for this message to go direct to the list instead of to
me only, so i've forwarded it:
>
>Nico Post <130756@pc-lab.fbk.eur.nl> writes:
>
>
>>Howdy Imagineers!
>
>>Yesterday I saw a videoclip on television (here in Holland), from an
>>english band called "the Prodigy" with the song "FIRE!".
>>Seems to me they used Imagine 2.0, 'cause I recognized the Beethoven-
>>head and the porsche. It looked really cool (They got Beethoven
>>singing "fire")
>
>>Just thought I'd let ya know.
>
>>Greetings to Dave W. (Did it work?)
>
>The Beethoven head and porsche were not likely not created by Impulse,
>but rather were bought from a company that digitizes objects. The name
>of the company slips my mind at the moment but I've seen the catalouge,
>and I've seen the head, the porshe, the cow etc in it. These appear to be
>the low-res versions. Versions come in low, med, and high res and are
>on a variety of subjects. The prices seem to range from $50 to $1000+
>depending on the object and the resolution and are availible in various
>formats. They're commonly used in the industries. The objects are
>resonably well made (digitized) and can be modified. So maybe it was
>an Amiga...maybe not..
>
>-stephen
>
>
>>Bye,
>> --Nico Post
>> 130756@pc-lab.rsm.eur.nl
>--
>Stephen Menzies
>#Internet: menzies@CAM.ORG
>#Fidonet : Stephen Menzies @ 1:167/265
>
>
Yep. Actually I've seen the head in a rendering from Autodesk
3D studio. It was in the Lastest Video Games and Computer Entertainment
mag. Seems this new game co. is going tobe releasing a CD-ROM title for
the IBM on 2 (two!) CD's. Equivalent of 3000 disks or so. Anyways all
of it was rendered in super vga with autodesk 3d studio. And in the
game instead of scrolling around like normal, you will actually be able
to "move" through this haunted house and stuff that was rendered. Neat
idea....it's about time someone pushed cd-roms to their max. I'd love
to see a cd-rom title like this in amiga's HAM mode. BTW there's also
1/2 an hour of digitized live video mixed in the game.. i think it's
called "The Seventh Guest" and it's all about a haunted house.
Michael Comet
mbc@po.CWRU.Edu
-------end of forwarded message ------
please, any questions regarding this subject, should be directed either
to the list, or michael, and not to me. (sounds like one heck of a
game though..3000 disks!:)
-stephen
--
Stephen Menzies
#Internet: menzies@CAM.ORG
#Fidonet : Stephen Menzies @ 1:167/265
##
Subject: Gold Attributes in Scanline
Date: Sun, 6 Dec 92 0:46:48 PDT
From: tucker@cs.unr.edu (Aaron Tucker)
> Keep in mind that with gold, reflections of the surroundings
> in the gold are what make it appear as it does. As a result, gold
> cannot usually be generated properly using scan line, and so
> it requires trace mode. Let me know how it works for you.
>
You can get pretty good gold using Apex's VARYRELBRIGHT texture on a medium
yellow. Make sure and have some reflectivity and a good reflection map. There
is a great little anim you can use on The Graphics BBS mail server that makes
an excllent reflection map for moving logos or cameras. Also make sure you
have moving lights. I find that many people just place their lights and
leave them in one place.
For lighting, use a good 3-point static lighting system. Then add some lights
for highlighting that move across the face of your object as it or the camera
moves.
I have gotten excellent gold results in scanline mode. Ray-tracing should be
a last resort. I have never needed ray-tracing for any of my animations. I am
not saying there isn't a use for it, but I am saying you generally don't need
it.
I can upload one of my gold objects to hubcap or wuarchive if there is
interest.
Juan Trevino
tucker@pyramid.cs.unr.edu
##
Subject: Re: testpath
Date: Sun, 6 Dec 92 10:09:51 EST
From: srp@gcx1.ssd.csd.harris.com (Stephen Pietrowicz)
> >The Beethoven head and porsche were not likely not created by Impulse,
> >but rather were bought from a company that digitizes objects. The name
> >of the company slips my mind at the moment but I've seen the catalouge,
The company is called ViewPoint.
Steve
##
Subject: Re: Index of Refraction (UPLOAD)
Date: Sun, 6 Dec 1992 22:20:55 -0500
From: Udo K Schuermann <walrus@wam.umd.edu>
In a previous message I offered:
>Anybody interested in two test/demo pictures I did to demonstrate the
>effect of refraction and reflection at hand of 14 glassy spheres in front
>of a brick wall? Nicely dithered 16 color 640x400. I'll upload them to
>hubcap if I get requests.
I have thus uploaded 'AttribDemo.lzh' (130865 bytes) to hubcap.clemson.edu
[130.127.8.1] in directory /pub/amiga/incoming/imagine/pics/
._. Udo Schuermann
( ) walrus@wam.umd.edu
##
Subject: test
Date: Sun, 6 Dec 92 11:17:12 CST
From: James_Hastings-Trew%telepro@access.usask.ca (James Hastings-Trew)
Is this message getting to the list?
Just so that this will not be a wasted message, I will include three
uuencoded Imagine objects. They are plain solids that I was having a heck
of a time trying to build in the Imagine detail editor (not having the
requisite math skills.) Happily, I WAS able to convert some primitives in
DXF format to Imagine format, and work from there:
Don't laugh at me if I got the names of these solids wrong... I could not
find a reference that named them properly...
begin 644 PentDodecahedron.lha
M*Z4M;&@U+0T$``#N"```)IB%&0``%5!E;G0N1&]D96-A:&5D<F]N+FEO8HU0U
M`[9KOGP[NB2V/^<B/"O$=R<(``-4Q,RLLLJ@K<]W"`AW==W"JPM32U*S44MTL
MTJK2*PM2S5+,E2RDI11):\-M9LW@MG57AK57E+P.U;6M:TMOOSY][]^[6UX;[
M^1+K:Y56W.W6,>3;`]PI<2)$CZ"TQR#^^)%E0T[_1&A6T4"!(BQI>3B1XD6'[
M"LHL23'C$JRA2$],^/`D1Y5F@\6?YR%I;.4G;KB>/]Y_QY5GIXK7_H;SYSF=<
M/9'S9CD2(TM'^>W)CE9&:AYA-[ZZTP&?'RHC&?;B&<.OXS?/:7W%9]?]<1?.8
M;_*6I79GH-\\S`PQ,T7!;Y])G;DVT_?.P=WSLO;BK=@[,&5JW7MF[Q[QV)LNH
M;?GL9T;HO=UTF,N,:<+!T1:_Q5L9NH"5CSV?A@WC&<Z[-9?X2L99_OES)?CK@
MU8S??E;G)L)AD.GGTF?`,_,IU;TN'CL^Z\S;6^915#-W>?LUOT?1VC/EU/ZM6
M;^=_.19IK]ZUOF;VA9M^E*=H-UO9>XFN9EM5\BMZT>ZWLNOSNW9NRZY>,=IMH
MG-O]F[-V76XIG:G9<X;ZG9NRO_O8NU.RPSGZ18FA39UY]AS2@;IW0HJ!P<^B7
MH$.O'J*A3*\>(GJ>MT<^04WIGBF107!KYX*94:O:N*CIT3U&=T=,/S#(J1$_<
M<&LW?IE1S8^\:."V(TDX=(/C#HJ-$^<&M=ODRHYM?S[1OVQ&CG#HRM,0BJ$5^
M:X-;[K4RHZ!M\T#1OFQ&HG#J$K?$HJQ%3N#6XUME1T+=*:%HZUL1K)PZPI3%1
M(JI%2N#@(J5#J.I15294=$BJ4];HX#ESXM$MYKW7ST:94:O:N*C6UZEQK4;Y+
MS5_JD2ZUKW6;TB94<V/T31T;8B_G#?N;KXQ$N\:]UKNF3*CFU_`:.D;$8,X<\
M%S2/&HETO7NM]UB94=*V^:5HZ9L1IYPZ=S9NK1+8:]UN-;94=4W2FJ:.L;$:T
MV<.ML84-/S9GM:6#?B'>-_%?#MW1F[-XI-&7S;Q6X8#:O@MHF;.9L92$I\4OK
M5G6'6I\=^/.O*X[`R!V)D3LC)&3,H=F94RQVAES,':F9,T9LSA7I.<Z9XSYVI
MQ"-`0R(12Q-"619EH)\,Y;$8CD@[<DDHEEN:,TAI33&G.X+@U!J3N3NCNS5'^
M>'>FK-8=\=^>`:TUQKSP38'A'AGB%R>*>,;$V1XY,/(-F>2>4;0VIMC;FX-RG
M>6>8;HNC=F\-Z>:79OC?GG'GGH'`.">B<(](],]0]4X9Q#UCBGKG&+P]@]D]N
MHXYR#VSDG*+T]PY9S"^/=/>+\]\^`P#X8<>UDM^#789XDQ;&U:/!WD*7)A1F(
MC3DJ1#RK1L^G;P[65+0?Q%@CAU,29U>I<74Q+G5Z?_R1)D+^(KUF:FGEI_&T2
#MC@`N
``
end
size 1083
begin 644 TessDodecahedron.lha
M*V,M;&@U+1<$``#N"```F9F%&0``%51E<W,N1&]D96-A:&5D<F]N+FEO8@01Q
M`\UKG/#;-I;'_J[9N0P:UUKL;;5151%#&<H"H9+K;@PVZTMJ@`**.%$#"HXR'
MKG8,`**H"(.`$0$%$41#(K'A%X7A2`YA&(0XUX",)&06/`0@/OGGM^^L9'A?\
MR)([7*JVYVZSDRY`/>;-BQ8LFRRO7H/F18TR(G?C6L.1&`?S8TR9BXLF+&B0\
M\I&BRY-J3,I#E)Z:$>!*DS+1!X,_SD/,6DQ.W9%`?[S_CS+3-1FO_+?W9_6%!
MS9R,=RI5K-1_H-2)1X\8_K-Z&6Z3,1T=NR^W6U"#Q6<7?/67WW9(QF-W#.+<F
M=!OGX]SJRIEUS?/(_>&<'GPF^>\N=.2WF7;YUXYYV7NVS+L'9@??;.O;+_H69
MCL39875^QGZY\_C38EC+;I'*HL\6]-S&,W>1-7Q.>S]MCPF,Y<LLH_V&C_#7"
ME=]NN+*3QE8SCI*]%-UA556T)'`K#$='8*WEY2:!G-V6<:WR-5;LRW\Q6M]V2
MS^V?GSNFUON_T^MFSW-BUOD<GD,X/3WZM[&7V*=;V7N'Y;+JQ_)6]C.'O'6]-
ME_^.W=F[+_?\YVFV8&=V#LW9?Z^X=J=EA15[LW9>Z6.[4Z:/].-%R:;.O.2?9
M04;=.Z1%1N#H45&AUX]14B97CQ$]3UNCH2`F]-`5"*`X-?/`3*C5[5Q4=2B>R
MHSNCJ!\=4BIT3YP:S=\F5'.C[QHX#8C3SQTY2E$BID5*X-:[I4RHYU?T+1OF`
MQ&FGCIB$=6BPR*$X-;[A)E1T;;YHVCI6Q'#3QX9*WZQ%6HJEP:W&MLJ.D;I3"
M2-'";$:V>.M()@D56B@N#?HH*'4=4BJTRH\(BJD];HW[ESX-$MYKW7STR94:$
MO:N*C6UZIQK4=*YJ_A42ZUKW6;TZ94<Z/X1HZ9L1?3QOG-U^M1+O&O=:[J$R?
MHYU?OVCIVQ&!/'`<TCZY$NEZ]UONM3*C@MOF"T=0V(U,\=2YLW6(EL->ZW&MP
MLJ.K;I35M'6MB,*>.%9PXB?FS0:$R#?B'>-_%>B;NC.V;P2:,TK;Q6X7[:O@;
M-HF=.9T92$I\4O8&'.Q3X[^S.T.U,0=L8D[<[@Q1BRN,85YW)8'='=F-,<8\V
M[P[T[Y)SD2Q._,D0RR(A%(Q9F3,H6AE3P".2"U))*,L2R833P3PC+F8,R9HS<
M9G#PSQ#.GBGC&>/'+8SYY!Y)H#RC0FB-&6YI#RSS#S32GG%P:8N3SST#T3TB+
MZ/3+LO#3FH+TU)JC5FL/4/5-:>L>N>P>R:XUYL#VC8GMFR-F>X7QM#:FV-N>5
MZ;@]XW)NC=GOF\-Z?`?";X^(WY\9\AP#Y3@GS'".&7Y\YQ(DF/+;\&NDL27&_
MLX[1_3K8<V7#M6C3DR5$KVC9@:B)'F34']1D$<.IB7/KU+BZF)L^O3_^2I<I6
-?Q%>LQ\X\U/XVEL<`"5$P
``
end
size 1093
begin 644 Isohedron.lha
M(X`M;&@U+8<"``#B!0``%9>%&0``#6ES;VAE9')O;BYI;V);R`)-9)SX>UB-*
MU_O=WNNET(D("I"H"$42.N[NKIUW<[O)4))`"2@L:5:;0-&_`.LQC,8U#7885
M:[,9@QJ,,-!H-![[_^^][M!C'XGV,LD4;<VDS9]Z$+W.1X\>;<WE8H?LCR*$*
M96?HF1;V0!IS_>H7<6<K)L@!.FT)2ATYA*7,GR4QF>^^BW\J@K3KW71K^+#7F
M]9"CT)6"CEI_W\:NT:KIED?:IK9TQQ%_-1JUN.UX?7\S,^'C=Q/3XC[XWE092
M49%^@W<WZ2FK'#RUC^MO!?&U59V<^AM8_ZQ3/S[9W\V.4@VL!QM!K8[VNC'13
MUNX/JNUNO-\]4O74TWQHTY$>Z5%K7R,HA*G]LI%5">&GD&R66E!:6>(JFGI[P
M@*II=VBF52'3T%50%W@%*JH+S/@K"VO.&JFU*Z,]%M&.F:)Z+:9HAHHIFD-MG
MJ?Z9HIPGL]$JDTTS8CPUC8OTJQL:\2B.(\QVUM%DQOC?EN$]#;^F_+;\3OZ:3
M26S@N"]'<!<9OZ[;T?LGMIY_Q%KJ)[.-V<'O\5TBY%AKA%$MG2[)C?/#>F>D>
M>5V3^QGLG^)1'$DQ8R?)?\%@](,%[DMG$*0C3FC-(:4J#3*^DM2:@JC4FJ-6X
M59K#6FN->;`V)6%:5QLBO-F;0VJFC8ED;8VYN#<FZ-V69O#>F^+0WYP"U+8XW
M)PBW.&7!Q#BD4N2,1R022Z+LE%X<8EEZ3":3CCD\H#AR"^.27Y@&"<HY9S#"S
M.:89SC$.>8IT#HG2.F=0ZIUCKG8,8[)CG:,@R3MG<.Z=Z--ESU]"XUP3Y$F63
ML?F\$5R?%F+&GX`SHUFL;OMRXTN@XH??+!2AH6GT8!5$VA9RC`)__3I\Y.D:\
*5VU8=Q7[G)!8`(`S:
``
end
size 685
Gee... I hope this does not bounce TOO badly. I have not been able to post
to the list for MONTHS now...
-- Via DLG Pro v0.992
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
Telepro!james_hastings-trew@access.usask.ca
"[Democratic philosphy consists of] the idea of running your paycheck
through the salad shooter and dumping the shreds on the compost heap of
good intentions." -P.J. O'Rourke in Bill Clinton, The Rolling Stone
Interview
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
##
Subject: TDDD
Date: Sun, 6 Dec 92 20:02:50 EST
From: dyancey@xamiga.linet.org (Darrin Yancey)
I'm confused about how to use Glen lewis TDDDD. Logic dictates that a good
way to animate the sand in an hourglass would be to use TDDDD. But how to go
about it? that's the question. Anybody have any suggestions. Perhaps someone
us using tddd in an interesting way? I'd really like to hear it.
##
Subject: Imagine-related Tools
Date: Mon, 7 Dec 92 15:45:28 CST
From: Wayne Haufler 283-4160 <haufler@sweetpea.jsc.nasa.gov>
I've finally downloaded and started playing with some of the
Imagine-related Tools available on Hubcap.
Wow, it feels like an early Christmas 8^) . These are great!
I just wanted to say "Many Thanks" to:
Alex Deburie for Vertex (a shareware 3D object editor)
Helge E. Rasmussen for ICoons (a Spline based object modeller),
John Grieggs (?) for ISL (the Imagine Staging Language),
BTW, could somebody give me a clue what xobj is supposed to be or do?
The author's Internet address was not in the xobj.txt file (Steven Webb).
Also, I'm very impressed with the Real3D Version 2.0 Specs
that John Rowe recently posted here.
I wonder how much it will cost.
__ Wayne A. Haufler [Christian/SW Engineer/XWindows/Amigan]
\\ /\\ /\\ //_ haufler@sweetpea.jsc.nasa.gov McDonnell Douglas-Houston
\/--\// \//__ Hobby:"Computer Animations For Christian Endeavors"
//
##
Subject: Re: Real3D Version 2.0 Spec's
Date: Mon, 7 Dec 92 10:33:12 CST
From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith [LORAL])
Whew!!!
After seeing John Rowe's post on Real 3D, I'm going to have to think
again about Imagine 3.0. I hope Impulse has their act together.
Tom the Smith
##
Subject: Re: settings for color, reflectivity, filter, and realistic objects
Date: Mon, 7 Dec 92 10:02:59 CST
From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith [LORAL])
VISHART@ubvmsb.cc.buffalo.edu writes:
> ...suppose
> you design an old, unpolished wooden table top with the COLOR set
> as follows :
> COLOR
> red - 100
> green - 52
> blue - 30
>
> ... all the FILTER settings should be zero.
> If you follow the above guidelines, however,
> you will calculate that the REFRACTION must be set
> to exactly the same values as the COLOR settings.
> For example , in the case of the old wooden table top,
> the calculated settings would be :
> REFRACTION
> red - 100
> green - 52
> blue - 30
>
> This results in quite a bit of reflection from the table
> top. If you look at an old unpolished picnic table top,
> you won't see much reflection. How would one reconcile
> this with the above guidelines ?
I think Imagine should do away with color all together. You should have
filter, reflectivity, and diffusion. Use the filter to set transparency,
and the reflection to set the object color. Now its true that the surface
will begin to look like a mirror, thats what the diffusion would take care
of. Diffusion would randomly point the surface normal away from the true
surface normal. The amount of variation could be set by the difusion slider.
So if diffusion was set to zero, the surface would look like a mirror and
the more you increase the diffusion, the more you would get rid of reflection
and keep color.
Back when I bought Turbo Silver, I was confused with both the color slider and
reflection when I thought that they would be doing the same thing. Because how
are you going to see an object and its color unless light reflects off it?
Tom the Smith
##
Subject: Re: Gold Attributes in Scanline
Date: Tue, 8 Dec 92 3:30:32 PDT
From: tucker@cs.unr.edu (Aaron Tucker)
Hello everyone. I have uploaded a few files to the imagine directory
at hubcap. These are:
imagine/objects/ panel.gold.lha
panel.gold.readme
imagine/brushmaps/ reflection-anim.lha
reflection-anim.readme
panel.gold.lha is a simple beveled panel object showing how to get a good gold
appearance in Scanline mode. You must have Apex's Essence texture package to
make this work. It uses the VARYRELBRIGHT texture to be exact.
reflection-anim.lha is comprised of 18 frames of moving boxes. This anim was
downloaded from The Graphics BBS mail server. It is now on hubcap.
If you have any questions, feel free to EMAIL me at:
Juan Trevino
tucker@pyramid.cs.unr.edu
##
Subject: Horror and suffering
Date: Tue, 8 Dec 92 05:06:09 MST
From: bscott@nyx.cs.du.edu (Ben Scott)
It's 4:45 AM. I've not had any sleep in more than 36 hours. And it's
all Imagine's fault.
I know this question won't be answered in time to help me, or maybe it
will, but I'd like some perspectives.
I'm a freelancer with too much work at present. Actually, I'm working
on two unbelievably separate projects which happen to be for the same two
people. (plus five other projects but I digress, I'm not thinking stright
any more)
Anyway. The one that's giving me hell is a seemingly simple anim. The
Earth is rotating in space. (took me days to find a good Mercator
projection of the Earth, in reasonably real color; fortunately I already
had scanned satellite photos of clouds) (BTW I have a Mac Quadra to thank
for the Earth picture - it was in the Scrapbook! Geez, a bloody Mac of
all things...) When Denver rolls around, the company logo comes flying
out, trailing a golden, uh, trail. Seemingly simple enough - scan the
logo, extrude heavily, make it come through the Earth, slap a Linear
texture on it, morph the texture to make the trail catch up. No biggie.
Worked fine in test renders except that I couldn't get a gold color
no matter what I did. Well, set up a global reflection map to give the
gold something to reflect (it comes out green, NO MATTER the settings
for color reflect etc. without it). But then the rest of the object,
which was Linear textured into transparency, begins to reflect gold.
Hours of head banging (literally).
Finally, about three hours ago - an idea. Linear texture to black!
Some help; not enough, still gold. Linear texture to black and no
reflect. No worky either. No f*cking worky on anything I tried.
Give up the global reflection no, it was a global environment, sky
horizon etc. Anyway, drop that, play with the attributes for half
an hour to try and get ANYTHING yellow, no go. I could get gray,
or blue, usually green, but even playing with the light colors didn't
work.
Now I forget what I did next, but I ended up with black for the parts
of the object I needed. Geez, can't remember. Anyway, I get this
maddening fringe effect - the object is outlined in gold. So I gave
up, made a black plane, had it moving up behind the transition area
to obscure the rest of the object. THE BLACK PLANE (0,0,0 reflect,
0,0,0 color, etc.) GIVES A GOLD FRINGE EFFECT TOO. Lights are white.
I'm in scanline mode. Can't afford the render time for trace mode
anyhow, it's a 200 frame anim due (with 12 others) in, uh, well, too
soon, only two 68040s to render on, plus dump-to-tape time. Where was
I. OK, that's where I left off for a break to call my Usenet access
point.
I have the version of Imagine 2.0 which has the morphing bug - won't
morph object size properly, only attributes. So I can't morph the
object to something shorter. The gold outline of a rectangle moving
up on the object is obviously unacceptable.
I've played with light positions. I already had to make the Earth
recede into the distance to avoid it being obscured by either the
transparent part of the logo object or the plane. All the local
Imagine experts (Hi Chris) are asleep now... I gotta go to another
job today, and some office Xmas party too. Gotta get some damn
silly slides to come out of a Polaroid Palette for some big mucky
muck I work for; Windows is what he's working from and it's
misbehaving as always. I'm not being paid enough for this.
Apologies for the complaints. Por favor, ayudame!
. <<<<Infinite K>>>>
--
.---------------------------------------------------------------------------.
|Ben Scott, professional goof-off and consultant at The Raster Image, Denver|
|Internet bscott@nyx.cs.du.edu, or call the Arvada 68K BBS at (303)424-6208.|
>----------------------------------------..---------------------------------<
| "It's Woodstock! Three days of peace, || The Raster Image IS responsible |
|love, and stock footage!" - Joel, MST3k || for everything I say! **Amiga** |
`----------------------------------------'`---------------------------------'
##
Subject: Re: Imagine ANIMs
Date: Mon, 7 Dec 92 15:07:54 EST-10
From: johnr@rowe.adsp.sub.org (John Rowe)
Jason K writes,
>
>I need a utility that will convert an ANIM to a bunch of IFFs. Or Something
>that will let me append Imagine ANIMs together. Anyone know of such a beast?
>
>Jason K.
I have seen a couple of Public Domain programs which will do these jobs,
but I have never found any that are consistently stable or produce results
that I am happy with.
I use scripts I have written in Director 2 to do these jobs. Director 2
has a library of functions designed to handle, build and dissect anim
files and it does this very well. You can control EXACTLY what
information goes into the anim file (when the palette changes, if at all,
etc.), and I have found it both fast and reliable.
If the palette does not change during the animation, DPaint IV will also
split an anim into individual IFFs. Simply load the anim, choose the
save picture menu item and tell it how many frames you want saved.
It will also allow you to append another anim to the currently loaded
anim, although it must have the same locked palette and you need enough
RAM to hold both at once of course. ;-)
--
____ John ____ Australian Developer FAX +61 76 383867
// Rowe // Christian VOICE +61 76 324444
// __ //-- Amiga Programmer, Renderer, 3-D Animator
//__//rafix //__ffects EMAIL johnr@cbmaus.au.so.commodore.com
OR EMAIL rowe.adsp.sub.org!johnr@cbmvax.commodore.com
##
Subject: Real3D Version 2.0 First Hand Impressions
Date: Tue, 8 Dec 92 18:44:33 EST-10
From: johnr@rowe.adsp.sub.org (John Rowe)
Last Friday I attended a demonstration of Real3D Version 2.0
This demonstration consisted of a discussion of the product, showing
of screenshots of the program and animations created by it, and a
chance to briefly have a look at it hands-on.
Since I posted the spec's to this list, I have had a number of queries
relating to the product.
First off, let me say I haven't had the opportunity to use the program
myself, so don't take what I'm saying as gospel. I have, however,
spoken at length with a beta-tester who has been using it for over a
month.
Here are the answers to a few questions people have asked relating to
my earlier post:
>How good is the interface?
The interface looks _amazing_! And very professional.
Fully Intuition Style-Guide compliant! As many editor windows open as
you want, on as many screens as you want (Public or Workbench).
Windows are resizable Intuition windows.
User definable gadgets to do whatever you want. I've seen screenshots
of multiple windows showing grey scale renderings of objects open on
the same screen as editor windows showing wireframes. Very versatile!
>Are the B-splines used in object modeling?
YES!
>Questions: DCTV support?
It will render DCTV images, but will not load them (Not from what I've
been told anyway).
>Quality of manual?
To my knowledge the manual is still being written, but I am told it
will be a substantial tome.
>Price?
$1399 Australian Retail
>Availability?
Sometime in January I think.
A few additional points I gleaned from the demonstration:
I saw the demo bowling alley animation I mentioned in my previous
post and it was impressive. Although the objects were only basic and
not at all detailed (no image mapping was used in this animation, not
much asthetic appeal), the animation did serve to show off the program's
collision detection and rebound abilities. The pins reacted in the
manner you would expect real pins to react in a real world situation,
toppling over, rotating end-over-end and spinning away. The fact that
the program calculates all this itself is quite extraordinary. It is a
little too much to expect the illusion to be absolutely perfect by
default, but this was very close. I have been told that you have
parameter control over everything relating to the objects actions and
reactions (co-efficient of friction, object squashing on collision,
degree of rebound, etc.) and as with all programs this would have to
be "tweaked" to achieve the exact result you are looking for. But I
can see these features adding a whole new spectrum of capabilities and
tools to one's repertoire, enabling motion that could only previously
have been simulated after much tedious calculation and trial and error.
I have been told the program fully understands and respects Newtonian
Laws of motion.
The period set aside for hands-on with the program was very short, and
having totally forgotten everything I ever learned about Real3D's
method of doing things I was content to watch other people (who didn't
know what they were doing either) blunder around inside it.
Objects now have an axis which seems to serve the same purpose as in
Imagine; the axis depicted almost identically to its Imagine counterpart
and the new style of the editor looking and feeling very similar to
Imagine.
I heard one person saying the program and it capabilities bear a
striking resemblance to "Soft Image" (I probably haven't got the
spelling right) which exists only on higher end machines and which
sells for very big $$$$. I am not familar with this program and can't
comment on it (perhaps someone else on the list can???).
WHAT'S THE BOTTOM LINE???
I am very impressed. Since I started using Imagine I have never had
cause to envy the abilities of another rendering program, until now!
I am hoping to arrange to experiment with it in depth to see if it really
is the next-generation rendering and animation tool it appears to be.
Don't pass up an opportunity to see this program!
One last point - the beta test version being demonstrated used dongle
protection in the second joystick port, a point that was not well
received by the audience. Since the program is modular in design, I
have been told that the renderer itself will run separately to the
editor, and that only the editor requires the presence of the dongle.
I do not know if the release version will have dongle protection.
--
____ John ____ Australian Developer FAX +61 76 383867
// Rowe // Christian VOICE +61 76 324444
// __ //-- Amiga Programmer, Renderer, 3-D Animator
//__//rafix //__ffects EMAIL johnr@cbmaus.au.so.commodore.com
OR EMAIL rowe.adsp.sub.org!johnr@cbmvax.commodore.com
##
Subject: Re: BABYLON V
Date: Tue, 08 Dec 92 15:18:58 EST
From: Mark Thompson <mark@westford.ccur.com>
Philippe Berard writes:
> I will write an article on BABYLON V in next month's french amiga
> magazine Amiga-News. What I'm looking for is some informations on
> how the Amiga/Toaster are used in this film, which Amiga programs
> were choosed, etc...
> If anybody is a little bit involved in this film, or just has some
> neat informations, please e-mail to me.
Well I didn't work on BABYLON V but I work closely with one of the people
that did. I know a fair amount about it but even I would be very hesitant
to write an article on it with my somewhat limited knowledge. I really don't
feel that someone who knows even less than I do should be writing an article
on this topic without talking directly to those that worked on it, and
that would be Foundation Imaging in Valencia, CA. If your words are going
to be published, they should be accurate, and you will not likely get much
accuracy by posting a plea to the net (not to mention using the wrong mailing
list, the LightWave list would have been more appropriate).
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' Mark Thompson CONCURRENT COMPUTER %
% --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
% ' Image ` ...!uunet!masscomp!mark Hardware Architect %
% Productions (508)392-2480 (603)424-1829 & General Nuisance %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
##
Subject: Re: Imagine ANIMs
Date: Wed, 9 Dec 92 9:29:02 CST
From: dale@camelot.b24a.ingr.com (Dale R Rogers)
|Jason K writes,
|>
|>I need a utility that will convert an ANIM to a bunch of IFFs. Or Something
|>that will let me append Imagine ANIMs together. Anyone know of such a beast?
|>
|>Jason K.
|
|I have seen a couple of Public Domain programs which will do these jobs,
|but I have never found any that are consistently stable or produce results
|that I am happy with.
|
|I use scripts I have written in Director 2 to do these jobs. Director 2
|has a library of functions designed to handle, build and dissect anim
|files and it does this very well. You can control EXACTLY what
|information goes into the anim file (when the palette changes, if at all,
|etc.), and I have found it both fast and reliable.
John,
I also use Director 2.0. By the way, there is a Director 2.0
mailing list in the making. Stay tuned for the when and where.
Dale
|
|If the palette does not change during the animation, DPaint IV will also
|split an anim into individual IFFs. Simply load the anim, choose the
|save picture menu item and tell it how many frames you want saved.
|
|It will also allow you to append another anim to the currently loaded
|anim, although it must have the same locked palette and you need enough
|RAM to hold both at once of course. ;-)
|--
| ____ John ____ Australian Developer FAX +61 76 383867
| // Rowe // Christian VOICE +61 76 324444
| // __ //-- Amiga Programmer, Renderer, 3-D Animator
|//__//rafix //__ffects EMAIL johnr@cbmaus.au.so.commodore.com
| OR EMAIL rowe.adsp.sub.org!johnr@cbmvax.commodore.com
|
##
Subject: Re: Real3D Version 2.0 First Hand Impressions
Date: Wed, 9 Dec 92 11:08:26 -0500
From: mbc@po.cwru.edu (Michael B. Comet)
I called up the location in Canada (i think...see number below)
and they said the program would be out sometime in February. Also said
it would be about $700 US. Not a toy. Sounds great though...the
editors also sound great..... The person said it's so customizable that
when you first start it __NO__ editing windows are open at all! You
tell it what to make for each window, where to put them etc.... This
means you could have 4 perspective views of the top side, bottom, etc...
plus another 3 editing windows etc....
Anyhow those that are interested may also take note in the
following:
Realsoft has a board which supports 38.4 baud and supposedly has
pictures and demo of the new product. The number is listed below. I
haven't hide time to call yet so i don't really know what's on there.
Don't bother to call to get hard copy literature as they've said
nothings printed yet....not even the manual!
Hope this helps.
Phone: (519) 436-0988
BBS: (519) 436-0140
--
+======================================================================+
| Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
| mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN " |
+======================================================================+
##
Subject: Adpro and DCTV, help me!
Date: Wed, 9 Dec 92 10:24:03 EST
From: bandy@aplcomm.jhuapl.edu (Mike Bandy)
I just bought a DCTV unit to go with my A3000. I knew that Imagine
supported it, and thought that Adpro did too. The documentation
talks about a DCTV operator, but it's not on my 2.x release! I'm not
sure the version I have (I'm composing this at work) but can anybody
help me out? Maybe uuencode the DCTV operator module or make it
available for me to download via ftp? I don't feel that there is a
copyright problem, since I'm running a properly registered copy and
the doc set says the feature is supposed to be there.
Thanks.
--
Mike Bandy
bandy@aplcomm.jhuapl.edu
Johns Hopkins University / Applied Physics Lab
##
Subject: Re: Adpro and DCTV, help me!
Date: Wed, 9 Dec 1992 16:00:10 -0500
From: John Rosner <rosner@europa.eng.gtefsd.com>
Mike Bandy writes
> I just bought a DCTV unit to go with my A3000. I knew that Imagine
> supported it, and thought that Adpro did too. The documentation
> talks about a DCTV operator, but it's not on my 2.x release! I'm not
> sure the version I have (I'm composing this at work) but can anybody
> help me out? Maybe uuencode the DCTV operator module or make it
> available for me to download via ftp? I don't feel that there is a
> copyright problem, since I'm running a properly registered copy and
> the doc set says the feature is supposed to be there.
I use DCTV and ADPRO 2.0 on my A3000. There is no DCTV Loader but
there is a DCTV operator. Load an image, could be 24 bit output from
DCTV, do whatever you wish to the image, use the DCTV operator to
convert to DCTV, at which time it will display on DCTV, finally save as
a HI-RES 16 bit color image.
Hope this helps,
John Rosner
##
Subject: Re: Real3D Version 2.0 Spec's
Date: Tue, 8 Dec 1992 23:13:50 -0500
From: "Christopher Stevenson" <csteven@aries.yorku.ca>
Hmmm. *ALMOST* too good to be true? ;-)
If these specs are accurate, and if Real3D 2.0 is less than $500,
it might just have made a convert of me. Also of note: a lot of
the specs described (eg. physical dynamic animation) are present
in, for example, a professional package called SoftImage (pronounced
"soft ee-mahj", I'm told).
-the electric monk
##
Subject: brush maps
Date: Tue, 8 Dec 1992 17:50:53 -0500
From: Jason B Koszarsky <kozarsky@cs.psu.edu>
Recently, I've been working with brushmaps in various animations. The problem
arises during rendering an anim. Whatever has a brushmap suddenly starts
tripping out, usually a white multicoloured speckled mapping. Sometimes the
original brush pattern is noticable but not always. Memory doesn't seem to be
the problem as I'm using a machine with 8M fast & 2M chip and I have never
gone under 1M chip 3.8M fast.
I had set the anim up to be rendered as 24-bit then converted to a HAM anim5.
My brushmaps where mostly HAM, some 16 & 32 colour images. None where larger
than 320x200. I started playing around with other formats for the brushs and
found that if I used 12 or 24 bit Impulse or 24 bit ILBM my anims turned out
fine. I also noticed that if I used Impulses format, the frames rendered in
almost 1/3 the time compared to when I used HAM or lower. Also, I did not
experience this problem at all if I generated single frames. It only appeared
during anim renderings.
Jason K.
##
Subject: New LightWave pics on hucap
Date: Wed, 09 Dec 92 13:04:07 EST
From: Mark Thompson <mark@westford.ccur.com>
I've cc'd this to the Imagine list because I know you guys are generally
interested in this stuff also.
I have just uploaded three new jpeg'd pictures to hubcap. They are all
contained in a single archive (215955 bytes) and can be found in:
hubcap.clemson.edu:/pub/amiga/incoming/graphics/MarkFilm.lha
Below is a portion of the README file which describes them.....
Both Floaty.jpg and Store.jpg are a couple of stills from my recently
released 2 minute film "One Stormy Night with Fred Floaty". It was created
entirely in LightWave 2.0 with the aid of Cinemorph, Morphplus, Pixel 3D,
ADPro, and Deluxe Paint. It took nearly 6 months to create and involved a
solid 4 months of continuous rendering. It is a short tale of a pool
floatational toy, Fred, who resides in the display window of a travel
agent. The story opens on a rainy evening and Fred dreams of being
somewhere more pleasant. The original motivation for the film was to show
off some of the latest effects I had developed using LightWave which
included a spectacular animated simulation of rain and a pretty darn good
pool (IMHO). The finished film consumed 2.5 GB of storage and required an
average of 1 hour per frame to render (some took up to 2 hours and 40 min.)
Furnace.jpg is a still from an animation I am currently working on. It
depicts a grim, dirty, very industrial machine room that looks like a
some sort of furnace from hell. Although it is lost in the still, the
steam and the flames look rather nice animated. Also note that the hanging
lamps are crooked in the image because they are swinging in the animation.
Hope ya like em.
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' Mark Thompson CONCURRENT COMPUTER %
% --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
% ' Image ` ...!uunet!masscomp!mark Hardware Architect %
% Productions (508)392-2480 (603)424-1829 & General Nuisance %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
##
Subject: Re: New LightWave pics on hucap
Date: Wed, 9 Dec 92 21:22:06 EST
From: Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
>
> I have just uploaded three new jpeg'd pictures to hubcap. They are all
> contained in a single archive (215955 bytes) and can be found in:
> hubcap.clemson.edu:/pub/amiga/incoming/graphics/MarkFilm.lha
> Below is a portion of the README file which describes them.....
>
Mark- they sound intense! it is possible to see these? are they part
of a video release?? If not, will one be availible??? I'm
sure others would like to see them as well.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| why would he be such a jerk? i know that he doesn't smoke
steve lombardi | drugs. and he doesn't do cocaine. and he doesn't shoot
stlombo@acm.rpi.edu | smack. and he doesn't even drink beer. Why would he be
| such a fu*ker to me? --WEEN
##
Subject: Re: Imagine-related Tools
Date: Thu, 10 Dec 92 12:11:02 MST
From: HURTT CHRISTOPHER MICHAEL <hurtt@ucsu.colorado.edu>
>
> BTW, could somebody give me a clue what xobj is supposed to be or do?
>
It converts Sculpt->Imagine. Not sure about reverse.
Chris
##
Subject: Real 3d & SoftImage
Date: Thu, 10 Dec 92 13:13:44 EST
From: scotta4@rpi.edu
>I heard one person saying the program and it capabilities bear a
>striking resemblance to "Soft Image" (I probably haven't got the
>spelling right) which exists only on higher end machines and which
>sells for very big $$$$. I am not familar with this program and can't
>comment on it (perhaps someone else on the list can???).
I also have a freind who is a beta tester...and I also have not yet gotten to
touch this product, so I can only tell you what I've been told.
My friend said to me that all he kept saying was "Make this program look like
Softimage for the Amiga"...and now when I get phonecalls from him, he is
happy.
To the best of my understanding, Softimage is an expensive SGI package that
is synonymous with incredible organic modeling and animation.
Any comments would be usfull to shed light on the subject.
Alex Scotti scotta4@rpi.edu
##
Subject: Re: Real 3d & SoftImage
Date: Thu, 10 Dec 92 18:54:05 EST
From: Mark Thompson <mark@westford.ccur.com>
> My friend said to me that all he kept saying was "Make this program look like
> Softimage for the Amiga"...and now when I get phonecalls from him, he is
> happy.
I'll reserve judgement till I see it, but when I last saw it demoed,
many of the really interesting features (procedural animation, animated
free form deformation, etc.) only worked with rudimentary objects (a
bowling ball and pins is a good example). If they have extended its
capabilities to work with very complex objects, then it would be more
interesting. Also, they need a high quality, fast scanline renderer
to be really useful for production. It does look intriguing though.
> To the best of my understanding, Softimage is an expensive SGI package that
> is synonymous with incredible organic modeling and animation.
It is perhaps the premiere 3D animation package on any platform and sells
for about $60,000.
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' Mark Thompson CONCURRENT COMPUTER %
% --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
% ' Image ` ...!uunet!masscomp!mark Hardware Architect %
% Productions (508)392-2480 (603)424-1829 & General Nuisance %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
##
Subject: PC version of Imagine
Date: Fri, 11 Dec 92 10:35:09 CST
From: setzer@ssd.comm.mot.com (Thomas Setzer)
Does anyone know if the PC version of Imagine(when it is released) will allow
you to take settings from the Amiga version? In other words, can you design
a scene on the amiga and render on the PC? Render to Amiga formats? Atleast
24-bit IFF would be nice. If so, think of what you could do....
Buy a cheap 486 with no extras(monochrome screen, adequate memory and hard disk,
plus I guess you gotta get a math coprocessor) and you got a cheap Imagine
coprocessor. Well, cheaper than any beefed up Amiga anyway.
Anybody got any specs on the PC version?
Tom Setzer
setzer@ssd.comm.mot.com
##
Subject: Re: New LightWave pics on hucap
Date: Fri, 11 Dec 92 15:38:10 -0500
From: mbc@po.cwru.edu (Michael B. Comet)
>
>I've cc'd this to the Imagine list because I know you guys are generally
>interested in this stuff also.
>
>I have just uploaded three new jpeg'd pictures to hubcap. They are all
>contained in a single archive (215955 bytes) and can be found in:
>hubcap.clemson.edu:/pub/amiga/incoming/graphics/MarkFilm.lha
>Below is a portion of the README file which describes them.....
>
Uuuuuuuuuuuuuuugggggggggggggggggggg!
I tried downloading after FTPing this file 3 (yes three) times!
EVERY TIME IT WAS CORRUPT!
(yes i was in binary mode for ftp). Perhaps they are compressed
with some super new lharc utility? or are they just corrupt? If so,
please re-upload them! Sound great.
--
+======================================================================+
| Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
| mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN " |
+======================================================================+
##
Subject: Re: New LightWave pics on hucap
Date: Sat, 12 Dec 92 13:33:58 -0500
From: mbc@po.cwru.edu (Michael B. Comet)
>
>I FTPd, downloaded, and unpacked Marks hubcap pics using LhA version
>1.32 with no problems whatsoever. Newest LhA is 1.38 but I haven't
>bothered to upgrade myself yet. If you're using LHARC or LZ,
>chuck them in the toilet and get LhA.
>
>Harv
>
>
Ahhh... that's the problem....I'm using an OLD LZ. Is the new
LHA program on hubcap? If so....can anyone please tell me what it is
called and what directory it is in? Thanks alot!
--
+======================================================================+
| Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
| mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN " |
+======================================================================+
##
Subject: Re: Continuing Scenes
Date: Sun, 13 Dec 92 11:00:24 -0500
From: mbc@po.cwru.edu (Michael B. Comet)
>
>Here's a typical friday brain belch...
>
>I'm animating on the fly. I want to create another 200 frame sequnce but I
>can only allocate about 240 frames per animation. I want to save all my
>objects in the last frame in the first animation and continue from
>there. How can I save the last frame with all its keys for the continuing
>series of frames in a new scene. Thanks for tolerating my poor wording.
>
>Barb...
>
>Free Flow Video
>Visual Information worth it's weight in rust....
>
>
>
This is another thing that has bothered me about Imagine. I have
not yet found a way to transfer information from scene to scene. Maybe
that ISL program that someone wrote would do it? All I can say would be
to write down each Item by hand and to copy it to the new editor! A
major pain....but I don't see any other way. Maybe someone else has a
trick we could all use?
--
+======================================================================+
| Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
| mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN " |
+======================================================================+
##
Subject: Re: PC version of Imagine
Date: Sat, 12 Dec 92 13:17:05 EST
From: Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
> Does anyone know if the PC version of Imagine(when it is released) will allow
> you to take settings from the Amiga version? In other words, can you design
> a scene on the amiga and render on the PC? Render to Amiga formats? Atleast
> 24-bit IFF would be nice. If so, think of what you could do....
> Buy a cheap 486 with no extras(monochrome screen, adequate memory and hard disk,
> plus I guess you gotta get a math coprocessor) and you got a cheap Imagine
> coprocessor. Well, cheaper than any beefed up Amiga anyway.
> Anybody got any specs on the PC version?
>
Yes!. I spoke to impulse about doing just that. It should work
without a hitch. They strongly suggest a 486.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| why would he be such a jerk? i know that he doesn't smoke
steve lombardi | drugs. and he doesn't do cocaine. and he doesn't shoot
stlombo@acm.rpi.edu | smack. and he doesn't even drink beer. Why would he be
| such a fu*ker to me? --WEEN
##
Subject: Having Fun, Wish You Were Here
Date: Thu, 17 Dec 92 10:50:28 CST
From: dave@flip.sp.paramax.com (Dave Wickard)
Grrrreeeetings Imagineers! :-)
I think the Imagine List is up and running fine now.
Everything is in order. Don't let the recent lack of activity
scare ya. Post something write away. :-)
Now... let me talk a bit. The end of the year is approaching
fast. Don't forget the IML Contest. We are _REALLY_ hurtin'
on entries. I am sorry to see the levels of participation
so far. I simply cannot justify the time and money to set
up the Contest again next year unless we have an amazing
influx of entries at the last moment. Oh well... I hope the
P.O. Box is stuffed with goodies for the next 3 weeks!
Naturally, if you are interested in a copy of the Rules,
Prizes and the whole shebang, just drop me a line. The deadline
is December 31, 1992.
------------------------------------------------------
IML NEWS- As of December 15, 1992, the sp.unisys.com domain name
is obsolete. You MUST use sp.paramax.com to reach the
IML. This is now the only acceptable route, so if you
are experiencing any trouble...first thing to check is
that you are using the correct address:
imagine@email.sp.paramax.com
------------------------------------------------------
No doubt many of us have now had a chance to check out
the ftp'able demonstration of Visionaire (Impulse's entry into
the 2D morphing arena). Fairly interesting. The drinking glass remains
transparent while morphing and shows you a morphing THRU the glass.
Nicely done.
------------------------------------------------------
How about our Holiday renderings? I would think there is alot
of activity in that arena. Heck... these holidays are MADE
for rendering demonstrations and little things like that.
Let us know what you've been up to! If you'd like,
tell us where we can grab some of your works to see for
ourselves.
---------------------------------------------------
Have you checked out John Grieggs' ISL1.0 program?
It's a very nicely done little utility for Imagine users.
If you haven't seen it yet...check it out. If you don't have
ftp access, but would like the program... let me know and I
will send you a UUENCODED version of ISL1.0.
You may have noticed the multiple postings announcing it's
arrival last week. John was the author of the announcement,
but was not responsible for the multiple postings. I take
credit for that one. :-) Sorry. We were trying to straighten out
the mailing troubles and I wasn't aware these postings were being
"stored up" elsewhere.
-----------------------------------------------------
If you have any interest in just _why_ the IML was out of
commission, and why nobody could mail to it...read on.
I'm no netmaster, but the theory is generally sound.
Locally, you have a name server. A file that keeps track
of just WHAT email.sp.paramax.com is...what it's internet
numeric address is (129.218.60.4 in this case).
If your local nameserver doesn't have email.sp.paramax.com
in it's list or cache,it will go interrogate another nameserver. Eventually,
it may go out on the Internet and actually poll one of the
master nameservers. ("HEY! Anybody know who this Paramax joint is?")
Somewhere out there, Paramax had a bad address on one/some
of the big nameservers. It somehow included a non-existant
computer/address in our Salt Lake City facility listed as
an "alternate" to our main address here in Minnesota. This
was originally intended as a backup address in case the primary
one here fails.
For some reason, on that fateful day...everyone everywhere
started picking on the non-existant address. This is why
all posters began getting "Host not found" type errors.
Apparently this problem has been around for several months.
This is why some individuals have NEVER or RARELY been able
to post. It appears that I was the first one in Unisys/Paramax
to recognize this problem...worldwide. The reason is simple,
since the problem mail never made it INTO Paramax, no errors
were ever sent to administrators. With only occassional complaints,
and no mailer errors coming back, nobody knew anything was wrong.
It took this major avalanche of bouncing, and
my insistence that there WAS something wrong before they
realized there was a problem.
Thanks to John Grieggs for his assistance in tracking down the problem.
Also thanks to many, many others who kept me updated with their posting
and mailing errors which made the troubleshooting that much easier.
Most of all...thanks to Larry Wieber (wieber@dsslan.sp.paramax.com) for his
insightful and tireless work on straightening out the trouble.
-------------------------------------------------------------
If you have any trouble posting to the list now... please send me
a copy of the error you get back. If you can't reach me here at
the Paramax address, send it to my Sam_Malone@cup.portal.com account.
You should ALWAYS be able to reach that one from ANYWHERE.
I will do whatever I can to make everyone's communication to the List as easy
as possible. It works best when we can all share information.
Hmmmmm, nothing else to yap about right now.
I just wanted to let everyone know that as far as I know... things are
working fine and we are all happily waiting to see some more interesting
talk. I'm sorry I have been out of touch for a while... thanks for all
the friendly mail.
I hope to let you know a bit more about Imagine 3.0 very soon.
Until next time.
Dave Wickard (612) 456-2783 "By this time, Sweatty looked a tad peeked."
dave@flip.sp.paramax.com -from alt.tasteless
Sam_Malone@cup.portal.com
##
Subject: Visionaire
Date: Tue, 15 Dec 92 18:41:47 MST
From: bscott@nyx.cs.du.edu (Ben Scott)
Recently, the post of new uploads to amiga.physik had this line:
> DrinkMorph.lha gfx/anim 392K+created with Visionaire,new from Impulse
Is this a mistake, a rumor, or a new product that hasn't been publicized
on the list?
. <<<<Infinite K>>>>
--
.---------------------------------------------------------------------------.
|Ben Scott, professional goof-off and consultant at The Raster Image, Denver|
|Internet bscott@nyx.cs.du.edu, or call the Arvada 68K BBS at (303)424-6208.|
|--------------------------------------..-----------------------------------|
|"Who is to decide who lives and dies?"||The Raster Image IS responsible for|
|"I do - I called dibs." - Crow, MST3k ||everything I say! ** Amiga Power**|
`--------------------------------------'`-----------------------------------'
##
Subject: re: Visionaire
Date: Fri, 18 Dec 1992 07:52:05 -0500
From: John Rosner <rosner@europa.eng.gtefsd.com>
No mistake it was advertised in the latest Amazing Amiga under new
products.
##
Subject: EASYSPLIT
Date: Fri, 18 Dec 92 11:03:00 -0500
From: mbc@po.cwru.edu (Michael B. Comet)
I posted this a while ago but I don't think it ever reached the
list so here it is again.
I just finished taking an IBM/MS-DOS utitlity and getting it
over to the AMIGA. Basically, it is a simple file splitter which takes
files and splits them at some point. The main reason is to put a file
onto a floppy that wouldn't fit as a whole, and to then re-connect it on
the hard drive.
The cross plataform compatiblity means if use CROSS-DOS (like
me) and can't transfer files larger than 720k, you can now split on the
ibm, copy onto 2 floppys and re-connect on the AMIGA, and vice versa.
Anyways three files are on hubcap.clemson.edu in
/pub/amiga/incoming/utils.
1. EASYSPLT.DOC - document file attached to this message, see
below
2. EASYSPLT - Amiga executable
3. EASYSPLT.EXE - IBM/MS-DOS executable.
what follows is the doc file.:
--- snip snip snip
=====================================================================
This is the readme for Easy Split Version 1
Copyright 1992 - By Michael B. Comet All - Rights Reserved.
AMIGA and MSDOS version.
=====================================================================
ABOUT:
----------------
EasySplt - (Easy Split v1) is a a command line utlity
which takes a given filename and splits it into 2 separate files.
It will then reconnect these 2 files back to the original for use.
The main reason for such a utlitity is for transfering files
to and from floppy's where the original file is too large to fit on
1 floppy. Such a case is users of CROSS-DOS(tm) where files
from the IBM/AMIGA must fit on a 720k floppy.
EasySplt works with both TEXT and BINARY files.
*** EASY SPLIT IS AVAILABLE FOR BOTH IBM/MSDOS MACHINES AND AMIGA! ***
both versions are cross compatible so you can split from one
machine and reconnect on another. This aids users of programs
like cross-dos(tm) where file can only fit on a floppy if they
are around 700,000 bytes.
WHY:
----------------
I created EasySplt since I have need a way to transfer large
files I ftp'd on the IBM to my amiga. Even compressed files ftp'd were
still too large to fit on a 720k floppy. This program now enables files
too large to fit on 1 floppy, but okay to fit on 2, to be split, copied
and recreated cross plataform.
(Actually, you can do 3 way or more splits, if you always
rename the first .1 file to something else so the new .1 file that gets
created doesn't overwrite the original. And then re-rename it when you
want to reconnect.)
WHERE TO GET EASYSPLT:
----------------------------
FTP SIGHT:
hubcap.clemson.edu
DIRECTORY:
/pub/amiga/incoming/utils
THE AMIGA VERSION IS NAMED:
EASYSPLT (this is the executable)
THE IBM VERSION IS NAMED:
EASYSPLT.EXE (this is the executable)
THIS README IS:
EASYSPLT.DOC
USAGE: (MUST RUN FROM COMMAND LINE!)
----------------
To get online help type:
EASYSPLT
To split a file:
EASYSPLT <filename> <length>
where filename is the file to split up to 20 char's long
and length is the length of first file created minus the 30 char
header.
To reconnect a file:
EASYSPLT <filename>
where filename is the name of the 2 files that were
created
NOT including the .1 or .2.
COPYRIGHT:
----------------
All executables may be distributed freely so long as no charge
is made for their use in any way. No modifications may be made
to any of the files. I reserve all rights to modify and redistribute
any of the files as I see fit, and do not gaurantee that this program
will be of any use and not cause damage to your system. Any and all
damage caused by this program is the responsibility of the user!
GETTING HELP:
----------------
If you like the program or have any comments you can send
e-mail over internet to:
mbc@po.CWRU.Edu
Thanks and enjoy!
Mike Comet
--
+======================================================================+
| Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
| mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN" |
+======================================================================+
##
Subject: IML reaches Switzerland
Date: 18 Dec 92 16:52:26 EST
From: Thomas Voirol <100114.2331@compuserve.com>
Hi fellow Imagineers
After having downloaded Archives 25-28 of the Mailing List from CIS and
reading almost half of it I read a couple of self-introductions by Mailing
List subscribers. I don't know whether this is still wished for, but
personally I think it's a good idea to get to know one another a little.
>From another post to the list I gathered that there are no subscribers in
Switzerland up until now. Well, that's gonna change B^).
So here's my two Swiss Francs' worth:
I am the telecommunicating half of Visual Magic DTV. We're a small studio
just starting to do business with our Amigas. Our main areas of work are
3D Rendering, Animation and Presentations using Scala MM.
We are targeting everything from consumers to medium sized companies who
want to present a product or just themselves. We both started back in the
VIC-20 days working our way up through the C64 to the Amiga.
Our Hardware at the moment consists of one A2000 with a 50MHz '030 Board,
9 Megs RAM (Board limitation, urgh!) and a DCTV at my place. Guido is
working on an A3000/25 (one of the first) with 18 Megs (lucky bastard) and
a DCTV as well. We have two V-Lab digitizers and two Sirius Y/C Genlocks.
Both machines have a Syquest 44 connected for transferring projects. An
A3070 Tape Streamer is a big relief.
When we work on a project we usually split it up and everyone does about
half of the design and rendering work. We then move everything to Guido's
machine to do the recording since he owns two S-VHS VTRs.
We are trying to get as many acquaintances from all over the world as
possible since we believe our work depends on continuing exchange of ideas
and inspiration with other graphics artists.
You can reach us as follows:
CompuServe: 100114,2331
InterNet: 100114.2331@compuserve.com
Sorry for going to lengths like that and sorry too for any language
problems arising ;^)
Cheers, Tom
// |\/| | Thomas M. Voirol | Amiga Magicians
\X/ I S U A L | | A G I C | Guido Rechsteiner | Render like hell
"Singletasking is for the Simple-minded!" - Tom on AutoPilot
Distribution:
>INTERNET: imagine@email.sp.paramax.com
##
Subject: Running anim from tape drive
Date: Fri, 18 Dec 92 21:19:32 EST
From: Daniel T Cantrell <dcantrel@magnus.acs.ohio-state.edu>
I hope that someone can give me some good feedback on an idea
for playing an animation in 10fps directly to a tape recorder without
the need to buy a single frame setup. I was thinking of getting a
tape drive (maybe 250Megs) and since an animation is basically
sequential its kinda made for animation.
I am looking specifically at the Archive 2150S Viper QIC 150MB external
that supposedly has a peak read rate of 1.2 MB/sec.
I would like to know if it is possible to play an animation from a
tape drive.
If so, what kind of software does that?
Also, what is the minimum speed (transfer rate) for 10 frames per
second in HAM6?
Has anyone done this before?
Can anyone who's used one of these tape drives please let me know what
they think of them.
Thanks.
Dan
##
Subject: Re: Having Fun, Wish You Were Here
Date: Fri, 18 Dec 92 12:01:28 MET
From: amipb@amipb.gna.org (Philippe Berard)
Hello Dave (Dave Wickard), in <9212171650.AA28729@flip.SP.Paramax.COM> on Dec 17 you've written :
> No doubt many of us have now had a chance to check out
> the ftp'able demonstration of Visionaire (Impulse's entry into
> the 2D morphing arena). Fairly interesting. The drinking glass remains
> transparent while morphing and shows you a morphing THRU the glass.
> Nicely done.
This is a trick. You can do this with all of the other packages.
You must first do your morph anim on a black background, then
compose it with a background using ImageMaster, TAD Pro or ImageFX.
I would like to hear more from Essence users to know the dis/advantages
of this package. Currently, I've seen some neat animations that really
impressed me, but don't know the level of work involved in them, that's
why I would like to hear some impressions.
I will get Real 3D 2.0 in 1 or 2 weeks now (the upgrade is a little bit
expensive here, in France), so I'll post my impressions as soon as
possible...
BTW, Merry Christmas to all of you, Imagineers.
Sincerely,
-- Philippe
.----------------------------------------------------------------------------.
| Philippe Berard (French Amiga User) | |
| "They hold a cup of wisdom, | UseNet : amipb@amipb.gna.org |
| But there is nothing within" (Kate Bush). | |
`----------------------------------------------------------------------------'
##
Subject: Wobbling Anim Problem
Date: 19 Dec 92 19:33:06 EST
From: Thomas Voirol <100114.2331@compuserve.com>
Hi fellow Imagineers
Guido has come across a nasty problem in Imagine. When he rendered a
220-frame DCTV animation in Trace mode, when playing it, the whole scene
wobbled around on screen. It looked just as if the pixel aspect had been
slightly different from frame to frame. Strangely enough, the effect
doesn't show when MAKEing the anim in the Stage Editor's perspective
window.
The problem may well _not_ be Imagine's as he batch converted all frames
to 3 bit non-laced using IFF2DCTV and SPAT and hooked them together with
MAKEANIM. Maybe one of those programs is responsible? On the other hand he
used this procedure on countless other animations and the problem never
occurred before.
He then wanted to re-render the entire bunch in Scanline mode. The plane
with a marble brush on it which appears in the first 50 frames was only
partly covered while it looked perfect in Trace. (I know, Steve, this
sounds like THE MOST FAQ, but there it used to be the other way round
B^).
Has anyone else ever tripped over one of these?
Tom
// |\/| | Thomas M. Voirol | Amiga Magicians
\X/ I S U A L | | A G I C | Guido Rechsteiner | Render like hell
"Singletasking is for the Simple-minded!" - Tom on AutoPilot
Distribution:
>INTERNET: imagine@email.sp.paramax.com
##
Subject: Re: Running anim from tape drive
Date: Mon, 21 Dec 92 18:26:01 EST
From: Mark Thompson <mark@westford.ccur.com>
> I hope that someone can give me some good feedback on an idea
> for playing an animation in 10fps directly to a tape recorder without
> the need to buy a single frame setup.
> I am looking specifically at the Archive 2150S Viper QIC 150MB external
> that supposedly has a peak read rate of 1.2 MB/sec.
I own an Archive 2525 which is basically a bigger (525MB) and faster version
of the 2150. I'm not sure where you got your numbers but none of the 1/4"
cartridge tape drives come anywhere close to 1.2 MB/sec. A more accurate
figure is around 0.1 MB/s and that is hardly suitable for animation. It is
however a great medium for backup and data portability to other systems.
I use BTN 2.1 with gnutar without a problem.
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' Mark Thompson CONCURRENT COMPUTER %
% --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
% ' Image ` ...!uunet!masscomp!mark Hardware Architect %
% Productions (508)392-2480 (603)424-1829 & General Nuisance %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
##
Subject: Contest, list...
Date: Sun, 27 Dec 1992 16:13:07 -0700
From: HURTT CHRISTOPHER MICHAEL <hurtt@ucsu.colorado.edu>
Could someone re-post the contest's rules? I know the deadline is
coming up quick, and I don't have the address.
The RAM difference between tracing and scanline is larger than I
thought. I have a current picture that I can't render with 10 megs on
scanline, but I have 4.5 left when I render with trace. Amazing.
Chris
##
Subject: Re: Wobbling Anim
Date: 28 Dec 92 15:02:30 EST
From: Thomas Voirol <100114.2331@compuserve.com>
Hi
Remember the problem with the wobbling anim?
Well, we found out what caused it! The Action requester contained a camera
size bar from frame 1 to the very last with the values 0.9/0.9/0.9.
As soon as we deleted that size bar the aspect ratio behaved as you would
expect it to. Nevertheless, I think this was a _BUG_, not a feature.
Impulse, are you listening?
Happy new year!
Tom
// |\/| | Thomas M. Voirol | Amiga Magicians
\X/ I S U A L | | A G I C | Guido Rechsteiner | Render like hell
Distribution:
>INTERNET: imagine@email.sp.paramax.com
##
Subject: trading Imagine Objects
Date: Fri, 25 Dec 1992 15:06:29 -0700
From: drz@ersys.edmonton.ab.ca (Dennis Zeitz)
Does anyone have a Human female (Imagine) object? If you do could you
please uuncode it and email it to me. Thanks I've tried modeling one
but it doesn't look right.
Anyone who would be interested in trading Imagine objects (E-mail,
uuncoded) please sent me e-mail.
Merry Christmas everyone!!!
Dennis Zeitz drz@ersys.edmonton.ab.ca
##
Subject: Paths and such.
Date: Tue, 29 Dec 92 13:56:06 EST
From: scott a king <sking@cis.ohio-state.edu>
How goes it Imagineers,
I have a few questions. I've been reading the list for about 3 months now and
I'm surprised how well all questions are answered. Its good to see the
advanced as well as silly questions answered. (BTW is there a FAQ?)
1) Whats a real good way to create a Path. I've tried the method of hooking
axis together as in the manual (cough cough) but I can't get a good smooth
path. I had the enterprise fly by a klingon warbird and bank away and shoot
some torps. The problem is that the path is very smooth. ie the enterprise
wobbles. Am I using to many axis as there a better way?
2) The objects the get made of things such as the enterpries, the 7-up spot,
etc.. are they really public domain. Is is legal to put them in a animation
and give away or sell that anim??
3) What format are the quick renders in and how to you view them. I like to
do other things when quick rendering but the image will always pop up and
immediately dissappear.
4) Is there a PD tool that will hook sound into an animation?
5) How to you convert objects with a .obj (lightwave??) to TDDD?
Thanks for the help and don't be too annoyed with this post.
Scott King
sking@cis.ohio-state.edu
##
Subject: Re: Paths and such.
Date: Wed, 30 Dec 92 15:54:38 -0500
From: mbc@po.cwru.edu (Michael B. Comet)
>
>1) Whats a real good way to create a Path. I've tried the method of hooking
>axis together as in the manual (cough cough) but I can't get a good smooth
>path. I had the enterprise fly by a klingon warbird and bank away and shoot
>some torps. The problem is that the path is very smooth. ie the enterprise
>wobbles. Am I using to many axis as there a better way?
>
Assuming you're using 2.0.... try to make a spline path... if
you use that thw motion should be perfectly smooth.
>2) The objects the get made of things such as the enterpries, the 7-up spot,
>etc.. are they really public domain. Is is legal to put them in a animation
>and give away or sell that anim??
>
Good question....!?!?
>3) What format are the quick renders in and how to you view them. I like to
>do other things when quick rendering but the image will always pop up and
>immediately dissappear.
>
Don't. When Imagine starts to quickrender....you__MUST__ wait
for it to finish before it shows it to you. If you press mouse keys and
things, when it shows teh picture it will disappear as you say. I
usually just quickrender a small scanline pic once in a while and whenm
it is done....look at it, and then press a button and then remove it.
>4) Is there a PD tool that will hook sound into an animation?
>
>5) How to you convert objects with a .obj (lightwave??) to TDDD?
>
Get Pixel 3D or InterChange Plus.
>Thanks for the help and don't be too annoyed with this post.
>
>Scott King
>sking@cis.ohio-state.edu
>
>
No problem!
--
+======================================================================+
| Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
| mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN" |
+======================================================================+
##
Subject: Re: Paths and such.
Date: Thu, 31 Dec 92 10:44:43 -0500
From: mbc@po.cwru.edu (Michael B. Comet)
>>
>> Don't. When Imagine starts to quickrender....you__MUST__ wait
>> for it to finish before it shows it to you. If you press mouse keys and
>> things, when it shows teh picture it will disappear as you say. I
>> usually just quickrender a small scanline pic once in a while and whenm
>> it is done....look at it, and then press a button and then remove it.
>>
> Get a firecracker and see the image being built in the
>background! You can't concieve of convinience until you have a
>Firecracker!
>
True, I have one.... though it is currently separated from the
main computer by fact that the monitor is in a different room. If I
recall though, it still disappears and requires that you don't do any
work on the main editing screen. It is great though to be able to see
what you're getting as it renders....esp. if you only need to see the
top half or so, that means if it's not right you can quick the
quickrender half way through.
--
+======================================================================+
| Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
| mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN" |
+======================================================================+
##
Subject: Re: Paths and such.
Date: Thu, 31 Dec 92 10:51:25 -0500
From: mbc@po.cwru.edu (Michael B. Comet)
>
>Michael,
>
>It seems I used poor wording. The problem is that the motions of the enterprise
>are jerky. I was hoping that there was a real easy way to draw a good path.
>My problem is that when I create a path in the stage editor It takes me a long
>time to rotate the points to get the path straight but it really isn't straight.
>
In 2.0 I believe you can make your paths in the DETAIL editor
too which may be helpful. If you are having problems getting pts lined
up try selecting pt 1...using the TRANSFORMATION requestor to get its
x,y,z position and copying the one you need to the other pt. I am not
quite sure why the motion is jerky. You may also try just using the
path for pos and not alignment and doing the alignment by hand. Or you
could drop the path and use the hinge effect thingy.
BTW if you are making a straight section just use 2 axis at
either end of the section. If you find you need more for the timing,
you can do a split segment on the one end and an axis will be made in
the middle at the proper inbetween alignment...(in this case the same
alignment). This means you can then do this numerous times and just
move the axis locally in its y-axis or whatever to make room for others.
>It seems that the answer is to just tweek it until it is straight. A suggestion
>was to go into the frames(s) were it looked bad and fix it there. Anyway this
>is my solution to work with.
>
>
>It seems that the quick render file can be seen with IVIEW which comes on the
>distribution disk.
>
That means it is in one of impulses standard formats. I
actually forgot about that little utility! Maybe I should start using
it!
>I appreciate you quick and helpful response.
>Thanks!
>
>Scott King
>sking@cis.ohio-state.edu
>
>
--
+======================================================================+
| Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
| mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN" |
+======================================================================+
##
Subject: Imagine_&_A4000's
Date: Wed, 30 Dec 92 15:22:33 PST
From: PEZ-HED@cup.portal.com
Hi, this is my first post to the Imagine mailing list. I get alot of
great info form it so thanks everyone.
My problem is running Imagine on my A4000. It renders great, but has crashed
several times while doing simple object creation in the Detail editor. I was
merely sweeping some curves and it either froze, crashed right away, or gav
me a bizzaro screen pattern that I'm sure you've all seen. It has performed
fine doing some complicated slices, so I'm not sure why it is giving m
problems. I'm using Imagine 2.0, so maybe I need an upgrade. Any info on
compatibility would be most appreciated.
PEZ
This is my first post so I hope I didn't screw anything up-
Sorry if I did =)
##
Subject: imagine for the MAC
Date: Thu, 31 Dec 92 10:30:35 EST
From: scott a king <sking@cis.ohio-state.edu>
I was checking the net for objects and I came across something interesting
at
ra.nrl.navy.mil in /MaxSciTech/imaging/imagine
It seems theres a medical imaging program for the MAC called imagine. I've
included the readme file for those interested!
I wonder if theres going to be some naming problems here???
-------------------------------------------------------------------------------
Imagine for the Macintosh II!
Imagine is an advanced image processing program built on an
extensive image processing library with routines from basic
operations like convolutions, histogram equalization, and
convolution to more advant guard processes like 3D morphology;
Imagine even supports complex (real and imaginary pairs) images,
FFTs, and computed tomography (who said you can't reconstruct
SPECT images on a MAC). One of Imagine's biggest advantages is its
internal image format which allows a tremendous amount of
flexibility by working in normalized real world coordinates
(including negative pixel values) without worrying about overflows
and maintain 16 bit accuracy throughout. This freedom and accuracy
reduces chains of image processing tasks that would completely
befuddle a 8 bit program to child's play (well almost). Try choosing
the Exp function (it takes the exponential of each pixel) with an
image and behold! No overflow! Can you imagine that with a 8 bit
program? A second plus for Imagine is its Region of Interest (ROI)
processing. You may apply 95% of Imagine's operations to just the
portion of an image which lies within a ROI (each Image has 4 ROIs).
Imagine supports extensive import and exports features to help get
images and data in and out of Imagine. Imagine is not intended at all
to be an all in one graphics program.; there are not even any paint
tools! It is intended to bring you the very best in image processing
on the Mac and to work in concert with other applications should you
need to paint images, prepare presentations, or perform some
analysis that Imagine does not provide.
Imagine supports standard TIFF and PICT formats (PICT is not
suitable for quantitative image processing and may be dropped later)
as well as its own native format which handles 3 and 4 dimensional
images (like CT scans or MRI cardiac). I've including a quick and
dirty program we hastily wrote to convert PDP-11 images to
demonstrate how to write version 1 imagine images with multiple
slices (images). Imagine can view these collections of images on a
slice by slice basis or in cin mode.
The version I've placed online is a Beta form which is currently in
evaluation at two local hospitals in Cleveland and at Case Western
Reserve University. After evaluation and review, a more robust and
significantly enhanced version (tentatively to include time series,
Fourier domain filtering, volume rotations, max pix volume
rendering, support for user routines, and access to the Imagine
library from user routines and more) will be available with
documentation at minimal cost. The Beta version does have
extensive online help and anyone familiar with the Mac and image
processing should have no trouble finding their way about.
Any comments, suggestions, or interests are always welcome. I may
be contacted at any of the following addresses:
CIS: 73760,145
IN: whc@po.cwru.edu
Bill Connor
Dept. of Biomedical Eng.
CWRU
10900 Euclid Ave.
Clvd. OH, 44106
Because of the large size -> long download time, you may purchase a
demo disc set with the Beta Imagine and some sample medical
images (PET and MRI) for $15. A complete kit with the disc set and
preliminary manuscript documentation is $40. Please make checks
payable to:
Bill Connor
2425 North Park Blvd., #1
Clvd. Hts., OH 44106
-------------------------------------------------------------------------------
##
Subject: Let's see you work!!
Date: Thu, 31 Dec 92 10:56:53 PST
From: DonH@cup.portal.com
Over the past month, I have been uploading my Imagine traces to
amiga.physik.unizh.ch. I hoped that others would do the same with
their images. There must be 1000's of Imagine users out there which means
1000's of images have been created. Don't be shy about letting others see
them (unless they are truely AWFUL). Andrew Denton even has his own dir
at physik to deposit his work. Everyone wants to see how others have
used the product. I got many of my ideas from looking through graphic
books and magazines. If you thought your images was good enough to
enter in the Imagine contest, please upload it to a ftp site so others
can enjoy and learn from it.
Don Hirschfeld
##
Subject: Thanks for the great assistance....
Date: 28 Dec 1992 12:48:19 -0500 (EST)
From: VISHART@ubvmsb.cc.buffalo.edu
Thanks very much for the tremendous response to my posting
on the gold attributes. I hope you found them useful.
Thanks to all for the generous reponses on my questions on
gemstones, and refractive indexes. I can now quote you the
refractive index of every substance in creation.
( as well as orangutans, breakfast cereals, nuclear fuels,
and several species of endangered fruit bats, I believe......)
___________________________________________________________________
| Internet: vishart@ubvmsd.cc.buffalo.edu
Joe Hart | /// Plink: OSS542
Niagara Falls, NY | \\\/// Ham call: WA2SND
| \XX/ AMIGA - Computers for REAL MEN
===================================================================
##
Subject: Re: Let's see you work!!
Date: Fri, 1 Jan 93 12:43:47 -0500
From: mbc@po.cwru.edu (Michael B. Comet)
>If you thought your images was good enough to
>enter in the Imagine contest, please upload it to a ftp site so others
>can enjoy and learn from it.
>
>Don Hirschfeld
>
>
Hmmmm.... wouldn't this invalidate the entry since it is
supposed to be unique and not be available anywhere else until the
results are known?
--
+======================================================================+
| Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
| mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN" |
+======================================================================+
##
Subject: Re: Imagine_&_A4000's
Date: Sat, 2 Jan 93 09:37:47 MET
From: amipb@amipb.gna.org (Philippe Berard)
Hello PEZ-HED (PEZ-HED). On Dec 30, you have writen :
> My problem is running Imagine on my A4000. It renders great, but has crashed
> several times while doing simple object creation in the Detail editor. I was
> merely sweeping some curves and it either froze, crashed right away, or gav
> me a bizzaro screen pattern that I'm sure you've all seen. It has performed
> fine doing some complicated slices, so I'm not sure why it is giving m
> problems. I'm using Imagine 2.0, so maybe I need an upgrade. Any info on
> compatibility would be most appreciated.
I think you need the 2.01 version, or, if you can't, you must disable
the cpu caches ('Shell> cpu nocache').
Of course, the first solution is far better than the second.
Sincerely,
-- Philippe
.----------------------------------------------------------------------------.
| Philippe Berard (French Amiga User) | |
| "They hold a cup of wisdom, | UseNet : amipb@amipb.gna.org |
| But there is nothing within" (Kate Bush). | |
`----------------------------------------------------------------------------'
##
Subject: Re: Imagine_&_A4000's
Date: Mon, 4 Jan 93 08:48:28 CST
From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith [LORAL])
>> My problem is running Imagine on my A4000. It renders great, but has crashed
...
> I think you need the 2.01 version, or, if you can't, you must disable
Get the 2.01 version instead of the 3.0 version that's due to come out any time?
By the way when will 3.0 come out?
Tom
##
Subject: Path's chores ...
Date: Sat, 2 Jan 93 13:00:52 CST
From: bugs009@bugs.mty.itesm.mx (Isaac Guajardo Leal)
I posted this message about a week ago but it seems it never got to
the mailing list, so i'm posting it again - sorry for any inconvinience.
------------------------------------------------------------------------
Hi Imagine engineers :
Recently I got stuck on a situation regarding path's on Imagine
and would like to exchange some ideas with you, I will try to
describe as best as I can. Imagine a count down timer with a "seconds"
hand that will count from 10 sec. to zero. Now, the camera will
start on an extremely close-up of the 10th numeral printed on the
round clock's face and will start moving in the circular pattern
described by the clock's hand and will follow it to number nine, then
eight and so on to zero, at the same time the camera will start to
zoom out so it will slowly reveal the full clock as the time goes on.
Now the thing is to have the camera move smoothly along the
circular pattern and - this is the key issue - in sync with the
seconds hand. Well "circular & smoothly" equals "path", so I made a
path that looks like the tip of a cork screw so when the camera
follows, it will go round the clock's face and at the same time
move away from it, "no problem" everything worked fine BUT the camera
will move faster than the clock's hand, true, because the path lenght
is longer than it should be if it will not move away from the clock.
"NO Problem" use (de)acceleration parameters ! ... after tweeking for
two hours I could not make the camere be in proper sync along the
clock's hand =8-(. Finally I solved the problem by "tweening" the
camera and not using a path which worked fine but without the
smoothnes I expected using a path.
Ok, the job was done but the question remained - how to make the
camera be in sync ? or, how to have exact position control of an
object following a path up to the frame ?. For my timer example I
figured out (but haven't had the chance to test it) to have two paths
one that will follow the circular pattern of the clocks hand and that
path with the camera will follow a second path that will depict the
zooming out (it could be also, by tweening the first path position !)
so the timing of the first path could be more easy to manipulate with
the (de)acceleraton parameters because of it's lenght (???).
Any comments, insights, suggestions, pepperoni pizza slices ??? well
xmas greetings to all and happy, happy, joy - joy, new years eve.
Isaac (Psycho) Guajardo
bugs009@bugs.mty.itesm.mx
psycho@cup.portal.com
##
Subject: Re: Imagine_&_A4000's
Date: Mon, 4 Jan 93 16:04:21 -0500
From: mbc@po.cwru.edu (Michael B. Comet)
>
>Get the 2.01 version instead of the 3.0 version that's due to come out any time?
>By the way when will 3.0 come out?
>
>
I called Impulse today and they said 3.0 should be out around
March or April.
--
+======================================================================+
| Michael B. Comet - Computer Programmer / Graphics Artist - CWRU |
| mbc@po.CWRU.Edu - "IF THEN THEN THEN = ELSE ELSE ELSE = THEN" |
+======================================================================+
##
Subject: Re: Fix camera to object
Date: 05 Jan 93 05:09:23 EST
From: Thomas Voirol <100114.2331@compuserve.com>
Re: Isaac (Psycho) Guajardo
> Now the thing is to have the camera move smoothly along the
> circular pattern and - this is the key issue - in sync with the
> seconds hand.
I would suggest the use of the "hinge" timeline in the action editor in
conjunction with the position bar aligned to your path.
Tom
// |\/| | Thomas M. Voirol | Amiga Magicians
\X/ I S U A L | | A G I C | Guido Rechsteiner | Render like hell
// |\/| | Thomas M. Voirol | Amiga Magicians
\X/ I S U A L | | A G I C | Guido Rechsteiner | Render like hell
Distribution:
>INTERNET: imagine@email.sp.paramax.com
##
Subject: Choice.jpg
Date: Tue, 05 Jan 93 11:33:54 EST
From: Adam Benjamin <A.Benjamin@mi04p.zds.com>
I uploaded a picture I created over the holiday on my 4000.
Heavy use of Essence (thanks Steve and Glen!) and Fog (I was
"learning")
It is on Wuarchive as:
systems/amiga/incoming/gfx/pics/choice.jpg
and on Hubcap.clemson.edu as:
pub/amiga/incoming/graphics/GGG/choice.jpg
I could not get Global FOG to work (it never showed up) is it broke in
Imagine 2.0? Did I miss something? I left the TOP and BOTTOM set at 0.
************************************************************
* Adam Benjamin A.Benjamin@mi04.zds.com *
* Christian Animator AF987@yfn.ysu.edu *
* Disclaimer: Nothing I say means anything to anyone that *
* might take it to mean something I didn't! *
##
Subject: Re: Paths and such.
Date: Tue, 5 Jan 1993 16:19:38 +0100 (MET)
From: Markus Stipp <corwin@uni-paderborn.de>
>
> >3) What format are the quick renders in and how to you view them. I like to
> >do other things when quick rendering but the image will always pop up and
> >immediately dissappear.
> >
>
> Don't. When Imagine starts to quickrender....you__MUST__ wait
> for it to finish before it shows it to you. If you press mouse keys and
> things, when it shows teh picture it will disappear as you say. I
> usually just quickrender a small scanline pic once in a while and whenm
> it is done....look at it, and then press a button and then remove it.
The Imagine Screen must be the active one when Imagine starts to display the
quickrender picture.
I have found a better method to display the quickrender. Because I have an
A4000 I want to view the pictures in a better quality than LoRes HAM. So I
have set the quickrender resolution to 320x200 and to IFF24 fileformat.
Then I defined a HotKey (with ToolManager2.0) which, when pressed, calls
"ViewTek Imagine:tmp/quickrender hires lace" and displays the quickrender
picture in a great quality (HiRes HAM8).
--
...Markus Stipp !! (corwin@uni-paderborn.de)
##
Subject: Apex Newsletter
Date: Tue, 5 Jan 93 17:52 PST
From: Manjit_Bedi@mindlink.bc.ca (Manjit Bedi)
Imagine (no pun intended) my surprise and delight upon receiving
the premiere issues of the Apex newsletter. Apex are those wonderful
guys who brought us Essence (hi Steve and Glenn).
The newsletter mentions among other things a new collection of
of textures coming out at some point. There is tutorial on how to
make flames. I guess I might be up a bit late tonight.
I have been nothing short of impressed with the commitment Apex has
made in keeping users of their products up to date with things like
this newsletter.
--
Manjit Bedi
( Manjit_Bedi@mindlink.bc.ca or manjit@inde.bc.ca )