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Amigaguide Document
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1994-06-10
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1MB
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21,715 lines
@database "IMAGINE MAILING LIST"
@width 80
@font topaz.font 8
@index contents
@node MAIN "IMAGINE MAILING LIST NUMBER V50"
@{b} This GUIDE File was generated by the @{ub}
@{b} "IMAGINE MAILING LIST PROCESSOR" @{ub}
@{b} Written By Neil "Tex" Miller @{ub}
@{b}
1994 OSCARsoft @{ub}
\|/
@ @
+---------------------------------oOO-(_)-OOo---------------------------------+
| |
| This is the Imagine Mailing List (imagine@email.sp.paramax.com) Archive #50 |
| covering messages from May. 01. 1994 to Jun. 01. 1994. |
| |
| If you have any questions or problems with this file, E-mail Nik Vukovljak |
| at nvukovlj@extro.ucc.su.oz.au |
| To join the IML, send email to: imagine-request@email.sp.paramax.com and in |
| the subject line type in: subscribe |
| |
| Thanks goes to Neil Miller for the Imagine Mailing List Processor |
+-----------------------------------------------------------------------------+
@endnode MAIN
@node contents "IMAGINE MAILING LIST V50 - CONTENTS"
Click-->@{" 1 " link IML-1} MSG- 1 Subject: Conform to path
Click-->@{" 2 " link IML-2} MSG- 2 Subject: Re: Compatibility between Imagine 3.0 & 2.9
Click-->@{" 3 " link IML-3} MSG- 3 Subject: Re: minimum requirements
Click-->@{" 4 " link IML-4} MSG- 4 Subject: Re: Trees & vertex--->Now forge
Click-->@{" 5 " link IML-5} MSG- 5 Subject: Imagine 3.0 Requirements
Click-->@{" 6 " link IML-6} MSG- 6 Subject: SVGA modes for Imagine 3.0 on PC
Click-->@{" 7 " link IML-7} MSG- 7 Subject: Re: SVGA modes for Imagine 3.0 on PC
Click-->@{" 8 " link IML-8} MSG- 8 Subject: Imagine PC
Click-->@{" 9 " link IML-9} MSG- 9 ------=> Sorry NO Subject!
Click-->@{" 10 " link IML-10} MSG- 10 Subject: wanted: 'Understanding Imagine 2.0"
Click-->@{" 11 " link IML-11} MSG- 11 Subject: PC Imagine 3.0 - Requirements and performance.
Click-->@{" 12 " link IML-12} MSG- 12 Subject: bones -- COOL!
Click-->@{" 13 " link IML-13} MSG- 13 Subject: Re: 3.0 Amiga is Here!
Click-->@{" 14 " link IML-14} MSG- 14 Subject: Soft Edges...
Click-->@{" 15 " link IML-15} MSG- 15 Subject: Re: MultiplePalletsAndMainActor
Click-->@{" 16 " link IML-16} MSG- 16 Subject: Forge & Essence & Stuff
Click-->@{" 17 " link IML-17} MSG- 17 Subject: Re: 3.0 Amiga is Here!
Click-->@{" 18 " link IML-18} MSG- 18 Subject: Re: 3.0 Amiga is Here!
Click-->@{" 19 " link IML-19} MSG- 19 Subject: Understanding Imagine 3.0
Click-->@{" 20 " link IML-20} MSG- 20 Subject: a fix for global lens flare
Click-->@{" 21 " link IML-21} MSG- 21 Subject: Re: MultiplePalletsAndMainActor
Click-->@{" 22 " link IML-22} MSG- 22 Subject: Re: 3.0 Amiga is Here!
Click-->@{" 23 " link IML-23} MSG- 23 Subject: Star coronas
Click-->@{" 24 " link IML-24} MSG- 24 Subject: Re: subscribe, ad nauseam
Click-->@{" 25 " link IML-25} MSG- 25 Subject: Re: 3.0 Amiga is Here!
Click-->@{" 26 " link IML-26} MSG- 26 Subject: Imagine 3.0 Amiga ARRIVES!
Click-->@{" 27 " link IML-27} MSG- 27 Subject: Re: 3.0 Amiga is Here!
Click-->@{" 28 " link IML-28} MSG- 28 Subject: A double dose!
Click-->@{" 29 " link IML-29} MSG- 29 Subject: Forge 1. bug
Click-->@{" 30 " link IML-30} MSG- 30 Subject: VMM40
Click-->@{" 31 " link IML-31} MSG- 31 Subject: Virtual memory manager
Click-->@{" 32 " link IML-32} MSG- 32 Subject: Re: 3.0 Amiga is Here!
Click-->@{" 33 " link IML-33} MSG- 33 Subject: global flare works
Click-->@{" 34 " link IML-34} MSG- 34 Subject: render texture thumbnails
Click-->@{" 35 " link IML-35} MSG- 35 Subject: Re: 3.0 Amiga is Here!
Click-->@{" 36 " link IML-36} MSG- 36 Subject: 3.0 Lens Flare FX
Click-->@{" 37 " link IML-37} MSG- 37 Subject: DCTV & Internet Sites
Click-->@{" 38 " link IML-38} MSG- 38 Subject: Forge/essence 3.0 tip
Click-->@{" 39 " link IML-39} MSG- 39 Subject: 3.0 Manual
Click-->@{" 40 " link IML-40} MSG- 40 Subject: Modelling Heads?
Click-->@{" 41 " link IML-41} MSG- 41 Subject: Good Head!
Click-->@{" 42 " link IML-42} MSG- 42 Subject: bones
Click-->@{" 43 " link IML-43} MSG- 43 Subject: AnimFX-FXPlay
Click-->@{" 44 " link IML-44} MSG- 44 Subject: VMM040 & Imagine phases
Click-->@{" 45 " link IML-45} MSG- 45 Subject: Re: Virtual memory manager
Click-->@{" 46 " link IML-46} MSG- 46 Subject: Re: Virtual memory manager
Click-->@{" 47 " link IML-47} MSG- 47 Subject: Hardware Requirements
Click-->@{" 48 " link IML-48} MSG- 48 Subject: vmm30?
Click-->@{" 49 " link IML-49} MSG- 49 Subject: Re: Virtual memory manager
Click-->@{" 50 " link IML-50} MSG- 50 Subject: Re: bones
Click-->@{" 51 " link IML-51} MSG- 51 Subject: RE BONES:
Click-->@{" 52 " link IML-52} MSG- 52 Subject: Morphing textures
Click-->@{" 53 " link IML-53} MSG- 53 Subject: Re: bones
Click-->@{" 54 " link IML-54} MSG- 54 Subject: Re: 3.0 Lens Flare FX
Click-->@{" 55 " link IML-55} MSG- 55 Subject: Re: Morphing textures
Click-->@{" 56 " link IML-56} MSG- 56 Subject: FREEZE, RELEASE, CONSTRAIN
Click-->@{" 57 " link IML-57} MSG- 57 Subject: FREEZE, RELEASE, CONSTRAIN
Click-->@{" 58 " link IML-58} MSG- 58 Subject: AMIGA IMAGINE 3.0 down under
Click-->@{" 59 " link IML-59} MSG- 59 Subject: Earlier Imagine Projects Not Compatible With 3.0?
Click-->@{" 60 " link IML-60} MSG- 60 Subject: Re: Morphing textures
Click-->@{" 61 " link IML-61} MSG- 61 Subject: RE: textures
Click-->@{" 62 " link IML-62} MSG- 62 Subject: Re: memguard & Imagine
Click-->@{" 63 " link IML-63} MSG- 63 Subject: FLC + FLC = big FLC
Click-->@{" 64 " link IML-64} MSG- 64 Subject: Re: Virtual memory manager (fwd)
Click-->@{" 65 " link IML-65} MSG- 65 Subject: Re: Super Smooth Animation (CLARISSA)
Click-->@{" 66 " link IML-66} MSG- 66 Subject: Re: Virtual memory manager (fwd)
Click-->@{" 67 " link IML-67} MSG- 67 Subject: re: imagine3.0
Click-->@{" 68 " link IML-68} MSG- 68 ------=> Sorry NO Subject!
Click-->@{" 69 " link IML-69} MSG- 69 Subject: Imagine 3.0 thoughts...
Click-->@{" 70 " link IML-70} MSG- 70 Subject: Forge with Imagine Textures
Click-->@{" 71 " link IML-71} MSG- 71 Subject: 3.0 Screen sizes
Click-->@{" 72 " link IML-72} MSG- 72 Subject: HD Anim Player
Click-->@{" 73 " link IML-73} MSG- 73 Subject: re: imagine3.0
Click-->@{" 74 " link IML-74} MSG- 74 Subject: New York Impulse?
Click-->@{" 75 " link IML-75} MSG- 75 Subject: Re: Imagine 3.0 thoughts...
Click-->@{" 76 " link IML-76} MSG- 76 Subject: Re: memguard & Imagine
Click-->@{" 77 " link IML-77} MSG- 77 Subject: VMM40
Click-->@{" 78 " link IML-78} MSG- 78 Subject: Re: Modelling Heads?
Click-->@{" 79 " link IML-79} MSG- 79 Subject: Re: SVGA modes for Imagine 3.0 on PC
Click-->@{" 80 " link IML-80} MSG- 80 Subject: Imagine->Wavefront
Click-->@{" 81 " link IML-81} MSG- 81 Subject: PC virtual memory
Click-->@{" 82 " link IML-82} MSG- 82 Subject: Re: Virtual memory manager (fwd)
Click-->@{" 83 " link IML-83} MSG- 83 Subject: Re: Imagine 3.0 thoughts...
Click-->@{" 84 " link IML-84} MSG- 84 Subject: Re: SVGA modes for Imagine 3.0 on PC
Click-->@{" 85 " link IML-85} MSG- 85 Subject: Morphing textures & states
Click-->@{" 86 " link IML-86} MSG- 86 Subject: Re: memguard & Imagine
Click-->@{" 87 " link IML-87} MSG- 87 ------=> Sorry NO Subject!
Click-->@{" 88 " link IML-88} MSG- 88 Subject: 3.0 shipping in UK????
Click-->@{" 89 " link IML-89} MSG- 89 Subject: Re: 3.0 shipping in UK????
Click-->@{" 90 " link IML-90} MSG- 90 Subject: Texture dox
Click-->@{" 91 " link IML-91} MSG- 91 Subject: Re: Forge with Imagine Textures
Click-->@{" 92 " link IML-92} MSG- 92 Subject: HDAnim
Click-->@{" 93 " link IML-93} MSG- 93 Subject: AnimFX
Click-->@{" 94 " link IML-94} MSG- 94 Subject: Imagine 3.0 bug?
Click-->@{" 95 " link IML-95} MSG- 95 Subject: Re: FLC + FLC = big FLC
Click-->@{" 96 " link IML-96} MSG- 96 Subject: Imagine 2.0 integer and CSA MMR
Click-->@{" 97 " link IML-97} MSG- 97 Subject: Re: bones
Click-->@{" 98 " link IML-98} MSG- 98 Subject: Re: Imagine 2.0 integer and CSA MMR
Click-->@{" 99 " link IML-99} MSG- 99 Subject: Re: Imagine 3.0 bug?
Click-->@{" 100 " link IML-100} MSG- 100 Subject: Re: bones
Click-->@{" 101 " link IML-101} MSG- 101 Subject: Re: Imagine 3.0 bug?
Click-->@{" 102 " link IML-102} MSG- 102 Subject: Imagine V3.0 arrives!
Click-->@{" 103 " link IML-103} MSG- 103 Subject: Looking for attributes
Click-->@{" 104 " link IML-104} MSG- 104 Subject: PCHG How?
Click-->@{" 105 " link IML-105} MSG- 105 Subject: 3.0 reflection bug?
Click-->@{" 106 " link IML-106} MSG- 106 Subject: Opal or DCTV?
Click-->@{" 107 " link IML-107} MSG- 107 Subject: Address for Impulse...
Click-->@{" 108 " link IML-108} MSG- 108 Subject: Apex don't answer, alas
Click-->@{" 109 " link IML-109} MSG- 109 Subject: Light textures & stuff
Click-->@{" 110 " link IML-110} MSG- 110 Subject: Re: AnimFX
Click-->@{" 111 " link IML-111} MSG- 111 Subject: Imagine 3 and Opal?
Click-->@{" 112 " link IML-112} MSG- 112 Subject: Re: Modelling Heads?
Click-->@{" 113 " link IML-113} MSG- 113 Subject: apex don't answer, alas
Click-->@{" 114 " link IML-114} MSG- 114 Subject: Forge (was: Apex don't answer, alas)
Click-->@{" 115 " link IML-115} MSG- 115 Subject: Cobwebs
Click-->@{" 116 " link IML-116} MSG- 116 Subject: Convert from AutoCAD??
Click-->@{" 117 " link IML-117} MSG- 117 Subject: Re: Imagine 3 and Opal?
Click-->@{" 118 " link IML-118} MSG- 118 Subject: Forge-first impressions...
Click-->@{" 119 " link IML-119} MSG- 119 Subject: DPS PA address ?
Click-->@{" 120 " link IML-120} MSG- 120 Subject: Re: Imagine 3.0 bug? not!?
Click-->@{" 121 " link IML-121} MSG- 121 Subject: real time tracking
Click-->@{" 122 " link IML-122} MSG- 122 Subject: Re: Modelling Heads?
Click-->@{" 123 " link IML-123} MSG- 123 Subject: Re: Light textures & stuff
Click-->@{" 124 " link IML-124} MSG- 124 Subject: DPS PA address ?
Click-->@{" 125 " link IML-125} MSG- 125 Subject: Re: bones
Click-->@{" 126 " link IML-126} MSG- 126 Subject: RE: Forge
Click-->@{" 127 " link IML-127} MSG- 127 Subject: Re: DPS PA address ?
Click-->@{" 128 " link IML-128} MSG- 128 Subject: Re: bones
Click-->@{" 129 " link IML-129} MSG- 129 Subject: RE: Solar corona and anti-aliasing
Click-->@{" 130 " link IML-130} MSG- 130 Subject: Re: Forge-first impressions...
Click-->@{" 131 " link IML-131} MSG- 131 Subject: Imagine 3.0 interface specs
Click-->@{" 132 " link IML-132} MSG- 132 Subject: Re: Modelling Heads?
Click-->@{" 133 " link IML-133} MSG- 133 Subject: Re: bones
Click-->@{" 134 " link IML-134} MSG- 134 Subject: Problems solved
Click-->@{" 135 " link IML-135} MSG- 135 Subject: Re: Imagine 3 and Opal?
Click-->@{" 136 " link IML-136} MSG- 136 Subject: Re: Imagine 3 and Opal?
Click-->@{" 137 " link IML-137} MSG- 137 Subject: Re: Imagine 3 and Opal?
Click-->@{" 138 " link IML-138} MSG- 138 Subject: Re: Imagine 3 and Opal?
Click-->@{" 139 " link IML-139} MSG- 139 Subject: IML archives posted to Aminet
Click-->@{" 140 " link IML-140} MSG- 140 Subject: Re: Modelling Heads?
Click-->@{" 141 " link IML-141} MSG- 141 Subject: Efficiency of Imaigne Anims.
Click-->@{" 142 " link IML-142} MSG- 142 Subject: Does anybody...
Click-->@{" 143 " link IML-143} MSG- 143 Subject: Re: Imagine 3 and Opal?
Click-->@{" 144 " link IML-144} MSG- 144 Subject: QuickRender
Click-->@{" 145 " link IML-145} MSG- 145 Subject: RE: Solar corona and anti-aliasing
Click-->@{" 146 " link IML-146} MSG- 146 Subject: Bones&Frog
Click-->@{" 147 " link IML-147} MSG- 147 Subject: Imagine 3.0 not in Oz, and what's this with reflections ?
Click-->@{" 148 " link IML-148} MSG- 148 ------=> Sorry NO Subject!
Click-->@{" 149 " link IML-149} MSG- 149 Subject: Imagine 3.0
Click-->@{" 150 " link IML-150} MSG- 150 Subject: Re: Imagine 3.0 not in Oz, and what's this with reflections ?
Click-->@{" 151 " link IML-151} MSG- 151 Subject: bones animation uploaded
Click-->@{" 152 " link IML-152} MSG- 152 Subject: Re: Bones&Frog
Click-->@{" 153 " link IML-153} MSG- 153 Subject: Canada Imagine 3.0...
Click-->@{" 154 " link IML-154} MSG- 154 Subject: im_sun.jpg
Click-->@{" 155 " link IML-155} MSG- 155 Subject: 3D viewing?
Click-->@{" 156 " link IML-156} MSG- 156 Subject: FV15 prefs?
Click-->@{" 157 " link IML-157} MSG- 157 Subject: Re: Efficiency of Imaigne Anims.
Click-->@{" 158 " link IML-158} MSG- 158 Subject: Imagine 3.0 Woes - PAR problem!
Click-->@{" 159 " link IML-159} MSG- 159 Subject: Re: Canada Imagine 3.0...
Click-->@{" 160 " link IML-160} MSG- 160 Subject: Imagine
Click-->@{" 161 " link IML-161} MSG- 161 Subject: Imagine3.0 Texture Pics
Click-->@{" 162 " link IML-162} MSG- 162 Subject: Forge & Retina
Click-->@{" 163 " link IML-163} MSG- 163 Subject: Stereo animations
Click-->@{" 164 " link IML-164} MSG- 164 Subject: Hey, hey, hey... it's...
Click-->@{" 165 " link IML-165} MSG- 165 Subject: Mercator Projection of Earth
Click-->@{" 166 " link IML-166} MSG- 166 Subject: Re: Canada Imagine 3.0...
Click-->@{" 167 " link IML-167} MSG- 167 Subject: Re: im_sun.jpg
Click-->@{" 168 " link IML-168} MSG- 168 Subject: Re: bones
Click-->@{" 169 " link IML-169} MSG- 169 Subject: Opalvision and 3.0
Click-->@{" 170 " link IML-170} MSG- 170 Subject: Re: im_sun.jpg
Click-->@{" 171 " link IML-171} MSG- 171 Subject: Re: im_sun.jpg
Click-->@{" 172 " link IML-172} MSG- 172 Subject: Earth Mercator map.
Click-->@{" 173 " link IML-173} MSG- 173 Subject: 3.0 question?
Click-->@{" 174 " link IML-174} MSG- 174 Subject: Re: im_sun.jpg
Click-->@{" 175 " link IML-175} MSG- 175 Subject: Re: Mercator Projection of Earth
Click-->@{" 176 " link IML-176} MSG- 176 Subject: Re: im_sun.jpg
Click-->@{" 177 " link IML-177} MSG- 177 Subject: Re: 3D viewing?
Click-->@{" 178 " link IML-178} MSG- 178 Subject: so long, and thanks for all the fish
Click-->@{" 179 " link IML-179} MSG- 179 Subject: PCHG How?
Click-->@{" 180 " link IML-180} MSG- 180 Subject: Re: SVGA modes for Imagine 3.0 on PC
Click-->@{" 181 " link IML-181} MSG- 181 Subject: Re: Hey, hey, hey... it's...
Click-->@{" 182 " link IML-182} MSG- 182 Subject: Imagine 2.0 integer and CSA MMR
Click-->@{" 183 " link IML-183} MSG- 183 Subject: Re: 3.0 question?
Click-->@{" 184 " link IML-184} MSG- 184 Subject: Anybody still have that post from Apex?
Click-->@{" 185 " link IML-185} MSG- 185 Subject: re: Imagine 3.0 Woes - PAR problem!
Click-->@{" 186 " link IML-186} MSG- 186 Subject: Re: Feathers
Click-->@{" 187 " link IML-187} MSG- 187 Subject: Splines in Key Framing (Was: Imagine 3.0 Woes)
Click-->@{" 188 " link IML-188} MSG- 188 Subject: Re: 3.0 question?
Click-->@{" 189 " link IML-189} MSG- 189 Subject: Re: so long, and thanks for all the fish
Click-->@{" 190 " link IML-190} MSG- 190 Subject: im_sun/star transparency
Click-->@{" 191 " link IML-191} MSG- 191 Subject: re: 3.0 question
Click-->@{" 192 " link IML-192} MSG- 192 Subject: Opal, Forge, Essence, Imagine
Click-->@{" 193 " link IML-193} MSG- 193 Subject: Re: Canada Imagine 3.0...
Click-->@{" 194 " link IML-194} MSG- 194 Subject: Imagine 3.0 patch
Click-->@{" 195 " link IML-195} MSG- 195 Subject: Re: im_sun.jpg
Click-->@{" 196 " link IML-196} MSG- 196 Subject: Re: Imagine 3.0 Woes - PAR problem!
Click-->@{" 197 " link IML-197} MSG- 197 Subject: Re: It's humid in here...Was Re: Comp.(!)transp.
Click-->@{" 198 " link IML-198} MSG- 198 Subject: Imagine Screen Sizes
Click-->@{" 199 " link IML-199} MSG- 199 Subject: Taskpri once again
Click-->@{" 200 " link IML-200} MSG- 200 Subject: Questions
Click-->@{" 201 " link IML-201} MSG- 201 Subject: Re: im_sun/star transparency
Click-->@{" 202 " link IML-202} MSG- 202 Subject: Reflection bugfix on Compu$erve
Click-->@{" 203 " link IML-203} MSG- 203 Subject: Re: Taskpri once again
Click-->@{" 204 " link IML-204} MSG- 204 Subject: RE: Imagine 3.0 patch
Click-->@{" 205 " link IML-205} MSG- 205 Subject: Re: Joining the Imagine Mailing List
Click-->@{" 206 " link IML-206} MSG- 206 Subject: Re: Imagine 3.0 patch
Click-->@{" 207 " link IML-207} MSG- 207 ------=> Sorry NO Subject!
Click-->@{" 208 " link IML-208} MSG- 208 Subject: 3.0 Hits Canada! (or at least my mailbox)
Click-->@{" 209 " link IML-209} MSG- 209 Subject: Re: Taskpri once again
Click-->@{" 210 " link IML-210} MSG- 210 Subject: Re: Reflection bugfix on Compu$erve
Click-->@{" 211 " link IML-211} MSG- 211 Subject: Re: 3.0 Textures
Click-->@{" 212 " link IML-212} MSG- 212 Subject: Yee haa!
Click-->@{" 213 " link IML-213} MSG- 213 Subject: Halvorson's Coverdisk-->3.0 Offer
Click-->@{" 214 " link IML-214} MSG- 214 Subject: Re: Questions
Click-->@{" 215 " link IML-215} MSG- 215 Subject: Imagine --> Unix
Click-->@{" 216 " link IML-216} MSG- 216 Subject: IM3FIX.LHA (15k) Bug fix UUENCODED patch
Click-->@{" 217 " link IML-217} MSG- 217 Subject: Re: im_sun.jpg
Click-->@{" 218 " link IML-218} MSG- 218 Subject: Mercator projection
Click-->@{" 219 " link IML-219} MSG- 219 Subject: Re: Halvorson's Coverdisk-->3.0 Offer
Click-->@{" 220 " link IML-220} MSG- 220 Subject: Re: 3.0 Hits Canada! (or at least my mailbox)
Click-->@{" 221 " link IML-221} MSG- 221 Subject: Re: Impulses address
Click-->@{" 222 " link IML-222} MSG- 222 Subject: Impulse email addresses
Click-->@{" 223 " link IML-223} MSG- 223 Subject: Where on Compuserve is 3.0 fix?
Click-->@{" 224 " link IML-224} MSG- 224 Subject: Fog bugs arise in 3.0
Click-->@{" 225 " link IML-225} MSG- 225 Subject: Re: Where on Compuserve is 3.0 fix?
Click-->@{" 226 " link IML-226} MSG- 226 Subject: PC drivers for Imagine 2.0
Click-->@{" 227 " link IML-227} MSG- 227 Subject: Re: PC drivers for Imagine 2.0
Click-->@{" 228 " link IML-228} MSG- 228 Subject: Re: Imagine 3.0 patch
Click-->@{" 229 " link IML-229} MSG- 229 Subject: Re: Photographic Lighting
Click-->@{" 230 " link IML-230} MSG- 230 Subject: Imagine 3.0 thoughts...
Click-->@{" 231 " link IML-231} MSG- 231 Subject: re: imagine3.0
Click-->@{" 232 " link IML-232} MSG- 232 Subject: Buf Fix for Imagine 3.0
Click-->@{" 233 " link IML-233} MSG- 233 Subject: Textures and wraps
Click-->@{" 234 " link IML-234} MSG- 234 Subject: Re: Questions
Click-->@{" 235 " link IML-235} MSG- 235 Subject: Re: Textures and wraps
Click-->@{" 236 " link IML-236} MSG- 236 Subject: Re: Questions
Click-->@{" 237 " link IML-237} MSG- 237 Subject: copy TGA to PC PAR...Oh noooo!
Click-->@{" 238 " link IML-238} MSG- 238 Subject: Another 3.0 bug
Click-->@{" 239 " link IML-239} MSG- 239 Subject: Firecracker and Screen Rez
Click-->@{" 240 " link IML-240} MSG- 240 Subject: Re: Photographic Lighting
Click-->@{" 241 " link IML-241} MSG- 241 Subject: That 3.0 bug patch
Click-->@{" 242 " link IML-242} MSG- 242 Subject: Lens Flare question
Click-->@{" 243 " link IML-243} MSG- 243 Subject: Re: Another 3.0 bug
Click-->@{" 244 " link IML-244} MSG- 244 Subject: Constant Update question
Click-->@{" 245 " link IML-245} MSG- 245 Subject: Humanoids
Click-->@{" 246 " link IML-246} MSG- 246 Subject: Re: That 3.0 bug patch
Click-->@{" 247 " link IML-247} MSG- 247 Subject: uuencode
Click-->@{" 248 " link IML-248} MSG- 248 Subject: Re: Lens Flare question
Click-->@{" 249 " link IML-249} MSG- 249 Subject: Re: Lens Flare question
Click-->@{" 250 " link IML-250} MSG- 250 Subject: Re: lensflar.itx texture missing
Click-->@{" 251 " link IML-251} MSG- 251 Subject: lensflar.itx texture missing
Click-->@{" 252 " link IML-252} MSG- 252 Subject: Textures FX and stuff
Click-->@{" 253 " link IML-253} MSG- 253 Subject: Re: Lens Flare question
Click-->@{" 254 " link IML-254} MSG- 254 Subject: Imagine 3 manual
Click-->@{" 255 " link IML-255} MSG- 255 Subject: Re: uuencode
Click-->@{" 256 " link IML-256} MSG- 256 Subject: Re: That 3.0 Bug Fix
Click-->@{" 257 " link IML-257} MSG- 257 Subject: Re: uuencode
Click-->@{" 258 " link IML-258} MSG- 258 Subject: Re: That 3.0 bug patch
Click-->@{" 259 " link IML-259} MSG- 259 Subject: Re: uuencode
Click-->@{" 260 " link IML-260} MSG- 260 Subject: re: humanoids
Click-->@{" 261 " link IML-261} MSG- 261 Subject: Re: Lens Flare question
Click-->@{" 262 " link IML-262} MSG- 262 Subject: Re: PC drivers for Imagine 2.0
Click-->@{" 263 " link IML-263} MSG- 263 Subject: Re: PC drivers for Imagine 2.0
Click-->@{" 264 " link IML-264} MSG- 264 Subject: im_sunII
Click-->@{" 265 " link IML-265} MSG- 265 Subject: Re: Lens Flare question
Click-->@{" 266 " link IML-266} MSG- 266 Subject: My version is different than yours (was RE: That 3.0 Bug Fix)
Click-->@{" 267 " link IML-267} MSG- 267 Subject: Humanoid
Click-->@{" 268 " link IML-268} MSG- 268 Subject: Re: Lens Flare question
Click-->@{" 269 " link IML-269} MSG- 269 Subject: Easy Assigns for IBM/Amiga Imagine?
Click-->@{" 270 " link IML-270} MSG- 270 Subject: Re: im_sunII
Click-->@{" 271 " link IML-271} MSG- 271 Subject: 3.0 woes?
Click-->@{" 272 " link IML-272} MSG- 272 Subject: Re: Lens Flare question
Click-->@{" 273 " link IML-273} MSG- 273 Subject: Bricks
Click-->@{" 274 " link IML-274} MSG- 274 Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Click-->@{" 275 " link IML-275} MSG- 275 Subject: Lightwave 3D PAL - Announced in France!
Click-->@{" 276 " link IML-276} MSG- 276 Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Click-->@{" 277 " link IML-277} MSG- 277 Subject: Lens Flare texture?
Click-->@{" 278 " link IML-278} MSG- 278 Subject: Imagine 4 everybody! The Campaign - join in!!
Click-->@{" 279 " link IML-279} MSG- 279 Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Click-->@{" 280 " link IML-280} MSG- 280 Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Click-->@{" 281 " link IML-281} MSG- 281 Subject: Re: 3.0 woes?
Click-->@{" 282 " link IML-282} MSG- 282 Subject: PARENT button in Impulse's file requester doesn't work?!?!??
Click-->@{" 283 " link IML-283} MSG- 283 Subject: Re: My version is different than yours (was RE: That 3.0 Bug Fix)
Click-->@{" 284 " link IML-284} MSG- 284 Subject: reemoving unwanted points
Click-->@{" 285 " link IML-285} MSG- 285 Subject: Thanks (Re: My version is different than yours)
Click-->@{" 286 " link IML-286} MSG- 286 Subject: Re: My version is different than yours (was RE: That 3.0 Bug Fix)
Click-->@{" 287 " link IML-287} MSG- 287 Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Click-->@{" 288 " link IML-288} MSG- 288 Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Click-->@{" 289 " link IML-289} MSG- 289 Subject: Re: im_sunII
Click-->@{" 290 " link IML-290} MSG- 290 Subject: My bones trouble
Click-->@{" 291 " link IML-291} MSG- 291 Subject: Re: lensflar.itx texture missing
Click-->@{" 292 " link IML-292} MSG- 292 Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Click-->@{" 293 " link IML-293} MSG- 293 Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Click-->@{" 294 " link IML-294} MSG- 294 Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Click-->@{" 295 " link IML-295} MSG- 295 Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Click-->@{" 296 " link IML-296} MSG- 296 Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Click-->@{" 297 " link IML-297} MSG- 297 Subject: Color of first project screen
Click-->@{" 298 " link IML-298} MSG- 298 Subject: Re: PARENT button in Impulse's file requester doesn't work?!?!??
Click-->@{" 299 " link IML-299} MSG- 299 Subject: Re: PARENT button in Impulse's file requester doesn't work?!?!??
Click-->@{" 300 " link IML-300} MSG- 300 Subject: Re: 3.0 woes?
Click-->@{" 301 " link IML-301} MSG- 301 Subject: Re: reemoving unwanted points
Click-->@{" 302 " link IML-302} MSG- 302 Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Click-->@{" 303 " link IML-303} MSG- 303 Subject: VMM40 for the 30 ?
Click-->@{" 304 " link IML-304} MSG- 304 Subject: Lensflare etc. in Imagine 3
Click-->@{" 305 " link IML-305} MSG- 305 Subject: Imagine and Retina
Click-->@{" 306 " link IML-306} MSG- 306 Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Click-->@{" 307 " link IML-307} MSG- 307 Subject: Re: Parent button...
Click-->@{" 308 " link IML-308} MSG- 308 Subject: Re: PARENT button in Impulse's file requester doesn't work?!?!??
Click-->@{" 309 " link IML-309} MSG- 309 Subject: File names
Click-->@{" 310 " link IML-310} MSG- 310 Subject: Re: Imagine and Retina
Click-->@{" 311 " link IML-311} MSG- 311 Subject: Re: PARENT button in Impulse's file requester doesn't work?!?!??
Click-->@{" 312 " link IML-312} MSG- 312 Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Click-->@{" 313 " link IML-313} MSG- 313 Subject: >Imagine 4 everybody! The Campaign - join in!!
Click-->@{" 314 " link IML-314} MSG- 314 Subject: Screen Size?
Click-->@{" 315 " link IML-315} MSG- 315 Subject: scanline
Click-->@{" 316 " link IML-316} MSG- 316 Subject: Re: PARENT button in Impulse's file requester doesn't work?!?!??
Click-->@{" 317 " link IML-317} MSG- 317 Subject: Re: Parent button...
Click-->@{" 318 " link IML-318} MSG- 318 Subject: Lesk's Bones example
Click-->@{" 319 " link IML-319} MSG- 319 Subject: Textures.
Click-->@{" 320 " link IML-320} MSG- 320 Subject: Easy Assigns for IBM/Amiga Imagine
Click-->@{" 321 " link IML-321} MSG- 321 Subject: Imagine crashing? Not mine!
Click-->@{" 322 " link IML-322} MSG- 322 Subject: Re: reemoving unwanted points
Click-->@{" 323 " link IML-323} MSG- 323 Subject: Re: Sunset.JPG
Click-->@{" 324 " link IML-324} MSG- 324 Subject: Re: Parent button...
Click-->@{" 325 " link IML-325} MSG- 325 Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Click-->@{" 326 " link IML-326} MSG- 326 Subject: Re: Lesk's Bones example
Click-->@{" 327 " link IML-327} MSG- 327 Subject: assings>minor flame
Click-->@{" 328 " link IML-328} MSG- 328 Subject: Re: Bones Tutorial
Click-->@{" 329 " link IML-329} MSG- 329 Subject: Re: assings>minor flame
Click-->@{" 330 " link IML-330} MSG- 330 Subject: Re: My version is different than yours (was RE: That 3.0 Bu
Click-->@{" 331 " link IML-331} MSG- 331 Subject: Imagine Anim
Click-->@{" 332 " link IML-332} MSG- 332 Subject: Virtual Ram on the PC
Click-->@{" 333 " link IML-333} MSG- 333 Subject: re: Imagine 3.0 Woes - PAR problem!
Click-->@{" 334 " link IML-334} MSG- 334 Subject: Re: PARENT button in Impulse's file requester doesn't work?!?!??
Click-->@{" 335 " link IML-335} MSG- 335 Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Click-->@{" 336 " link IML-336} MSG- 336 Subject: Re: a fix for global lens flare
Click-->@{" 337 " link IML-337} MSG- 337 Subject: THE SUN
Click-->@{" 338 " link IML-338} MSG- 338 Subject: Imagine and freelancing
Click-->@{" 339 " link IML-339} MSG- 339 Subject: Re: Bones Tutorial
Click-->@{" 340 " link IML-340} MSG- 340 Subject: Re: Lensflare etc. in Imagine 3
Click-->@{" 341 " link IML-341} MSG- 341 Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Click-->@{" 342 " link IML-342} MSG- 342 Subject: 2D to 3D on the PC?
Click-->@{" 343 " link IML-343} MSG- 343 Subject: Texture contact sheets.....
Click-->@{" 344 " link IML-344} MSG- 344 Subject: Attributes and the GROW Effect
Click-->@{" 345 " link IML-345} MSG- 345 Subject: Re: VMM40 for the 30 ?
Click-->@{" 346 " link IML-346} MSG- 346 Subject: quickrender ground object
Click-->@{" 347 " link IML-347} MSG- 347 Subject: Zone Set QRender bug in Forms?
Click-->@{" 348 " link IML-348} MSG- 348 Subject: My version of Imagine3.0
Click-->@{" 349 " link IML-349} MSG- 349 Subject: Bones!!!!!!
Click-->@{" 350 " link IML-350} MSG- 350 Subject: Deform tool
Click-->@{" 351 " link IML-351} MSG- 351 Subject: Re: quickrender ground object
Click-->@{" 352 " link IML-352} MSG- 352 Subject: Re: Zone Set QRender bug in Forms?
Click-->@{" 353 " link IML-353} MSG- 353 Subject: Re: a fix for global lens flare
Click-->@{" 354 " link IML-354} MSG- 354 Subject: Re: Zone Set QRender bug in Forms?
Click-->@{" 355 " link IML-355} MSG- 355 Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Click-->@{" 356 " link IML-356} MSG- 356 Subject: HUMANOID info
Click-->@{" 357 " link IML-357} MSG- 357 Subject: Re: 3.0 Amiga is Here!
Click-->@{" 358 " link IML-358} MSG- 358 Subject: LensFlare - twinkle...
Click-->@{" 359 " link IML-359} MSG- 359 Subject: 3D DIGITIZER: questions for Impulse
Click-->@{" 360 " link IML-360} MSG- 360 Subject: Set Transition Frames
Click-->@{" 361 " link IML-361} MSG- 361 Subject: Re: Texture contact sheets.....
Click-->@{" 362 " link IML-362} MSG- 362 Subject: Re: Bones!!!!!!
Click-->@{" 363 " link IML-363} MSG- 363 Subject: Animated maps
Click-->@{" 364 " link IML-364} MSG- 364 Subject: Something worth drooling over
Click-->@{" 365 " link IML-365} MSG- 365 Subject: Re: My version of Imagine3.0
Click-->@{" 366 " link IML-366} MSG- 366 Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Click-->@{" 367 " link IML-367} MSG- 367 Subject: Imagine and Retina
Click-->@{" 368 " link IML-368} MSG- 368 Subject: Re: Deform tool
Click-->@{" 369 " link IML-369} MSG- 369 Subject: Re: Bones!!!!!!
Click-->@{" 370 " link IML-370} MSG- 370 Subject: Aminet
Click-->@{" 371 " link IML-371} MSG- 371 Subject: Re: Deform tool
Click-->@{" 372 " link IML-372} MSG- 372 Subject: IML on WWW
Click-->@{" 373 " link IML-373} MSG- 373 Subject: Re: Attributes and the GROW Effect
Click-->@{" 374 " link IML-374} MSG- 374 Subject: Re: Attributes and the GROW Effect
Click-->@{" 375 " link IML-375} MSG- 375 Subject: Re: Bones!!!!!!
Click-->@{" 376 " link IML-376} MSG- 376 Subject: Imagine texture contact sheets.
Click-->@{" 377 " link IML-377} MSG- 377 Subject: food..
Click-->@{" 378 " link IML-378} MSG- 378 Subject: Re: Aminet
Click-->@{" 379 " link IML-379} MSG- 379 Subject: Bug Report/Re: Bones!!!!!!
Click-->@{" 380 " link IML-380} MSG- 380 Subject: Re: Bones!!!!!!
Click-->@{" 381 " link IML-381} MSG- 381 Subject: Re: Deform tool
Click-->@{" 382 " link IML-382} MSG- 382 Subject: Re: Deform tool
Click-->@{" 383 " link IML-383} MSG- 383 Subject: Animated brushmaps in 3.0
Click-->@{" 384 " link IML-384} MSG- 384 Subject: Re: Deform tool
Click-->@{" 385 " link IML-385} MSG- 385 Subject: Re: Imagine and freelancing
Click-->@{" 386 " link IML-386} MSG- 386 Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Click-->@{" 387 " link IML-387} MSG- 387 Subject: Imagine 2.9 textures and Forge
Click-->@{" 388 " link IML-388} MSG- 388 Subject: Re: Bones Tutorial
Click-->@{" 389 " link IML-389} MSG- 389 Subject: Re: Bones!!!!!!
Click-->@{" 390 " link IML-390} MSG- 390 Subject: Re: Zone Set QRender bug in Forms?
Click-->@{" 391 " link IML-391} MSG- 391 Subject: conform to path
Click-->@{" 392 " link IML-392} MSG- 392 Subject: Bone marrow
Click-->@{" 393 " link IML-393} MSG- 393 Subject: Imagine FTP Site
Click-->@{" 394 " link IML-394} MSG- 394 Subject: Deform tool
Click-->@{" 395 " link IML-395} MSG- 395 Subject: Bug Report/Re: Bones!!!!!!
Click-->@{" 396 " link IML-396} MSG- 396 Subject: Re: Bones!!!!!!
Click-->@{" 397 " link IML-397} MSG- 397 Subject: Re: Imagine texture contact sheets.
Click-->@{" 398 " link IML-398} MSG- 398 Subject: Re: Texture contact sheets.....
Click-->@{" 399 " link IML-399} MSG- 399 ------=> Sorry NO Subject!
Click-->@{" 400 " link IML-400} MSG- 400 ------=> Sorry NO Subject!
Click-->@{" 401 " link IML-401} MSG- 401 ------=> Sorry NO Subject!
Click-->@{" 402 " link IML-402} MSG- 402 ------=> Sorry NO Subject!
Click-->@{" 403 " link IML-403} MSG- 403 ------=> Sorry NO Subject!
Click-->@{" 404 " link IML-404} MSG- 404 ------=> Sorry NO Subject!
Click-->@{" 405 " link IML-405} MSG- 405 Subject: Re: Bug Report/Re: Bones!!!!!!
Click-->@{" 406 " link IML-406} MSG- 406 Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Click-->@{" 407 " link IML-407} MSG- 407 Subject: Re: Bug Report(QRender)
Click-->@{" 408 " link IML-408} MSG- 408 Subject: Surface Contest!
Click-->@{" 409 " link IML-409} MSG- 409 Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Click-->@{" 410 " link IML-410} MSG- 410 Subject: Re: Animated maps
Click-->@{" 411 " link IML-411} MSG- 411 Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Click-->@{" 412 " link IML-412} MSG- 412 Subject: missing docs...
Click-->@{" 413 " link IML-413} MSG- 413 Subject: missing docs...
Click-->@{" 414 " link IML-414} MSG- 414 Subject: Bones, Imagine and LW
Click-->@{" 415 " link IML-415} MSG- 415 Subject: deformations...
Click-->@{" 416 " link IML-416} MSG- 416 Subject: re: deformations...
Click-->@{" 417 " link IML-417} MSG- 417 Subject: Sky Blending
Click-->@{" 418 " link IML-418} MSG- 418 Subject: ISL for 3.0?
Click-->@{" 419 " link IML-419} MSG- 419 Subject: Re: Imagine texture contact sheets.
Click-->@{" 420 " link IML-420} MSG- 420 Subject: Re: Bones!!!!!!
Click-->@{" 421 " link IML-421} MSG- 421 Subject: Re: Bones!!!!!!
Click-->@{" 422 " link IML-422} MSG- 422 Subject: Re: Animated brushmaps in 3.0
Click-->@{" 423 " link IML-423} MSG- 423 Subject: Re: Bones!!!!!!
Click-->@{" 424 " link IML-424} MSG- 424 Subject: Re: Deform tool
Click-->@{" 425 " link IML-425} MSG- 425 Subject: questions
Click-->@{" 426 " link IML-426} MSG- 426 Subject: questions
Click-->@{" 427 " link IML-427} MSG- 427 Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Click-->@{" 428 " link IML-428} MSG- 428 Subject: IML Archive
Click-->@{" 429 " link IML-429} MSG- 429 Subject: Re: irc
Click-->@{" 430 " link IML-430} MSG- 430 Subject: Thanks for animated brushmaps
Click-->@{" 431 " link IML-431} MSG- 431 Subject: Essence with Imagine.int??
Click-->@{" 432 " link IML-432} MSG- 432 Subject: Transitions using ADPro 2.5
Click-->@{" 433 " link IML-433} MSG- 433 Subject: Re: Hey! ->(focal length)
Click-->@{" 434 " link IML-434} MSG- 434 Subject: DEFORMATIONS
Click-->@{" 435 " link IML-435} MSG- 435 Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Click-->@{" 436 " link IML-436} MSG- 436 Subject: Re: Computer animation in schools
Click-->@{" 437 " link IML-437} MSG- 437 Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Click-->@{" 438 " link IML-438} MSG- 438 Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Click-->@{" 439 " link IML-439} MSG- 439 Subject: bones: check obj
Click-->@{" 440 " link IML-440} MSG- 440 Subject: Bug Compendium
Click-->@{" 441 " link IML-441} MSG- 441 Subject: re: deformations...
Click-->@{" 442 " link IML-442} MSG- 442 Subject: Re: missing docs...
Click-->@{" 443 " link IML-443} MSG- 443 Subject: Cross platform upgrades.
Click-->@{" 444 " link IML-444} MSG- 444 Subject: Re: Essence with Imagine.int??
Click-->@{" 445 " link IML-445} MSG- 445 Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Click-->@{" 446 " link IML-446} MSG- 446 Subject: Re: Imagine and freelancing
Click-->@{" 447 " link IML-447} MSG- 447 Subject: DBC32 anyone ??
Click-->@{" 448 " link IML-448} MSG- 448 Subject: Re: Bones!!!!!!
Click-->@{" 449 " link IML-449} MSG- 449 Subject: re: deformations...
Click-->@{" 450 " link IML-450} MSG- 450 Subject: IRC again !!
Click-->@{" 451 " link IML-451} MSG- 451 Subject: Re: Essence with Imagine.int??
Click-->@{" 452 " link IML-452} MSG- 452 Subject: Imitating the DPS-PAR ??
Click-->@{" 453 " link IML-453} MSG- 453 Subject: Bones in a Human Face
Click-->@{" 454 " link IML-454} MSG- 454 Subject: Re: bones: check obj
Click-->@{" 455 " link IML-455} MSG- 455 Subject: Re: Cross platform upgrades.
Click-->@{" 456 " link IML-456} MSG- 456 Subject: Bones lessons learned
Click-->@{" 457 " link IML-457} MSG- 457 Subject: Re: Bones, Imagine and LW
Click-->@{" 458 " link IML-458} MSG- 458 Subject: Anders Campaign
Click-->@{" 459 " link IML-459} MSG- 459 Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Click-->@{" 460 " link IML-460} MSG- 460 Subject: VMM40
Click-->@{" 461 " link IML-461} MSG- 461 Subject: Re: Bug Report/Re: Bones!!!!!!/Re: QuickRender
Click-->@{" 462 " link IML-462} MSG- 462 Subject: Amiga textures?
Click-->@{" 463 " link IML-463} MSG- 463 Subject: Re: Imagine and freelancing
Click-->@{" 464 " link IML-464} MSG- 464 Subject: Re: Imagine and freelancing
Click-->@{" 465 " link IML-465} MSG- 465 Subject: Re: Imitating the DPS-PAR ??
Click-->@{" 466 " link IML-466} MSG- 466 Subject: Re: Imagine and freelancing
Click-->@{" 467 " link IML-467} MSG- 467 Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Click-->@{" 468 " link IML-468} MSG- 468 Subject: Re: IRC again !!
Click-->@{" 469 " link IML-469} MSG- 469 Subject: Re: VMM40
Click-->@{" 470 " link IML-470} MSG- 470 Subject: Fake PAR
Click-->@{" 471 " link IML-471} MSG- 471 Subject: Arexx script for Retina/Forge
Click-->@{" 472 " link IML-472} MSG- 472 Subject: Screen Size???
Click-->@{" 473 " link IML-473} MSG- 473 Subject: DUPES
Click-->@{" 474 " link IML-474} MSG- 474 Subject: Re: Transitions using ADPro 2.5
Click-->@{" 475 " link IML-475} MSG- 475 Subject: Re: Imitating the DPS-PAR ??
Click-->@{" 476 " link IML-476} MSG- 476 Subject: Re: Bones in a Human Face
Click-->@{" 477 " link IML-477} MSG- 477 Subject: Re: Bones lessons learned
Click-->@{" 478 " link IML-478} MSG- 478 Subject: Re: Transitions using ADPro 2.5
Click-->@{" 479 " link IML-479} MSG- 479 Subject: transition frames
Click-->@{" 480 " link IML-480} MSG- 480 Subject: quickrendered ground
Click-->@{" 481 " link IML-481} MSG- 481 Subject: Re: Imagine and freelancing
Click-->@{" 482 " link IML-482} MSG- 482 Subject: Re: Bones lessons learned
Click-->@{" 483 " link IML-483} MSG- 483 Subject: Re:Essence with Imagine.int?
Click-->@{" 484 " link IML-484} MSG- 484 Subject: Depth of Field is cool
Click-->@{" 485 " link IML-485} MSG- 485 Subject: Re:Transitions using ADPro 2.5
Click-->@{" 486 " link IML-486} MSG- 486 Subject: Forge speed (was Re: Imagine and freelancing)
Click-->@{" 487 " link IML-487} MSG- 487 Subject: Re: Bones in a Human Face
Click-->@{" 488 " link IML-488} MSG- 488 Subject: ADPTools?
Click-->@{" 489 " link IML-489} MSG- 489 Subject: Re: Bug Report/Re: Bones!!!!!!/Re: QuickRender
Click-->@{" 490 " link IML-490} MSG- 490 Subject: Re: Cross platform upgrades.
Click-->@{" 491 " link IML-491} MSG- 491 Subject: RE: Cross platform upgrades.
Click-->@{" 492 " link IML-492} MSG- 492 Subject: Re: Imagine and freelancing
Click-->@{" 493 " link IML-493} MSG- 493 Subject: Lensflare and *sparkles*
Click-->@{" 494 " link IML-494} MSG- 494 Subject: Re: Bones in a Human Face
Click-->@{" 495 " link IML-495} MSG- 495 Subject: Re: quickrendered ground
Click-->@{" 496 " link IML-496} MSG- 496 Subject: Re: Transitions using ADPro 2.5
Click-->@{" 497 " link IML-497} MSG- 497 Subject: Re: Forge Speed
Click-->@{" 498 " link IML-498} MSG- 498 Subject: Re: Transitions using ADPro 2.5
Click-->@{" 499 " link IML-499} MSG- 499 Subject: Re: Amiga textures?
Click-->@{" 500 " link IML-500} MSG- 500 Subject: Re: Forge speed (was Re: Imagine and freelancing)
Click-->@{" 501 " link IML-501} MSG- 501 Subject: Enough already
Click-->@{" 502 " link IML-502} MSG- 502 Subject: Re: Imagine and freelancing
Click-->@{" 503 " link IML-503} MSG- 503 Subject: Oldest?
Click-->@{" 504 " link IML-504} MSG- 504 Subject: Re: Amiga textures?
Click-->@{" 505 " link IML-505} MSG- 505 Subject: Re: Bones in a Human Face
Click-->@{" 506 " link IML-506} MSG- 506 Subject: Re: Transitions in ADPro 2.5
Click-->@{" 507 " link IML-507} MSG- 507 Subject: Re: Bones!!!!!!
Click-->@{" 508 " link IML-508} MSG- 508 Subject: Re: Imagine and freelancing
Click-->@{" 509 " link IML-509} MSG- 509 Subject: AdPro Transitions
Click-->@{" 510 " link IML-510} MSG- 510 Subject: Imagine 3.0 FPU?
Click-->@{" 511 " link IML-511} MSG- 511 Subject: Bones, Imagine and LW
Click-->@{" 512 " link IML-512} MSG- 512 Subject: Re: Enough already
Click-->@{" 513 " link IML-513} MSG- 513 Subject: Re: Imagine and freelancing
Click-->@{" 514 " link IML-514} MSG- 514 Subject: Re: Bones in a Human Face
Click-->@{" 515 " link IML-515} MSG- 515 Subject: IV 24 Support
Click-->@{" 516 " link IML-516} MSG- 516 Subject: Re: Oldest?
Click-->@{" 517 " link IML-517} MSG- 517 Subject: Re: IV 24 Support
Click-->@{" 518 " link IML-518} MSG- 518 Subject: re Imagine and Freelancing
Click-->@{" 519 " link IML-519} MSG- 519 Subject: Movie credits
Click-->@{" 520 " link IML-520} MSG- 520 Subject: Re: Oldest?
Click-->@{" 521 " link IML-521} MSG- 521 Subject: Re: Oldest?
Click-->@{" 522 " link IML-522} MSG- 522 Subject: Re: Oldest?
Click-->@{" 523 " link IML-523} MSG- 523 Subject: Bones & Kinematics
Click-->@{" 524 " link IML-524} MSG- 524 Subject: Re: AdPro Transitions
Click-->@{" 525 " link IML-525} MSG- 525 Subject: my comments and a question (was RE:enough already)
Click-->@{" 526 " link IML-526} MSG- 526 Subject: Re: Movie credits
Click-->@{" 527 " link IML-527} MSG- 527 Subject: Imagine w/BatB and JPark...
Click-->@{" 528 " link IML-528} MSG- 528 Subject: Re: Oldest?
Click-->@{" 529 " link IML-529} MSG- 529 Subject: Re: Oldest?
Click-->@{" 530 " link IML-530} MSG- 530 Subject: Re: Oldest?
Click-->@{" 531 " link IML-531} MSG- 531 Subject: How to change 3.0 Imagine.fp screen size
Click-->@{" 532 " link IML-532} MSG- 532 Subject: Re: Oldest
Click-->@{" 533 " link IML-533} MSG- 533 Subject: RE: Bones lessons learned
Click-->@{" 534 " link IML-534} MSG- 534 Subject: Morphibg CYCLE OBJ and HUMANOID questions..HELP!
Click-->@{" 535 " link IML-535} MSG- 535 Subject: Cast Shadows
Click-->@{" 536 " link IML-536} MSG- 536 Subject: Re: Bones, Imagine and LW
Click-->@{" 537 " link IML-537} MSG- 537 Subject: Re: AdPro Transitions
Click-->@{" 538 " link IML-538} MSG- 538 Subject: Re: Oldest?
Click-->@{" 539 " link IML-539} MSG- 539 Subject: Imagine Complaining (was: RE: Imagine and Freelancing
Click-->@{" 540 " link IML-540} MSG- 540 Subject: Oldest?
Click-->@{" 541 " link IML-541} MSG- 541 Subject: Re: Oldest?
Click-->@{" 542 " link IML-542} MSG- 542 Subject: Re: Oldest?
Click-->@{" 543 " link IML-543} MSG- 543 Subject: Re: Oldest?
Click-->@{" 544 " link IML-544} MSG- 544 Subject: Re: Oldest?
Click-->@{" 545 " link IML-545} MSG- 545 Subject: Re: Oldest?
Click-->@{" 546 " link IML-546} MSG- 546 Subject: Re: Cast Shadows
Click-->@{" 547 " link IML-547} MSG- 547 Subject: Re: Imagine w/BatB and JPark...
Click-->@{" 548 " link IML-548} MSG- 548 Subject: Imagine 3 for AmigaFormat readers ?
Click-->@{" 549 " link IML-549} MSG- 549 Subject: Frame animations too jerky?
Click-->@{" 550 " link IML-550} MSG- 550 Subject: TO Margaret Copeland..
Click-->@{" 551 " link IML-551} MSG- 551 Subject: RE:Frame animations too jerky
Click-->@{" 552 " link IML-552} MSG- 552 Subject: Re: Oldest?
Click-->@{" 553 " link IML-553} MSG- 553 Subject: Re: Frame animations too jerky?
Click-->@{" 554 " link IML-554} MSG- 554 Subject: AdPro Transitions
Click-->@{" 555 " link IML-555} MSG- 555 Subject: TO Mark Decker
Click-->@{" 556 " link IML-556} MSG- 556 Subject: Re: Oldest?
Click-->@{" 557 " link IML-557} MSG- 557 Subject: Re: Oldest? Dupes? Wasted Bandwidth
Click-->@{" 558 " link IML-558} MSG- 558 Subject: 3.0 FONTS
Click-->@{" 559 " link IML-559} MSG- 559 Subject: Lightwave Standalone
Click-->@{" 560 " link IML-560} MSG- 560 Subject: Movie credits (fwd)
Click-->@{" 561 " link IML-561} MSG- 561 Subject: Re: Lightwave Standalone
Click-->@{" 562 " link IML-562} MSG- 562 Subject: Re: Lightwave Standalone
Click-->@{" 563 " link IML-563} MSG- 563 Subject: Imagine PC free with book?
Click-->@{" 564 " link IML-564} MSG- 564 Subject: Lightwave or Imagine
Click-->@{" 565 " link IML-565} MSG- 565 Subject: Re: Cast Shadows
Click-->@{" 566 " link IML-566} MSG- 566 Subject: Re: Imagine PC free with book?
Click-->@{" 567 " link IML-567} MSG- 567 Subject: Imagine 3.0 Fonts
Click-->@{" 568 " link IML-568} MSG- 568 Subject: Re: 3.0 FONTS
Click-->@{" 569 " link IML-569} MSG- 569 Subject: Re: Oldest?
Click-->@{" 570 " link IML-570} MSG- 570 Subject: Re: Oldest?
Click-->@{" 571 " link IML-571} MSG- 571 Subject: Why PAR and not DBC32 ?
Click-->@{" 572 " link IML-572} MSG- 572 Subject: Re: Set Transition Frames
Click-->@{" 573 " link IML-573} MSG- 573 Subject: Oldest?
Click-->@{" 574 " link IML-574} MSG- 574 Subject: Re: Oldest?
Click-->@{" 575 " link IML-575} MSG- 575 Subject: Re: my comments and a question (was RE:enough already)
Click-->@{" 576 " link IML-576} MSG- 576 Subject: Re: Imagine 3 for AmigaFormat readers ?
Click-->@{" 577 " link IML-577} MSG- 577 Subject: 3.0 RayTrace Problems
Click-->@{" 578 " link IML-578} MSG- 578 Subject: Re: Imagine PC free with book?
Click-->@{" 579 " link IML-579} MSG- 579 Subject: Re: 3.0 FONTS
Click-->@{" 580 " link IML-580} MSG- 580 Subject: Re: Imagine PC free with book?
Click-->@{" 581 " link IML-581} MSG- 581 Subject: Re: Oldest? Dupes? Wasted Bandwidth
Click-->@{" 582 " link IML-582} MSG- 582 Subject: Re: Amiga textures?
Click-->@{" 583 " link IML-583} MSG- 583 Subject: Re: Oldest?
Click-->@{" 584 " link IML-584} MSG- 584 Subject: Animation Schools
Click-->@{" 585 " link IML-585} MSG- 585 Subject: Re: Oldest
Click-->@{" 586 " link IML-586} MSG- 586 Subject: Re: Set Transition Frames
Click-->@{" 587 " link IML-587} MSG- 587 Subject: Intro to IML
Click-->@{" 588 " link IML-588} MSG- 588 Subject: Glass in 3.0
Click-->@{" 589 " link IML-589} MSG- 589 Subject: FINALLY! CHANGING IMAGINES SCREEN SIZE.
Click-->@{" 590 " link IML-590} MSG- 590 Subject: Amiga Font Problem
Click-->@{" 591 " link IML-591} MSG- 591 ------=> Sorry NO Subject!
Click-->@{" 592 " link IML-592} MSG- 592 Subject: Set Transition Frames
Click-->@{" 593 " link IML-593} MSG- 593 Subject: Re: Imagine 3 for AmigaFormat readers ?
Click-->@{" 594 " link IML-594} MSG- 594 Subject: Unresolved questions
Click-->@{" 595 " link IML-595} MSG- 595 Subject: re: Oldest
Click-->@{" 596 " link IML-596} MSG- 596 Subject: Re: 3.0 FONTS
Click-->@{" 597 " link IML-597} MSG- 597 Subject: renamed from oldest to Scanner
Click-->@{" 598 " link IML-598} MSG- 598 ------=> Sorry NO Subject!
Click-->@{" 599 " link IML-599} MSG- 599 Subject: Re: Imagine 3 for AmigaFormat readers ?
Click-->@{" 600 " link IML-600} MSG- 600 Subject: Books??
Click-->@{" 601 " link IML-601} MSG- 601 Subject: Re: Set Transition Frames
Click-->@{" 602 " link IML-602} MSG- 602 Subject: Wanted HELP for Cycle OBJs -Imagine's Maniacs recommended!-
Click-->@{" 603 " link IML-603} MSG- 603 Subject: Re: Books??
Click-->@{" 604 " link IML-604} MSG- 604 Subject: Imagine Professional v 1.0 ? (& LW!)
Click-->@{" 605 " link IML-605} MSG- 605 Subject: Re: Set Transition Frames
Click-->@{" 606 " link IML-606} MSG- 606 Subject: DOF transitions (was Re: Imagine Pro)
Click-->@{" 607 " link IML-607} MSG- 607 Subject: Re: Set Transition Frames
Click-->@{" 608 " link IML-608} MSG- 608 Subject: Re: Imagine Professional v 1.0 ? (& LW!)
Click-->@{" 609 " link IML-609} MSG- 609 Subject: Re: Set Transition Frames
Click-->@{" 610 " link IML-610} MSG- 610 Subject: Re: Set Transition Frames
Click-->@{" 611 " link IML-611} MSG- 611 Subject: Re: Unresolved questions
Click-->@{" 612 " link IML-612} MSG- 612 Subject: morphus, dissimilar objects
Click-->@{" 613 " link IML-613} MSG- 613 Subject: Re: Set Transition Frames
Click-->@{" 614 " link IML-614} MSG- 614 Subject: Re: 3.0 FONTS
Click-->@{" 615 " link IML-615} MSG- 615 Subject: Re: Lightwave Standalone
Click-->@{" 616 " link IML-616} MSG- 616 Subject: Re: Set Transition Frames
Click-->@{" 617 " link IML-617} MSG- 617 Subject: re 3.0 fonts
Click-->@{" 618 " link IML-618} MSG- 618 Subject: IML Archive site
Click-->@{" 619 " link IML-619} MSG- 619 Subject: Imagine Promoted
Click-->@{" 620 " link IML-620} MSG- 620 Subject: Re: Set Transition Frames
Click-->@{" 621 " link IML-621} MSG- 621 Subject: Re: Set Transition Frames
Click-->@{" 622 " link IML-622} MSG- 622 Subject: Free upgrade from APEX
Click-->@{" 623 " link IML-623} MSG- 623 Subject: Re: Set Transition Frames
Click-->@{" 624 " link IML-624} MSG- 624 Subject: Re: Set Transition Frames
Click-->@{" 625 " link IML-625} MSG- 625 Subject: Re: IML Archive site
Click-->@{" 626 " link IML-626} MSG- 626 Subject: Re: Imagine Promoted
Click-->@{" 627 " link IML-627} MSG- 627 Subject: Re: Set Transition Frames
Click-->@{" 628 " link IML-628} MSG- 628 Subject: RE: Bones lessons learned
Click-->@{" 629 " link IML-629} MSG- 629 Subject: Transition Frames, cont.
Click-->@{" 630 " link IML-630} MSG- 630 Subject: Re: Imagine PC free with book? (fwd)
Click-->@{" 631 " link IML-631} MSG- 631 Subject: Re: Alpha-channels ??
Click-->@{" 632 " link IML-632} MSG- 632 Subject: RE: Applique
Click-->@{" 633 " link IML-633} MSG- 633 Subject: Some questions
Click-->@{" 634 " link IML-634} MSG- 634 Subject: Re: Imagine Promoted
Click-->@{" 635 " link IML-635} MSG- 635 Subject: Imagine Promoted
Click-->@{" 636 " link IML-636} MSG- 636 Subject: Re: Unresolved questions
Click-->@{" 637 " link IML-637} MSG- 637 Subject: Imagine screen size posts
Click-->@{" 638 " link IML-638} MSG- 638 Subject: Re: Alpha-channels ??
Click-->@{" 639 " link IML-639} MSG- 639 Subject: Re: 2.0,2.9 scaling bug
Click-->@{" 640 " link IML-640} MSG- 640 Subject: Re: Some questions
Click-->@{" 641 " link IML-641} MSG- 641 Subject: Re: Some questions
Click-->@{" 642 " link IML-642} MSG- 642 Subject: Bones and stuff
Click-->@{" 643 " link IML-643} MSG- 643 Subject: Re: Some questions
Click-->@{" 644 " link IML-644} MSG- 644 Subject: Re: APEX..What is FORGE anyway ?
Click-->@{" 645 " link IML-645} MSG- 645 Subject: Re: Bones!!!!!!
Click-->@{" 646 " link IML-646} MSG- 646 Subject: TEXTURES AND FX , DAMN IT!!!!!!
Click-->@{" 647 " link IML-647} MSG- 647 Subject: Re: Some questions
Click-->@{" 648 " link IML-648} MSG- 648 Subject: Re: Some questions
Click-->@{" 649 " link IML-649} MSG- 649 Subject: Forge and attr contest
Click-->@{" 650 " link IML-650} MSG- 650 Subject: Lot's of Aussie replies!
Click-->@{" 651 " link IML-651} MSG- 651 Subject: RE: Bones lessons learned
Click-->@{" 652 " link IML-652} MSG- 652 Subject: Re: Some questions
Click-->@{" 653 " link IML-653} MSG- 653 Subject: What's the name of that book!
Click-->@{" 654 " link IML-654} MSG- 654 Subject: Moire problems!
Click-->@{" 655 " link IML-655} MSG- 655 Subject: Re: Imagine screen size posts
Click-->@{" 656 " link IML-656} MSG- 656 Subject: Re: Alpha-channels ??
Click-->@{" 657 " link IML-657} MSG- 657 Subject: Re: APEX..What is FORGE anyway ?
Click-->@{" 658 " link IML-658} MSG- 658 Subject: Hex Editor, anyone?
Click-->@{" 659 " link IML-659} MSG- 659 Subject: Re: Forge and attr contest
Click-->@{" 660 " link IML-660} MSG- 660 Subject: Image/Texture tacking.. demo wanted..
Click-->@{" 661 " link IML-661} MSG- 661 Subject: Re: 2.0,2.9 scaling bug
Click-->@{" 662 " link IML-662} MSG- 662 Subject: Re: What's the name of that book!
Click-->@{" 663 " link IML-663} MSG- 663 Subject: simple utilities of interest, hints..
Click-->@{" 664 " link IML-664} MSG- 664 Subject: IM3.0/PicassoII Problems!!
Click-->@{" 665 " link IML-665} MSG- 665 Subject: 2.0,2.9 scaling bug
Click-->@{" 666 " link IML-666} MSG- 666 Subject: Re: Some questions
Click-->@{" 667 " link IML-667} MSG- 667 Subject: A proposition... For redirecting IML to new Media..
Click-->@{" 668 " link IML-668} MSG- 668 Subject: How to change 3.0 Imagin
Click-->@{" 669 " link IML-669} MSG- 669 Subject: Re: APEX..What is FORGE anyway ?
Click-->@{" 670 " link IML-670} MSG- 670 Subject: Re: Any Aussies got Imagine 3.0 yet???
Click-->@{" 671 " link IML-671} MSG- 671 Subject: Re: Moire problems!
Click-->@{" 672 " link IML-672} MSG- 672 Subject: Screen Sizes!
Click-->@{" 673 " link IML-673} MSG- 673 Subject: Re: Transition Frames, cont.
Click-->@{" 674 " link IML-674} MSG- 674 Subject: 3.0 in France...
Click-->@{" 675 " link IML-675} MSG- 675 Subject: # faces in spline font objects
Click-->@{" 676 " link IML-676} MSG- 676 Subject: Imagine 3.0
Click-->@{" 677 " link IML-677} MSG- 677 Subject: Re: A proposition... For redirecting IML to new Media..
Click-->@{" 678 " link IML-678} MSG- 678 Subject: Re: simple utilities of interest, hints..
Click-->@{" 679 " link IML-679} MSG- 679 Subject: Re: Image/Texture tacking.. demo wanted..
Click-->@{" 680 " link IML-680} MSG- 680 ------=> Sorry NO Subject!
Click-->@{" 681 " link IML-681} MSG- 681 ------=> Sorry NO Subject!
Click-->@{" 682 " link IML-682} MSG- 682 Subject: Hex Editor
Click-->@{" 683 " link IML-683} MSG- 683 Subject: Re: Imagine Promoted
Click-->@{" 684 " link IML-684} MSG- 684 Subject: Major problem with Imagine 3.0...HELP
Click-->@{" 685 " link IML-685} MSG- 685 Subject: "inverse shadows" in Imagine 2?
Click-->@{" 686 " link IML-686} MSG- 686 Subject: Bones and stuff
Click-->@{" 687 " link IML-687} MSG- 687 Subject: Oooops...
Click-->@{" 688 " link IML-688} MSG- 688 Subject: HALVE the time to render!
Click-->@{" 689 " link IML-689} MSG- 689 Subject: Tools to complement Imagine PC ?
Click-->@{" 690 " link IML-690} MSG- 690 Subject: Re: HALVE the time to render!
Click-->@{" 691 " link IML-691} MSG- 691 Subject: Re: 2.0,2.9 scaling bug
Click-->@{" 692 " link IML-692} MSG- 692 ------=> Sorry NO Subject!
Click-->@{" 693 " link IML-693} MSG- 693 Subject: Re: HALVE the time to render!
Click-->@{" 694 " link IML-694} MSG- 694 Subject: Re: A proposition... For redirecting IML to new Media..
Click-->@{" 695 " link IML-695} MSG- 695 Subject: How to change 3.0 Imagin
Click-->@{" 696 " link IML-696} MSG- 696 Subject: Re: Imagine 3.0
Click-->@{" 697 " link IML-697} MSG- 697 Subject: Re: Tools to complement Imagine PC ?
Click-->@{" 698 " link IML-698} MSG- 698 Subject: Math Library
Click-->@{" 699 " link IML-699} MSG- 699 Subject: Re: Major problem with Imagine 3.0...HELP
Click-->@{" 700 " link IML-700} MSG- 700 Subject: Re: Hex Editor
Click-->@{" 701 " link IML-701} MSG- 701 Subject: Re: A proposition... For redirecting IML to new Media..
Click-->@{" 702 " link IML-702} MSG- 702 Subject: Re: # faces in spline font objects
Click-->@{" 703 " link IML-703} MSG- 703 Subject: Re: Math Library
Click-->@{" 704 " link IML-704} MSG- 704 Subject: Particles Question / Help
Click-->@{" 705 " link IML-705} MSG- 705 Subject: Re: Bones!!!!!!
Click-->@{" 706 " link IML-706} MSG- 706 Subject: Re: Tools to complement Imagine PC ?
Click-->@{" 707 " link IML-707} MSG- 707 Subject: Re: Major problem with Imagine 3.0...HELP
Click-->@{" 708 " link IML-708} MSG- 708 Subject: Re: Oooops...
Click-->@{" 709 " link IML-709} MSG- 709 Subject: stage editor problem
Click-->@{" 710 " link IML-710} MSG- 710 Subject: Re: Oooops...
Click-->@{" 711 " link IML-711} MSG- 711 Subject: RE: Major problem with Imagine 3.0...HELP
Click-->@{" 712 " link IML-712} MSG- 712 Subject: Scaling the Camera Problem
Click-->@{" 713 " link IML-713} MSG- 713 Subject: Re: Oooops... Enough!
Click-->@{" 714 " link IML-714} MSG- 714 Subject: Re: Tools to complement Imagine PC ?
Click-->@{" 715 " link IML-715} MSG- 715 Subject: Lock joints?
Click-->@{" 716 " link IML-716} MSG- 716 Subject: Re: Hex Editor, anyone?
Click-->@{" 717 " link IML-717} MSG- 717 Subject: Re: Tools to complement Imagi...
Click-->@{" 718 " link IML-718} MSG- 718 Subject: Re: A proposition... For redirecting IML to new Media..
Click-->@{" 719 " link IML-719} MSG- 719 Subject: Re: stage editor problem
Click-->@{" 720 " link IML-720} MSG- 720 Subject: Re: Scaling the Camera Problem
Click-->@{" 721 " link IML-721} MSG- 721 Subject: Timeline Paste
Click-->@{" 722 " link IML-722} MSG- 722 Subject: LW user meeting but...
Click-->@{" 723 " link IML-723} MSG- 723 Subject: re book
Click-->@{" 724 " link IML-724} MSG- 724 Subject: re book
Click-->@{" 725 " link IML-725} MSG- 725 Subject: Pffffft...
Click-->@{" 726 " link IML-726} MSG- 726 Subject: Imagine BESTED!?!
Click-->@{" 727 " link IML-727} MSG- 727 Subject: New Spline Modeler
Click-->@{" 728 " link IML-728} MSG- 728 Subject: It's Useless SCALING..
Click-->@{" 729 " link IML-729} MSG- 729 Subject: Re: Image/Texture tacking.. demo wanted..
Click-->@{" 730 " link IML-730} MSG- 730 Subject: Re: Math Library
Click-->@{" 731 " link IML-731} MSG- 731 Subject: Re: HALVE the time to render!
Click-->@{" 732 " link IML-732} MSG- 732 Subject: Re: Major problem with Imagine 3.0...HELP
Click-->@{" 733 " link IML-733} MSG- 733 Subject: Re: Particles Question / Help
Click-->@{" 734 " link IML-734} MSG- 734 Subject: Re: Major problem with Imagine 3.0...HELP
Click-->@{" 735 " link IML-735} MSG- 735 Subject: Re: HALVE the time to render!
Click-->@{" 736 " link IML-736} MSG- 736 Subject: RE: Major problem with Imagine 3.0...HELP
Click-->@{" 737 " link IML-737} MSG- 737 Subject: RE: Major problem with Imagine 3.0...HELP
Click-->@{" 738 " link IML-738} MSG- 738 Subject: Global f/x
Click-->@{" 739 " link IML-739} MSG- 739 Subject: Re: Major problem with Imagine 3.0...HELP
Click-->@{" 740 " link IML-740} MSG- 740 Subject: Re[1]: Forge and attr contest
Click-->@{" 741 " link IML-741} MSG- 741 Subject: aminet upload
Click-->@{" 742 " link IML-742} MSG- 742 Subject: Zoom & Perspective
Click-->@{" 743 " link IML-743} MSG- 743 Subject: RE: Anim display on PC
Click-->@{" 744 " link IML-744} MSG- 744 Subject: Some questions
Click-->@{" 745 " link IML-745} MSG- 745 Subject: 2.0,2.9 scaling bug
Click-->@{" 746 " link IML-746} MSG- 746 Subject: Message to JOHN SPENCER
Click-->@{" 747 " link IML-747} MSG- 747 Subject: Undersea shadows
Click-->@{" 748 " link IML-748} MSG- 748 Subject: Re: Major problem with Imagine 3.0...HELP
Click-->@{" 749 " link IML-749} MSG- 749 Subject: Imagine bested update..
Click-->@{" 750 " link IML-750} MSG- 750 Subject: Slicing Xtraveganza
Click-->@{" 751 " link IML-751} MSG- 751 Subject: Re: Global f/x
Click-->@{" 752 " link IML-752} MSG- 752 Subject: Re: Math Library
Click-->@{" 753 " link IML-753} MSG- 753 Subject: Questions about states for grouped objects
Click-->@{" 754 " link IML-754} MSG- 754 Subject: Re: Math Library
Click-->@{" 755 " link IML-755} MSG- 755 Subject: Re: Zoom & Perspective
Click-->@{" 756 " link IML-756} MSG- 756 Subject: Re: Zoom & Perspective
Click-->@{" 757 " link IML-757} MSG- 757 Subject: Re: Pffffft...
Click-->@{" 758 " link IML-758} MSG- 758 ------=> Sorry NO Subject!
Click-->@{" 759 " link IML-759} MSG- 759 Subject: Re: Math Library
Click-->@{" 760 " link IML-760} MSG- 760 Subject: Re: Zoom & Perspective
Click-->@{" 761 " link IML-761} MSG- 761 Subject: Re: Math Library
Click-->@{" 762 " link IML-762} MSG- 762 Subject: 3d sea-shell
Click-->@{" 763 " link IML-763} MSG- 763 Subject: Simulating clouds
Click-->@{" 764 " link IML-764} MSG- 764 Subject: Attribs conversion: NOW U CAN!!!
Click-->@{" 765 " link IML-765} MSG- 765 Subject: Messages
Click-->@{" 766 " link IML-766} MSG- 766 Subject: Anti-Aliasing in I3.0
Click-->@{" 767 " link IML-767} MSG- 767 Subject: Help me! Hilfe! Ratunku!
Click-->@{" 768 " link IML-768} MSG- 768 Subject: Math Libs
Click-->@{" 769 " link IML-769} MSG- 769 Subject: Re: Scaling the Camera Problem
Click-->@{" 770 " link IML-770} MSG- 770 Subject: States function
Click-->@{" 771 " link IML-771} MSG- 771 Subject: Re: Help me! Hilfe! Ratunku!
Click-->@{" 772 " link IML-772} MSG- 772 Subject: Imagine Bested Update II
Click-->@{" 773 " link IML-773} MSG- 773 Subject: Australia
Click-->@{" 774 " link IML-774} MSG- 774 Subject: OCR is best
Click-->@{" 775 " link IML-775} MSG- 775 Subject: Re: Anti-Aliasing in I3.0
Click-->@{" 776 " link IML-776} MSG- 776 Subject: Imagine Mis-features
Click-->@{" 777 " link IML-777} MSG- 777 Subject: Re: HALVE the time to render! CRAP!!!!!
Click-->@{" 778 " link IML-778} MSG- 778 Subject: Re: Simulating clouds
Click-->@{" 779 " link IML-779} MSG- 779 Subject: Re: Attribs conversion: NOW U CAN!!!
Click-->@{" 780 " link IML-780} MSG- 780 Subject: Re: 3d sea-shell
Click-->@{" 781 " link IML-781} MSG- 781 Subject: Sticky Stars
Click-->@{" 782 " link IML-782} MSG- 782 Subject: Re: Math Libs
Click-->@{" 783 " link IML-783} MSG- 783 Subject: Re: Australia
Click-->@{" 784 " link IML-784} MSG- 784 Subject: Re: 3d sea-shell
Click-->@{" 785 " link IML-785} MSG- 785 Subject: Re: Math Libs (fwd)
Click-->@{" 786 " link IML-786} MSG- 786 Subject: Re: Simulating clouds
Click-->@{" 787 " link IML-787} MSG- 787 Subject: Re: 3d sea-shell
Click-->@{" 788 " link IML-788} MSG- 788 Subject: Re: Math Libs (fwd)
Click-->@{" 789 " link IML-789} MSG- 789 Subject: Re: Attribs conversion: NOW U CAN!!!
Click-->@{" 790 " link IML-790} MSG- 790 Subject: Re: Scaling the Camera Problem
Click-->@{" 791 " link IML-791} MSG- 791 Subject: **REALL** Clouds PIC wanted ???
Click-->@{" 792 " link IML-792} MSG- 792 Subject: Re: Sticky Stars
Click-->@{" 793 " link IML-793} MSG- 793 Subject: re: Simulating Clouds
Click-->@{" 794 " link IML-794} MSG- 794 Subject: Re: Sticky Stars
Click-->@{" 795 " link IML-795} MSG- 795 Subject: Re: States function
Click-->@{" 796 " link IML-796} MSG- 796 Subject: TrueSpace demo
Click-->@{" 797 " link IML-797} MSG- 797 Subject: Well FAQ me!
Click-->@{" 798 " link IML-798} MSG- 798 Subject: Attribs conversion
Click-->@{" 799 " link IML-799} MSG- 799 Subject: Re:Large Spline objects
Click-->@{" 800 " link IML-800} MSG- 800 Subject: Re: HALVE the time to render!
Click-->@{" 801 " link IML-801} MSG- 801 Subject: Is it possible?
Click-->@{" 802 " link IML-802} MSG- 802 Subject: Re: Stick Stars
Click-->@{" 803 " link IML-803} MSG- 803 Subject: Bones and texture mapping
Click-->@{" 804 " link IML-804} MSG- 804 Subject: Problem with ATTRIBUTES in GROUPED Objects
Click-->@{" 805 " link IML-805} MSG- 805 Subject: Re: HALVE the time to render!
Click-->@{" 806 " link IML-806} MSG- 806 Subject: Imagine 3.0 !!!
Click-->@{" 807 " link IML-807} MSG- 807 Subject: Re: Re[1]: Forge and attr contest
Click-->@{" 808 " link IML-808} MSG- 808 Subject: Re: States function
Click-->@{" 809 " link IML-809} MSG- 809 Subject: Re: 3d sea-shell
Click-->@{" 810 " link IML-810} MSG- 810 Subject: Consumer concerns
Click-->@{" 811 " link IML-811} MSG- 811 Subject: Re: Re[1]: Forge and attr contest (fwd)
Click-->@{" 812 " link IML-812} MSG- 812 Subject: re: Is It possible
Click-->@{" 813 " link IML-813} MSG- 813 Subject: re: Simulating Clouds
Click-->@{" 814 " link IML-814} MSG- 814 Subject: AHD
Click-->@{" 815 " link IML-815} MSG- 815 Subject: Re: Problem with ATTRIBUTES in GROUPED Objects
Click-->@{" 816 " link IML-816} MSG- 816 Subject: Re: Scaling the Camera Problem
Click-->@{" 817 " link IML-817} MSG- 817 Subject: FMath Libs . . .
Click-->@{" 818 " link IML-818} MSG- 818 Subject: Re: some questions
Click-->@{" 819 " link IML-819} MSG- 819 Subject: ..A3000/25Mhz.----> 50 Mhz FPU!! (fwd)
Click-->@{" 820 " link IML-820} MSG- 820 Subject: Re: Problem with ATTRIBUTES in GROUPED Objects
Click-->@{" 821 " link IML-821} MSG- 821 Subject: Texture Example Pictures?
Click-->@{" 822 " link IML-822} MSG- 822 Subject: Re: Sticky Stars
Click-->@{" 823 " link IML-823} MSG- 823 Subject: Re: States function
Click-->@{" 824 " link IML-824} MSG- 824 Subject: Mike's Clouds tutorial
Click-->@{" 825 " link IML-825} MSG- 825 Subject: Re: Simulating clouds
Click-->@{" 826 " link IML-826} MSG- 826 Subject: Re: Problem with ATTRIBUTES in GROUPED Objects
Click-->@{" 827 " link IML-827} MSG- 827 Subject: Re: Well FAQ me!
Click-->@{" 828 " link IML-828} MSG- 828 Subject: IMAGINE BESTED UPDATE. (fwd)
Click-->@{" 829 " link IML-829} MSG- 829 Subject: Re: Imagine Bested Update II
Click-->@{" 830 " link IML-830} MSG- 830 Subject: Brushmaps and textures
Click-->@{" 831 " link IML-831} MSG- 831 Subject: Lights and objects
Click-->@{" 832 " link IML-832} MSG- 832 Subject: Re: AHD
Click-->@{" 833 " link IML-833} MSG- 833 Subject: Re: Simulating clouds
Click-->@{" 834 " link IML-834} MSG- 834 Subject: Re: Slicing Xtraveganza
Click-->@{" 835 " link IML-835} MSG- 835 Subject: Math libraries
Click-->@{" 836 " link IML-836} MSG- 836 Subject: Re: Problem with ATTRIBUTES in GROUPED Objects
Click-->@{" 837 " link IML-837} MSG- 837 Subject: Re: States function
Click-->@{" 838 " link IML-838} MSG- 838 Subject: Re: Sticky Stars
Click-->@{" 839 " link IML-839} MSG- 839 Subject: Re: Bones and texture mapping
Click-->@{" 840 " link IML-840} MSG- 840 Subject: Re: Lights and objects
Click-->@{" 841 " link IML-841} MSG- 841 Subject: Re: Sticky Stars
Click-->@{" 842 " link IML-842} MSG- 842 Subject: Imagine 4 Everybody - Results version 0.5!
Click-->@{" 843 " link IML-843} MSG- 843 Subject: Re: Lights and objects
Click-->@{" 844 " link IML-844} MSG- 844 Subject: Atts conv: NEW AMIGA&PC VERSION
@endnode contents
@node IML-1 " MSG-1 Subject: Conform to path "
Subject: Conform to path
Date: Sun, 1 May 1994 11:11:34 -0700 (PDT)
From: Jeremy White <jwhite@efn.org>
I am working on an animation of a fish swimming. I created the fish in
the forms editor and was going to use "conform to path" to create 3
states of animation and then ping pong between them (1,2,3,2,1,2)
---- see below.
(Top view of ascii fish)
o
1. \______/ 2. =-------o 3. /------\
o
1. swishing left
2. swishing straight
3. swishing right
I have been trying to use conform to path with no luck. My fish always
gets streatched in the wrong direction. What positions do the axis' of
the path and object have to be in??? How can I make the path the same
length as the fish? (If I do get the fish to bend along the path, I
usually get some path left over.... i.e. The length of the path is
longer then the fish.)
I hope this message in not as confusing to you imagine gurus as it reads
to me......
Thanks for any advise.
-Jeremy White
----------------------------------------------------------------------------
IS IT SAFE? - Marathon Man
----------------------------------------------------------------------------
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-2 " MSG-2 Subject: Re: Compatibility between Imagine 3.0 & 2.9"
Subject: Re: Compatibility between Imagine 3.0 & 2.9
Date: Sun, 1 May 1994 11:08:15 -0700 (PDT)
From: Jeremy White <jwhite@efn.org>
On Sun, 1 May 1994 ARTISTE@delphi.com wrote:
> Hello Imagineers!
> I recently received my 3.0 update, installed it, copied a project I
> created in 2.9 (along with objects, etc.) and then attempted to render
> a frame. Imagine immediately went to the DOS prompt and displayed a
> message "Remember what you just did and then call Impulse". After some
> 'fooling' around I have it to the point of being able to load either the
> first frame or the last frame (and render) into the Stage Editor, but none
> of the intermidiate frames (2,3, etc.). I have tried this with several 2.9
> created animations with the same results. I have 32 megs of memory on a
> PC compatable 486DX2/66. I have been using this configuration successfully
> on 2.9 for some time. I can create a multiframe animation under 3.0 with
> no problems. Has anyone tried this? Is 3.0 backward compatible with 2.9?
> I will call Impulse in the morning but hope some of you may have some
I have not been able to get any of my 2.9 projects to render. If you can
find any workarounds for this PLEASE let me know....
-Jwhite
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@endnode
@node IML-3 " MSG-3 Subject: Re: minimum requirements"
Subject: Re: minimum requirements
Date: Sun, 1 May 94 11:47:11 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
Impulse told me at one time that I could by as many extra copies of 3.0 as
I wanted for $100 each to render on more than one machine. Each would run
independantly.
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@endnode
@node IML-4 " MSG-4 Subject: Re: Trees & vertex--->Now forge"
Subject: Re: Trees & vertex--->Now forge
Date: Sun, 1 May 1994 12:28:47 -0700
From: Lesk@cc.snow.edu (Lesk)
>What is forge ?
>Keep in touch
>Hannes
>PS: Just create an the leaf object before calling the tree function
Hello Hannes;
I just got this today. But as I read through my mail I believe your
answer about forge has been resolved already. There seems to be a blast of
action about the program and how it works. But just in case, I will
summerize.
Forge will allow you to see immediate results as you make changes
in your texture settings. It does this by way of sliders for each setting.
the 2.9 textures do not function quite properly, but the 3.0 textures are
supposed to work fine. You can see your textures animated in a small
animation box and determine how well you like the result as it changes over
time. Forge allows several views in both a flat plane and sphere. once your
settings are just what you want. you can save them as an attrubutes file to
be selected in imagine or as a brushmap or even as a series of pics. You
have nine places where you can add textures to the surface giving you a
wide variety of results (mmmm how many cells are there in the body.....).
It is easilly installed using the standard amiga install script. And once
is installed is very difficult to remove yourself long enough to even go
use the john...... (wife wife what wife?). There are a number of textures
that come with forge, essence, and essenceII, as well as the hundred or so
that come with imagine. I think this makes imagine about the most powerful
rendering tool there is (IMHO).
Render Ho!
Lesk
P.S. I just finished making a booger for Ed "Big daddy" Roth. I may be able
to post my texture later in the week (Assuming anyone wants a booger
texture!!!).
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@endnode
@node IML-5 " MSG-5 Subject: Imagine 3.0 Requirements"
Subject: Imagine 3.0 Requirements
Date: Sun, 1 May 1994 15:36:00 -0400 (EDT)
From: Lamar Milligan <lamarm@moe.coe.uga.edu>
Can Anyone out there tell me what the minimum requirements are
for the Amiga Imagine 3.0? I have been running 2.0 for a while, and want
to upgrade to 2.9/3.0 ASAP!
Pre-Thanks, Benjamin at lamarm@moe.coe.uga.edu
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@endnode
@node IML-6 " MSG-6 Subject: SVGA modes for Imagine 3.0 on PC"
Subject: SVGA modes for Imagine 3.0 on PC
Date: Sun, 1 May 1994 17:38:19 -0500 (EST)
From: Wesley Jacocks <wes@pinn.net>
I wonder if anyone can help me with this? I have Imagine 3.0 for the PC
and noticed the undocumented feature of SVGA settings in the Preferences
editor and a button bar on the top of the screen for SVGA modes. I
assume these should allow me to use these modes in some way with true
color scenes, but I don't know how to use them. I hope someone can tell
me how to use this feature. Thanks.
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@endnode
@node IML-7 " MSG-7 Subject: Re: SVGA modes for Imagine 3.0 on PC"
Subject: Re: SVGA modes for Imagine 3.0 on PC
Date: Sun, 1 May 1994 18:08:35 -0700 (PDT)
From: Jeremy White <jwhite@efn.org>
On Sun, 1 May 1994, Wesley Jacocks wrote:
> I wonder if anyone can help me with this? I have Imagine 3.0 for the PC
> and noticed the undocumented feature of SVGA settings in the Preferences
> editor and a button bar on the top of the screen for SVGA modes. I
> assume these should allow me to use these modes in some way with true
> color scenes, but I don't know how to use them. I hope someone can tell
> me how to use this feature. Thanks.
Well, using my VESA compatible card, the pull down gives me information
on all my modes. (It verifies that I indeed do have true color, and that
the software recognizes it.) The new button (True Color) in place of the
Firecracker 24 button causes displays to use the true color settings.
This is perhaps my favorite feature of 3.0, as I don't have to reboot and
load windows to view my stills in their best possible splendor.
I haven't played around with the preferences except to force the True
Color button to be on when I originally start Imagine.
-Jeremy White
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@node IML-8 " MSG-8 Subject: Imagine PC"
Subject: Imagine PC
Date: Sun, 01 May 94 21:55:51 EDT
From: toddt45535@aol.com
Hey Yall!
I'm a Mac user, former Amiga fanatic but I've never used Imagine. How does
it compare to Studio Pro in price and speed?
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@endnode
@node IML-9 " MSG-9 Subject: Sorry Could Not Find Subject!"
Date: Sun, 01 May 1994 22:23:29 -0400 (EDT)
From: ARTISTE@delphi.com
From: IN%"76004.1767@CompuServe.COM" "Mike Halvorson" 1-MAY-1994 17:47:34.91
To: IN%"ARTISTE@delphi.com" "INTERNET:ARTISTE@delphi.com"
Subj: Compatibility between Imagine 3.0 & 2.9
Return-path: <76004.1767@CompuServe.COM>
Received: from dub-img-2.compuserve.com by delphi.com (PMDF V4.2-14 #6563) id
<01HBU0NA9IGW91XJU8@delphi.com>; Sun, 1 May 1994 17:47:31 EDT
Received: from localhost by dub-img-2.compuserve.com (8.6.4/5.930129sam) id
RAA25101; Sun, 1 May 1994 17:47:29 -0400
Date: Sun, 01 May 1994 17:44:46 -0400 (EDT)
From: Mike Halvorson <76004.1767@CompuServe.COM>
Subject: Compatibility between Imagine 3.0 & 2.9
To: "INTERNET:ARTISTE@delphi.com" <ARTISTE@delphi.com>
Message-id: <940501214446_76004.1767_DHI49-3@CompuServe.COM>
Content-transfer-encoding: 7BIT
Larry,
Objects are compatible, not projects, you will have to remake them
This is due to all the new F/X and other functions of the Camera.
Mike
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@endnode
@node IML-10 " MSG-10 Subject: wanted: 'Understanding Imagine 2.0""
Subject: wanted: 'Understanding Imagine 2.0"
Date: Mon, 2 May 1994 14:32:44 +0100
From: marina@tas.redcross.org.au (Marina Daniels)
If anybody in Australia has a copy of 'Understanding Imagine 2.0' by Steven
Worley and would like to sell it could they please email me at
marina@tas.redcross.org.au
Marina Daniels |Red Cross Blood Transfusion Service
marina@tas.redcross.org.au |40 Melville Street
Information Technology Officer |Hobart Tasmania Australia 7000
|Phone +6102 352800 Fax +6102 352820
______________________________________________________________________________
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@endnode
@node IML-11 " MSG-11 Subject: PC Imagine 3.0 - Requirements and performance."
Subject: PC Imagine 3.0 - Requirements and performance.
Date: Mon, 2 May 94 16:18:01 EST
From: ganga@abc.gov.au (Ganga Varatharajan)
Does anyone know the requirements for the PC version 3.0 on a
dx2/66 ?
How well does an animation play ? Fast and smooth enough for
demonstrations etc or does it just flicker along.
And where I can get in Oz ?
Thanks,
Ganga.
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@endnode
@node IML-12 " MSG-12 Subject: bones -- COOL!"
Subject: bones -- COOL!
Date: Sun, 1 May 94 23:48:26 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
I just made a little anim character with the new 3.0 bones - a sort of
Right Guard Stick man bending and twisting. It^s easy once you get the
hang of it. Manual pages 142-147 kinda confusing though. Next step is
to digitize the real thing and tack the pic on. Should look great!
Anybody get that global lens flare to work?
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@endnode
@node IML-13 " MSG-13 Subject: Re: 3.0 Amiga is Here!"
Subject: Re: 3.0 Amiga is Here!
Date: Sun, 1 May 1994 23:39:50 -0700
From: kkalnasy@bvu-lads.loral.com (Kent Kalnasy)
At 8:41 PM 4/30/94 -0800, Sam Worf wrote:
>On to some first impressions:
>The manual is a definite improvement. The grammar is a little shaky, and the
>Contents directs you to the wrong page a few times, but otherwise a good
>job... EXCEPT: WHY IS THE INDEX ONLY THREE-AND-A-HALF PAGES LONG?...
I can't fault the new manual. Given the hype around the "much improved"
2.0 manual, I wasn't expecting much, but by way of comparison with Impulse's
2.0 manual, this is very impressive. Nicely written and illustrated and
all in a very easy to use spiral bound format. It would have been nice
to add a "What's New" readme disk file though. The manual makes no
reference that I can find to any of the earlier versions.
>NO ASL SCREEN/FILE REQUESTERS!
>That's something that needs to go on the top of the list for the next update,
>along with a better preferences editor. It is unchanged from 2.0, besides a
>few new options.
o This is my biggest disappointment. I'm back to editing the binary to get
the screen size I want. And we're stuck with the very limited file
requester. This shouldn't be, especially when the code to use
screenmodes and asl requesters was offered to Impulse. This *really*
should be addressed soon.
At 10:23 PM 5/1/94 -0400, ARTISTE@delphi.com wrote:
>From: IN%"76004.1767@CompuServe.COM" "Mike Halvorson" 1-MAY-1994
>Larry,
> Objects are compatible, not projects, you will have to remake them.
> This is due to all the new F/X and other functions of the Camera.
> Mike
So that's why I was crashing right and left! Some of the old projects
would load, but not render correctly. Most would simply crash my Amiga.
I'm surprised that there isn't a filter or converter that would take a
2.0/2.9 project and make it loadable under 3.0. Is it simply not doable,
or was there not enough time to write it?
A few thoughts on 3.0 (Amiga):
o In "check object" there is no way to abort. (This hasn't changed from
2.9) If my object has 100 errors they are presented one at a time and
I have to click on 100 requesters. Some times it is faster to reboot
and reload the project. I would like to see the errors in a scrollable
list with some way to abort the check.
o In my package, there was no icon (.info file) for Imagine.
o The file "texture.txt" was formatted with CR-LFs.
o No submenu indicators, as per the Amiga Style Guide.
o No default directories. I keep my projects on a different volume than
my tools and I have to type in the assign to get to my project directory
every time I start Imagine.
o Imagine 3.0, like 2.9 and 2.0, doesn't work with VMM40, the freeware
virtual memory system. Projects now load, but objects go crazy, drawing
lines all over the place, like a spiderweb made by a caffeine-crazed
spider. If anyone else finds that VMM40 works for them, please let
me know.
o On a positive note, Imagine 3.0 uses real requesters for all of its
"are you sure?" kinds of requesters. This is great because now ARQ
can patch them with screen-centered requesters.
o The anti-aliasing is *much* improved. Render speed feels faster, but
I haven't done any tests. I'm also looking forward to finishing the
manual and playing with the new features, which could take a while as
I keep getting sidetracked with Essence and Forge.
------------------------------------------------------------------------------
Kent Kalnasy (speaking only for me) kkalnasy@bvu-lads.loral.com
Loral Advanced Distributed Simulation, Inc. Bellevue, Washington
------------------------------------------------------------------------------
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@node IML-14 " MSG-14 Subject: Soft Edges..."
Subject: Soft Edges...
Date: Mon, 2 May 1994 02:18:00 -0400
From: david.wyand@canrem.com (David Wyand)
Hi All you lucky 3.0 owners!
While I'm waiting for my copy of Imagine 3.0, I have a question. How is
the 'soft edge' option. I'm not talking about lights, but a soft edge
on transparent objects. I remember Mike stating that one of the
features was 'soft edge' (which I assume is similar to LightWave's soft
edge feature). How versatile is this feature (ie how adjustable)?
-Dave
david.wyand@canrem.com
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@endnode
@node IML-15 " MSG-15 Subject: Re: MultiplePalletsAndMainActor"
Subject: Re: MultiplePalletsAndMainActor
Date: Mon, 2 May 94 07:16:54 -0600
From: Steve Koren <koren@hpfcogv.fc.hp.com>
Tim Salazar <grover@cyber.net> wrote:
> IMP's "Wait for source frames" checkbox gadget waits for all the frames
> of your animation to be created then does its operations on them. I
> hoped myself that it would work like Rend24 since it was by the same
Ooops, right you are. Bummer.
The only reason I don't like Rend24 (aside from it crashing on my system
:-) ) is that its conversions don't seem as high quality as ImageFX's.
I saw a lot of HAM fringing with Rend24 output, but none at all from
ImageFX (which can do near-magical things with format conversions).
Maybe it would not be hard to write a small ARexx script which waited
for incoming frames from Imagine, used ImageFX as the rendering engine
to process them down to the target format, and then send them to some
public domain anim creator program. Hmm.
- steve
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@endnode
@node IML-16 " MSG-16 Subject: Forge & Essence & Stuff"
Subject: Forge & Essence & Stuff
Date: Mon, 2 May 94 07:43:11 -0600
From: Steve Koren <koren@hpfcogv.fc.hp.com>
> But I am interested in Forge and Essence, of which I am hearing much
> about. What are they, and how does one go about getting em?
Essence is a two volume (and quite extensive) library of algorithmic
textures for Imagine. It is probably the single most indispensable 3rd
party product for Imagine. You get it by ordering it from Apex
Software: 1-415-322-7532. Anybody even vaguely serious about Imagine
should have this.
- steve
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@endnode
@node IML-17 " MSG-17 Subject: Re: 3.0 Amiga is Here!"
Subject: Re: 3.0 Amiga is Here!
Date: Mon, 2 May 94 07:07:15 -0600
From: Steve Koren <koren@hpfcogv.fc.hp.com>
> o Imagine 3.0, like 2.9 and 2.0, doesn't work with VMM40, the freeware
> virtual memory system. Projects now load, but objects go crazy, drawing
> lines all over the place, like a spiderweb made by a caffeine-crazed
> spider. If anyone else finds that VMM40 works for them, please let
I don't have 3.0 (yet :-) - wanted to hold off placing my order until it
was for real), but I have used Imagine 2.0 with VMM040, and it has
worked flawlessly a large number of times. I've rendered some projects
which required 24+ Mb in my paltry 16 Mb of RAM. Worked great for both
rendering and modeling (although I hit the VM more when rendering since
then you've got a lot more data space allocated for bitmaps and octrees
and whatnot). Sure you have a recent version of VMM040? This one might
be some sort of setup problem instead of an Imagine problem. Or could
it be that you're loading old 2.0 projects which don't work with 3.0?
I've had _great_ luck using VMM040 with both Imagine and Vertex.
> o On a positive note, Imagine 3.0 uses real requesters for all of its
> "are you sure?" kinds of requesters. This is great because now ARQ
> can patch them with screen-centered requesters.
Sounds good! (I use ARQ too).
> >NO ASL SCREEN/FILE REQUESTERS!
> o This is my biggest disappointment. I'm back to editing the binary to get
> the screen size I want. And we're stuck with the very limited file
Agreed - major mega-bummer. I wasn't expecting screen mode support, but
I *was* under the impression that we'd have the ASL file requester in
3.0. Well, we can hope for 3.1 or whatever comes next. I did send
Impulse some example code for the ASL screenmode requester - here's
hoping it'll find its way into 3.1 along with a real ASL file requester.
(No offense intended, Impulse, but your default file requester stinks!
You can't resize it, its not font sensitive, it doesn't have a "pattern"
gadget, you can't use name completion or otherwise use it from the
keyboard, and you can't replace it with something else, all of which the
ASL requester does).
On the topic of screenmodes, has anyone figured out the proper place to
patch the 3.0 binary to change the resolution? I've a version of
Imagine 2.0 patched for 900x630, and one for 1024x768, and I'd hate to
loose the extra resolution going to 3.0.
- steve
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@endnode
@node IML-18 " MSG-18 Subject: Re: 3.0 Amiga is Here!"
Subject: Re: 3.0 Amiga is Here!
Date: Mon, 2 May 1994 10:19:51 -0400
From: changc9@rpi.edu (Cedric Georges Chang)
On May 1, 11:39pm, Kent Kalnasy wrote:
> >NO ASL SCREEN/FILE REQUESTERS!
> o This is my biggest disappointment. I'm back to editing the binary to get
> the screen size I want. And we're stuck with the very limited file
> requester. This shouldn't be, especially when the code to use
> screenmodes and asl requesters was offered to Impulse. This *really*
> should be addressed soon.
I assume the locations in the binary file to edit the screen size is different
than the ones for Imagine2.9. Where should I make the changes for a larger
screen size?
Cedric
---------------------------------------------------------------------------
Cedric Chang Mechanical Engineer // Commodore
changc9@rpi.edu Rensselaer Polytechnic Institute \X/ Amiga 3000
---------------------------------------------------------------------------
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@endnode
@node IML-19 " MSG-19 Subject: Understanding Imagine 3.0"
Subject: Understanding Imagine 3.0
Date: Mon, 2 May 1994 10:42:24 -0400
From: changc9@rpi.edu (Cedric Georges Chang)
>From the posts I've seen so far, the manual for Imagine 3.0 is much improved
but still missing some items (I should be getting the package any day now). I
have heard that there will be an Understanding Imagine 3.0 book. Does anyone
have any idea as to when it will be out? Was Steve Worley able to get a
pre-release version of Imagine 3.0 so that he could start writing it?
Understanding Imagine 2.0 was a real life saver when I had to get stuff done
and didn't have time to experiment around to understand what was going on.
Cedric
---------------------------------------------------------------------------
Cedric Chang Mechanical Engineer // Commodore
changc9@rpi.edu Rensselaer Polytechnic Institute \X/ Amiga 3000
---------------------------------------------------------------------------
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@endnode
@node IML-20 " MSG-20 Subject: a fix for global lens flare"
Subject: a fix for global lens flare
Date: Mon, 2 May 94 08:34:05 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
Mike suggested that I copy the lens flare .IFX file from disk 1 or 2
( I saw one on my disk 1) over the .IFX file in the effects/global
directory. I will try this tonight...Thought I'd pass the info along.
A backup of the old file would be a good idea.
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@endnode
@node IML-21 " MSG-21 Subject: Re: MultiplePalletsAndMainActor"
Subject: Re: MultiplePalletsAndMainActor
Date: Mon, 2 May 94 08:27:57 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
Several months ago I downloaded an arexx script that waits for files
and adapted it for my own use. Check the long list on Aminet or I'll
scrounge around my HD to see if I can find it.
Or program your own :)
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@endnode
@node IML-22 " MSG-22 Subject: Re: 3.0 Amiga is Here!"
Subject: Re: 3.0 Amiga is Here!
Date: Mon, 02 May 1994 10:36:42 -0500 (CDT)
From: DCG9367@tntech.edu
>o Imagine 3.0, like 2.9 and 2.0, doesn't work with VMM40, the freeware
> virtual memory system. Projects now load, but objects go crazy, drawing
> lines all over the place, like a spiderweb made by a caffeine-crazed
> spider. If anyone else finds that VMM40 works for them, please let
> me know.
VMM40 works fine with Imagine 2.0. In fact I still did not have
enough ram to finish rendering (46MB!!!). I was trying to trace
a Pente board with glass pieces for a friend. The object took 18MB
to load and never got to rendering, it ran out of ram too fast.
But VMM40 definately works. I find it MUCH BETTER and FASTER than
GigaMem. I like the fact that it adds the memory to the fast memory
pool rather than having to tell which applications can use it.
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@endnode
@node IML-23 " MSG-23 Subject: Star coronas"
Subject: Star coronas
Date: Mon, 2 May 1994 12:11:31 -0500 (CDT)
From: Cyrus J Kalbrener <kalb0003@gold.tc.umn.edu>
im_sun.jpg is now up on aminet in the pix/trace directory. It is a
rendering of a star using the methods that I had explained in a previous
post. It is a little rough (too much black behind the corona) but it
still works well. I will up an angles view of the star showing the
different layers when I get the time, probably in a few days, as
'im_sunII.jpg' or something similar.
I'm sorry for the rather course explanation, but please wait until you see
the second pic before requesting a more detailed tutorial.
Thanks.
Cyrus J. Kalbrener
Digital_Cel
"...To Render: By Any Means Necessary!!..."
Finger me for PGP pub key:
29BA61 1994/03/07 94 55 FC 98 23 E7 1B 6E 3E B7 BA 28 E8 FB 14 F5
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@endnode
@node IML-24 " MSG-24 Subject: Re: subscribe, ad nauseam"
Subject: Re: subscribe, ad nauseam
Date: Mon, 2 May 1994 12:15:18 -0700
From: kkalnasy@bvu-lads.loral.com (Kent Kalnasy)
I've been writing to some of the folks sending "subscribe" messages to
the IML and asking where they got the address. One person was kind enough
to say:
>Thanks for the help, I'll send my request to the correct adress. I found
>this adress at Avalon.chinalake.navy.mil in a text file called
>graphics-resource-list.
I've tried to get the file, but have been unable to get to that site.
If you know who is responsible for the file, please ask that person to
update it with the correct information. Thanks.
------------------------------------------------------------------------------
Kent Kalnasy (speaking only for me) kkalnasy@bvu-lads.loral.com
Loral Advanced Distributed Simulation, Inc. Bellevue, Washington
------------------------------------------------------------------------------
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@endnode
@node IML-25 " MSG-25 Subject: Re: 3.0 Amiga is Here!"
Subject: Re: 3.0 Amiga is Here!
Date: Mon, 2 May 1994 12:09:21 -0700
From: kkalnasy@bvu-lads.loral.com (Kent Kalnasy)
At 10:36 AM 5/2/94 -0500, DCG9367@tntech.edu wrote:
>VMM40 works fine with Imagine 2.0... But VMM40 definately works.
>I find it MUCH BETTER and FASTER than GigaMem.
At 7:07 AM 5/2/94 -0600, Steve Koren wrote:
>...I have used Imagine 2.0 with VMM040, and it has
>worked flawlessly a large number of times... Worked great for both
>rendering and modeling... Sure you have a recent version of VMM040?
>This one might be some sort of setup problem instead of an Imagine
>problem. Or could it be that you're loading old 2.0 projects which
>don't work with 3.0? I've had _great_ luck using VMM040 with both
>Imagine and Vertex.
Well, at least I now know that I have some kind of conflict. I was
testing with projects created under 3.0, and I do have the most recent
VMM40, but these were good suggestions. Time to do some debugging of
my environment. Thanks for the replies.
>On the topic of screenmodes, has anyone figured out the proper place to
>patch the 3.0 binary to change the resolution?
Sorry, I'm depending on others to figure out this magic. Some bright
enterprising user will have to post this info.
------------------------------------------------------------------------------
Kent Kalnasy (speaking only for me) kkalnasy@bvu-lads.loral.com
Loral Advanced Distributed Simulation, Inc. Bellevue, Washington
------------------------------------------------------------------------------
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@endnode
@node IML-26 " MSG-26 Subject: Imagine 3.0 Amiga ARRIVES!"
Subject: Imagine 3.0 Amiga ARRIVES!
Date: Mon, 02 May 1994 15:13:26 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
With anxious hands, I opened the mailbox to discoved Imagine 3.0 Amiga
waiting for me!
Tore it open, ran upstairs, and installed it (thanks for the Installer
script, Impulse!), and ran it... Looks GREAT. Nice, and sturdy. Going to
spend some time printing out the texture references and all that, and going
over the new manual, which looks pretty good, BTW.
Thanks for getting it here, guys!
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@endnode
@node IML-27 " MSG-27 Subject: Re: 3.0 Amiga is Here!"
Subject: Re: 3.0 Amiga is Here!
Date: Mon, 2 May 94 13:01:13 PDT
From: davem@micom.com (David Monachello)
> >o Imagine 3.0, like 2.9 and 2.0, doesn't work with VMM40, the freeware
> > virtual memory system.
> (stuff delete)
> VMM40 works fine with Imagine 2.0. In fact I still did not have
> enough ram to finish rendering (46MB!!!). I was trying to trace
> a Pente board with glass pieces for a friend. The object took 18MB
> to load and never got to rendering, it ran out of ram too fast.
> But VMM40 definately works. I find it MUCH BETTER and FASTER than
> GigaMem. I like the fact that it adds the memory to the fast memory
> pool rather than having to tell which applications can use it.
I have vmm40 working with imagine also, and it renders fine but when it goes int
o the cleanup phase
after rendering a frame it does an inordinate amount of paging. The cleanup phas
e sometimes
takes over 10 minutes!
My setup is as follows:
- amiga 4000
- 18 meg ram
- 20meg vmm40 partition
- 2 meg vmm40 buffer
I'm I configuring something wrong?
thanks,
dave monachello
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@endnode
@node IML-28 " MSG-28 Subject: A double dose!"
Subject: A double dose!
Date: Mon, 2 May 94 16:13:38 EDT
From: "Steve J. Lombardi" <stlombo@eos.acm.rpi.edu>
THis morning imagine 3.0 amiga arrived on my desk at work. My girlfriend
called just a few hours ago to tell me that Forge has arrived at home.
A happy problem indeed. I just wish these software developers could
get together and spread their earth shattering developments over time! :-)
I've installed 3.0 and whenever my boss steps out to take a shit or
eat lunch I fire it up. here are my first impressions.
1. Hey- wheres the stylish workbench Icon!
2. Bones are cool. They seem a bit complex to set up, but It looks
like the results are worth it. I was able to navigate the "hand" tutorial
with no trouble, but then again most of it is set up for you.
3. The manual is pretty nice. I still hope that APEX is planning a 3.0
version of Understanding Imagine. 2.0 was invaluable. I have not yet
hit the whole manual but someone here has reported that some features (like
kinematics) made it into the program but not the manual. THis really
paves the way for an Apex publication.
4. States, brush tacking, and bones are a killer combo!! The possibilities
of what one can do after mastering the use of all three is staggering. The
ability to layer more than 4 brushes or algo textures is nice.
5. cut copy and paste in the action editor!! finally.
6. HEY. since support for the display database didn't make it in, can someone
post the magical bytes to edit to alter imagines default screen size.
I propose a 'derby' with a large cash reward to the first person to post this
info!
7. You can now browse an objects states in the action editor. very convenient.
8. question. havn't seen this in manual yet. Can I morph a plane covered
with dinoskin texture into a checkerboard texture? sounds to good to be true.
looks like the man is heading out to the toilet again. No surprise that
that I suggested we send out for mexican today after Imagine 30 was handed
to me!
steve lombardi
stlombo@acm.rpi.edu
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@endnode
@node IML-29 " MSG-29 Subject: Forge 1. bug"
Subject: Forge 1. bug
Date: Mon, 02 May 94 17:24:53 GMT-2
From: izi@scala.ping.dk (Soren Wind)
Just found the first Small BUG in FORGE V1.0
This is the tree of my Raytrace partition :
tree dh2:
8.105:> Directory tree "dh2:" on Monday 02-May-94
RayTRACE
+---Essence
+---Altitude
+---BumpyThings
This works fine, but before i used a Essence.1 and Essence.2 directory.
But Forge was not able to load textures from a dir called Essence.1 or .2
Soren Wind - IZI/ImPACT __ ___ _
GFX / 3D Design / Raytrace \ \ / (_)____ _ __ _| |
Fidonet Scala 2:230/418.30 \ V /| (_-< || / _` | | /\\
Fidonet ATeam 2:230/714.17 _\_/ |_/__/\_,_\__,_|_|__ \\/
Amiganet : 39:141/104.30 |_ _|_ __ _ __ __ _ __| |_
E-MAIL ADD1:izi@scala.ping.dk | || ' \| '_ \/ _` / _| _|
E-MAIL ADD2: ------------- |___|_|_|_| .__/\__,_\__|\__|tm
A2K/030/882/9MB/345MB/33Mhz+SVGA Running|_|/fast/ for a *Picasso* *II*
... Do not remove this tag!
-- Via Xenolink 1.90
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@endnode
@node IML-30 " MSG-30 Subject: VMM40"
Subject: VMM40
Date: Mon, 2 May 94 13:34:20 PDT
From: "Steve McLaughlin" <stevemcl@VNET.IBM.COM>
Hi, does anyone know where to get this program?
Also, I heard that Steve Worley's book Understanding Imagine 3.0, will be
available in about 3 months.
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@endnode
@node IML-31 " MSG-31 Subject: Virtual memory manager"
Subject: Virtual memory manager
Date: Mon, 2 May 1994 15:55:18 -0500 (CDT)
From: zmievski@herbie.unl.edu (cyberhawk)
Is there an equivalent of VMM for PC? I have a project that requires
much more than my 8 megs, and I want to find a program that would
allow me to allocate disk space as memory. Is it possible to do on a
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@endnode
@node IML-32 " MSG-32 Subject: Re: 3.0 Amiga is Here!"
Subject: Re: 3.0 Amiga is Here!
Date: Mon, 02 May 1994 18:15:39 -0500 (CDT)
From: DCG9367@tntech.edu
>after rendering a frame it does an inordinate amount of paging. The
>cleanup phase sometimes takes over 10 minutes!
> ...
>I'm I configuring something wrong?
Not at all. The cleanup phase after a render takes a looooong time
even without VMM. I believe that Imagine cleans up its Octree starting
at the smallest volumes (the smallest chunks of ram it allocates).
I have often seen Imagine allocate hundreds of <4k chunks or ram, all
of which it has to free when finished. Depending on how complicated
your seen is, it can take a few minutes to free up all that.
It still seems a little slow though. Freeing ram shouldn't take that
long, unless they are also zeroing it out before freeing it?!?
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@endnode
@node IML-33 " MSG-33 Subject: global flare works"
Subject: global flare works
Date: Mon, 2 May 94 16:58:23 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
I posted a message earlier today about fixing global flare. It works.
Looks <great> with the default flare settings too.
BTW, I finished rendering my first bones anim. WOW! You^ve got to
check it out! The skin animates so smoothly it looks like there^s
someone inside.
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@endnode
@node IML-34 " MSG-34 Subject: render texture thumbnails"
Subject: render texture thumbnails
Date: Mon, 2 May 94 17:33:44 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
Anyone with a program capable of image compositing <adpro, imagefx>
interesting in putting together small renderings of all the textures
into one or multiple jpeg pictures? If 10 of us render 10 textures each
we would be done in no time. Email me if you can help.
etotman@gort.ucsd.edu
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@endnode
@node IML-35 " MSG-35 Subject: Re: 3.0 Amiga is Here!"
Subject: Re: 3.0 Amiga is Here!
Date: Tue, 3 May 94 09:51:17 CST
From: mor@mod.dsto.gov.au (Matthew O'Reilly)
> o Imagine 3.0, like 2.9 and 2.0, doesn't work with VMM40, the freeware
> virtual memory system. Projects now load, but objects go crazy, drawing
> lines all over the place, like a spiderweb made by a caffeine-crazed
> spider. If anyone else finds that VMM40 works for them, please let
> me know.
I have an a4000/40 and *vmm40 works very well with Imagine*...now, it just took
a lot of playing with the settings to get it right.
>From memory, DYNAMIC ALLOCATION, partition for swap, priority of 25 (less than
and more than chip). I think thats about it. I only have 4+2 Megs ram, and
I was able to render frames from that very nice comet project in hires trace,
no disk thrashing, just slow (running in chip i think), took 1H23M for a 640x400
trace of frame 319. I dont dont how fast this frame should take with REAL memory
Anyone who does know, please post to me.
Read the DOX for vmm40, especially the MASK and maxtransfer settings.
Hope this helps.
--Matthew
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@endnode
@node IML-36 " MSG-36 Subject: 3.0 Lens Flare FX"
Subject: 3.0 Lens Flare FX
Date: Mon, 2 May 94 18:36:35 PDT
From: Heifner_-_Communications@cup.portal.com
Ummm....I must be missing something here but this F/X does not create
lens flares at all. It does create lens reflections as the descriptions
for some of the settings would suggest. It's really great that this
F/X cause reflections to occur from a light source but if it does not
actually cause the light source to emit light....kinda defeats the purpose
wouldn't you say?
Chris
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@endnode
@node IML-37 " MSG-37 Subject: DCTV & Internet Sites"
Subject: DCTV & Internet Sites
Date: Tue, 3 May 94 14:03:43 EST
From: gmcdonou@artemis.earth.monash.edu.au (Graeme Mc Donough)
Hi all you Imaginites.
Can somebody please Email me a listing of the common internet sites for
Imagine stuff please.
I must have eaten my list because I cannot find it anywhere.
has anybody out there got a DCTV unit that they would like to sell??
/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-SUN
Graeme Mc Donough,
INTERNET: mcdonoug@artemis.earth.monash.edu.au (postmaster)
///
Monash University ///
Dpt of Earth Sciences ///
Clayton, Melbourne \\\///
Victoria, AUSTRALIA 3168 \XX/
PHONE: +61 3 9054881
/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-TWIRL
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@endnode
@node IML-38 " MSG-38 Subject: Forge/essence 3.0 tip"
Subject: Forge/essence 3.0 tip
Date: Tue, 3 May 94 0:36:54 EDT
From: "Steve J. Lombardi" <stlombo@eos.acm.rpi.edu>
This is in the essence 3.0 manual but I mis-understood and screwed up,
so in an effort to help others....
If you are using the new alphachannel feature (quite nice!) don't forget that
the last texture in the list should have the negative fade value (-2 or
-3) all earlier textures should have a positive 2or 3. I strongly recommend
that anyone who has the new essence 3.0 textures to play around with the Alpha
channel stuff.
steve Lombardi
stlombo@acm.rpi.edu
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@endnode
@node IML-39 " MSG-39 Subject: 3.0 Manual"
Subject: 3.0 Manual
Date: Tue, 3 May 94 01:00:57 EST
From: mtucibat@cris.com (Mike Tucibat)
To Mike and crew:
Congratulations on a fine manual!! Excellent organizationa and layout!
Thank you.
-mike
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@endnode
@node IML-40 " MSG-40 Subject: Modelling Heads?"
Subject: Modelling Heads?
Date: Mon, 2 May 94 09:05:33 -0700
From: pringle@holly.cuug.ab.ca (Greg Pringle)
I've been trying to get a good realistic looking head shape..
no ears, nose, eyes, just a basic head with chin, neck, and
eye depressions. I've had some luck with pulling the points on
a sphere around, but it's hard to get what I want. It would be
easy to model the front and side separately, but then of course
they wouldn't match up. I haven't come across any existing
objects that are very realistic either.
Any suggestions? This would be an excellent building block
for any CU of human figures.
Greg
+----------------------------+--------------------------------------------+
| Greg Pringle | |
| pringle@holly.cuug.ab.ca | "Better dead than smeg" |
| greg_pringle@mtroyal.ab.ca | |
+----------------------------+--------------------------------------------+
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@endnode
@node IML-41 " MSG-41 Subject: Good Head!"
Subject: Good Head!
Date: Tue, 3 May 94 12:49:58 BST
From: c9251116@zeus.hud.ac.uk (MR. R.L.COLLIER)
Greg pringle wrote:-
> I've been trying to get a good realistic looking head shape..
> no ears, nose, eyes, just a basic head with chin, neck, and
> eye depressions.
[snippety-snip]
Have you tried using the forms editor? If you user this, you can pull points
on various slices down the face. If you make mirrored, you can get a perfect
left/right face (when you pull a point on the left, the right is pulled also)
IF you form the head using slices through horizontally it should be quite easy.
Hope this helps.
Rich.
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@endnode
@node IML-42 " MSG-42 Subject: bones"
Subject: bones
Date: Tue, 3 May 94 04:09:14 PDT
From: 03-May-1994 0556 <leimberger@marbls.enet.dec.com>
I haven't seen 3,0 yet, but to keep from banging my head of the
wall I modeled a butterfly. I scanned a butterfly image, and then
used Pixel 3D pro to make two objects. one was of the markings on
the butterfly and the other was the wings, and body. Then I modeled
a body to replace the original. I have kept the markings and wings seperate
because I was hoping to use Forge, and Essence on the seperate onjects
(of course these wern't in the mailbox yesterday either.
Will I be able to use bones to animate this critter ? Can it work the
way it is or do I need to change the structure ?(currently grouped
body,wings,markings) bothe wings are one object and the same goes for
the markings.
bill
// William G. Leimberger Nashua NH. Amiga 4000 4 meg 32bit, 8meg 16 bit,
Two IDE drives, and a 200meg scsi. Using Gigamem with a 100meg drive //
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@endnode
@node IML-43 " MSG-43 Subject: AnimFX-FXPlay"
Subject: AnimFX-FXPlay
Date: Tue, 3 May 94 12:54:01 BST
From: c9251116@zeus.hud.ac.uk (MR. R.L.COLLIER)
RIGHT,
Stephen G. is uploding the FXPlay to some archive somewhere for me (He should
let you know where as soon as he has done it) (Cheerz !). The archive contains
just a demo to show you speed/smoothness/samples etc. The full version should
be out before too long (but without AGA - See NOTE). The GUI is getting major
re-design.
INFO:-
The file is UUEncoded and Archived (LHA). The contents are:-
FXPLay - The stand alone player
Ham.Anim - A 320x256 Ham animation (might be 320x512, cannot remember!)
Ham.FX - The FXPlay script file.
Spring.smp - The sound sample!
(Hopefully), all you will have to do is to unarchive into a directory and run
Ham.FX by either
SHELL:-
FXPlay Ham.FX
WORKBENCH:-
Double CLick on Ham.FX
First off, try viewing the Ham.anim with BigANIM. You should (hopefully) see a
difference!
The anim whas just a crappy one I did in DPaint yesterday afternoon. Its 100
Frames.
I am afraid I have not had much time on it but looking at the code again, I
rekon I will be able to speed it up and make it a wee bit smoother, optional
jiffies too I hope! The interface (not included) is coming on quite nicely now
with only a couple of bug-lets in there.
I have quite a bit of work on at the mo so could someone have a go with a 320x51
anim with more screen change and let me know how it goes. To do this, you will
have to save it in the same directory as the archive files and rename it to
Ham.Anim. CHEERZ.
********************* NOTE! **********************
The player will only do standard res/modes. This means screens like :-
Max 320*512 - Up to Ham (not 128, 256 or Ham8)
Max 640*512 - Up to 16 colours.
I am afraid the AGA has NOT been implemented (YET!) so it is a bit more
limited than some other players (Except of course this will do sound!!)
FUTURE:-
If I can get a little more time on the proggy I should be able to get the Ham8 (
million) and 24 bit working too. There should be an option for doing Looped ani
but I'm having a wee bit of trouble when looping using DDA. (Tends to F*ck up a
like BigANIM does on large vistas).
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@endnode
@node IML-44 " MSG-44 Subject: VMM040 & Imagine phases"
Subject: VMM040 & Imagine phases
Date: Tue, 3 May 94 07:26:07 -0600
From: Steve Koren <koren@hpfcogv.fc.hp.com>
Lots of people ask: "where can I get VMM040"? Its on aminet... Version
1.2 is the latest.
Someone wrote:
> I have vmm40 working with imagine also, and it renders fine but when
> it goes into the cleanup phase after rendering a frame it does an
> inordinate amount of paging. The cleanup phase sometimes takes over 10
During cleanup phase, Imagine is probably free()ing all the memory that
it has malloc()ed. Thus, it would need to touch every single allocated
VM page it allocated, and probably not in order, which is a bummer for
the VM system.
Rendering, however, should work very well as long as you don't try to
have too large a ratio of VM to physical RAM (see below). I've rendered
things with a ratio of about 3 (24 Mb VM backed by 8 Mb physical RAM on
an 18 Mb system) and I think my render phase was not more than 1 or 2%
slower than it would have been otherwise. The percentage increases for
short renders, however. For a 1 minute render, I might spend 20% of the
time swapping. For a 1 hour render, you swap about the same _absolute_
amount but you do it over a much larger time span, so the percentage is
less - ie, still 12 seconds of swaping, but 12 sec spread over an hour
isn't much. I find that in the above situation my machine tends to swap
when rendering for about one page every 10 seconds, which isn't even
noticeable. Very small price to pay for effectively having a 40 Mb
system :-)
> - 18 meg ram
> - 20meg vmm40 partition
> - 2 meg vmm40 buffer
By "2 Mb vmm40 buffer", do you mean that you are trying to back 20 Mb of
virtual memory with 2 Mb of physical memory? If so, that'll be hard for
any VM system to cope with without a lot of paging. The general rule of
thumb is that the amount of physical ram you use to back your VM should
be at least as big as your maximum working set size. If you have 18 Mb
physical RAM, I'd suggest allocating about 8 to 10 Mb of that for VMM's
use. That'll still give you quite a few Mb for things which don't use
virtual memory. One other good thing to allocate to VM is CLI window
scrollback buffers. I tend to use 128 K scrollback buffers, and have 5
to 8 CLI windows open at once, so that could be a megabyte of scrollback
buffer that I might as well have paged out most of the time so Imagine
has more memory for rendering!
- steve
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@endnode
@node IML-45 " MSG-45 Subject: Re: Virtual memory manager"
Subject: Re: Virtual memory manager
Date: Tue, 3 May 94 07:40:20 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
Windows includes a vmm, but imagine doesn't run under windows. I have not
found one for DOS. Please let us know if you find one.
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@endnode
@node IML-46 " MSG-46 Subject: Re: Virtual memory manager"
Subject: Re: Virtual memory manager
Date: Tue, 3 May 1994 09:40:03 -0600 (MDT)
From: Jeremy Williams <Jeremy.Williams@m.cc.utah.edu>
On Mon, 2 May 1994, cyberhawk wrote:
> Is there an equivalent of VMM for PC? I have a project that requires
> much more than my 8 megs, and I want to find a program that would
> allow me to allocate disk space as memory. Is it possible to do on a
> PC?
I also have been looking everywhere for a VMM for the IBM and I have not
come up with anything yet. I also have 8 megs and have run into many a
problem rendering projects because of my lack of memory. So, any help from
anyone out there would be greatly appreciated.
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@endnode
@node IML-47 " MSG-47 Subject: Hardware Requirements"
Subject: Hardware Requirements
Date: Tue, 3 May 94 9:15:22 PDT
From: kontos@clipper.clipper.ingr.com (Thorne Kontos)
I do not yet have Imagine but am planning on purchasing it as soon
as my local dealer has it in. So my question is, what hardware
requirements are necessary to run Imagine 3.0? Imagine 2.0? I've been
subscribing to this list for a while now, and this topic seldom seems to come
up in the conversation.
Thanks,
Thorne K. Kontos
kontos@clipper.clipper.ingr.com
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@endnode
@node IML-48 " MSG-48 Subject: vmm30? "
Subject: vmm30?
Date: Tue, 3 May 1994 11:29:03 -0400
From: "rob (r.d.) hounsell" <hounsell@bnr.ca>
Folks,
Is there a similar program to VMM40 (other than Gigamem) available for '030
owners? Something I could use on my A3000?
+-----------------------------------------------------------------------------+
| Rob Hounsell BNR WAN: HOUNSELL@BMERHB63 |
| Team Leader: UNIX INTERNET: HOUNSELL@BNR.CA |
| DMS System Performance Development PHONE: (613) 765-2904 |
| Dept. 7D23 ESN: 395-2904 |
| Bell Northern Research |
+-----------------------------------------------------------------------------+
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@endnode
@node IML-49 " MSG-49 Subject: Re: Virtual memory manager"
Subject: Re: Virtual memory manager
Date: Tue, 3 May 94 10:52:55 PDT
From: grieggs@jpl-devvax.jpl.nasa.gov (John T. Grieggs)
> On Mon, 2 May 1994, cyberhawk wrote:
> > Is there an equivalent of VMM for PC? I have a project that requires
> > much more than my 8 megs, and I want to find a program that would
> > allow me to allocate disk space as memory. Is it possible to do on a
> > PC?
> I also have been looking everywhere for a VMM for the IBM and I have not
> come up with anything yet. I also have 8 megs and have run into many a
> problem rendering projects because of my lack of memory. So, any help from
> anyone out there would be greatly appreciated.
Impulse uses a custom memory manager, which is incompatible with DPMI and
none too fond of XMS or EMS. If it weren't for this, you could run Imagine
under an OS/2 VDM and get the benefits of multi-tasking and virtual memory.
Oh, well.
_john
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@endnode
@node IML-50 " MSG-50 Subject: Re: bones"
Subject: Re: bones
Date: Tue, 3 May 94 09:50:35 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
> I haven't seen 3,0 yet, but to keep from banging my head of the
> wall I modeled a butterfly. I scanned a butterfly image, and then
> used Pixel 3D pro to make two objects. one was of the markings on
> the butterfly and the other was the wings, and body. Then I modeled
> a body to replace the original. I have kept the markings and wings
>seperate
> because I was hoping to use Forge, and Essence on the seperate onjects
> (of course these wern't in the mailbox yesterday either.
> Will I be able to use bones to animate this critter ? Can it work the
> way it is or do I need to change the structure ?(currently grouped
> body,wings,markings) bothe wings are one object and the same goes for
> the markings.
> bill
>// William G. Leimberger Nashua NH. Amiga 4000 4 meg 32bit, 8meg 16 bit,
> Two IDE drives, and a 200meg scsi. Using Gigamem with a 100meg drive //
If you need to flex the wings or body, you'll have to add axes to use
as bones, then name groups of faces associated with each bone, and
finally assign the face groups to the bones. Once this is done
correctly, all you have to do is move or rotate the bones and assign a
state name to each position. Imagine moves the skin as necessary. If you
tack the image to the wings it will flex properly with the skin.
If a rigid wing and body will do, just use what you've got in the cycle
editor.
Ed Totman
etotman@gort.ucsd.edu
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@endnode
@node IML-51 " MSG-51 Subject: RE BONES:"
Subject: RE BONES:
Date: Tue, 3 May 94 10:49:10 PDT
From: 03-May-1994 1238 <leimberger@marbls.enet.dec.com>
Ed Totman replies,
> If you need to flex the wings or body, you'll have to add axes to use
>as bones, then name groups of faces associated with each bone, and
>finally assign the face groups to the bones. Once this is done
>correctly, all you have to do is move or rotate the bones and assign a
>state name to each position. Imagine moves the skin as necessary. If you
>tack the image to the wings it will flex properly with the skin.
Actually there is no image. The markings on the wings are objects
themselves.
|---------| wing and markings grouped together
|0 0 0 |---wing
| 0 0 0---|-----marking
|---------|
> If a rigid wing and body will do, just use what you've got in the cycle
>editor.
Well I thought of breaking the wings(bothe one object) into two and
flapping them in the cycle editor but was hoping bones would give
a more natural movement. Thanks Ed.
bill
William G. Leimberger Nashua NH. Amiga 4000 4 meg 32bit, 8meg 16 bit,
Two IDE drives, and a 200meg scsi. Using Gigamem with a 100meg drive //
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@endnode
@node IML-52 " MSG-52 Subject: Morphing textures"
Subject: Morphing textures
Date: Tue, 3 May 1994 12:54:37 -0500 (CDT)
From: zmievski@herbie.unl.edu (cyberhawk)
Ok, I need to morph a sphere with one texture into another. Here is
what I did:
I created a sphere, assigned it a texture and LOCKed it to the state I
created. Then I created a different sphere and did the same thing but
different texture. Then in action editor i set up everything for
morphing, but when i composed an animation the texture is not
morphing, what's wrong?
Also, in this 20 frame morph, 1-19 are ok, but 20 is all stretched and
bent. What am I doing wrong?
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@endnode
@node IML-53 " MSG-53 Subject: Re: bones "
Subject: Re: bones
Date: Tue, 03 May 94 18:00:49 EDT
From: Mark Thompson <mark@westford.ccur.com>
Ed Totman <etotman@gort.ucsd.edu> writes:
> If you need to flex the wings or body, you'll have to add axes to use
> as bones, then name groups of faces associated with each bone, and
> finally assign the face groups to the bones.
What happens to faces in an object that are not grouped to a bone but adjacent
to faces that are? Does the surface stretch from non-effected face? Is there
a discontinuity?
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' 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 %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@endnode
@node IML-54 " MSG-54 Subject: Re: 3.0 Lens Flare FX"
Subject: Re: 3.0 Lens Flare FX
Date: Tue, 3 May 1994 20:34:53 -0600
From: beeton@SEDSystems.ca (Gary Beeton, beeton@SEDSystems.ca)
>Ummm....I must be missing something here...
I think so! :)
>... but this F/X does not create
>lens flares at all. It does create lens reflections as the descriptions
>for some of the settings would suggest. It's really great that this
>F/X cause reflections to occur from a light source but if it does not
>actually cause the light source to emit light....kinda defeats the purpose
>wouldn't you say?
Well, that is exactly what lens flare is all about. In the non-Imaginary
world, lens flare is caused by light from an external source reflecting off
the internal elements of a camera (or other) lens. At every glass-air
interface within the lens you get a small reflection. Each reflection can
be seen on the surface of the glass as an image of the light source. In
fact it doesn't have to be a light source - any high contrast object can
cause lens flare images - light sources just happen to be extremely high
contrast. So without a light source (or other high contrast object) there
_is_no_ lens flare. I don't have 3.0 yet, but based on your description,
I'd say Impulse got it exactly right!
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@node IML-55 " MSG-55 Subject: Re: Morphing textures"
Subject: Re: Morphing textures
Date: Tue, 3 May 94 18:28:15 EST
From: quarters@expert.cc.purdue.edu (Jeff Hanna)
> Ok, I need to morph a sphere with one texture into another. Here is
> what I did:
> I created a sphere, assigned it a texture and LOCKed it to the state I
> created. Then I created a different sphere and did the same thing but
> different texture. Then in action editor i set up everything for
> morphing, but when i composed an animation the texture is not
> morphing, what's wrong?
> Also, in this 20 frame morph, 1-19 are ok, but 20 is all stretched and
> bent. What am I doing wrong?
I thought that to morph States you had to use the -same- object, not two
different objects.
ie. Create your sphere with one texture and create a state for it, then
modify the texture on the sphere and create a second state. Then, morph
between the two states of that one object.
-------------------------------------------------------------------------------
Jeff Hanna | "Albert Einstein nailed space-time, but the
quarters@expert.cc.purdue.edu | Wild Thing had him stumped."
quarters@genie.geis.com | -Thomas Dolby
-------------------------------------------------------------------------------
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@node IML-56 " MSG-56 Subject: FREEZE, RELEASE, CONSTRAIN"
Subject: FREEZE, RELEASE, CONSTRAIN
Date: Tue, 3 May 94 17:49:24 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
As GreG already posted, these options in the states menu work fine for
creating linked, jointed object movement such as a robot arm. You
don^t need faces or points to try it out. Do this:
Detail editor - front view
1. create an axis
2. copy and move +Z <up the screen)
3. do 2. again so that you have 3 axes in a line
4. select the bottom two axes, group them
5. select the top two axes, group them
6. states menu, select CONSTRAIN
7. mode menu, select PICK OBJECTS
8. pick the top axis, press m for move
9. HAVE FUN! try out the different freeze options, play with it
Ed Totman
etotman@gort.ucsd.edu
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@node IML-57 " MSG-57 Subject: FREEZE, RELEASE, CONSTRAIN"
Subject: FREEZE, RELEASE, CONSTRAIN
Date: Tue, 3 May 94 18:07:40 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
Refer to my last post, same subject:
If you grouped the axes as I listed, then the top axis is the parent
and nothing will happen if you try to move it. So move the middle or
bottom axis instead.
Ed Totman
etotman@gort.ucsd.edu
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@node IML-58 " MSG-58 Subject: AMIGA IMAGINE 3.0 down under"
Subject: AMIGA IMAGINE 3.0 down under
Date: Wed, 4 May 94 11:32:18 CST
From: mor@mod.dsto.gov.au (Matthew O'Reilly)
This may be of interest to Imagine users in *Australia.*
I checked with my banks visa office this morning, and they said I had been
debited $171 yesterday. I took this to mean,
YES, IMAGINE 3.0 is ON ITS WAY!!!!
The exchange rate yesterday was about 0.71 US cents the the AUD., making
the $100US upgrade cost about $140 , $30 for shpping by the look of it.
I read in a previous post imagine was to be sent UDL (I think) so $30 seems
fair considering the weight (300+pg manual ?) to me.
All I have to do now, is wait....hopefully, Australian customs won't hold things
up TOO much.
--Matthew
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@node IML-59 " MSG-59 Subject: Earlier Imagine Projects Not Compatible With 3.0?"
Subject: Earlier Imagine Projects Not Compatible With 3.0?
Date: Tue, 3 May 94 19:08:01 PDT
From: Milestone@cup.portal.com
Not so! If you load a previous project from Imagine 2.9, and try to
render...you'll most likely get a Crash. But if you load your project and
go to Action Editor and select Save...Your New Project is Rewritten!
Therefore you can get right back into an Ol' Project to see how 3.0 really
runs.
Robert L. Miles
-MILESTONE-
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@node IML-60 " MSG-60 Subject: Re: Morphing textures"
Subject: Re: Morphing textures
Date: Tue, 3 May 1994 22:45:15 -0500 (CDT)
From: zmievski@herbie.unl.edu (cyberhawk)
> ie. Create your sphere with one texture and create a state for it, then
> modify the texture on the sphere and create a second state. Then, morph
> between the two states of that one object.
Doesn't work, I tried.
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@node IML-61 " MSG-61 Subject: RE: textures"
Subject: RE: textures
Date: Wed, 4 May 1994 01:19:41 -0400 (EDT)
From: "Mr. Scott Krehbiel; ACS (PC)" <scott@umbc.edu>
On Thu, 17 Feb 1994, Cyrus J Kalbrener wrote:
> This adds alot of extra polygons though. It's not true wire frame, which
> Imagine is completely capable of, just not for specific objects...
> Cyrus J. Kalbrener
> Digital_Cel
> "...To Render: By Any Means Necessary!!..."
> On Thu, 17 Feb 1994, Alex... wrote:
> > Ahh, well, this is really easy to do in Imagine 2.9. Use the
> > Lattice function (under the New Stuff menu) and enter a value of
> > about -0.05 in the requester. This will turn your entire
> > object into a wireframe, made up form narrow tubes.
> > %-----\|/------------------- #include <.siggy.h> --------------------------%
> > % (o o) eezer@dcs.warwick.ac.uk -=* Retina's Rule *Bo) *=- %
> > %-oOO-(_)-OOo- CSE Student @ Warwick Uni. UK "All opinions are just mine" %
I've always wondered why Imagine is very slow in rendering a sub-project
in wireframe. Is it just me, or does it take much longer than it should?
It certainly seems that the perspective window can generate a hidden-line
wireframe image much faster than the project editor.
Another point on this note.. Wavefront (perhaps only earlier versions) is
incapable of rendering a wireframe image. I spoke with a guy who needed
to create a wireframe of an aircraft carrier in Wavefront, and he had
to use a program that extrudes a 6-sided polygon along each edge of the
object to put faces around all wires, then render. Could it be that
Imagine is doing something similar to this for better wireframe
representation?
Oh.. also I remember that the perspective window doesn't handle lines that
go off the edge of the view very well... perhaps this is the slowdown??
just a curiosity
Scott Krehbiel
scott@umbc7.umbc.edu
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@node IML-62 " MSG-62 Subject: Re: memguard & Imagine"
Subject: Re: memguard & Imagine
Date: Wed, 4 May 1994 01:38:47 -0400 (EDT)
From: "Mr. Scott Krehbiel; ACS (PC)" <scott@umbc.edu>
On Thu, 24 Feb 1994, Stephen Loughran wrote:
> >I just installed a program called Memguard IV by Ralf Thanner, it trys
> >to prevent illegal memory accesses to certain areas. I found that it
> >alerts me quite frequently when making changes in the attributes
> >requester in Detail. Turning phong on & off usually will set it off as
> >well as other things. What's up with this?
> I have noticed that the attribute requester does nasty things with
> memory. I used to run enforcer on my A4000 to prevent memory trashing
> my rogue code but i got so hacked off with this problem that i turned
> it off. I haven't tried enforcer with v2.9, i'll try that later. i do
> hope impulse have fixed this as i don't like programs that cause
> enforcer hits :(
> steve
Now I wonder if this type of thing could be what's crashing my machine!
I'm running an A500 with a Derringer '030, 4.5 meg 16bit ram, 1meg 32 bit.
(wb1.3, 512k chip) When I exit Imagine, it only shows half of my
window for my hard drive, then my icon looks strange and staticky, then
sometimes my machine will guru when I try closing windows or anything.
The strange blitter problems are happening more and more frequently.
Could this be from a bad Agnus, or could this be from Imagine doing
strange things to my system?
Scott
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@node IML-63 " MSG-63 Subject: FLC + FLC = big FLC"
Subject: FLC + FLC = big FLC
Date: Wed, 04 May 94 02:39:58 EDT
From: captkurt@aol.com
HI all,
I am trying to combine two FLC animations. One was done in VistaPro, and
the other done in Imagine. Is this possible? If so how can it be done?
Thanks
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@node IML-64 " MSG-64 Subject: Re: Virtual memory manager (fwd)"
Subject: Re: Virtual memory manager (fwd)
Date: Wed, 4 May 1994 01:05:59 -0600 (MDT)
From: Jeremy Williams <Jeremy.Williams@m.cc.utah.edu>
---------- Forwarded message ----------
Date: Tue, 3 May 94 15:35:36 EST
From: Jeff Hanna <quarters@expert.cc.purdue.edu>
To: Jeremy Williams <Jeremy.Williams@m.cc.utah.edu>
Subject: Re: Virtual memory manager
> > Is there an equivalent of VMM for PC? I have a project that requires
> > much more than my 8 megs, and I want to find a program that would
> > allow me to allocate disk space as memory. Is it possible to do on a
> > PC?
> I also have been looking everywhere for a VMM for the IBM and I have not
> come up with anything yet. I also have 8 megs and have run into many a
> problem rendering projects because of my lack of memory. So, any help from
> anyone out there would be greatly appreciated.
Would running Imagine PC from a full screen DOS session from within Windows
allow you to use the Windows virtual memory? When I was running Windows I
never had a need for something like that so I cannot say if it will work or
Does anyone else here use XMem on their Amigas? Its a virtual memory program
like GigaMem. I bought it on closeout from Expert Services for $35. Only
I cannot get it (or Gigamem for that matter) to work from within Workbench.
XMem will fail while loading a picture into ADPro 2.5. I run Imagine 3.0
from a custom startup sequence (bypassing Workbench) and Xmem works fine
that way. So I guess it works for what I need it most for ;)
Gigamem would NEVER create the swap file. It would hang the machine during
swap file creation.
-------------------------------------------------------------------------------
Jeff Hanna | "Albert Einstein nailed space-time, but the
quarters@expert.cc.purdue.edu | Wild Thing had him stumped."
quarters@genie.geis.com | -Thomas Dolby
-------------------------------------------------------------------------------
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@node IML-65 " MSG-65 Subject: Re: Super Smooth Animation (CLARISSA)"
Subject: Re: Super Smooth Animation (CLARISSA)
Date: Wed, 4 May 94 9:38:26 BST
From: calumb@logcam.co.uk (Calum Benson)
> >> We here at Spectronics distribute ClariSSA in North America. If you have
> >> any questions, you can contact us at (217) 352-0061, or e-mail us at
> >> spectron@prairienet.org.
> >Hi Chris, I have a question, is this program for AMIGA or IBMC ?
> >If amiga, please post some more details.cost, performance etc.
Incidentally, Amiga Format have given away a voucher this month to get some
money off ClariSSA (can't remember how much, but it's a fairly respectable
amount). Other offers include UK#60 off Final Writer and #UK180 off a
Canon BJC600...
Slainte,
Calum.
+---------------------------------------+----------------------------+
|Calum Benson | email: calumb@logcam.co.uk |
|Logica Cambridge (User Interface Div.) | Tel: (+44) 223 66343 x4825 |
|Betjeman House +------------------+----------------------------|
|104 Hills Road | " I just wouldn't know a single word to say |
|Cambridge CB2 1LQ | If I flattened all my vowels and I threw |
|UK | the R away." (The Proclaimers) |
+--------------------+-----------------------------------------------+
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@node IML-66 " MSG-66 Subject: Re: Virtual memory manager (fwd) "
Subject: Re: Virtual memory manager (fwd)
Date: Wed, 04 May 94 11:02:54 +0100
From: gowdy@d1.ph.gla.ac.uk
Gigamem worked fine for me untill the other week when I added a
second IDE drive to my A4000. I'm going to write to bsc and find out if there
is a bug in the program. In Adpro it will load IFF256 piccys but not JPEG, the
bar just sticks at the start and the gigamem swaps a lot.
regards,
Stephen.
****************************************************************************
*Stephen J Gowdy *A4000/040* High Energy Physics Group, *
* *460 MB HD* Dept Of Physics & Astronomy, *
*DECNet: 20075::GOWDY *6MEG RAM!* University of Glasgow. *
*InterNet: GOWDY@v1.ph.gla.ac.uk*It moves!* Tel: +44 (0)41 339 8855 E:5894 *
****************************************************************************
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@node IML-67 " MSG-67 Subject: re: imagine3.0"
Subject: re: imagine3.0
Date: Wed, 4 May 1994 13:08:53 +0200
From: perkins@ensinfo.uvsq.fr (Sebastien PERKINS)
hmmm.... still waiting, stil waiting, but i think the wait's nearly over !!!
trouble is, my finals are a month away. oooops !!!
anyway I have a question for people out there about essence : does the version w
e all have work with imagine3.0 ? i still remember Mike Halvorson assuring on th
e mail that it would be ! if so, which version works for it : the original 2.0 v
ersion or the patched 2.9 version ?
Thanks in advance,
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@node IML-68 " MSG-68 Subject: Sorry Could Not Find Subject!"
Date: Wed, 4 May 94 13:06:49 MDT
From: paulC@Dieppe.artmediatech.nl (Paul Claessens)
Hello there,
For my recent project I use Imagine in combination with WaveFront.
I can work at home, making almost everything in Imagine. From there I convert
it to WaveFront, so I can make the Animations at school and also have it
rendered there. Now comes my problem:
I use InterChange to convert the objects from imagine to WaveFront. This all
works well, except that when I load the object in WaveFront, the equal
normals (say 2, 4, 6 ect...) have the opposite direction of the unequal
normals (like 101, 103, 105 ect...)
I only convert the original faces. Nothing else... Although WaveFront has the
"ORIENT" command it won't work for complex objects. Or it will just take
a lot of work to fix it...
Does anyone know how to fix this? Are there better conversion packs. I have
tried "Animatrix", but since I have a whole bunch of objects to convert
I don't want to convert them all by hand.
I use WaveFront V2.11 (Old, I know) and Interchange plus V3.0
Any help would be welcome...
paulC@artmediatech.nl
`' Paul
()
--
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@node IML-69 " MSG-69 Subject: Imagine 3.0 thoughts..."
Subject: Imagine 3.0 thoughts...
Date: Wed, 04 May 1994 07:57:33 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
I had the chance to show off Imagine 3.0 and Forge at my local 3D graphics SIG
last night. The group is about 20 people, evenly split between Imagine and
LightWave. No one in the group uses Real3D.... Anyhow, it was a small group
last night, mostly LightWave folks. I installed Imagine 3.0 and Forge, and
began showing them off. I started with Imagine, but switched back and forht
between it and Forge when I realized that some of the audience had no
experience with algorithmic textures...
Some really nice little touches became evident to me in Imagine... Small things
like when you're in Stage, and Amiga-K to track the camera, it remembers the
input from track to track even if it isn't set in Action. Try it... You'll
see what I mean... You don't have to type the TRACK object name again and
again, but you could change it if you needed to. Handy, nice little speedup.
Is it just me, or will Im3.0 allow you to have multiple lines of user gadgets
down at the bottom of the screen? NICE!
I like the new combination QuickRender screen - just one click on OKAY does the
whole shooting match, unlike 2.9's multiple boxes...
At any rate, the entire group was VERY impressed, and more than once I heard
"I didn't know Imagine could do that!". Perhaps the seed for some LW->Imagine
converts has been planted.
I also showed off Forge, and folks were very impressed by it. The LW folks had
a tough time understanding its function, but after explaination, they were
right there... When I told them that you could use the images generated by
Forge in LW and other programs, they liked it!
I plan on doing nice demos of both programs at my user's group meeting, since
there is a good deal of interest in 3D in my group.
Does anyone have any suggestions as far as special things to show (in either
program) during my demo? I like to shoot for 10-15 mins per program, so it
needs to be something short... Dramatic/neato/keen stuff is a definate plus.
Mike? Impulse? What do you think I should focus on for my user's group demo of
Imagine 3.0?
Steve? Apex? What do you think I should concentrate on for my demo of Forge?
Others? I'd love to hear your ideas!!
-andrew vogel
P.S. - Mike & Impulse... I haven't had as much time as I'd like to play with
Imagine 3.0 (yet!), but I can tell from the time I've had... It was pretty
much worth the wait! Keep up the good work, guys...
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@node IML-70 " MSG-70 Subject: Forge with Imagine Textures"
Subject: Forge with Imagine Textures
Date: Tue, 03 May 94 15:25:01 GMT-2
From: izi@scala.ping.dk (Soren Wind)
Is the Imagine textures different from the Essence ones, or is it because
the Imagine textures isn't defined in the
Forge.db file, that Forge can't work with Imagine textures ?
If the last is the solution, have anyone updated the Forge.db file...?
Soren Wind - IZI/ImPACT __ ___ _
GFX / 3D Design / Raytrace \ \ / (_)____ _ __ _| |
Fidonet Scala 2:230/418.30 \ V /| (_-< || / _` | | /\\
Fidonet ATeam 2:230/714.17 _\_/ |_/__/\_,_\__,_|_|__ \\/
Amiganet : 39:141/104.30 |_ _|_ __ _ __ __ _ __| |_
E-MAIL ADD1:izi@scala.ping.dk | || ' \| '_ \/ _` / _| _|
E-MAIL ADD2: ------------- |___|_|_|_| .__/\__,_\__|\__|tm
A2K/030/882/9MB/345MB/33Mhz+SVGA Running|_|/fast/ for a *Picasso* *II*
... Road-Kill Sold Here! Eat in or take out!
-- Via Xenolink 1.90
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@node IML-71 " MSG-71 Subject: 3.0 Screen sizes"
Subject: 3.0 Screen sizes
Date: Tue, 03 May 94 15:02:53 GMT-2
From: izi@scala.ping.dk (Soren Wind)
Anyone got the HEX adresses for changing the Screensizes in Imagine V3.0
both the PAL and NTSC version...
640*512 can't make me happy....."WE WANT OVERSCAN"
Soren Wind - IZI/ImPACT __ ___ _
GFX / 3D Design / Raytrace \ \ / (_)____ _ __ _| |
Fidonet Scala 2:230/418.30 \ V /| (_-< || / _` | | /\\
Fidonet ATeam 2:230/714.17 _\_/ |_/__/\_,_\__,_|_|__ \\/
Amiganet : 39:141/104.30 |_ _|_ __ _ __ __ _ __| |_
E-MAIL ADD1:izi@scala.ping.dk | || ' \| '_ \/ _` / _| _|
E-MAIL ADD2: ------------- |___|_|_|_| .__/\__,_\__|\__|tm
A2K/030/882/9MB/345MB/33Mhz+SVGA Running|_|/fast/ for a *Picasso* *II*
... Freddy Kruger lives in your CPU Stack, ....Nightie
-- Via Xenolink 1.90
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@node IML-72 " MSG-72 Subject: HD Anim Player"
Subject: HD Anim Player
Date: Wed, 4 May 94 12:46:44 BST
From: c9251116@zeus.hud.ac.uk (MR. R.L.COLLIER)
Right, I was playing with the FXPlay program last night and stripped out all
the trash an I have ended up with JUST a Anim player (without the sound FX).
Gowdy:- sorry, keep loosing your janet complient address, could you send it
to me again and could you PLEEEEEAAAASSSSSSEEEEEE put the player on the archive
for me.
Now, somewhere there was someone who had SUN-File attachment ability, if you
want this anim player or the AnimFX demo anim, give me a shout and I will mail
them to you direct.
****** Quick Instructions ******
Shell:-
Type
HDAnim [-j] <filename>
If you specify the "-j" a WaitVBL will be forced between each frame
otherwise, the anim will be played at full speed.
To quit, press Left Mouse Button.
WorkBench:-
Copy HDAnim to C:
Make default tool c:HDAnim. I do not know if the jiffy option will
work with tool-types.
And thats about it.
Enjoy!
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@node IML-73 " MSG-73 Subject: re: imagine3.0"
Subject: re: imagine3.0
Date: Wed, 4 May 1994 07:51:33 -0700
From: Lesk@cc.snow.edu (Lesk)
>hmmm.... still waiting, stil waiting, but i think the wait's nearly over !!!
>trouble is, my finals are a month away. oooops !!!
Yeah mine as well.... I will graaduate at this point assuming I don't
imagine it away...
>anyway I have a question for people out there about essence : does the version
>we all have work with imagine3.0 ?
I tried it last night and the patched version worked, the other did not. I
don't know if it has to have the itx extension or what. The new textures
from Essence work fine. Anyone have a different experience?
>Thanks in advance,
Render Ho!
Lesk
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@node IML-74 " MSG-74 Subject: New York Impulse?"
Subject: New York Impulse?
Date: Wed, 04 May 94 11:16:24 EDT
From: "Breno A. Silva" <INF02%BRUFSE.BITNET@VTBIT.CC.VT.EDU>
Is there any software store in New York where Imagine 3.0 is already
available, or any Impulse office I can get hold of it? ANYWHERE????
I'll be probably travelling to USA in some days, and I'd be really
glad to come back to Brazil with Im3.0 under my right arm.
PS: No, not everybody in Brazil is a thief, that's prejudice!
Breno A. Silva (INF02@BRUFSE.BITNET)
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@node IML-75 " MSG-75 Subject: Re: Imagine 3.0 thoughts..."
Subject: Re: Imagine 3.0 thoughts...
Date: Wed, 4 May 94 07:59:02 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
>Does anyone have any suggestions as far as special things to show (in
>either
>program) during my demo? I like to shoot for 10-15 mins per program, so it
>needs to be something short... Dramatic/neato/keen stuff is a definate plus.
Good job Andrew! DEFINATELY get to know the new bones. The results of my
first try were very slick. I'm going to upload the basic object soon.
I guess LW already has bones though.
Ed Totman
etotman@gort.ucsd.edu
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@node IML-76 " MSG-76 Subject: Re: memguard & Imagine"
Subject: Re: memguard & Imagine
Date: Wed, 4 May 94 07:49:09 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
Is the Derringer made by CSA? I had a similar problem running imagine
with the Mega Midget Racer several years ago. I cleared it up by running
a fan on the open a500, but the real problem was an Agnus(?) that couldn't
keep up with the MMR.
Ed Totman
etotman@gort.ucsd.edu
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@node IML-77 " MSG-77 Subject: VMM40"
Subject: VMM40
Date: Wed, 4 May 94 11:00:49 CDT
From: wilks@lbm.com (Stephen Wilkinson)
I'll keep this brief since it's probably stupid :)
Does VMM40 require an '040? I run imagine on my 6Mb A3000 and
need a virtual RAM program that runs Imagine and ADPro.
Can anybody help me? Email is probably more appropriate for
responses.
Stephen
____________________________________
Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
Software Engineer reward for doing it well is the
LB&M Associates opportunity to do it again."
____________________________________
#define OPINION (myown)
#define COMPANYOPINION (~myown)
This message created using 87% recycled neuro-transmitters
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@node IML-78 " MSG-78 Subject: Re: Modelling Heads?"
Subject: Re: Modelling Heads?
Date: Tue, 3 May 94 12:43:16 EST
From: Imagine@bknight.jpr.com (Yury German)
Hi Greg (Greg Pringle), in <dqPxtA+OBh107h@holly.cuug.ab.ca> on May 2 you wrote:
: Any suggestions? This would be an excellent building block
: for any CU of human figures.
What you want to do is use the FORMS editor instead of the Detail
editor. Forms editor was designed for such a thing.
-------------------------------------------------------------------
Yury German yury@bknight.jpr.com
Blue Knight Productions blue-Knight@genie.geis.com
Graphics Design, 3D Animation blueknight@online.apple.com
CD-ROM Development (718)321-0998
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@node IML-79 " MSG-79 Subject: Re: SVGA modes for Imagine 3.0 on PC"
Subject: Re: SVGA modes for Imagine 3.0 on PC
Date: Tue, 03 May 94 23:09:38
From: "Richard Willkomm" <richard@hell.hacktic.nl>
Jeremy White wrote in a Mail about "Re: SVGA modes for Imagine 3.0 on PC":
> > color scenes, but I don't know how to use them. I hope someone can
> tell
> > me how to use this feature. Thanks.
> Well, using my VESA compatible card, the pull down gives me information
> on all my modes. (It verifies that I indeed do have true color, and that
When you say allmodes, does this mean you can only render in certain
resolutions that you VESA card supports or can you also render in
something your card doesn't support (for printing etc).
Since Commodore Amiga has gone down the drain for 95% certain, I think
that wanting to know as much as possible about PC software is
something that makes me decide what kind of platform to buy next.
Greetings
**********************************************************************
* | Richard Willkomm ----- The Ray Freak----- *
* | -- *
* ######## #### | A500/GVP-HD+/030-33/882-50/9Mb/213MB -- *
* # # # | Gfx Co-Sysop The Hell BBS The Hague Holland *
* # ## ### | +31-70-3468783 -- *
* # # # | e-mail : richard@hell.hacktic.nl -- -- *
* # # # | NLA_net: 14:101/103.2 -- -- *
* | AMY_net: 39:153/108.2 --- *
* | *
* | The Amiga will be remembered as one of the *
* | best computers ever.......-- TRF May 1994 -- *
**********************************************************************
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@endnode
@node IML-80 " MSG-80 Subject: Imagine->Wavefront"
Subject: Imagine->Wavefront
Date: 04 May 94 12:07:20 EDT
From: John Foust - Syndesis Corporation <76004.1763@CompuServe.COM>
To: imagine
paulC@Dieppe.artmediatech.nl (Paul Claessens) writes:
> I use InterChange to convert the objects from imagine to WaveFront. This all
> works well, except that when I load the object in WaveFront, the equal
> normals (say 2, 4, 6 ect...) have the opposite direction of the unequal
> normals (like 101, 103, 105 ect...)
Imagine has randomly oriented faces. Wavefront uses the outward
normal to determine the orientation of faces. InterChange cannot
magically determine the proper orientation of all the faces. (If
someone has an algorithm for this, please educate me.)
The Wavefront "orient #" command (not the button command) will attempt
to orient the faces properly, but it only works on a single
sub-object, not the entire set of sub-objects in your scene.
Or, you can copy all the faces to another object, flip all the faces,
and then re-merge the two. Of course, this doubles the number of
faces in the object.
By the way, we don't have a registration for you. Did you register
your copy of InterChange?
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@endnode
@node IML-81 " MSG-81 Subject: PC virtual memory"
Subject: PC virtual memory
Date: 04 May 94 11:58:04 EDT
From: John Foust - Syndesis Corporation <76004.1763@CompuServe.COM>
To: Imagine
Recent discussions about virtual memory on the PC seem a bit
confused. Some of it may be due to Amiga users migrating to the PC.
Magic is easy on the Amiga, it's tough on the PC.
There's no way to make a virtual memory add-on that will work with
any DOS program, as you can on the Amiga. 32-bit DOS programs need
what's known as a DOS extender. Some of these merely deliver access
to all of the PC's memory, others like PharLap give virtual memory,
too. For example, Watcom C comes with a royalty-free DOS extender.
3D Studio uses the PharLap system. PharLap isn't cheap, they want
$10,000 upfront and/or $20 for each program you ship that
incorporates their technology.
Decisions about memory usage and the possibility of virtual memory
must be made at the beginning, when the programmer designs the
program. In Impulse's case, they decided to write their own DOS
extender, which makes them incompatible with almost every other
memory management scheme on the PC, as far as I've heard. This
includes QEMM, EMM386, Windows, WinNT, OS/2, etc.
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@node IML-82 " MSG-82 Subject: Re: Virtual memory manager (fwd)"
Subject: Re: Virtual memory manager (fwd)
Date: Wed, 4 May 1994 15:03:49 -0400 (EDT)
From: Udo K Schuermann <walrus@wam.umd.edu>
Jeremy Williams <Jeremy.Williams@m.cc.utah.edu> writes:
> Would running Imagine PC from a full screen DOS session from within Windows
> allow you to use the Windows virtual memory?
No. The Windows VM does not magically change your DOS applications to use
more than 20 bit (1MB) addresses, and Imagine PC's incompatibility with
XMS, EMS, DPMI, etc. will probably not even let it run in a full-screen DOS
screen under Windows anyway.
[XMem/GigaMem]
> XMem will fail while loading a picture into ADPro 2.5. I run Imagine 3.0
> from a custom startup sequence (bypassing Workbench) and Xmem works fine
> that way. So I guess it works for what I need it most for ;)
> Gigamem would NEVER create the swap file. It would hang the machine during
> swap file creation.
I have no trouble using ADPro 2.5 and GigaMem, but of course, I have it
configured for a swap partition, which prevents deadlocks in case you r/w
files from the same partition that the swap file is on. This issue with
deadlocks has been discussed at length a year or so ago in one of the
comp.sys.amiga groups.
._. Udo Schuermann
( ) walrus@wam.umd.edu
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@endnode
@node IML-83 " MSG-83 Subject: Re: Imagine 3.0 thoughts... "
Subject: Re: Imagine 3.0 thoughts...
Date: Wed, 04 May 94 16:35:44 EDT
From: Mark Thompson <mark@westford.ccur.com>
"Andrew P. Vogel" <vogelap@ucunix.san.uc.edu> writes:
> At any rate, the entire group was VERY impressed, and more than once I heard
> "I didn't know Imagine could do that!". Perhaps the seed for some > LW->Imagin
e converts has been planted.
Well, I can't say what all will get rolled into LW4, but suffice it to
say that Imagine 3.0 doesn't offer anything that would convince me to
switch. Since NewTek is signed up as a Siggraph exhibitor, you will
probably get a glimpse of it there.
> I also showed off Forge, and folks were very impressed by it.
> When I told them that you could use the images generated by
> Forge in LW and other programs, they liked it!
Keep in mind that Steve Worley has been doing work with Allen Hastings
over the past months.
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' 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 %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@endnode
@node IML-84 " MSG-84 Subject: Re: SVGA modes for Imagine 3.0 on PC"
Subject: Re: SVGA modes for Imagine 3.0 on PC
Date: Wed, 4 May 1994 17:06:14 -0700 (PDT)
From: Jeremy White <jwhite@efn.org>
On Tue, 3 May 1994, Richard Willkomm wrote:
> Jeremy White wrote in a Mail about "Re: SVGA modes for Imagine 3.0 on PC":
> > color scenes, but I don't know how to use them. I hope someone can
> tell
> > me how to use this feature. Thanks.
> Well, using my VESA compatible card, the pull down gives me information
> on all my modes. (It verifies that I indeed do have true color, and that
> When you say allmodes, does this mean you can only render in
> certain resolutions that you VESA card supports or can you also render in
> something your card doesn't support (for printing etc).
Oh, you can render in any mode you please (I have done some 1024x1024
traces) but the VESA card must support the mode for it to work from
within the "show" button on the project editor.
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@endnode
@node IML-85 " MSG-85 Subject: Morphing textures & states"
Subject: Morphing textures & states
Date: Thu, 5 May 94 01:57:00 UTC
From: w.graham6@genie.geis.com
States are only associated with textures as far as the original Lockstate.
To morph texture parameters while also morphing an objects geometry, you
do it the old way in the Action editor. To do the same, but you want to have
the texture's parameters morph AND have the texture tack, you simply make
sure that the two objects have the same original geometry and Lockstate, and
on the second object, have your 2nd set of texture parameters loaded. Do the
morph and be amazed. Remember, on an Actors object timeline in the Action
editor, you can freely mix multiple copies of an object with different States
and different objects with the same point/edge count as in 2.0 and earlier.
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@endnode
@node IML-86 " MSG-86 Subject: Re: memguard & Imagine"
Subject: Re: memguard & Imagine
Date: Thu, 5 May 1994 00:01:55 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
Memguard hasn't complained about Imagine 2.9 or higher yet. The
attribute requester in 2.0 usually sent it nuts though.
Jason K.
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@endnode
@node IML-87 " MSG-87 Subject: Sorry Could Not Find Subject!"
Date: Thu, 05 May 94 09:41:29 +0100
From: gowdy@d1.ph.gla.ac.uk
Thats that anim player on Aminet for anyone that wants it. I've made a
mistake and uploaded it twice but I don't know what'll happen. Guess the
second one will overwrite the first.
It should be in the gfx/show directory now. I uploaded it for
c9251116@zeus.huddersfield.ac.uk (MR. R.L.COLLIER).
****************************************************************************
*Stephen J Gowdy *A4000/040* High Energy Physics Group, *
* *460 MB HD* Dept Of Physics & Astronomy, *
*DECNet: 20075::GOWDY *6MEG RAM!* University of Glasgow. *
*InterNet: GOWDY@v2.ph.gla.ac.uk*It moves!* Tel: +44 (0)41 339 8855 E:5894 *
****************************************************************************
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@endnode
@node IML-88 " MSG-88 Subject: 3.0 shipping in UK????"
Subject: 3.0 shipping in UK????
Date: Thu, 5 May 94 10:27:43 BST
From: Waland J F <walaj@essex.ac.uk>
Hi, now that Imagine 3.0 (amiga) is shipping, anyone got an idea when we
can expect it to hit the sunny shores of the UK???
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@node IML-89 " MSG-89 Subject: Re: 3.0 shipping in UK????"
Subject: Re: 3.0 shipping in UK????
Date: Thu, 5 May 1994 13:15:02 +0100
From: oxleyd@logica.co.uk (David Oxley)
>Hi, now that Imagine 3.0 (amiga) is shipping, anyone got an idea when we
>can expect it to hit the sunny shores of the UK???
I called Impulse on Wednesday of last week to ask them when I'd be getting
3.0. They said that international orders were going out DHL towards the
end of the week and I could expect mine at the start of this week. It's
Thursday now, so I hope mine (and everyone else's) is currently trekking
through customs. Sad thing is that I phoned them the week before and they
told me a similar story, according to which I should have 3.0 in my hands
by now...I don't :'(
Regards, David Oxley. <oxleyd@logica.co.uk>
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@endnode
@node IML-90 " MSG-90 Subject: Texture dox"
Subject: Texture dox
Date: Thu, 05 May 1994 07:56:07 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
Hi everyone...
Could someone at Impulse check and see if the documentation for the following
textures is in the Texture.DOC... I checked, but couldn't find them in the
Texture.DOC.
ANGULAR
BRICKS
CHECKS
CHECKS2
DISTURBED
LINEAR
OLDBRICK
PASTELLA
RADIAL
SPOTS
TWINKLE
WAVES
Did I miss the textures in the dox? If not, perhaps the missing dox could be
posted on the IML.
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@endnode
@node IML-91 " MSG-91 Subject: Re: Forge with Imagine Textures"
Subject: Re: Forge with Imagine Textures
Date: Thu, 5 May 94 13:29:06 +0100
From: "Steve Essery" <sessery@uk.oracle.com>
In-Reply-To: PYR2:imagine-relay@email.sp.paramax.com's message of 05-03-94 15:25
>Is the Imagine textures different from the Essence ones, or is it because
>the Imagine textures isn't defined in the
>Forge.db file, that Forge can't work with Imagine textures ?
>If the last is the solution, have anyone updated the Forge.db file...?
The Forge.db just defines the default values when the texture is first
displayed. Each texture file now has an extra hunk RNGS (if memory serves)
which defines the minimum and maximum ranges for each parameter so the sliders
are setup correctly. It works, just not as nicely as it does with the Essence
textures, which is no surprise.
================================================================================
Steve Essery Unix Support, Oracle UK Hello, my name is Inigo Montoya,
you killed my father, prepare to die.
Tel: +44 (0)344 860066 ext 4572 What you don't know is that I too
Tel: +44 (0)344 860222 am not left-handed!
===============================================================================
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@node IML-92 " MSG-92 Subject: HDAnim"
Subject: HDAnim
Date: Thu, 05 May 94 14:41:29 +0100
From: gowdy@d1.ph.gla.ac.uk
Hi All,
I've just uploaded a newer version of the HD anim player, previously
called FXPlay, to Aminet. You should see it in a day or two everywhere.
This version only plays Animations and not sound. The author is;
c9251116@zeus.huddersfield.ac.uk (MR. R.L.COLLIER)
regards,
Stephen.
****************************************************************************
*Stephen J Gowdy *A4000/040* High Energy Physics Group, *
* *460 MB HD* Dept Of Physics & Astronomy, *
*DECNet: 20075::GOWDY *6MEG RAM!* University of Glasgow. *
*InterNet: GOWDY@v2.ph.gla.ac.uk*It moves!* Tel: +44 (0)41 339 8855 E:5894 *
****************************************************************************
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@endnode
@node IML-93 " MSG-93 Subject: AnimFX"
Subject: AnimFX
Date: Thu, 5 May 94 15:26:39 BST
From: c9251116@zeus.hud.ac.uk (MR. R.L.COLLIER)
Well, that FXPlay demo is on the Aminet now (Cheers Stephen) and it is in the
gfx/show directory. Please give it a good hammering and let me know what you
think, bugs etc.
Cheerz all
Rich.
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@node IML-94 " MSG-94 Subject: Imagine 3.0 bug?"
Subject: Imagine 3.0 bug?
Date: Thu, 5 May 1994 12:21:28 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
Last night I was testing Imagine 3.0's speed. I ran test renders under
2.0 & 3.0 in scanline, antialiasing set to 30, res at 368x482. Imagine3.0
was consistantly about 2 minutes slower than Imagine 2.0. 2.0 was taking
about 6.5 minute/frame & 3.0 was taking about 8.5minutes/frame.
The antialiasing of the 3.0 rendered frames looked slightly better but you
may not notice unless you really looked.
The problem I found was that a chrome object I had was NOT reflecting the
ground object in 3.0. It reflected the global brushmap fine but where the
ground should have been reflected, it was just black.
Jason K.
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@node IML-95 " MSG-95 Subject: Re: FLC + FLC = big FLC"
Subject: Re: FLC + FLC = big FLC
Date: Thu, 5 May 1994 12:10:29 -0500 (CDT)
From: Cliff Lee <cel@tenet.edu>
On Wed, 4 May 1994 captkurt@aol.com wrote:
> I am trying to combine two FLC animations. One was done in VistaPro, and
> the other done in Imagine. Is this possible? If so how can it be done?
I presume your doing this on a DOS machine... You can get the shareware
program DTA207?.ZIP. Dave's Targa Animator. It will decompile the FLC's
that you have into individual images. Then you can recomile them to form
the combined FLC. This has the advantage of recalculating the pallete so
you don't get a problem half way through. There are other options also.
Cliff Lee cel@tenet.edu
"You can always make up a class,
You can never make up a party!"
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@endnode
@node IML-96 " MSG-96 Subject: Imagine 2.0 integer and CSA MMR"
Subject: Imagine 2.0 integer and CSA MMR
Date: Thu, 5 May 1994 13:10:42 -0500 (CDT)
From: Trin Yuthasastrackosol <yuthas@CC.UManitoba.CA>
I have recently purchased a CSA MMR for my A500. It comes only with the
FPU and the 25 Mhz '030 (alas, no 32 bit RAM). I currently have the integer
version of Imagine 2.0 (from Amiga Format) but not the Floating point
version. My question is, how much of a speed increase can I expect with the
MMR using the integer version of the program? Will there be any at all or
will I need the floating point vers. and/or 32 bit ram to see a speed
increase? I *am* planning on upgrading to 3.0 quite soon, but if the
latter is the case, then I will get off my arse and upgrade right aways!
Thanks in advance!
Trin Dominic Yuthasastrakosol |A great many people think they are
Dept. Pharmacology and Therapeutics |thinking when they are merely
University of Manitoba |rearranging their prejudices.
A5002MbChip1MbFastSupraturbo28GVPII354Mb| -William James
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@endnode
@node IML-97 " MSG-97 Subject: Re: bones"
Subject: Re: bones
Date: Tue, 3 May 94 17:33:33 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
>What happens to faces in an object that are not grouped to a bone but
>adjacent
>to faces that are? Does the surface stretch from non-effected face? Is
there >a discontinuity?
>%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
>% ` ' 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 %
>% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As far as I can tell, you need to designate the faces that will be
affected. So the faces that are not assigned are not touched. But the
bones affected faces do stretch from non-affected faces. Someone correct
me if I^m wrong.
Ed Totman
etotman@gort.ucsd.edu
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@node IML-98 " MSG-98 Subject: Re: Imagine 2.0 integer and CSA MMR"
Subject: Re: Imagine 2.0 integer and CSA MMR
Date: Thu, 5 May 94 13:40:32 PDT
From: grieggs@jpl-devvax.jpl.nasa.gov (John T. Grieggs)
> I have recently purchased a CSA MMR for my A500. It comes only with the
> FPU and the 25 Mhz '030 (alas, no 32 bit RAM). I currently have the integer
> version of Imagine 2.0 (from Amiga Format) but not the Floating point
> version. My question is, how much of a speed increase can I expect with the
> MMR using the integer version of the program? Will there be any at all or
> will I need the floating point vers. and/or 32 bit ram to see a speed
> increase? I *am* planning on upgrading to 3.0 quite soon, but if the
> latter is the case, then I will get off my arse and upgrade right aways!
> Thanks in advance!
I did a fairly intensive benchmark of the MMR vs. Imagine 1.0 a long time
ago. I'm sure it's in one of the early IML archives. If memory serves
me correctly, you'll get about a 2X increase or a bit less with only
the fast processor and no 32-bit RAM. The max increase with a fully loaded
MMR was 10X. Dig up the benchmark for more details...
> Trin Dominic Yuthasastrakosol |A great many people think they are
> Dept. Pharmacology and Therapeutics |thinking when they are merely
> University of Manitoba |rearranging their prejudices.
> A5002MbChip1MbFastSupraturbo28GVPII354Mb| -William James
_john
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@node IML-99 " MSG-99 Subject: Re: Imagine 3.0 bug?"
Subject: Re: Imagine 3.0 bug?
Date: Thu, 5 May 1994 16:05:01 -0500 (CDT)
From: zmievski@herbie.unl.edu (cyberhawk)
> The problem I found was that a chrome object I had was NOT reflecting the
> ground object in 3.0. It reflected the global brushmap fine but where the
> ground should have been reflected, it was just black.
You should have rendered in raytracing mode. Scanline rendering does
not support refelections.
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@node IML-100 " MSG-100 Subject: Re: bones "
Subject: Re: bones
Date: Thu, 5 May 1994 15:26:31 -0600 (MDT)
From: Roger Straub <straub@csn.org>
On Tue, 3 May 1994, Mark Thompson wrote:
> What happens to faces in an object that are not grouped to a bone but adjacent
> to faces that are? Does the surface stretch from non-effected face? Is there
> a discontinuity?
As far as I can tell, the faces that are adjacent to faces that are
assigned to bones are not moved at all. If bones works the way it should,
then none of the faces, assigned or not, are stretched in any way. They
are just repositioned.
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@endnode
@node IML-101 " MSG-101 Subject: Re: Imagine 3.0 bug?"
Subject: Re: Imagine 3.0 bug?
Date: Thu, 5 May 1994 18:20:06 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
There seems to be a misunderstanding of reflections in scanline. Prior
to Imagine 3.0, scanline reflections WILL reflect both the global
relfection map AND ground objects. I've done this exact thing MANY times
in 2.0.
I tried it out in 3.0 and 3.0 does reflect the ground object BUT that
reflection is BLACK and not the colour/pattern of the ground object.
Raytracing take FAR too long for most of my renders so until I get
an 060, I will do most of my anims in scanline.
Jason K.
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@endnode
@node IML-102 " MSG-102 Subject: Imagine V3.0 arrives!"
Subject: Imagine V3.0 arrives!
Date: Thu, 05 May 94 14:21:00 PDT
From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
My own, personal copy of Imagine V3.0 for the Amiga arrived yesterday
(Wednesday 5/4/94). It had a single sheet update instructing me to manually
copy over the Lensflare texture and Particles, overwriting the existing ones
after the install. So, these must be the fixes that people were talking
about last week here.
The program icon was still missing. I thought the new Imagine.pic screen
was pretty cool, so I used IconUtil to turn it into an icon. It looks
pretty good on a 16 color Workbench. If anybody is interested, I will zap
it over. It looks better than that old 2-color V2.9 icon.
Hope somebody hacks the location to change the screen size soon. I was
getting used to that larger screen. The locations should not be too hard to
locate since the basic screen design didn't change that much, so the actual
hex for the default screen size should be the same.
Haven't even done much more than install it and run it but did make two
observations. The Spline Editor still seems to be pretty picky about which
fonts it will recognize (didn't recognize either PS fonts I have) so I
better get over to Aminet and search through that list of workable fonts.
The multiple brushmap bug in V2.9 is fixed! Hooray! I am not even going to
try comparing V2.0/V2.9 to V3.0. I was keeping both versions on my HD
because one was doing some things the other wasn't but I've deleted them
Congrats and appreciation to Impulse for a much improved manual. Still
some existential philosophizing but much more Creation-ist than Zen-like.
Were you a philosophy major in college, Mike? Upward and onward!
Virtual-ly Space-d Cyber Punk jacking
out -------+++++=====>>>>)))
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@node IML-103 " MSG-103 Subject: Looking for attributes"
Subject: Looking for attributes
Date: Sat, 30 Apr 94 20:28:14 +0200
From: Anders_Lattermann@p24.anet.bbs.bad.se (Anders Lattermann)
Howdy!
I'm currently in france, and my email comes on disk from sweden (where I
normally live), so I'm little after you in time.
Maybe Imagine 3.0 fixes my problems, but for the time beeing I'm having
problems with attributes settings (AF-Imagine purchaser = no manual). I'm
looking for good settings for the following:
* Skin
* Realistic Red + Yellow + Blue paint on cars. Real cars reflect the
surroundings much, mine gets to much white shininess. I'm using a global
reflection map.
* Snow
Thanks folks!
/Anders Lattermann
FidoNet: 2:201/411.24 ! PointBreak - Bg-St-Maurice - France
AmigaNet: 39:164/100.24 ! A3000/14/105 + SQ88C & 17xSQ800
InterNet: Latte@p24.anet.bbs.bad.se ! I feel the need, the need 4 speed!
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@node IML-104 " MSG-104 Subject: PCHG How?"
Subject: PCHG How?
Date: Tue, 19 Apr 94 19:48:08 +0200
From: Anders_Lattermann@p24.anet.bbs.bad.se (Anders Lattermann)
I've been looking a little in to making PCHG pictures from my IFF24 renderings
(Haven't a graphics card yet).
I've tried a little with WASP 2.02. But it does give me some heavy banding.
I've tried to render the picture down to HAM-hires-dithered with ADPro and
then do the PCHG conversion. A little better but it's still not accepable.
HamLabPlus any better?
Thanks!
/Anders Lattermann
FidoNet: 2:201/411.24 ! PointBreak - Bg-St-Maurice - France
AmigaNet: 39:164/100.24 ! A3000/14/105 + SQ88C & 17xSQ800
InterNet: Latte@p24.anet.bbs.bad.se ! I feel the need, the need 4 speed!
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@endnode
@node IML-105 " MSG-105 Subject: 3.0 reflection bug?"
Subject: 3.0 reflection bug?
Date: Thu, 5 May 1994 19:10:33 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
I just set up a simple render to do in both 2.0 & 3.0.
There are two primitive ground objects, one with white & red checks, the
other with grey camo spots.
Then I stuck a chrome sphere between the to ground objects so that the
checks are below the sphere & the camo is above.
In 2.0 it renders fine, we see reflections in the sphere of the camo &
the checks
in 3.0 the sphere turned out black with blue streaks.
I've included both pics below. It is a uuencoded lha file. The pics
are in 24bit IFF format, 80x100.
Jason K.
---------------------------------------------------
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@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-106 " MSG-106 Subject: Opal or DCTV?"
Subject: Opal or DCTV?
Date: Tue, 19 Apr 94 19:48:55 +0200
From: Anders_Lattermann@p24.anet.bbs.bad.se (Anders Lattermann)
A couple of questions regarding graphic boards:
I'm using Imagine to create pictures and anims and I would like to output
these to video. I need some kind of graphic board.
*aI've been thinking about OpalVision or DCTV for this. Any other candidates?
I need a low-cost solution.
* I would like to use Scala (which I have, MM2.10 Haven't upgraded yet because
of this) or a simular program. I think Scala can be used with DCTV? How good
is the OpalPresent program in comparison?
* How good is the picture quality of DCTV?
* Which type of output does OpalVision give? RGB? Can I use a "one monitor"
setup whith it?
* The paintpackages are they any good?
* Animiation, what does it handle in resolution and colors?
Thanks folks!
/Anders Lattermann
FidoNet: 2:201/411.24 ! PointBreak - Bg-St-Maurice - France
AmigaNet: 39:164/100.24 ! A3000/14/105 + SQ88C & 17xSQ800
InterNet: Latte@p24.anet.bbs.bad.se ! I feel the need, the need 4 speed!
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-107 " MSG-107 Subject: Address for Impulse..."
Subject: Address for Impulse...
Date: Fri, 6 May 1994 14:01:31 +1000 (EST)
From: MiKE <cheng@sun.mech.uq.oz.au>
Hi all,
A quick response would be appreciated.
I'm just about to send an int money order away for Imag 3.0, but the bank
wants to know who to make it payable to.
- for those who've done this, who is my draft payable to. Impulse?
- What's their address? [Haven't got he FAQ with me and can't
get on an aminet site to dl it]
cheng@sun.mech.uq.oz.au The Uni of Queensland. Brisbane. Australia
"I think I'm flunking life.." Steve Sanders BH90210
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@endnode
@node IML-108 " MSG-108 Subject: Apex don't answer, alas "
Subject: Apex don't answer, alas
Date: Thu, 5 May 1994 22:44:08 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
Hey guys and guyas,
Just curious: anybody tried to call Apex? I'm dying to order
Forge, and tried twice today, and got the spokesbimbo both times, on an
answering machine.
We're all busy, and I understand not being able to answer the phone
personally every time it rings--but if I waste too many more long
distance calls (with no return, despite the she-she's assurance), I fear
my enthusiasm will wilt.
That's why I thought I'd take up IML space, and ask how all you
folks managed to get your copies. Did you do it via Visa, or just send
them a check or MO?
I do STILL want Forge--I'm just tired of listening to Betty
Bloop.
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@endnode
@node IML-109 " MSG-109 Subject: Light textures & stuff"
Subject: Light textures & stuff
Date: Fri, 6 May 1994 03:09:12 -0400 (EDT)
From: Curcio Nicholas <curcion@db.erau.edu>
First off I'd like to thank Mike H. and the gang at Impulse for using
SAS to compile 3.0. (At least that's what PatchMath020 tells me. :) )
Now, is it just me, or is there no way to get the nice 4 and 8 point star
type lens flares with the global lensflar texture? Please don't tell me to
use the cheezy lensflar.itx for objects. ;)
Next, why does 3.0 PC have a 'CAUSTICS.ITX' and 'PURPHAZE.ITX' in the
textures/lites directory, and the Amiga version doesn't. What are they
anyway?? They weren't in the docs that Scott K. uploaded.
Later
curcion@erau.db.erau.edu
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@endnode
@node IML-110 " MSG-110 Subject: Re: AnimFX"
Subject: Re: AnimFX
Date: Fri, 6 May 94 08:34:46 BST
From: c9251116@zeus.hud.ac.uk (MR. R.L.COLLIER)
**** With regards AnimFX:- ****
I am only a poor student at the mo and therefore appreciate the cost of software
. I am therefore going to release it as shareware but because you guys are sooo
helpful (and hopefully critical about the software) I will register you for the
big zero and let you know of any updates etc and send them to you when they are
ready.
Please remember that this is NOT the final product but a quickly botched
together version to give you an idea of speed etc.
ANY SUGGESTIONS AND COMMENTS WOULD BE GREATLY APPRECIATED
Thanx again guyz
Rich.
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@endnode
@node IML-111 " MSG-111 Subject: Imagine 3 and Opal?"
Subject: Imagine 3 and Opal?
Date: Fri, 6 May 94 02:26:03 -0600
From: feifarek@students.wisc.edu (Matthew J. Feifarek)
Does the 3.0 version still have the OpalVision option with/instead of the
Firecracker button/output?
Does the stage do "real time" tracking as promised? Can you see what it sees as
you rotate it around? IMO, this non-feature of imagine is a real pain.
--------------------
Also, FYI. Grapevine is selling A520 composite/RF encoders for 19.95!!!
I got one, and it's not great, and it's probably not even good, but I have NO
video equipment except a crappy VCR, so it works for me.
It looks great hooked right up to my Opal.
I was really surprised, folks. Certainly the output is better than general VHS
quality coming from a tape. $20! Plus you get all kinds of nifty wires and
connectors that would easily add up to >20. Like an RF modulator etc.
One note: I have to pry off the plastic case to weasel it on my Opal port,
which seems fine since all of the guts are shielded by metal anyway.
I'm sure I'll be slammed for liking something that is so not-broadcast quality,
but hey for $20 and to VHS consumer decks, this is perfect. I do have a pretty
good eye for these things, so I'm not just visually inarticulate (I am after all
a nearly graduated artist :)
Take care, and thanks for the answers to the relevant questions above.
_______________________________________________________________________________
Matthew J. Feifarek University of Wisconsin Madison - Art Department
"All children are geniuses untill they are
feifarek@students.wisc.edu de-geniused by education" -R.Buckminster Fuller
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@endnode
@node IML-112 " MSG-112 Subject: Re: Modelling Heads?"
Subject: Re: Modelling Heads?
Date: Thu, 5 May 94 19:57:38 -0700
From: pringle@holly.cuug.ab.ca (Greg Pringle)
>: Any suggestions? This would be an excellent building block
>: for any CU of human figures.
> What you want to do is use the FORMS editor instead of the Detail
>editor. Forms editor was designed for such a thing.
Unfortunately, forms editor seems to work best when you have
symmetric objects that you can cross section easily. One person
mentioned getting a foam mannequin head and chopping it up to get
the cross sections, but it doesn't really seem to me like all
this should be necessary for a head shape. It's just basically a
sphere with smooth indentations for eyes, a smooth projection for
a nose, and same for the chin and jaw. Unfortunately, the detail
editor doesn't seem up to this, and I don't have any mannequin heads
handy B^). Maybe I'll try drawing some cross sections from scratch,
but I have my doubts..
Greg
+----------------------------+--------------------------------------------+
| Greg Pringle | |
| pringle@holly.cuug.ab.ca | "Better dead than smeg" |
| greg_pringle@mtroyal.ab.ca | |
+----------------------------+--------------------------------------------+
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@endnode
@node IML-113 " MSG-113 Subject: apex don't answer, alas"
Subject: apex don't answer, alas
Date: Fri, 6 May 94 04:23:37 PDT
From: 06-May-1994 0619 <leimberger@marbls.enet.dec.com>
> Just curious: anybody tried to call Apex? I'm dying to order
>Forge, and tried twice today, and got the spokesbimbo both times, on an
I talked to Steve yesterday. I wanted to make sure he had gotten my
order. He said it had been sent out priority mail and I would hopefully
have it for the weekedn(same goes for Imagine 3.0).
I live in Nashua NH. and called around 1:00pm. This would make it
10:00am on the west coast. You might be clashing with time zones.
you may be addressing the right time zone but they could be having
lunch!
bill
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@endnode
@node IML-114 " MSG-114 Subject: Forge (was: Apex don't answer, alas)"
Subject: Forge (was: Apex don't answer, alas)
Date: Fri, 6 May 94 07:15:14 -0600
From: Steve Koren <koren@hpfcogv.fc.hp.com>
> Hey guys and guyas,
> Just curious: anybody tried to call Apex? I'm dying to order
I tried this past Monday, and got through on the second call (the first
time I got a busy signal). Sure you called during CA business hours?
Got my Forge and Essence V3 upgrades the next day by priority mail.
They weren't kidding about the Essence textures in volume I being faster
now - the speedup in the noise based textures is quite significant. I'd
say it is _at least_ twice as fast now, maybe more (I'm using the
versions compiled for the 040 - 040's can execute some FP and integer
instructions in parallel if you order things right). Since I use these
textures more extensively than any others, this'll tide me over until
the 68060 cards get here :-). The new version 3 upgrades to Essence I
and II also come with much higher quality JPEG sample pictures now, and
more attribute files as well. I haven't tried the new alpha channel
stuff yet, but it sounds very useful - you can use any texture to
modulate the strength of any other. Apply marble just to the white
squares on a checkerboard, or apply a pitted texture just to a
particular region.
Forge is cool too - this little gadget could easily save hours of time
when trying to make combinations of textures to achieve a particular
effect. That is, if you manage not to waste hours of time just playing
around with different textures and fiddling with their parameters ;-)
But seriously, if you use algorithmic textures much, this thing is a
must-have utility, and you'll wonder how you got along without it. Its
not even very expensive - it costs less than most games these days. Its
got ARexx too, so if (when?) we ever get an ARexx port in Imagine, the
two could learn to talk to each other.
The only bad thing I have to say about it so far is that it doesn't
support the display database so you don't get to pick your screen mode
(it defaulted to 640x400 256 colors on my machine). You _can_ promote
it to new display modes, but it doesn't understand extra resolution
beyond 640x400 (not that it has much need to, but it'd be nice anyway -
I loath 8 point fonts). It is pretty system compliant otherwise though
- uses real ASL requesters, etc.
- steve
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@endnode
@node IML-115 " MSG-115 Subject: Cobwebs"
Subject: Cobwebs
Date: Fri, 6 May 94 9:37:43 EDT
From: Frank Branham <moo@sequent.com>
Has anyone come up with a good cobweb attribute? I've been playing with
vein and wormvein heavily with no luck.
Frank
PS. Probablilty says that it doesn't matter whether or not you change
your door--you will still have a 2 in 3 chance of getting the car.
-----------------------------------------------------------------------------
Frank Branham | moo@atlsqnt.atl.sequent.com | "Toys are loyal, and
Sequent Consultant | number_2@neonate.atl.ga.us | that's a fact." Dolls
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@endnode
@node IML-116 " MSG-116 Subject: Convert from AutoCAD??"
Subject: Convert from AutoCAD??
Date: Fri, 6 May 1994 16:19:02 +0200 (MET DST)
From: d93jpe@txfs1.hfb.se (Jorgen Pehrson)
Hi there!
Is there some easy way to convert from an Autocad 3D objects to
an Imagine2.9 3D object, and vice versa?
I've tried with the 'DXF save' in the object meny in Imagine, but
AutoCAD can't load it...
As a matter of fact, when I exported an 3D-object in the DXF-format in
AutoCAD, and tried to reload it, AutoCAD refused... But when I made a
2D circle and did the same thing, everything worked just fine...
So, does anyone knows what I'm doing wrong??
(The reason for wanting to do this is that I'm taking an AutoCAD course
in college. And AutoCAD in our school really sucks in the rendering area.
So I wan't to model my objects in school, and render them at home in
Imagine, so I really could show off... :)
Jorgen Pehrson d93jpe@t.hfb.se
Borlange University/College
Sweden
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@endnode
@node IML-117 " MSG-117 Subject: Re: Imagine 3 and Opal?"
Subject: Re: Imagine 3 and Opal?
Date: Fri, 6 May 1994 12:45:28 -0400 (EDT)
From: Udo K Schuermann <walrus@wam.umd.edu>
feifarek@students.wisc.edu (Matthew J. Feifarek) writes:
> Does the 3.0 version still have the OpalVision option with/instead of the
> Firecracker button/output?
Don't know. I'm still waiting for my copy. :-/
> Also, FYI. Grapevine is selling A520 composite/RF encoders for 19.95!!!
> I'm sure I'll be slammed for liking something that is so not-broadcast
> quality, but hey for $20 and to VHS consumer decks, this is perfect.
Good price! I bought one for about $35 a few years ago and am quite happy
with it. Not everything has to be broadcast quality to be good, nor
perfect to be enjoyable.
._. Udo Schuermann
( ) walrus@wam.umd.edu
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@endnode
@node IML-118 " MSG-118 Subject: Forge-first impressions..."
Subject: Forge-first impressions...
Date: Sat, 7 May 1994 03:25:01 +1000 (EST)
From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
Well, Forge arrived today to Australia! It arrived to my house at least! :-)
Anyway, I opened the bag and... What happened to those cool manuals ?
Oh, the contents of the manual are great, but the cover... I wanted
another black cover to complement my Essence I & II covers.
Don't turn cheap on me Apex. :-) (then again, at the price Forge is a steal!)
Now, onto some impressions....
Not all good I'm afraid.
First the good stuff.
-I think that a tool like Forge is long overdue and I must congratulate
Apex for releasing it! It just makes Essence so much more usable!
I can see myself spending hours playing with the settings and creating
some wierd (but useful) attribute sets!
Well done guys!
-The interface looks good and works well! Another BIG plus!
-The manual is pretty good. Maybe a short tutorial or two would help. I
admit that I haven't read it all, but finding bits that I was interested
in was easy with the kind of Index that Apex provide. A big PLUS in my books!
Now, onto some not so good stuff...
-No support for Display database. Seems funny to me that almost everyone
on this list is bagging Impulse for not supporting it and yet no one
except for Steve Koren mentions that Forge doesn't support it either.
Sure it may not need it as much as Imagine does, but that is no excuse.
I want to be able to run a program in any resolution I please (within
reasonable limits). It is time for developers to give us this option.
Not just this but I am also a bit peeved that the res. is hard-coded as
NTSC Hi-res Lace (promotable easily though). I run my machine in a PAL
country. Guess what ? I want PAL resolutions.
-Forge can act very funny depending on where it is installed. I kept
getting a requester saying that it couldn't locate xxxxx/xxxx/Imagine_2
directory. I don't even have that directory on my HD! Setting the hard
texture path didn't help until I defined Imagine: as a logical device.
What is the problem here ?
-I don't think that Forge has been tested with EGS boards. I am using a
Piccolo board with EGS v6.1. Now, the Arexx script that is used by Forge
to display a preview on the EGS looks for a program EGS-View.
EGS-View is called ShowIFF on the Piccolo so I changed this part of the
script. Well, after trying this option again, I got a 'Program failure'
Suspend or Reboot requester. Subsequent playing around with EGS screen
modes, no. of bitplanes failed to resolve the problem. The show program
seems to startup and even attempt to load the picture, but then it crashes.
Has anyone with either the Piccolo or the Spectrum got this option to
work ?
Help me if you can!
All in all though, I am pretty happy with Forge. Steve, Glenn and the
rest of the Apex gang, you've done a GREAT job. (just fix the EGS problem
OK ?)
nvukovlj@extro.ucc.su.oz.au
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@endnode
@node IML-119 " MSG-119 Subject: DPS PA address ?"
Subject: DPS PA address ?
Date: Fri, 6 May 1994 17:17:27 -0700
From: "Robin Chytil" <robin@sgls.lausanne.sgi.com>
Hi Imagineers !
I would be interested about the DPS PAR. Is it available in PAL format, what
are the specs, what is the company's name, phone number, fax number, etc..
Any info appreciated.
Thanks a lot.
Robin
\|/
@ @
---------------------------------------------------oOO-(_)-OOo-----------
Robin Chytil, Staff Engineer Email: robin@lausanne.sgi.com
Silicon Graphics Inc. Vmail: 5-9389
Mediterranean Distribution Territory Tel: +41 21 6249737
Lausanne, Switzerland Fax : +41 21 6259184
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@endnode
@node IML-120 " MSG-120 Subject: Re: Imagine 3.0 bug? not!? "
Subject: Re: Imagine 3.0 bug? not!?
Date: Thu, 5 May 1994 22:16:17 -0400
From: "rob (r.d.) hounsell" <hounsell@bnr.ca>
Ummm...
> > Last night I was testing Imagine 3.0's speed. I ran test renders under
> > 2.0 & 3.0 in scanline, antialiasing set to 30, res at 368x482. Imagine3.0
> *Scanline* you say?????
I believe that, at least in 2.0, scanline WILL show ground plane and global
reflection map reflections, but not reflections of other objects.
+-----------------------------------------------------------------------------+
| Rob Hounsell BNR WAN: HOUNSELL@BMERHB63 |
| Team Leader: UNIX INTERNET: HOUNSELL@BNR.CA |
| DMS System Performance Development PHONE: (613) 765-2904 |
| Dept. 7D23 ESN: 395-2904 |
| Bell Northern Research |
+-----------------------------------------------------------------------------+
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@endnode
@node IML-121 " MSG-121 Subject: real time tracking"
Subject: real time tracking
Date: Fri, 6 May 94 07:52:37 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
>Does the stage do "real time" tracking as promised? Can you see what it
>sees as
>you rotate it around? IMO, this non-feature of imagine is a real pain.
Yes, if you move the camera in stage after pressing r/a-k, the
perspective view is updated in real time.
Another fab feature (and there are many!) is the SET ZONE, which gives you
the option of only rendering part of the screen. I've seen this on one
other program and I've been waiting for it!
Rather than uploading my bones animation (1 meg at 1/4 screen) I'll
uuencode the object to anyone who is interested. It's just a basic object
with skin and 3 bones, but may help you if you need another bones example.
Ed Totman
etotman@gort.ucsd.edu
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@endnode
@node IML-122 " MSG-122 Subject: Re: Modelling Heads?"
Subject: Re: Modelling Heads?
Date: Fri, 06 May 94 10:05:00 PDT
From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
There was a tutorial to do this exact thing with the Forms editor in
the now defunct AV magazine last year. I have the issue somewhere. I tried
to do it but didn't really get the results I was hoping for and haven't gone
back to it. My main problem is that I haven't overcome the learning hurdle
with the Forms editor and I keep promising I am going to learn it but keep
procrastinating. Soon, though, soon...
Also, I have been playing with the Applique function in V2.9/V3.0 and
this might do the trick, especially for the face. It is possible to take a
frontal face view, convert it to grey-scale and create a displacement object
of the face. This is very close to producing a face object which is
incredibly detailed. The only problem/difficulty is that the Applique
extrudes (or displaces? not sure about the proper terminology) with respect
to the color, so black displaces the least and white displaces the most. To
make the Applique create a properly displaced object with all the right
high's and low's, it would be necessary to take the face image and create a
"contour map" out of it using some kind of paint program. The parts that
need to stick up from the surface, like the nose, lips, brow need to be
lighter or almost white. Also, the whites of the eyes need to be darkened
so they won't protrude. Also, the Applique can be wrapped around an object
so it would be possible to create the basic featureless elliptical head
object and use the Applique on it directly for the facial feature. I
haven't investigated this thoroughly but it should work.
----------
From: imagine-relay
To: imagine
Subject: Re: Modelling Heads?
Date: Thursday, May 05, 1994 7:57PM
>: Any suggestions? This would be an excellent building block
>: for any CU of human figures.
> What you want to do is use the FORMS editor instead of the Detail
>editor. Forms editor was designed for such a thing.
Unfortunately, forms editor seems to work best when you have
symmetric objects that you can cross section easily. One person
mentioned getting a foam mannequin head and chopping it up to get
the cross sections, but it doesn't really seem to me like all
this should be necessary for a head shape. It's just basically a
sphere with smooth indentations for eyes, a smooth projection for
a nose, and same for the chin and jaw. Unfortunately, the detail
editor doesn't seem up to this, and I don't have any mannequin heads
handy B^). Maybe I'll try drawing some cross sections from scratch,
but I have my doubts..
Greg
+----------------------------+--------------------------------------------+
| Greg Pringle | |
| pringle@holly.cuug.ab.ca | "Better dead than smeg" |
| greg_pringle@mtroyal.ab.ca | |
+----------------------------+--------------------------------------------+
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@endnode
@node IML-123 " MSG-123 Subject: Re: Light textures & stuff"
Subject: Re: Light textures & stuff
Date: Fri, 6 May 94 08:00:29 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
>Now, is it just me, or is there no way to get the nice 4 and 8 point star
>type lens flares with the global lensflar texture? Please don't tell me to
>use the cheezy lensflar.itx for objects. ;)
'cheezy' or not it was good enough for NBC! If I remember correctly,
this was the texture used to simulate the impact of the Levy comet string
with Jupiter, seen on the news several weeks ago. It can be used for
some things.
Ed Totman
etotman@gort.ucsd.edu
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@endnode
@node IML-124 " MSG-124 Subject: DPS PA address ?"
Subject: DPS PA address ?
Date: Fri, 6 May 94 20:06:26 BST
From: ked@mfltd.co.uk (Kevin Digweed)
If you have access to them, one of the British Amiga magazines has a review of
it this month (Amiga Computing, I think). Might be worth a look.
Kevin Digweed, 32-bit RTS development.
+-----------------------------------------+---------------------------------+
| Telephone : Switchboard : (0635) 32646 | Email: arpa : ked@mfltd.co.uk |
| Direct: (0635) 565317 | uucp : uknet!mfmail!ked|
| Smail: Micro Focus LTD, 26 West St, Newbury, Berkshire, England, RG13 1JT |
+---------------------------------------------------------------------------+
Was a time when we were young that any man was judged by what he'd done,
But now you pick them on a screen - what they look like; where they've been.
Keep an eye on your soul, and your hand on your heart.
-- David Bowie, "Somebody up there likes me"
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@endnode
@node IML-125 " MSG-125 Subject: Re: bones "
Subject: Re: bones
Date: Fri, 06 May 94 16:18:13 EDT
From: Mark Thompson <mark@westford.ccur.com>
Roger Straub <straub@csn.org> writes:
> As far as I can tell, the faces that are adjacent to faces that are
> assigned to bones are not moved at all. If bones works the way it should,
> then none of the faces, assigned or not, are stretched in any way. They
> are just repositioned.
Then this would imply that Imagine creates a discontinuity in the object's
surface which would be EXTREMELY undesireable. In other words, gaps will
form between the bone assigned surfaces and the non-bone assigned surfaces.
The only way to prevent such gaps would be to allow one of the two adjacent
surfaces to stretch.
before after bone motion
.__ .__.__
Side view __.__.__ __./ __.
stretch no stretch
In the mini diagram, the first surface is not assigned a bone while the
second two surfaces are. So are you sure that Imagine simply repositions
the polys without any stretching from unaffected surfaces?
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' 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 %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@endnode
@node IML-126 " MSG-126 Subject: RE: Forge"
Subject: RE: Forge
Date: Fri, 06 May 94 12:50:00 PDT
From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
GreG,
Sort of surprised nobody responded to this. You seem to be saying that
a free utility for Imagine V3.0 will be provided that provides the same
functions as Forge? Any more details on this? Is this going to come from
Impulse or is somebody working on a freeware version? I was thinking about
getting Forge but if what you say is true, I would probably hold off on
that. Are you speaking for Impulse or yourself or somebody else? What is
the estimated date of release? If it is two years off, then I would
probably not wait for it. Please provide me with more details!
----------
From: imagine-relay
To: imagine
Subject: Forge
Date: Wednesday, April 27, 1994 7:59PM
To all PC users of Imagine!!!!
FORGE will not be available for the PC for quite some time as I understand
from Steve Worley.
However, rest assured that there will be a similar texture previewer
available
for BOTH Amiga & PC users!!!! It WILL work 100% with all of Imagine 3.0's
included textures, as well as 3rd party textures that conform to the 3.0
texture specs.
Cost? How about....nothing! :) Unless things change, it will be a free
utility to supplement Imagine 3.0. And again, it will be a stand alone
product.
Thought you'd like to know. <grin>
-GreG
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@endnode
@node IML-127 " MSG-127 Subject: Re: DPS PA address ?"
Subject: Re: DPS PA address ?
Date: Fri, 6 May 94 14:35:14 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
Here's the info to contact DPS. I have an NTSC unit but haven't hooked
it up yet. Almost all traffic on the net related to this device has been
positive IMO.
Although Impulse does not directly support the PAR, imagine does render
TGA files, and the (PC) PAR software can emulate a HD, so I may be able
to render to the PAR. Has anyone done this with a PC PAR?
Ed Totman
etotman@gort.ucsd.edu
Digital Processing Systems
Headquarters
55 Nugget Avenue, Unit 10
Scarborough, Ontario M1S 3L1
Canada
416-754-8090
11 Spiral Drive
Suite 10
Florence, KY 41042
606-371-5533
FAX: 606-371-3729
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@endnode
@node IML-128 " MSG-128 Subject: Re: bones"
Subject: Re: bones
Date: Fri, 6 May 94 15:01:23 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
> before after bone motion
> .__ .__.__
>Side view __.__.__ __./ __.
> stretch no stretch
>In the mini diagram, the first surface is not assigned a bone while the
>second two surfaces are. So are you sure that Imagine simply repositions
>the polys without any stretching from unaffected surfaces?
>%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
>% ` ' 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 %
>% %
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
No way. Imagine stretches the polygons as necessary to accomodate bone
movement.
Ed Totman
etotman@gort.ucsd.edu
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@endnode
@node IML-129 " MSG-129 Subject: RE: Solar corona and anti-aliasing"
Subject: RE: Solar corona and anti-aliasing
Date: Fri, 6 May 1994 16:30:07 -0500 (CDT)
From: kirvan@SSESCO.com
Greetings,
The discussion about how to do a solor corona got me curious so I quickly
threw this together. This is a pretty good example of Imagine 3.0's (cool)
new fog textures. Move the texture axes and rotate the outer object to get
them to animate.
Red Giant with Corona (from the kitchen of Scott Kirvan)
============
Primative Sphere: Size: (50, 50, 50)
Attributes: Bright
Texture: Fireball
Size: (86, 86, 86)
Parameters: 0.0 0.0
255.0 0.0
255.0 0.0
100.0 0.0
200.0 0.0
30.0 0.0
0.0 0.0
0.4 0.0
Primative Sphere: Size: (75, 75, 75)
Attributes: Color: (255, 85, 0)
Fog Length = 0.01
Texture: Nebula (Fog Texture)
Size: (4.5, 4.5, 4.5)
Parameters: 325.0 0.0
1.0 0.0
0.0 0.0
5.0 0.0
0.2 0.0
1.0 255.0
1.0 255.0
0.0 100.0
Texture: Ghost (Fog Texture)
Parameters: 1200.0 0.0
1.0 0.0
0.0 0.0
0.0 0.0
0.0 0.0
0.0 0.0
0.0 0.0
0.0 0.0
Add one bottle of SPF 62 Sunblock and bake, bake, bake!
later.........sk.....
PS. Here's some notes about the new anti aliasing in V3.0:
Setting the number of rays per pixel parameter to 255 does not shoot 255
rays at every pixel. Extra rays will only be shot when the the threshold
level is exceeded from one ray to another. Lowering the threshold will
improve the anti-aliasing, but will increase rendering times. If you keep
the contrast low in your pictures, the new anti-aliasing won't be so slow.
Using textures with small details and high contrast increases the
anti-aliasing time, but beyond that textures shouldn't increase the anti-
aliasing times.
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@node IML-130 " MSG-130 Subject: Re: Forge-first impressions..."
Subject: Re: Forge-first impressions...
Date: Fri, 6 May 1994 14:54:59 -0700
From: kkalnasy@bvu-lads.loral.com (Kent Kalnasy)
At 3:25 AM 5/7/94 +1000, Nikola Vukovljak wrote:
>-The interface looks good and works well! Another BIG plus!
Agreed. Very nice design.
>-No support for Display database. Seems funny to me that almost everyone
>on this list is bagging Impulse for not supporting it and yet no one
>except for Steve Koren mentions that Forge doesn't support it either.
I was disappointed with this and expected better, but given the price,
I couldn't complain too much. Still, I would like to see this rectified
in a future version.
I noticed that the texture animation preview didn't work correctly on
my ECS 68040 setup. I tried it on a 3000 and it worked beautifully.
Instead of a smooth animation, the picture just 'blips' and stops.
Stepping through the animation doesn't seem to work either. On the
other hand, others report that VMM40 works with Imagine, so I may be
seeing a software conflict unrelated for Forge.
Is it just me, or does the hard path need to be set every time you
start Forge? It forgets where I set it, even when I select 'save'.
One thing I would love to see is the ability to freeze a frame once
rendered and use it as a control frame. That way I could easily compare
the alterations against the original. I know I can use the grid to
show two, four or nine views, but all are re-rendered whenever I make
a change. I would like to see a fixed view and a view that is updated
whenever I make a change. When I want a new baseline, I could "snap-
shot" the current rendered image. Does this make sense?
>All in all though, I am pretty happy with Forge. Steve, Glenn and the
>rest of the Apex gang, you've done a GREAT job. (just fix the EGS problem
>OK ?)
Very worthwhile product. Makes the textures *much* more approachable.
Apex is to be commended.
------------------------------------------------------------------------------
Kent Kalnasy (speaking only for me) kkalnasy@bvu-lads.loral.com
Loral Advanced Distributed Simulation, Inc. Bellevue, Washington
------------------------------------------------------------------------------
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@node IML-131 " MSG-131 Subject: Imagine 3.0 interface specs"
Subject: Imagine 3.0 interface specs
Date: Fri, 6 May 94 15:49:20 PDT
From: "Curiosity Killed the Cat" <CCONGDON@us.oracle.com>
Now that 3.0 is out, when will we get the official information from Impulse
on how to create our own FX, textures, or objects? Someone out there could
probably whip up nice a 4 or 8-point lens flare for Nick. Could save Impulse
some work...
Thnx,
Charles
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@node IML-132 " MSG-132 Subject: Re: Modelling Heads?"
Subject: Re: Modelling Heads?
Date: Fri, 6 May 1994 23:31:55 -0600 (MDT)
From: Roger Straub <straub@csn.org>
I was compiling all the Magazine articles that involve imagine, and, lo
and behold, I ran across an article on modelling heads in imagine 2.0. In
the March '93 issue of Amazing computing for te commodore amiga, Henrik
Martensson writes about modelling heads in the Forms editor. Hope this helps.
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@node IML-133 " MSG-133 Subject: Re: bones"
Subject: Re: bones
Date: Fri, 6 May 1994 23:43:20 -0600 (MDT)
From: Roger Straub <straub@csn.org>
The manual for 3.0 says that only the faces assigned to the bone will
stretch and contort to fit the bone. The faces in between stretch very
little, if at all. Sorry if I confused anyone.
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@node IML-134 " MSG-134 Subject: Problems solved"
Subject: Problems solved
Date: Sat, 7 May 1994 12:58:00 -0700
From: kkalnasy@bvu-lads.loral.com (Kent Kalnasy)
Earlier, I reported that I was having problems with VMM40 (the freeware
virtual memory handler) and Imagine. I did get it to work by lowering
the priority of VM *below* fast mem, but above chip mem, as someone
suggested. I would like to have it work using VM first, so other
programs which can't use VM can run as well, but I'm happy that I'm no
longer ram-bound. Thanks for the suggestions!
I also reported that Forge's animation preview didn't work on my 040
system. I found the problem to be a simple conflict with YAK's auto-point
feature. In selecting the screen, it stopped the animation. I fixed the
problem by adding ~(Forge) to the AutoScreens string gadget, which disables
the feature for the Forge screen. Problem solved.
BTW, I've been using Michael Berg's excellent PowerCache software which
smooths out animations and which appears to speed up renderings. This
is great software which is well supported for a very low shareware fee.
Recommended.
------------------------------------------------------------------------------
Kent Kalnasy (speaking only for me) kkalnasy@bvu-lads.loral.com
Loral Advanced Distributed Simulation, Inc. Bellevue, Washington
------------------------------------------------------------------------------
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@node IML-135 " MSG-135 Subject: Re: Imagine 3 and Opal?"
Subject: Re: Imagine 3 and Opal?
Date: Sat, 7 May 1994 21:23:32 -0400 (EDT)
From: woovis@infinet.com (William V. Swartz)
Michael writes:
> Does the 3.0 version still have the OpalVision option with/instead of the
> Firecracker button/output?
Yes, there is a preferences variable you can set to use opal instead of
firecracker, and the button to use it responds with the appropriate label,
however things don't seem to funtion appropriately. I get an opal screen
split down the middle and what looks to be 'out of sync'.
I don't really have a good description of the problem yet but I am wondering
if anyone else is using opal and if so how.
\X/ -BiL-
woovis@infinet.com (See my 'Imagine'-ary signature below)
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@node IML-136 " MSG-136 Subject: Re: Imagine 3 and Opal?"
Subject: Re: Imagine 3 and Opal?
Date: Sun, 8 May 94 1:46:18 EDT
From: "Steve J. Lombardi" <stlombo@eos.acm.rpi.edu>
> Yes, there is a preferences variable you can set to use opal instead of
> firecracker, and the button to use it responds with the appropriate label,
> however things don't seem to funtion appropriately. I get an opal screen
> split down the middle and what looks to be 'out of sync'.
> I don't really have a good description of the problem yet but I am wondering
> if anyone else is using opal and if so how.
> //
> \X/ -BiL-
> woovis@infinet.com (See my 'Imagine'-ary signature below)
Hmmm. you wouldn't be running on an A4000?? Sounds familiar. I've tried
just about everything but no luck. Shut all promotion and screen utilities.
still nothing. Finally resorted to using a hot key program to pop final
renders up on the Opal.
If anyone out there is using Imagine on an A4000 with an Opal Card I'd like
to here about it.
steve lombardi
stlombo@acm.rpi.edu
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@node IML-137 " MSG-137 Subject: Re: Imagine 3 and Opal?"
Subject: Re: Imagine 3 and Opal?
Date: Sat, 7 May 1994 23:44:57 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
I use the Opal board and it works fine for me. One problem you maybe
having is you need to run Opal Hotkey in your user-startup, type
OpalPaint:OpalHotKey imagine -this willw set Opal hotkeys to display
any picture that goes into ram with the name quickrender. I also find I
like hires interlace screens, if you want to render a small version ,
just have one set to 320x400 which give me a quarter screen in hires
24bit. I have had a similar problem as you seem to be having and it was
when I used lores screens...not sure if this will help, but its what I
do. The lores problem doesn't always happen to me but I have had it
happen. It also seams to happen if I use lores interlace too.
try HIRES/LACE and run Opal Hotkeys as mentioned above and see if it helps?
=RRW=
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@node IML-138 " MSG-138 Subject: Re: Imagine 3 and Opal?"
Subject: Re: Imagine 3 and Opal?
Date: Sun, 8 May 94 02:03:23 -0600
From: feifarek@students.wisc.edu (Matthew J. Feifarek)
Hi William , on May 7 you wrote:
> however things don't seem to funtion appropriately. I get an opal screen
> split down the middle and what looks to be 'out of sync'.
> I don't really have a good description of the problem yet but I am wondering
> if anyone else is using opal and if so how.
Could Impulse have forgotten to make the Blue component of color zero an odd
value? Man, I hope not. Actually, that would be easy to fix, but a pain in the
ass to do everytime one loads up Imagine. Perhaps we can change the palette in
the preferences "editor"?
Just a wild guess....
_______________________________________________________________________________
Matthew J. Feifarek University of Wisconsin Madison - Art Department
"All children are geniuses untill they are
feifarek@students.wisc.edu de-geniused by education" -R.Buckminster Fuller
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@node IML-139 " MSG-139 Subject: IML archives posted to Aminet"
Subject: IML archives posted to Aminet
Date: Mon, 9 May 1994 01:49:15 +1000 (EST)
From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
Ok, I've just uploaded 2 IML archives to the Aminet.
These are #47 and #48 and cover messages posted to the IML in February
and March of this year.
They can be obtained from any aminet site (e.g. wuarchive.wustl.edu in
/pub/aminet/gfx/3d, or wcarchive.cdrom.com in /pub/aminet/gfx/3d)
I have decided to change the name of the archive filename.
It used to be of the format : arc-xx.lha
Now, since they are being uploaded to Aminet rather than to a dedicated
Imagine area (I no longer have upload access to the imagine area on
wuarchive) the name has changed to iml-arc-xx.lha as of archive #47.
Archive #49 will also soon be uploaded to the Aminet.
Render long and prosper...
Nik Vukovljak (IML archivist)
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@node IML-140 " MSG-140 Subject: Re: Modelling Heads?"
Subject: Re: Modelling Heads?
Date: Sun, 8 May 94 15:54:37 -0700
From: pringle@holly.cuug.ab.ca (Greg Pringle)
> Also, I have been playing with the Applique function in V2.9/V3.0 and
>this might do the trick, especially for the face. It is possible to take a
>frontal face view, convert it to grey-scale and create a displacement object
>of the face. This is very close to producing a face object which is
>incredibly detailed.
>so they won't protrude. Also, the Applique can be wrapped around an object
>so it would be possible to create the basic featureless elliptical head
>object and use the Applique on it directly for the facial feature. I
>haven't investigated this thoroughly but it should work.
The only problem is that with the nose and the chin, you have parts that
are hidden in a two dimensional view. The applique wouldn't be able to
represent the slope under the nose, or the nostrils. Also, the chin would
have no bottom. However, this seems like the best way so far. Maybe it's
time to upgrade to 3.0.. as long as there aren't any horrible bugs that
make this kind of thing impossible to do with applique B^)
This reminds me.. does anyone else have that object of a guy's head
that was digitized in 3d for lightwave? It came with a cylindrical scanned
bitmap of his face, which could be altered for applique, but I lost it.
Greg
+----------------------------+--------------------------------------------+
| Greg Pringle | |
| pringle@holly.cuug.ab.ca | "Better dead than smeg" |
| greg_pringle@mtroyal.ab.ca | |
+----------------------------+--------------------------------------------+
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@node IML-141 " MSG-141 Subject: Efficiency of Imaigne Anims."
Subject: Efficiency of Imaigne Anims.
Date: Mon, 9 May 94 10:06:29 EST
From: gmcdonou@artemis.earth.monash.edu.au (Graeme Mc Donough)
Well I finally finished the anim I have been working on for some time now (
a long time for a hobbyist). I set it up, started it running and went to
bed. The final size of the anim (180 frames)
is just over 68Mbytes in Ham. I naturally was discussed by the size, so I
got good old DpaintIV out and created the anim with that.
Hey look at that I said 6.5Mbytes for the anim. Hmmm......
Thats about 10.5:1 compression there.
As you all can see there is something a bit fishy here, but the anim
works so what do I care.
Now the extra bits..... I want to put the Imagine setup onto
wuarchive, but I dont know all of wuarchive's Internet address.
So can somebody please fill in the blanks wuarchive.????
It is nice to share this stuff around and it is fun to see what other
people are doing.
/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-SUN
Graeme Mc Donough,
INTERNET: mcdonoug@artemis.earth.monash.edu.au (postmaster)
///
Monash University ///
Dpt of Earth Sciences ///
Clayton, Melbourne \\\///
Victoria, AUSTRALIA 3168 \XX/
PHONE: +61 3 9054881
/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-TWIRL
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@node IML-142 " MSG-142 Subject: Does anybody..."
Subject: Does anybody...
Date: Mon, 9 May 1994 07:58:59 GMT+1
From: "PC386 studenti n.2" <TESI2@novell.dima.unige.it>
subject: Does anybody...
/\ Hi guyz, this is my first time in IML, so, let me ask You
|| a couple of things....
1> does anybody know the exact internet e-mail address of
/\ Steve Worley (spworley@athena.mit.edu isn't ok)
\/ 2> does anybody show me a list of anonymous ftp sites where find
tutorials, textures, attribs, objs (wuarchive.wustl.edu is the
/\ the one I know)
||
\/ 3> I'm searching for converters (PC .exe):
POV-2-TDDD
/\ 3DS-2-TDDD
|| DKB-2-TDDD
4> I've bad feeling with Imagine-PC mapping: the output tracing
/\ (trace, not scanline!!!) TGA, IFF, RGB8 look very bad.
|| The colours are not properly used (I think so!!!).
\/ This problem appear also on backdrop pictures (e.g blue -SKY-
palette ---> yellow -FLAMES- palette).
/--\ /--\ /--\ /--\ /--\ /-T\ /-H\ /-A\ /-N\ /-X\ /--\
\ /
/ P L E A S E E - M A I L T O : \
\ /
/ TESI2@novell.dima.unige.it \
\ /
/ \
\ -=Anyone with an answer reply to this address as well as the IML=- /
/ -=coz I cannot get permission to subscribe IML by my admin: =- \
\ -=-=-=-=-=-=-=-=-=-=-=-=-=-=- TOO MANY MESSAGES IMAGINEERS!!! =-=- /
/ \
\--/ \--/ \--/ \--/ \--/ \--/ \--/ \--/ \--/ \--/ \--/
Wizard G.S.Z __ TESI2@novell.dima.unige.it
///
...PC-486sx/20Mhz __ /// ...Amiga 500 68000
..........8 M-bytes \\\/// it's ok ..512 fast, 512 chip
.........1/2 Giga IDE \/// .................no HD
<AMIGA RULES YA ALL...>
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@node IML-143 " MSG-143 Subject: Re: Imagine 3 and Opal?"
Subject: Re: Imagine 3 and Opal?
Date: Sun, 8 May 1994 23:53:45 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> If anyone out there is using Imagine on an A4000 with an Opal Card I'd like
> to here about it.
I am, ya you need to run Opal Hotkeys and set Opals board in the Imagine
prefs. I use a hires screen and it all seams to work fine...heres how to
run the hotkeys at boot up.. it goes into your user-startup
OpalPaint:OpalHotKey imagine..
=RRW=
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@node IML-144 " MSG-144 Subject: QuickRender"
Subject: QuickRender
Date: Mon, 9 May 94 02:22:23 PDT
From: 09-May-1994 0410 <leimberger@marbls.enet.dec.com>
Well I played with Imagine 3.0 most of the weekend. The first thing
I noticed was my quickrenders did not look as good as they did in 2.0. I
went into preferences and set the sky color to blue(mine was black even though
the manual states it is blue). Then I rendered a few glass spheres. What I
got was a few glass spheres surrounded by a black circle in the middle of
a blue sky . What am I missing here ? It appears the black is the camera
lense area but I don't understand why it appears that way. I was suprized
at how many new features were added(never saw 2.9). It seems Impulse has
been working much harder than the post to the IML indicated.
bill
// Bill Leimberger Nashua NH. \\
// Amiga 4000, 8 meg fast 32, 8meg 16bit on a GVP scsi card \\
// All viewpoints are mine alone and do not reflect the opinion\\
// of my employer or anybody else I know \\
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@node IML-145 " MSG-145 Subject: RE: Solar corona and anti-aliasing"
Subject: RE: Solar corona and anti-aliasing
Date: Mon, 9 May 1994 22:56:58 +1000 (EST)
From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
On Fri, 6 May 1994 kirvan@SSESCO.com wrote:
> PS. Here's some notes about the new anti aliasing in V3.0:
> Setting the number of rays per pixel parameter to 255 does not shoot 255
> rays at every pixel. Extra rays will only be shot when the the threshold
> level is exceeded from one ray to another. Lowering the threshold will
> improve the anti-aliasing, but will increase rendering times. If you keep
> the contrast low in your pictures, the new anti-aliasing won't be so slow.
> Using textures with small details and high contrast increases the
> anti-aliasing time, but beyond that textures shouldn't increase the anti-
> aliasing times.
What threshold level are you talking about here ? Is the threshold level
set by the old anti-aliasing number ?
nvukovlj@extro.ucc.su.oz.au
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@node IML-146 " MSG-146 Subject: Bones&Frog"
Subject: Bones&Frog
Date: Mon, 9 May 1994 08:04:41 -0700
From: Lesk@cc.snow.edu (Lesk)
Wow! I just did my first bones anim this weekend. I also used the frog
texture that came with imagine, and what a sight! I first did the fingers
and made them concrete than moved them around. They turned out really
smooth compared to 2.9 or 2.0 and it takes fewer frames.
The frog texture is really something. I made a cylinder with three
sections added the bones and rendered. 40 frames. not only was this very
smooth but the spots moved around and shimmered as the bones went into
effect (wild stuff).
Now a question. Do you use the states like you would a morph in the
action editor. Are the cycles only for cycle objects. I used my states
just like I would a morph, going from state to state (copy & paste work
nice here) is that correct?
Render Ho!
Lesk
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@node IML-147 " MSG-147 Subject: Imagine 3.0 not in Oz, and what's this with reflections ?"
Subject: Imagine 3.0 not in Oz, and what's this with reflections ?
Date: Mon, 9 May 1994 23:31:01 +1000 (EST)
From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
Well here I am, on a Monday night here in Australia and no Imagine 3.0. :-(
Bummer.
But, I wanted to ask a little question here...
It has been posted on here that in Imagine 3.0 in scanline mode,
reflective objects are not reflecting the ground object.
Now, a lot of people have posted answers saying that this only works in
Trace mode like it always did.
People should really check things first before shooting their mouth
(fingers) off. Since at least v1.1 reflective objects in scanline mode
reflected the ground object. This is also documented in the manual
(either 1.1 or 2 or both).
If you're one of those people who got Imagine via AF offer then try
things first before commenting.
Anyway, what does the v 3 manual say about this ? Is it documented ?
If not it MAY be a bug. A STUPID bug if that is what it is since this
feature has worked since the earliest days.
I'd contact Impulse about this, but I don't have my version yet and they
do not answer to overseas Faxes anyway.
So, what is it: A bug or not ?
Anyway, v3 starts shipping and people are talking about it less than
about v 2.9! Must be those finals on the Northern hemisphere. :-)
nvukovlj@extro.ucc.su.oz.au
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@node IML-148 " MSG-148 Subject: Sorry Could Not Find Subject!"
Date: Mon, 9 May 94 14:31:34 BST
From: c9251116@zeus.hud.ac.uk (MR. R.L.COLLIER)
JJJEEEESSSUUUUSSSSS
Well, you guyz heard about the 060 board??? Its a daughterboard for the 4000, f
or a mere 1200 quid, 50 Mhz 060 doing 70 mips - KAMA-WAKA!!! or for us less load
ed people there is an economy (Oh yeah, pull the other) 40 Mhz for 800 smakers b
ut that ONLY does 50 mips!!!
Keep your eyes peeled for the 66 Mhz version (90+ mips !!) bugger me with a bar
of soap (Id rather not!).
Doesnt Vist real time at about 50 mips??? MMMmmmmm Real time imagine?? Maybe on
e day.....
RICH.
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@node IML-149 " MSG-149 Subject: Imagine 3.0"
Subject: Imagine 3.0
Date: Mon, 9 May 1994 17:09:01 +0200
From: perkins@ensinfo.uvsq.fr (Sebastien PERKINS)
hey, has anybody out there got Imagine3.0 in europe ? to be more precise, in fra
nce, it's just that i'm finding that it's taking some time for the amiga version
to get here .... what's up ???
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@node IML-150 " MSG-150 Subject: Re: Imagine 3.0 not in Oz, and what's this with reflections ?"
Subject: Re: Imagine 3.0 not in Oz, and what's this with reflections ?
Date: Mon, 9 May 1994 16:03:41 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
>Anyway, what does the v 3 manual say about this ? Is it documented ?
>If not it MAY be a bug. A STUPID bug if that is what it is since this
>feature has worked since the earliest days.
It is documented in the 3.0 manual on page 107.
>I'd contact Impulse about this, but I don't have my version yet and they
They know. I sent them a description of the problem & sample pics that
I rendered showing the problem.
>So, what is it: A bug or not ?
No word from Impulse on this subject yet but it sure is BUGging me.
Yep, definitely a BUG.
Jason K.
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@node IML-151 " MSG-151 Subject: bones animation uploaded"
Subject: bones animation uploaded
Date: Mon, 9 May 94 11:40:36 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
I reduced the size of the bones animation to 350k and uploaded to wustl.
If all goes well it should appear in gfx/anim. Filename: bonesanm.lha
Ed Totman
etotman@gort.ucsd.edu
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@node IML-152 " MSG-152 Subject: Re: Bones&Frog"
Subject: Re: Bones&Frog
Date: Mon, 9 May 1994 14:00:14 -0700
From: Lesk@cc.snow.edu (Lesk)
>Sounds good. Is anybody uploading or sending out example pics?
>-scottf
I don't know. I wanted to bring mine in for everyone to see, but I don't
have any way to compress it so it will fit on a 720 dos disk. It really is
not that great an anim, it is just amazing that default settings and some
simple manipulation produced such professional results (new for me or
imagine who knows...).
Render Ho!
Lesk
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@node IML-153 " MSG-153 Subject: Canada Imagine 3.0..."
Subject: Canada Imagine 3.0...
Date: Mon, 9 May 1994 15:46:00 -0400
From: david.wyand@canrem.com (David Wyand)
Hi All!
Sorry to waste bandwidth, but I need to know...does anyone in Canada
have Imagine 3.0 yet?
To make this post more relevent, I'll bring up a question that was never
answered:
Has anyone played with soft edges yet in Imagine 3.0? How do
they work? How much control over them do you have?
Also, has Impulse started releasing the info on making your own textures
and effects and stuff???
-Dave
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@endnode
@node IML-154 " MSG-154 Subject: im_sun.jpg"
Subject: im_sun.jpg
Date: Mon, 9 May 94 14:06:13 CDT
From: wilks@lbm.com (Stephen Wilkinson)
Wow! I just ftp'd im_sun.jpg off of aminet. It is very well done.
Who did it? How'd you do the solar flares?? They are quite convincing.
Anyway.. Just thought I'd praise that picture and tell you folks that I
found a very nice Mercator projection of earth that wraps really nicely
onto a sphere. Convert it to greyscale and it makes a pretty decent
altitude map too. I was sent the picture in email so I don't know what
FTP site it came from. The readme says only that it is from public
data (as opposed to the "cloudless earth" image). I can upload it
to aminet if somebody can tell me how :) Until then I'll consider
mailing it to folks if you _really_ need it. I can post thumbnails
to IML too (~29K message).
Regards,
Stephen
____________________________________
Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
Software Engineer reward for doing it well is the
LB&M Associates opportunity to do it again."
____________________________________
#define OPINION (myown)
#define COMPANYOPINION (~myown)
This message created using 87% recycled neuro-transmitters
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-155 " MSG-155 Subject: 3D viewing?"
Subject: 3D viewing?
Date: Mon, 9 May 1994 17:12:01 -0400
From: shih liang lei <slei@cis.ohio-state.edu>
Hello, Imagine users,
This question is kinda directed at those who use the Amiga version.
I'm interesting in hearing from those who've created 3D stereo view anims
with Amiga, on how the results turned out and whether you had any problems
w/ either h/w or s/w in the process. I'm doing a project for a multimedia
course and this topic seems rather appealing, but w/ a limited time, if
it's not a good idea to do this in Imagine, I'd rather start on something else
at this point.
Also, can anyone tell me where I can find/locate/buy the Haitex LCD
glasses and s/w here in the U.S.? If they're no longer available, anyone got
any used ones for sale?
Thanks,
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@endnode
@node IML-156 " MSG-156 Subject: FV15 prefs?"
Subject: FV15 prefs?
Date: Mon, 9 May 94 14:28:36 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
In the PC version of Imagine3.0, I see the following settings in preferences-
misc - "FV15 TEXT VESA default 15-bit pixel format spec". Also 16, 24, and
32 bit pixel formats.
Could not find info in the manual. Any idea what these are for?
I did a test in scanline with a checkered ground, mirrored ball, scanline
mode. The ground was not reflected.
Ed Totman
etotman@gort.ucsd.edu
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@endnode
@node IML-157 " MSG-157 Subject: Re: Efficiency of Imaigne Anims."
Subject: Re: Efficiency of Imaigne Anims.
Date: Mon, 9 May 1994 19:02:19 -0400 (EDT)
From: Lamar Milligan <lamarm@moe.coe.uga.edu>
> Now the extra bits..... I want to put the Imagine setup onto
> wuarchive, but I dont know all of wuarchive's Internet address.
> So can somebody please fill in the blanks wuarchive.????
wuarchive.wustl.edu
:-l)
Say, how much does Imagine 3.0 retail for? (NOT Man. Sug. Retail.)
What about 2.9?
Benjamin Milligan
lamarm@moe.coe.uga.edu
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@endnode
@node IML-158 " MSG-158 Subject: Imagine 3.0 Woes - PAR problem!"
Subject: Imagine 3.0 Woes - PAR problem!
Date: 9 May 1994 23:28:25 GMT
From: Michael Comet <mbc@po.cwru.edu>
Grrrrrrrrrrrrrrrr.
Imagine 3.0 will not render directly to the PAR board if you are using
Lens Flares or other Global effects that take place int the post processing
section.
It seems imagine goes:
Loading Objects
Initializing <--opens output file here
Render <--writes here
Cleanup <--Close file, PAR starts to convert...
Global Effect Pass <--tries to reopen as a brush to change it.
This means I will have to render to another drive, and then convert in
batches. Annoying since I am low on HD and prefer going straight to the PAR.
Despite this, the program is awesome. Finally browse button for all those
path entry fields. Plus Key framing pos/align/size now uses splines! That's
probably the most needed/useful feature added....blah blah blah.
Anyone else out there with a PAR find this problem!?
Mike Comet
mbc@po.cwru.edu
+-------------------------------------------------------------------------+
| Michael B. Comet mbc@po.CWRU.Edu CWRU Software Engineer/Graphics Artist |
+-------------------------------------------------------------------------+
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@endnode
@node IML-159 " MSG-159 Subject: Re: Canada Imagine 3.0... "
Subject: Re: Canada Imagine 3.0...
Date: Mon, 9 May 1994 19:33:59 -0400
From: "rob (r.d.) hounsell" <hounsell@bnr.ca>
David,
> Sorry to waste bandwidth, but I need to know...does anyone in Canada
> have Imagine 3.0 yet?
I ordered it a week ago, and Forge the week before that. I assume they are
both gathering mold in a customs warehouse somewhere, as usual...
+-----------------------------------------------------------------------------+
| Rob Hounsell BNR WAN: HOUNSELL@BMERHB63 |
| Team Leader: UNIX INTERNET: HOUNSELL@BNR.CA |
| DMS System Performance Development PHONE: (613) 765-2904 |
| Dept. 7D23 ESN: 395-2904 |
| Bell Northern Research |
+-----------------------------------------------------------------------------+
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@endnode
@node IML-160 " MSG-160 Subject: Imagine"
Subject: Imagine
Date: Mon, 9 May 94 16:27:02 PDT
From: dg@tessera.com (David Gibson)
Hello all,
well somehow I have ended up on your mailing list. Imagine sounds like an
interesting product. How does one go about obtaining the MS-DOS version. Is
it available on the net someplace?
Thanks, David
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@endnode
@node IML-161 " MSG-161 Subject: Imagine3.0 Texture Pics"
Subject: Imagine3.0 Texture Pics
Date: Tue, 10 May 94 00:21:00 UTC
From: s.langguth@genie.geis.com
A while back, someone was talking about making demo pics of the
textures included with Imagine 3.0. Well, I have done just that
(just the regular textures...not the new animated, light, and fog
textures). The pics show all of the textures applied to primative
spheres, planes, tubes (whatever was recommended in the texture.doc)
generally using the default parameter settings.
Unfortunately, I only have mail access to the Internet. The
pics HAVE been uploaded to the Amiga section of GEnie (file
#22993--IM3TexturesPics.lzh), however. If anyone wants to download
them from there and put them on Aminet (or other BBS's) it's fine
with me.
(The pics are in jpeg format so they may be of interest to PC
Imagine users, also.)
Steve Langguth
s.langguth@genie.geis.com
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@endnode
@node IML-162 " MSG-162 Subject: Forge & Retina"
Subject: Forge & Retina
Date: Mon, 9 May 94 18:15:42 PDT
From: Scott Lundholm <scottie@hpsadmq.sad.hp.com>
Hi All,
Just a short bit on using Forge with a Retina. I have found that the only
way I can satisfactorily view Forge in AGA Mode (ie 256 color) is to run it
under RetinaEMU with Extended Colors selected in the Retina program setup, and
with AA emulation OFF. Sound wierd? With AA emulation on I was getting a
rainbow of colors that had nothing to do with the colors selected for the
textures, but with AA emulation OFF and exteded colors selected, I could run
Forge in 8bit mode with no problems at all (Very nice display!!).
The Arexx scripts for displaying to 24bit cards can be easily modified to
run the IFF buffer to the Retina. I used the Piccasso Arexx prog, modified to
call RetinaDisplay, instead of the program that it is set up to call. Works
great.
Thats it, If anyone has any questions, drop me an E-line.
Scott Lundholm
*----------------------------------------------------------------------------*
| Amiga 500/030 at 38Mhz w/68882 at | Email scottie@hpsadmq.sad.hp.com |
| 50Mhz, 8Meg of 32-bit RAM, Bodega | N6GMJ |
| Bay w/105M,450M, & 1G Hard Drives,|HAM radio operator, Electronics junkie, |
| HP PaintJet, 16" HP Programmable |Computer Nerd, 3D Rendering Enthusiast, |
| Multisynch w/Retina 24bit card. | and graphics fanatic!!!!!!!!!!!!!!!! |
*----------------------------------------------------------------------------*
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@endnode
@node IML-163 " MSG-163 Subject: Stereo animations"
Subject: Stereo animations
Date: Tue, 10 May 94 01:48:00 UTC
From: w.graham6@genie.geis.com
Haitex is still around, I think. They are in Charleston, S.C. The guys who
make VR Slingshot have some other kind of LCD glasses. I've had X-Specs for
five years now, got them with Turbo Silver SV. Imagine supports them, and
even writes DCTV stereo anims, and'll send stereo stills out to my FC24. And
it will make HAM stereo anims in it's proprietary format. To view these anims,
tho, you'll need a 15.5mhz 1084 type monitor, and they really do a job on
your eyes. What works much better is to crank the stereo frames in Imagine,
and split the resulting images into left and right frames with an image
processor, and turn them into red/blue anaglyphic stereo pairs. There was an
Amiga World article on how to do that several months back. You can view these
anims on a high scan rate monitor (I make 32 color ones, 16red,16blue) useing
the cheap red/blue glasses available almost anywhere. Seven Eleven has them
on sale for 33 cents, in fact. Your eyes don't get tired nearly as quickly.
They do tend to be dark, tho, because the images have to be pure rgb reds and
blues, but when I turn up the brightness on my 1950 they look great. Also,
they are monochromatic, but they really do look better than those thru the
Haitex glasses.
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@endnode
@node IML-164 " MSG-164 Subject: Hey, hey, hey... it's..."
Subject: Hey, hey, hey... it's...
Date: Mon, 9 May 94 21:50:58 EDT
From: jgoldman@acs.bu.edu (Jeffrey Goldman)
... Imagine3.0 arriving late last week on my doorstep. Can you
see my grin? Unfortunately, I will fail all three of my finals during
the next three days... Sigh... I have an Amiga for future reference.
First off let me say Bones and Kinematics are a GODSEND!!!!
Not only are they incredible, but they're incredibly easy to use.
Well, Bones is totally self-explanatory, but I'm a bit shaky on the
kinematics. I can set it up and all, but does anyone know exactly what
affects what?
Another thought more on the critical side. Does anyone else
get the impression the Imagine3.0 they have ob their machines right at
this moment is not complete? That's not quite the way to put it. I
made another analogy on the USENET in comp.sys.amiga.graphics (for
those who caught it). Imagine3.0 feels like what Imagine1.1 was to
2.0... Know what I mean? Most people probably know that 2.0 refined
and fixed a lot of 1.1 bugs and problems (at least that's what I
thought). I'd consider 3.0 to be a totally full-fledged separate
release. Given that, I get the impression 3.0 isn't quite up to par.
Anyone else?
What's up with global haze? I copied the FX from disk #1 and
applied it to the Globals FX bar in the Action editor. I used a
'bright' object in the scene. I used both a solid bright white object
and a (255,255,0) colored bright object. The Haze key-off color was
255,255,0 (default) both times. I rendered this with two 'pixel width'
settings (10, and 20). I rendered the scenes both as quickrender and a
hi-res scanline. The effect took a long time with the pixel width on
10 and forever with the pixel width at 20. I saw absolutely no
difference both times. Actaully I saw nothing special. What's up with
that? Could it be the scanline thing? Does it inly work in trace?
Has anyone found any SCANLINE improvements? I see none. If
anything it has gone backwards with the ground reflect bug thing. This
is the most disappointing thing. I animate, and raytracing is
prohibitively slow. I was really hoping for an improved scanliner
(isn't it strange how most 3D packages can't get both types of
rendering right at the same time? How's Lightwave on this?)
Lens Flare exists, but I was sorta hoping for Lightwave
quality visible light FX... Is it that difficult to get a simulated
realistic visible light halo, star point, flare, thing ala Lightwave?
The Slice function still isn't terrific... The Forms editor
hasn't been touched. I would have enjoyed some sort of spline
manipulation there, or at least a Transform Position feature.
Things tha didn't make it in that I expected to get in:
Scanline Shadows (I got the Impulse word just prior to the
release, however)
Field Rendering
Compatibility with old Essence (maybe it's time to get Forge
and the latest versions of Essence)
Cleaned up Booleans w/merge
Things that didn't make it in but didn't expect to make it in
(ie. Wish List):
Motion Blur (really want this for anims. Anyone know how much
of a time penaly Lightwave's motion blur is?)
Soft Shadows (via some sort of shadow mapping, or the option
of an automatic bundled set of lightsources, or something to that
effect)
Collision Detection (would be nice to go along with Kinematics
and all the new particle and animation stuff)
Friction
Physics
Visible Lightsources (I mean, well done)
I guess I would wish for Real3D combined with Imagine combined
with Lightwave... huh, yeah right... :-)
Don't get me wrong, I love Imagine3.0. It's just not as much
as I expected in certain departments. It's Bones are definitely cool.
Very cool.
The intention of this post was to bring up the bad points and
to critique (albeit a little negatively) 3.0. I mean, why would I
critique the good stuff? Most of you already (or will) know the good
stuff. For those that don't know whether to upgrade or not, I'd say
3.0 is definitely worth the ~$100US!! If I were going to pay the ~$700
retail I personally would wait a little to see what fixes, other
versions, or whatever come out...
Thoughts? Comments?
J.---->
E-Mail: jgoldman@acs.bu.edu
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@endnode
@node IML-165 " MSG-165 Subject: Mercator Projection of Earth"
Subject: Mercator Projection of Earth
Date: Tue, 10 May 1994 13:19:37 +1000 (EST)
From: Leo Hamulczyk <LEHAM1@vcp.monash.edu.au>
Please send the mercator projection of the earth to me. My address is :
LEHAM1@vcp.monash.edu.au
Leo Hamulczyk - Victorian College of Pharmacy, Monash University, Melbourne OZ
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@endnode
@node IML-166 " MSG-166 Subject: Re: Canada Imagine 3.0..."
Subject: Re: Canada Imagine 3.0...
Date: Tue, 10 May 94 13:05:10 EST
From: gmcdonou@artemis.earth.monash.edu.au (Graeme Mc Donough)
>David,
>> Sorry to waste bandwidth, but I need to know...does anyone in Canada
>> have Imagine 3.0 yet?
> I ordered it a week ago, and Forge the week before that. I assume they are
>both gathering mold in a customs warehouse somewhere, as usual...
Hey I ordered an upgrade for Imagine God knows how many months ago (Amiga
Version), and I have not got it yet.
So what are you complaining about.
/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-SUN
Graeme Mc Donough,
INTERNET: mcdonoug@artemis.earth.monash.edu.au (postmaster)
///
Monash University ///
Dpt of Earth Sciences ///
Clayton, Melbourne \\\///
Victoria, AUSTRALIA 3168 \XX/
PHONE: +61 3 9054881
/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-TWIRL
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@endnode
@node IML-167 " MSG-167 Subject: Re: im_sun.jpg"
Subject: Re: im_sun.jpg
Date: Mon, 9 May 1994 19:09:59 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
On Mon, 9 May 1994, Stephen Wilkinson wrote:
> Wow! I just ftp'd im_sun.jpg off of aminet. It is very well done.
> Who did it? How'd you do the solar flares?? They are quite convincing.
> Anyway.. Just thought I'd praise that picture and tell you folks that I
> found a very nice Mercator projection of earth that wraps really nicely
> onto a sphere. Convert it to greyscale and it makes a pretty decent
> altitude map too. I was sent the picture in email so I don't know what
> FTP site it came from. The readme says only that it is from public
> data (as opposed to the "cloudless earth" image). I can upload it
> to aminet if somebody can tell me how :) Until then I'll consider
> mailing it to folks if you _really_ need it. I can post thumbnails
> to IML too (~29K message).
> Regards,
> Stephen
> ____________________________________
> Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
> Software Engineer reward for doing it well is the
> LB&M Associates opportunity to do it again."
> ____________________________________
> #define OPINION (myown)
> #define COMPANYOPINION (~myown)
> This message created using 87% recycled neuro-transmitters
Hey Stephen,
I'd love to see that mercator of earth! Read I'd love to HAVE
that mercator of earth. In despair at my lack of earth pics, I opted for
a mandelbrot pic, to applique into a planet object for a spot I'm working
on. Came out cool, but it ain't terra.
Would it be possible for you to uuencode that terra pic and email
it out? I'd be eternally grape-leaved.
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@endnode
@node IML-168 " MSG-168 Subject: Re: bones"
Subject: Re: bones
Date: Mon, 9 May 1994 23:54:30 -0600 (MDT)
From: kholland@polaris.unm.edu (Kiernan Holland)
as Roger Straub said,
<The manual for 3.0 says that only the faces assigned to the bone will
<stretch and contort to fit the bone. The faces in between stretch very
<little, if at all. Sorry if I confused anyone.
Is there such a thing as rotating a joint?? I mean,
say you take an out-stretched arm object (straight) and
you assign all faces to one bone (upper-arm) and other faces to
the other bone (lower-arm), when the joint where both bones meet, the elbow,
is rotated [rotation determined by the relation between both bones]
does the elbow-faces remain the same as before or do they stretch
about the point of rotation [the joint] to compensate??
If done the first way, I imagine the arm will look like two pieces of metal
in a tube of rubber that looks like a arm, when bent.
If done the second, I suspect it will look most like a real arm, but not quite..
I think why using dinosaurs as a prototype for demonstration of bones
is great becuase we aren't used to seeing dinosaurs, especially
dino-elbows, but in real life a human's arm (what we are all used to,
except for a few isolated-blind-upper-body-paraplegics) does not
even do what bones seem to do, simply stretch faces.
To see what I'm talking about, raise your arm horizontally, bend your
elbow back and forth several times and you'll notice that the muscles
and bones move in different directions, so the only way to
duplicate reality is to study anatomy. Otherwise I think fictional
characters are good canidates for bones implemented objects.
Kiernan
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@endnode
@node IML-169 " MSG-169 Subject: Opalvision and 3.0"
Subject: Opalvision and 3.0
Date: Mon, 9 May 94 15:41:02 MST
From: spencer@lowell.edu (John R. Spencer)
I got my Imagine 3.0 this weekend and didn't have much problem getting
it to display Quickrenders automatically on Opalvision on my A3000/25.
I set Opal=True in Preferences, and set the "Use Opalvision" button in
the Project menu. I also chose one of the Opalvision rendering presets
in Preferences, though I don't know if that's necessary.
Actually, Quickrenders would not always display automatically in
Imagine 2.0, but now they appear much more consistently. They also
appear on the Opalvision display bit-by-bit *during* rendering, which
never happened in 2.0.
All I need to know now is how get the "Use Opalvision" button in
the Project editor to set itself automatically, so I don't have to
go in there and set it everytime I use Opalvision.
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@endnode
@node IML-170 " MSG-170 Subject: Re: im_sun.jpg "
Subject: Re: im_sun.jpg
Date: Tue, 10 May 94 09:21:15 +0100
From: gowdy@d1.ph.gla.ac.uk
Hi Stephen,
Could you send me the Earth projection please. I can upload
it to Aminet so everyone else can get it.
regards,
Stephen.
****************************************************************************
*Stephen J Gowdy *A4000/040* High Energy Physics Group, *
* *460 MB HD* Dept Of Physics & Astronomy, *
*DECNet: 20075::GOWDY *6MEG RAM!* University of Glasgow. *
*InterNet: GOWDY@v2.ph.gla.ac.uk*It moves!* Tel: +44 (0)41 339 8855 E:5894 *
****************************************************************************
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@endnode
@node IML-171 " MSG-171 Subject: Re: im_sun.jpg"
Subject: Re: im_sun.jpg
Date: Tue, 10 May 94 12:52:48 BST
From: ked@mfltd.co.uk (Kevin Digweed)
** Including message from d1.ph.gla.ac.uk!gowdy **
> Hi Stephen,
> Could you send me the Earth projection please. I can upload
> it to Aminet so everyone else can get it.
My aminet-daily list for yesterday included the following entry :
earthtopo.jpg pix/misc 110K+PD pic of earth topography (Mercator)
It's on wuarchive (where the list originates), but doesn't seem to have made
it to any mirrors yet.
Is this a different one ? It's good quality (with no clouds).
Kevin Digweed, 32-bit RTS development. (ked@mfltd.co.uk)
+---------------------------------------------------------------------------+
| Telephone: (0635)32646 (Switchboard) : (0635)565317 (Direct) |
| Smail: Micro Focus Ltd, 26 West St, Newbury, Berkshire, England, RG13 1JT |
+---------------------------------------------------------------------------+
Was a time when we were young that any man was judged by what he'd done,
But now you pick them on a screen - what they look like; where they've been.
Keep an eye on your soul, and your hand on your heart.
-- David Bowie, "Somebody up there likes me"
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@endnode
@node IML-172 " MSG-172 Subject: Earth Mercator map."
Subject: Earth Mercator map.
Date: Mon, 9 May 94 19:44:07 CDT
From: wilks@lbm.com (Stephen Wilkinson)
Hello all!
I figured out how to upload and earthtopo.jpg should be in
/pub/aminet/pix/misc in a few days at most. BTW, still no 3.0
here in Oklahoma USA :(
Regards,
Stephen
____________________________________
Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
Software Engineer reward for doing it well is the
LB&M Associates opportunity to do it again."
____________________________________
#define OPINION (myown)
#define COMPANYOPINION (~myown)
This message created using 87% recycled neuro-transmitters
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-173 " MSG-173 Subject: 3.0 question?"
Subject: 3.0 question?
Date: Tue, 10 May 1994 07:58:49 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
For some reason, Imagine 3.0 is choking on a file on my hard drive. I've got
an A4000/040 with a 340 meg IDE drive.
I keep getting READ ERRORS on a pic.0029 in an animation I am working on.
Weird thing is this - AmigaDOS (Copy, List, Delete, etc) handles the file JUST
fine. Is Imagine 3.0 somehow using a custom file reader, instead of the ones
provided by the OS? If so, why?
Also, here's a SNAFU... If you've got an OBJECT loaded into your project, then
delete the object, there is no way to tell Imagine NOT to look for it... Easy
to reproduce. Create a project, load an object, save the project. From
AmigaDOS, delete the object (or rename it). Go back to the stage editor. Im3.0
will complain, but there is no option to delete the non-existant object, unless
I am missing it somewhere...
Other than that, the program is AWESOME. I've created a really slick little
anim to test the lens flare... Simply a textured torus set on its edge, and
a Flaring light source behind the torus that moves from Right to Left. The
flares look really cool. This will be an impressive part of my demo to my
users' group this month...
Additionally, I have modified my Imagine 3.0 manual a little bit, and it is
much easier to work with now. I went to Kinko's Copies, had them cut the
spiral ring binding off, and drill three holes into the manual, minding the
margin. I put it in a small binder I had, and it works GREAT now - lays open
and no pages falling out (problem I had). Total cost: $1.85.
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@endnode
@node IML-174 " MSG-174 Subject: Re: im_sun.jpg"
Subject: Re: im_sun.jpg
Date: Tue, 10 May 1994 07:35:17 -0500
From: ceverett@prairienet.org (Chris L. Everett)
>Anyway.. Just thought I'd praise that picture and tell you folks that I
>found a very nice Mercator projection of earth that wraps really nicely
>onto a sphere. Convert it to greyscale and it makes a pretty decent
>altitude map too. I was sent the picture in email so I don't know what
>FTP site it came from. The readme says only that it is from public
>data (as opposed to the "cloudless earth" image). I can upload it
>to aminet if somebody can tell me how :) Until then I'll consider
>mailing it to folks if you _really_ need it. I can post thumbnails
>to IML too (~29K message).
>Regards,
>Stephen
>____________________________________
>Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
>Software Engineer reward for doing it well is the
>LB&M Associates opportunity to do it again."
The mercator projection you're referring to is probably the one off of
aminet -- "pix/misc/earth.lha" is the file. Here's the readme:
---------------------
Short: Grey and color mercator projection of the earth
LONG: This is the archive from tp.informatik.uni-oldenburg.de. It
includes gifs and jpgs of a color and greyscale mercator
projection of the earth from elevation data.
---------------------
I converted the GIFs to IFFs (never been a big fan of JPEG stuff...too
lossy) and created a nice Earth object fairly quickly.
Hmmm...that reminds me: Has the brush-mapping in Imagine 3.0 gotten any
easier? 2.0 sorta automated it, but many times it sorta did it all wrong
automatically. Any 3.0 users care to comment?
- Chris
Chris Everett | This is an emergency, this is not a test.
Spectronics Int'l USA, Inc. | Had this been an actual test, you would
Champaign, Illinois | have been instructed to bring a number
ceverett@prairienet.org | two pencil. Heh heh m - That wuz cool.
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@endnode
@node IML-175 " MSG-175 Subject: Re: Mercator Projection of Earth"
Subject: Re: Mercator Projection of Earth
Date: Tue, 10 May 1994 09:02:41 -0400
From: Mark B Sachs <sachs@crayola.cse.psu.edu>
I confronted this particular problem recently... and a topographic
map of earth is nice and all, but one with clouds looks rather more
realistic, I think. Fortunately, there is just such an image available:
ftp to ftp.univ-rennes1.fr
cd pub/Images/ASTRO/space
and grab "earthmap.gif". It's a mercator projection of the Earth's
entire surface, complete with clouds. I took the gif, converted it
to IFF, loaded it into DPaint where I erased a small info bar at the bottom
and resized it to be perfectly square, then wrapped it around
a sphere in Imagine. Voila, a _very_ realistic looking Earth; it looked
quite nice in the film our group did.
There's plenty of other good astronomy pics at that same FTP site.
-Mark
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@endnode
@node IML-176 " MSG-176 Subject: Re: im_sun.jpg "
Subject: Re: im_sun.jpg
Date: Tue, 10 May 94 11:22:21 EDT
From: Mark Thompson <mark@westford.ccur.com>
imagine@email.sp.paramax.com writes:
> Wow! I just ftp'd im_sun.jpg off of aminet. It is very well done.
> How'd you do the solar flares?? They are quite convincing.
The flares look nice, and they would be better still if they animated
propperly. But the reall problem I have with that picture is that the
glow around the sun appears to make the stars around it disappear.
Is this user error or are transparent glows in Imagine broken?
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' 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 %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@endnode
@node IML-177 " MSG-177 Subject: Re: 3D viewing?"
Subject: Re: 3D viewing?
Date: Tue, 10 May 94 08:31:26 -0700
From: etotman@gort.ucsd.edu (Ed Totman)
>Hello, Imagine users,
> This question is kinda directed at those who use the Amiga version.
>I'm interesting in hearing from those who've created 3D stereo view anims
>with Amiga, on how the results turned out and whether you had any problems
>w/ either h/w or s/w in the process. I'm doing a project for a multimedia
>course and this topic seems rather appealing, but w/ a limited time, if
>it's not a good idea to do this in Imagine, I'd rather start on
>something else at this point.
> Also, can anyone tell me where I can find/locate/buy the Haitex LCD
>glasses and s/w here in the U.S.? If they're no longer available,
>anyone got any used ones for sale?
>Thanks,
Hi Tim,
I've created 3D stereo anims with imagine and the haitex.
Needless to say it's a better 3D than colored glasses, and when you move
objects around the screen the effect can be very impressive. The only
problem I had was that I could only use imagine to play the anims. The
default eye seperation settings are ok, so all you have to do is click on
the 3d stereo button and then 'make' an animation.
I bought mine several years ago from an individual who posted a 'for
sale' on the net. $60. It's definately a keeper. There's also at least
one shareware and one commercial modeler that supports the glasses.
Maybe you could post a 'wanted' to a few newsgroups. Good luck!
Ed Totman
etotman@gort.ucsd.edu
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@endnode
@node IML-178 " MSG-178 Subject: so long, and thanks for all the fish"
Subject: so long, and thanks for all the fish
Date: Tue, 10 May 94 10:13:44 -0600
From: Steve Koren <koren@hpfcogv.fc.hp.com>
I've been on the IML off and on since it was fairly small, new, and low
volume. However, it has come time for me to leave, and I just wanted to
say "so long". A lot of good information has come by over the years.
But the S/N ratio has gotten a bit low recently, and the sheer volume is
causing my mailer angst. I'll stop back in if/when an IML newsgroup
gets up and running. I'll still be using Imagine & related stuff
(Forge, Essence, etc).
Until then, render-ever-onwards, and pray to the render-gods for an
Imagine 3.1 with display database, ARexx, font, and and ASL support...
- steve
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@endnode
@node IML-179 " MSG-179 Subject: PCHG How?"
Subject: PCHG How?
Date: Mon, 09 May 94 22:52:48
From: "Richard Willkomm" <richard@hell.hacktic.nl>
> renderings
> (Haven't a graphics card yet).
Me neither. :-(
> I've tried a little with WASP 2.02. But it does give me some heavy
> banding.
Never tried it.
> then do the PCHG conversion. A little better but it's still not
> accepable.
> HamLabPlus any better?
I always use Hires/24 bit source files with Hamlabplus. These files
give you near AGA quality when you convert them to PCHG (depends on
kind of picture). I would certainly suggest using Hamlabplus. Don't
forget to use a sliced pallete with a setting of about 7
(depending on machine speed).
I've been using it for quite a while and I think it's great. It also
creates the smallest JPG files of all programs I know and still gives
you very good quality. If it would be possible to animate in
PCHG/Hires I wouldn't need a AGA machine, because PCHG is smaller and
gives very good results.
Greetings
**********************************************************************
* | Richard Willkomm ----- The Ray Freak----- *
* | -- *
* ######## #### | A500/GVP-HD+/030-33/882-50/9Mb/213MB -- *
* # # # | Gfx Co-Sysop The Hell BBS The Hague Holland *
* # ## ### | +31-70-3468783 -- *
* # # # | e-mail : richard@hell.hacktic.nl -- -- *
* # # # | NLA_net: 14:101/103.2 -- -- *
* | AMY_net: 39:153/108.2 --- *
* | *
* | The Amiga isn't dead yet....Stay tuned..... *
**********************************************************************
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@endnode
@node IML-180 " MSG-180 Subject: Re: SVGA modes for Imagine 3.0 on PC"
Subject: Re: SVGA modes for Imagine 3.0 on PC
Date: Mon, 09 May 94 22:52:47
From: "Richard Willkomm" <richard@hell.hacktic.nl>
Jeremy White wrote in a Mail about "Re: SVGA modes for Imagine 3.0 on PC":
> > When you say allmodes, does this mean you can only render in
> > certain resolutions that you VESA card supports or can you also render
> > something your card doesn't support (for printing etc).
> Oh, you can render in any mode you please (I have done some 1024x1024
> traces) but the VESA card must support the mode for it to work from
> within the "show" button on the project editor.
Ah, thanx. This is just what I needed to hear.
I never use the show button of Imagine itself. On the Amiga there are
far better programms that allow converting/showing of 24 Bit pictures.
Yes, this means I always render in 24 bit. I'm sure I would need to do
the same on a PC if I ever needed to buy one.
Greetings
**********************************************************************
* | Richard Willkomm ----- The Ray Freak----- *
* | -- *
* ######## #### | A500/GVP-HD+/030-33/882-50/9Mb/213MB -- *
* # # # | Gfx Co-Sysop The Hell BBS The Hague Holland *
* # ## ### | +31-70-3468783 -- *
* # # # | e-mail : richard@hell.hacktic.nl -- -- *
* # # # | NLA_net: 14:101/103.2 -- -- *
* | AMY_net: 39:153/108.2 --- *
* | *
* | The Amiga will be remembered as one of the *
* | best computers ever.......-- TRF May 1994 -- *
**********************************************************************
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@endnode
@node IML-181 " MSG-181 Subject: Re: Hey, hey, hey... it's..."
Subject: Re: Hey, hey, hey... it's...
Date: Tue, 10 May 1994 13:25:41 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
>Has anyone found any SCANLINE improvements? I see none.
Well, I found that Imagine 2.0 is rendering ALL my tests in Scanline
Faster than 3.0 is. The antialiasing is different but you don't really
notice unless you look for it. I was really hoping for Imagine 3 to be
faster not slower.
Jason K.
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@endnode
@node IML-182 " MSG-182 Subject: Imagine 2.0 integer and CSA MMR"
Subject: Imagine 2.0 integer and CSA MMR
Date: Mon, 09 May 94 22:52:45
From: "Richard Willkomm" <richard@hell.hacktic.nl>
Trin Yuthasastrackosol wrote in a Mail about "Imagine 2.0 integer and CSA
MMR":
> I have recently purchased a CSA MMR for my A500. It comes only with the
> FPU and the 25 Mhz '030 (alas, no 32 bit RAM). I currently have the
> integer
> version of Imagine 2.0 (from Amiga Format) but not the Floating point
> version. My question is, how much of a speed increase can I expect with
> the
> MMR using the integer version of the program? Will there be any at all or
> will I need the floating point vers. and/or 32 bit ram to see a speed
> increase? I *am* planning on upgrading to 3.0 quite soon, but if the
> latter is the case, then I will get off my arse and upgrade right aways!
> Thanks in advance!
Speed increase without any 32 Bit RAM is minimal, about 1.8 times as
fast as a normal 500. When I got my CSA MMR it didn't have any 32 bit
RAM either. But I do recall that fpu hunger programs like Imagine and
Fractal software where much faster. The best is to get both, that is
the fp version of Imagine, and some 32 bit RAM.
Greetings
**********************************************************************
* | Richard Willkomm ----- The Ray Freak----- *
* | -- *
* ######## #### | A500/GVP-HD+/030-33/882-50/9Mb/213MB -- *
* # # # | Gfx Co-Sysop The Hell BBS The Hague Holland *
* # ## ### | +31-70-3468783 -- *
* # # # | e-mail : richard@hell.hacktic.nl -- -- *
* # # # | NLA_net: 14:101/103.2 -- -- *
* | AMY_net: 39:153/108.2 --- *
* | *
* | The Amiga will be remembered as one of the *
* | best computers ever.......-- TRF May 1994 -- *
**********************************************************************
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@endnode
@node IML-183 " MSG-183 Subject: Re: 3.0 question?"
Subject: Re: 3.0 question?
Date: Tue, 10 May 1994 13:40:32 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
>but there is no option to delete the non-existant object, unless
>I am missing it somewhere...
You can delete the object from the ACTION editor. Or you can open the
ACTOR bar and change the name/path for the object to the new name/path.
Jason K.
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@endnode
@node IML-184 " MSG-184 Subject: Anybody still have that post from Apex?"
Subject: Anybody still have that post from Apex?
Date: Tue, 10 May 94 12:48:30 -0600
From: feifarek@students.wisc.edu (Matthew J. Feifarek)
Anybody still have that informational post about Forge etc?
I lost mine, and I need the phone number/ pricing info.
Steve?
Thanks! PRIVATE EMAIL ONLY OF COURSE!
PS. I was reading my last Impulse Graphics World... too bad about much of that
stuff that didn't get in... like a sine curve display for the eases "no more
mucking about with all of that math" oh well.
_______________________________________________________________________________
Matthew J. Feifarek University of Wisconsin Madison - Art Department
"All children are geniuses untill they are
feifarek@students.wisc.edu de-geniused by education" -R.Buckminster Fuller
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@endnode
@node IML-185 " MSG-185 Subject: re: Imagine 3.0 Woes - PAR problem!"
Subject: re: Imagine 3.0 Woes - PAR problem!
Date: Tue, 10 May 94 11:30:34 PST
From: sworf@terapin.com (Sam Worf)
On Mon 9-May-1994 8:25p, Michael Comet wrote:
MC> Grrrrrrrrrrrrrrrr.
MC> Imagine 3.0 will not render directly to the PAR board if you are using
MC> Lens Flares or other Global effects that take place int the post
MC> processing
MC> section.
MC> (...)
MC> Anyone else out there with a PAR find this problem!?
MC> Mike Comet
MC> mbc@po.cwru.edu
Yep, same problem here. This wreaks havoc with SENTRY (a directory monitor)
too, since Imagine now tricks SENTRY into executing my scripts at least 3
times
for evey frame: once when the file is initially opened, when it is closed at
the end of rendering, and when it is recreated after the global F/X pass. One
idea I had for making this easier to deal with for all SENTRY and PAR users
create the file in a temp directory, specified in Prefs, and when it's done,
copy it to the Stills directory and delete the temp file. This sounds like a
very simple fix to me.
Also, has anyone had problems using Depth of Field and Stereo 3D at the same
time? Every time I do this, the boundary between the top and bottom halves of
the uninterlaced pic is blurred, and the bottom half is skewed horizontally.
+--------------------------------------------------------+
|I'm sorry, but on my world I had a nice home, and a good|
|job with prospects, and I get angry at the thought that|
+-----------------\ my life suddenly /-------------------+
| A4000/40/1.2GB \----------------/ PAR/TBC-IV/U-220 |
| sworf@terapin.com > SAM J. WORF < samworf@holonet.net |
| GEnie:S.WORF /----------------\ Cmpu$rv:72411,3573 |
+--------------------------------------------------------+
|consists of sitting in sewage-filled models of my|
|own ear, being patronized by a lot of demented birds!|
+--------------------------------------------------------+
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@endnode
@node IML-186 " MSG-186 Subject: Re: Feathers"
Subject: Re: Feathers
Date: Tue, 10 May 1994 13:34:55 -0700
From: Lesk@cc.snow.edu (Lesk)
>BTW, the ribbed texture works great on a simple cylinder for making
>wound copper wire, garden hose, electrical cable, thread spools, etc.
>Should be getting an internet account of my own soon (oh, happy day!) so
>I'll be able to post some more ideas to the IML.
>Paul
Sounds Great! I will be looking forward to it. The real key to animation is
imagineation :)
Render Ho!
Lesk
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@endnode
@node IML-187 " MSG-187 Subject: Splines in Key Framing (Was: Imagine 3.0 Woes)"
Subject: Splines in Key Framing (Was: Imagine 3.0 Woes)
Date: Tue, 10 May 1994 15:04:00 -0400
From: david.wyand@canrem.com (David Wyand)
Hi Mike!
> Despite this, the program is awesome. Finally browse button for all
>thos path entry fields. Plus Key framing pos/align/size now uses
>splines!
I am still waiting for my Imagine 3.0, but can't resist asking:
How does keyframing make use of splines? Does the spline pop up in a
window and you just drag the knots to change the rate of change? Is
there also a numerical output so you know that your knot is close to
where you want it? Just want to know...
-Dave
david.wyand@canrem.com
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@endnode
@node IML-188 " MSG-188 Subject: Re: 3.0 question?"
Subject: Re: 3.0 question?
Date: Tue, 10 May 1994 14:57:39 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
Thanks for the reminder, Jason... My brain was shut down for a little while.
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fanatic, Imagine user, head of
BowTie Productions, documentation author, single guy, and much, much more!
On Tue, 10 May 1994, Jason B Koszarsky wrote:
> >but there is no option to delete the non-existant object, unless
> >I am missing it somewhere...
> You can delete the object from the ACTION editor. Or you can open the
> ACTOR bar and change the name/path for the object to the new name/path.
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@endnode
@node IML-189 " MSG-189 Subject: Re: so long, and thanks for all the fish"
Subject: Re: so long, and thanks for all the fish
Date: Tue, 10 May 1994 15:34:25 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
Hi Steve. I think I speak for the spirit of the IML in telling you how
much you will be missed. I know that many of your posts have helped me a
lot, both directly by offering good tips and hints, and indirectly
through 'style' things... Best wishes, and don't forget to visit us!
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fanatic, Imagine user, head of
BowTie Productions, documentation author, single guy, and much, much more!
On Tue, 10 May 1994, Steve Koren wrote:
> I've been on the IML off and on since it was fairly small, new, and low
> volume. However, it has come time for me to leave, and I just wanted to
> say "so long". A lot of good information has come by over the years.
> But the S/N ratio has gotten a bit low recently, and the sheer volume is
> causing my mailer angst. I'll stop back in if/when an IML newsgroup
> gets up and running. I'll still be using Imagine & related stuff
> (Forge, Essence, etc).
> Until then, render-ever-onwards, and pray to the render-gods for an
> Imagine 3.1 with display database, ARexx, font, and and ASL support...
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@endnode
@node IML-190 " MSG-190 Subject: im_sun/star transparency"
Subject: im_sun/star transparency
Date: Tue, 10 May 1994 16:04:05 -0400
From: "Paul Wehner" <usr9110a@tso.uc.edu>
Stars didn't render through transparent objects in 2.0, possibly not fixed in
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@endnode
@node IML-191 " MSG-191 Subject: re: 3.0 question"
Subject: re: 3.0 question
Date: Tue, 10 May 1994 16:01:04 -0400
From: "Paul Wehner" <usr9110a@tso.uc.edu>
Drew, have you checked the action editor for the deleted/renamed object entry?
I'm thinking that IM's staging file needs to be made aware of the changes from
the action editor.
"If you've got an OBJECT loaded into your project, then
delete the object, there is no way to tell Imagine NOT to look for it... Easy
to reproduce. Create a project, load an object, save the project. From
AmigaDOS, delete the object (or rename it). Go back to the stage editor. Im3.0
will complain, but there is no option to delete the non-existant object, unless
I am missing it somewhere..."
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@endnode
@node IML-192 " MSG-192 Subject: Opal, Forge, Essence, Imagine"
Subject: Opal, Forge, Essence, Imagine
Date: Tue, 10 May 1994 16:22:01 -0400 (EDT)
From: woovis@infinet.com (William V. Swartz)
Thanks to all that clued me in on having to run OpalHotKey with Imagine.
While eagerly awaiting my copy of Forge and the Essence updates to arrive, I
wonder if anyone else has FORGEd ahead with an Opal and how the two work
together?
I should probably try before asking, but is there anything I need to do to
my existing Essence textures to get them into Imagine3.0? I had heard there
was a script for prepping them for use with 2.9, is this what is needed?
Thanks to all you light objects out there...
\X/ -BiL-
woovis@infinet.com (See my 'Imagine'-ary signature below)
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@endnode
@node IML-193 " MSG-193 Subject: Re: Canada Imagine 3.0..."
Subject: Re: Canada Imagine 3.0...
Date: Tue, 10 May 1994 15:24:00 -0400
From: david.wyand@canrem.com (David Wyand)
Hi Cyrus!
>I assume you are talking about soft edged light sources. They seem to
>to be little more than an effect that makes the circumfrence of the
>spot
>cast by a light soft. However, all shadows are STILL hard edged.
Actually, I was talking about soft edged transparent objects (as in
LightWave). I thought that Mike said that this would be included in
Imagine 3.0.
The shadows are still hard? That's too bad. Anyone else want to
comment?
-Dave
david.wyand@canrem.com
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@endnode
@node IML-194 " MSG-194 Subject: Imagine 3.0 patch"
Subject: Imagine 3.0 patch
Date: Tue, 10 May 1994 16:39:30 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
Can someone with the bug fix patch & internet access please upload the
patch to an Aminet site? I don't have access to compuserve and therefore
can't DL the fix.
Thanx.
Jason K.
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@endnode
@node IML-195 " MSG-195 Subject: Re: im_sun.jpg"
Subject: Re: im_sun.jpg
Date: Tue, 10 May 1994 16:29:04 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
>But the reall problem I have with that picture is that the
>glow around the sun appears to make the stars around it disappear.
Even if it were an error, that's what should happen anyway. If you
are looking towards the sun, its light is intense enough to make the
surrounding stars invisible. A problem that I have with every sci-fi
show/movie I've seen is that the fx guys always ignore this. Most of
the time in scifi you can see the stars thru the planet's atmosphere on
the bright side. It makes things look too fake.
Jason K.
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@endnode
@node IML-196 " MSG-196 Subject: Re: Imagine 3.0 Woes - PAR problem!"
Subject: Re: Imagine 3.0 Woes - PAR problem!
Date: Tue, 10 May 94 18:35:30 EDT
From: "Steve J. Lombardi" <stlombo@eos.acm.rpi.edu>
> This means I will have to render to another drive, and then convert in
> batches. Annoying since I am low on HD and prefer going straight to the PAR.
If HD space is a concer, try out a program like ASDG's Sentry. It can wait for
a final render and then operate on it (copy to PAR) and finally delete it.
Actually, now that I think about it you will probably have the same problem
as Sentry will also try to jump in when Imagine first closes the file.
> Despite this, the program is awesome. Finally browse button for all those
> path entry fields. Plus Key framing pos/align/size now uses splines! That's
> probably the most needed/useful feature added....blah blah blah.
AGREED! I know this has been standard in other packages for awhile, but
it is still quite nice not to have to draw a spline path to get smooth motion.
steve lombardi
stlombo@acm.rpi.edu
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@endnode
@node IML-197 " MSG-197 Subject: Re: It's humid in here...Was Re: Comp.(!)transp."
Subject: Re: It's humid in here...Was Re: Comp.(!)transp.
Date: Wed, 11 May 1994 10:09:02 +0800
From: Jukka Palko <jpalko@krksun.krk.fi>
On Thu, 5 May 1994 SPICE@DRYCAS.CLUB.CC.CMU.EDU wrote:
> From: Dean Pompilio <dean@motbch.rtsg.mot.com>
> >Hello all,
> >I would like to know if there is a PD or commercial utility for virtual
> >memory that will let me play longer animations than my current memory will
> >allow. (I have 10Mb now) I know of PAR, but this is still out of my
> >financial reach. What I need is some kind of prog that will use my HD as
> >extra mem and somehow buffer the frames into regular memory to allow smooth
> >playback.
> If you have an Amiga there are quite a few programs that will allow you
> to play ANIMs off the hard disk. If you want commercial programs, try
> Scala, Anim WorkShop(I think), Magic Lantern and Clarissa. In the
> freeware/shareware area there is RTap, BigAnim and MainActor.
> Scott Corley
I do not think that there would be much problems with playing even
large animations on the Amiga, the only thing that you need for fast
animation playing is ViewTek and a SCSI hard disk.
I have still an IDE and that is slow for playing from hard disk.
Because of this I have been thinking on getting the A4000T, simply because
it has a Fast-SCSI-2 hard disk, and with that you can get easily 10 Mb/s
from the hard disk. IDE gives 1.5 Mb/s. SCSI can give up to 6 Mb/s so the
A4000T will be a wise choise.
> spice@drycas.club.cc.cmu.edu
Jukka Palko, A4000/040 + 16Mb Fast + Real 3DV2.47
Bodomintie 14 Home: +358-0-841006 // May the
02940 Espoo Sysop of Rising Sun \\ // (Eric) Schwartz
Finland BBS: +358-0-5053692 14.4k \X/ be with you!!
Nice pile of little particles, do what I want!!!
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@endnode
@node IML-198 " MSG-198 Subject: Imagine Screen Sizes"
Subject: Imagine Screen Sizes
Date: Tue, 10 May 94 23:26:46 GMT-2
From: izi@scala.ping.dk (Soren Wind)
Does anyone know, how to patch the screensizes in Imagine V3.0....
i certainly want some extreme overscan...
Soren Wind - IZI/ImPACT __ ___ _
GFX / 3D Design / Raytrace \ \ / (_)____ _ __ _| |
Fidonet Scala 2:230/418.30 \ V /| (_-< || / _` | | /\\
Fidonet ATeam 2:230/714.17 _\_/ |_/__/\_,_\__,_|_|__ \\/
Amiganet : 39:141/104.30 |_ _|_ __ _ __ __ _ __| |_
E-MAIL ADD1:izi@scala.ping.dk | || ' \| '_ \/ _` / _| _|
E-MAIL ADD2: - OFFLINE - |___|_|_|_| .__/\__,_\__|\__|tm
A2K/030/882/9MB/345MB/33Mhz+SVGA Running|_|/fast/ for a *Picasso* *II*
... Nostalgia isn't what it used to be!
-- Via Xenolink 1.90
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@endnode
@node IML-199 " MSG-199 Subject: Taskpri once again"
Subject: Taskpri once again
Date: Tue, 10 May 94 23:38:22 GMT-2
From: izi@scala.ping.dk (Soren Wind)
How do i define the Taskpriority as a TOOLTYPE in Imagine V3.0..
I Can't make TASKPRI=-1 WORK, any suggestions...?
Soren Wind - IZI/ImPACT __ ___ _
GFX / 3D Design / Raytrace \ \ / (_)____ _ __ _| |
Fidonet Scala 2:230/418.30 \ V /| (_-< || / _` | | /\\
Fidonet ATeam 2:230/714.17 _\_/ |_/__/\_,_\__,_|_|__ \\/
Amiganet : 39:141/104.30 |_ _|_ __ _ __ __ _ __| |_
E-MAIL ADD1:izi@scala.ping.dk | || ' \| '_ \/ _` / _| _|
E-MAIL ADD2: - OFFLINE - |___|_|_|_| .__/\__,_\__|\__|tm
A2K/030/882/9MB/345MB/33Mhz+SVGA Running|_|/fast/ for a *Picasso* *II*
... Electricians are live wires!
-- Via Xenolink 1.90
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@endnode
@node IML-200 " MSG-200 Subject: Questions"
Subject: Questions
Date: Tue, 10 May 94 19:35:58 EDT
From: captkurt@aol.com
Hi all,
I am looking a model of a human figure, perferable a strong male figure. I
am also looking for models of swords, shields, spears, and armor. None of
these need to be very detailed, they are needed to be used as statues.
If anyone has some or all of these please contact me.
Also does anyone have the e-mail address for Impluse?
Thanks
P.S. I got PC Imagine 3.0 a few days ago, and boy is it nice. A great
improvement on an already great product. Kudos to the guys and gals at
Impulse!!!!
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@endnode
@node IML-201 " MSG-201 Subject: Re: im_sun/star transparency"
Subject: Re: im_sun/star transparency
Date: Tue, 10 May 1994 19:07:39 -0500 (CDT)
From: Michael Halleen <halleen@Mercury.mcs.com>
Hey I'm new to this list, and this is my first post.
On Tue, 10 May 1994, Paul Wehner wrote:
> Stars didn't render through transparent objects in 2.0, possibly not fixed in
> 3.0?
Backdrop images didn't render through transparent obejects in 2.0 either.
Has this been fixed in 3.0?
Also, what are Essance and Forge?
thanks
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@endnode
@node IML-202 " MSG-202 Subject: Reflection bugfix on Compu$erve"
Subject: Reflection bugfix on Compu$erve
Date: Wed, 11 May 1994 10:55:51 +1000 (EST)
From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
I have been informed that a patch that fixes the reflection bug in
Imagine 3 (reflective objects not reflecting the ground) has been made
available on Compu$erve.
(both PC and Amiga version)
I do not have access to Compuserve, and getting access to it in Australia
is very expensive.
So, I was just wondering if anyone who has an account on Compuserve could
upload it to Aminet ?
Alternatively, if you can't ftp to Aminet, e-mail the patch to me (in
uuencoded form) and I'll upload it to Aminet.
nvukovlj@extro.ucc.su.oz.au
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@endnode
@node IML-203 " MSG-203 Subject: Re: Taskpri once again"
Subject: Re: Taskpri once again
Date: Tue, 10 May 1994 22:00:48 -0400
From: "Alexander G. M. Smith" <agmsmith@gabriel.resudox.net>
izi@scala.ping.dk (Soren Wind) wrote on Tue, 10 May 94 23:38:22 GMT-2:
>How do i define the Taskpriority as a TOOLTYPE in Imagine V3.0..
>I Can't make TASKPRI=-1 WORK, any suggestions...?
AmigaDOS 2.0 and up should recognize TOOLPRI as the magic word
for setting inital task priority for programs started from the
workbench. Don't confuse it with STARTPRI which does something
else.
- Alex
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@endnode
@node IML-204 " MSG-204 Subject: RE: Imagine 3.0 patch"
Subject: RE: Imagine 3.0 patch
Date: Wed, 11 May 94 11:41:39 EST
From: luiten@trantor.nmsd.oz.au (Robin Luiten)
>Can someone with the bug fix patch & internet access please upload the
>patch to an Aminet site? I don't have access to compuserve and therefore
>can't DL the fix.
>Thanx.
>Jason K.
I have been reading with interest all the posts about Imagine 3.
Excuse my but have I missed something ? What patch ? has impulse
released a patch allready ?
Or are you talking about screen size patch ?
Robin
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@endnode
@node IML-205 " MSG-205 Subject: Re: Joining the Imagine Mailing List"
Subject: Re: Joining the Imagine Mailing List
Date: Wed, 11 May 1994 13:35:56 +1000 (EST)
From: Leo Hamulczyk <LEHAM1@vcp.monash.edu.au>
To all those who want to join the list, send to
imagine-request@email.sp.paramax.com
with subscribe in the subject: line.
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@endnode
@node IML-206 " MSG-206 Subject: Re: Imagine 3.0 patch"
Subject: Re: Imagine 3.0 patch
Date: Wed, 11 May 1994 00:09:05 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
>What fix?
>Tell me more about this.
> Where did you here about it? I have been watching very close and
Ok. This patch was released by IMPULSE to fix the reflection bug in scanline
that I was talking about a few days back. IMPULSE stuck on COMPUSERVE but
I've got no access to that. I'm hoping that someone can get it up on
Aminet.
The word about this patch came from Mike Halvorson, thanx.
Jason K.
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@endnode
@node IML-207 " MSG-207 Subject: Sorry Could Not Find Subject!"
Date: Wed, 11 May 1994 12:47:07 +0800
From: Mark Johnson <johnno@cs.curtin.edu.au>
Dose Impules have an Email address?
If not. I would like some info on Imagine for the SGI box. I work for a
university in Perth Australia, in the computing section. I showed of Imagine 2
and also the im_sun.jpg to them and there impressed. They would like to look int
o a version for UNIX. Impluse are getting this?
Any info would be good.
Thank you.
Mark Johnson
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@endnode
@node IML-208 " MSG-208 Subject: 3.0 Hits Canada! (or at least my mailbox)"
Subject: 3.0 Hits Canada! (or at least my mailbox)
Date: Tue, 10 May 1994 23:55:37 -0600
From: beeton@SEDSystems.ca (Gary Beeton, beeton@SEDSystems.ca)
Guess what I found in my mailbox after work today!!! But I have tickets to
see Sarah McLachlan tonight...
!!! LIFE CAN BE SOOO CRUEL !!!
First impressions? Well, the label on disk #2 is stuck on upsidedown. I
think I can learn to live with that. Other than that... ... well maybe
I should install it first.
The other thing I found in my mailbox was a copy of the Impulse Gazette, the
new (Vol 1, Issue 1) Impulse newsletter. What a great mail-day! (Concert
was pretty damn good too)
p.s. For Matthew who asked for it:
Impulse Inc.
8416 Xerxes Ave. N.
Brooklyn Park, MN.
55444
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@endnode
@node IML-209 " MSG-209 Subject: Re: Taskpri once again"
Subject: Re: Taskpri once again
Date: Wed, 11 May 1994 02:13:39 -0500
From: ceverett@prairienet.org (Chris L. Everett)
>How do i define the Taskpriority as a TOOLTYPE in Imagine V3.0..
>I Can't make TASKPRI=-1 WORK, any suggestions...?
Dunno about TOOLTYPEs, but with Imagine V2.0 double-clicking the icon and
then running XOper or ARTM and changing the priority from there always
worked well. Not elegant, but effective.
- Chris
Chris Everett | This is an emergency, this is not a test.
Spectronics Int'l USA, Inc. | Had this been an actual test, you would
Champaign, Illinois | have been instructed to bring a number
ceverett@prairienet.org | two pencil. Heh heh m - That wuz cool.
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@endnode
@node IML-210 " MSG-210 Subject: Re: Reflection bugfix on Compu$erve"
Subject: Re: Reflection bugfix on Compu$erve
Date: Wed, 11 May 1994 08:34:49 -0500 (CDT)
From: Cliff Lee <cel@tenet.edu>
I have the fix. It includes both the DOS version and the Amiga in a DOS
ZIP file. I also have the same thing in a LHA file. Since for the most
part people here speak LHA, I will UUENCODE it to the list in my next
message. I'll make the title distinguishable.
Cliff Lee cel@tenet.edu
"You can always make up a class,
You can never make up a party!"
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@endnode
@node IML-211 " MSG-211 Subject: Re: 3.0 Textures"
Subject: Re: 3.0 Textures
Date: Wed, 11 May 1994 07:55:55 -0700
From: Lesk@cc.snow.edu (Lesk)
>Ha! I'm having absolutely no luck with bones whatsoever!
>TTYL!
>Paul
I forgot to ask you about this. What are you having trouble with? maybe I
can help you step through it. how far did you get?
I started by just following the manual step by step although a few things
failed to work like they said I just moved on ahead. and in the end my
fingers moved very well. Starting my own bones object however took throwing
out the book and sleeping on it, then returning sunday morning with my own
ideas and whammo off I went....
Render Ho!
Lesk
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@endnode
@node IML-212 " MSG-212 Subject: Yee haa!"
Subject: Yee haa!
Date: Wed, 11 May 94 15:54:06 +0100
From: gowdy@d1.ph.gla.ac.uk (Stephen Gowdy)
Hi Cliff
Good of you to send us all that bugfix. Still haven't got
my copy of Imagine3 yet! Oh well, at least I'll be able to fix it
when it arrives. Standard question: anyone in the UK got it yet?
regards,
Stephen.
****************************************************************************
*Stephen J Gowdy *A4000/040* High Energy Physics Group, *
* *460 MB HD* Dept Of Physics & Astronomy, *
*DECNet: 20075::GOWDY *6MEG RAM!* University of Glasgow. *
*InterNet: GOWDY@v2.ph.gla.ac.uk*It moves!* Tel: +44 (0)41 339 8855 E:5894 *
****************************************************************************
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@endnode
@node IML-213 " MSG-213 Subject: Halvorson's Coverdisk-->3.0 Offer"
Subject: Halvorson's Coverdisk-->3.0 Offer
Date: Wed, 11 May 1994 10:05:22 -0500 (CDT)
From: Michael Whitten <mw@lenti.med.umn.edu>
I know it must be pretty busy over at Impulse these days, what with Imagine
3.0 shipping and bug reports probably coming in like crazy, but I wrote
Mike almost a month ago and haven't heard a thing from them concerning
how one could upgrade to 3.0 from the AF Coverdisk Imagine 2.0. Previous
posts to IML indicated Mike Halvorson's approval of this upgrade path;
I just want to know what Impulse would like in the way of proof. Does
anyone have anymore information?
Michael
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
+ M.D. Whitten mw@lenti.med.umn.edu Sentience is overrated. +
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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@endnode
@node IML-214 " MSG-214 Subject: Re: Questions"
Subject: Re: Questions
Date: Wed, 11 May 1994 09:40:18 -0700
From: Tim Salazar <grover@cyber.net>
Try Humanoid and Cycleman both by Crestline Software publishing designer
Tim Wilson. These are cycle objects of human figures. Cycleman is the
first and lower resolution. But the Humanoid figures are excellent!
Humanoid has both reg and strong man figures and a female figure. We are
supposed to be getting a child figure sometime. (Anyone gotten theirs yet?)
Humanoid and Cycleman
Crestline Software
909-338-1786
PO Box 4691, Crestline, CA 92325
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@endnode
@node IML-215 " MSG-215 Subject: Imagine --> Unix"
Subject: Imagine --> Unix
Date: Wed, 11 May 1994 10:23:28 -0700 (PDT)
From: Fred Crowell <fcrow@calvin.linfield.edu>
Does anyone have experience transferring imagine objects and scenes to a
unix box to render in rayshade. I remember Kiernan talking about some
converters he had written a while back. I have access to about 90 Mips
of processor running rayshade and would sure like to take advantage of it.
==============================================================================
-- Fred Crowell -- fcrow@linfield.edu --
==============================================================================
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@endnode
@node IML-216 " MSG-216 Subject: IM3FIX.LHA (15k) Bug fix UUENCODED patch"
Subject: IM3FIX.LHA (15k) Bug fix UUENCODED patch
Date: Wed, 11 May 1994 08:40:46 -0500 (CDT)
From: Cliff Lee <cel@tenet.edu>
Here it is! Contains both the DOS and amiga version. I've not used this
yet, so I can't tell you if it works. There are readme files. Read-em!
begin 640 x
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:?I9K92IXZ?^3(BA4X/7VG)"77J)L5DHR@0`1
Cliff Lee cel@tenet.edu
"You can always make up a class,
You can never make up a party!"
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-217 " MSG-217 Subject: Re: im_sun.jpg"
Subject: Re: im_sun.jpg
Date: Wed, 11 May 94 15:11:21
From: cyrus@dialup-1-144.gw.umn.edu (cyrus)
Hi Jason,
> >But the reall problem I have with that picture is that the
> >glow around the sun appears to make the stars around it disappear.
> Even if it were an error, that's what should happen anyway. If you
> are looking towards the sun, its light is intense enough to make the
> surrounding stars invisible. A problem that I have with every sci-fi
> show/movie I've seen is that the fx guys always ignore this. Most of
> the time in scifi you can see the stars thru the planet's atmosphere on
> the bright side. It makes things look too fake.
The absence of the stars IS intentional. A third disk was added (I menioned
this in my original explanation) to keep the stars out. I admit that it is a
little big and abrupt, but it is there intentionally.
I will try again to upload 'im_sunii.jpg' to the net. It should help explain
everything...
*** THIS MESSAGE IS FROM MY SLIP CONNECTION. REPLY TO ADDR BELOW ***
__________________________________________________________________
| Cyrus J. Kalbrener <kalb0003@gold.tc.umn.edu> |
| +-+ |
| This space reserved for really important thought----->| | |
| +-+ |
|Finger me for PGP pub key: |
|29BA61 1994/03/07 94 55 FC 98 23 E7 1B 6E 3E B7 BA 28 E8 FB 14 F5|
====================================================================
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-218 " MSG-218 Subject: Mercator projection"
Subject: Mercator projection
Date: Wed, 11 May 94 16:42:02 CDT
From: wilks@lbm.com (Stephen Wilkinson)
Hello!
I've sent out the Mercator map to all who asked for it as of
May 11 1994 16:00:00 CST USA. I'm afraid since I posted it to aminet,
I can no longer afford to send it to folks who request it after now...
Hope everybody got it who needed it!! BTW Mark Sachs' pointer to
the ftp.univ-rennes1.fr /pub/Images/ASTRO/earthmap.gif is much nicer
than my map ;^)
Regards to all,
Stephen
____________________________________
Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
Software Engineer reward for doing it well is the
LB&M Associates opportunity to do it again."
____________________________________
#define OPINION (myown)
#define COMPANYOPINION (~myown)
This message created using 87% recycled neuro-transmitters
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-219 " MSG-219 Subject: Re: Halvorson's Coverdisk-->3.0 Offer"
Subject: Re: Halvorson's Coverdisk-->3.0 Offer
Date: Wed, 11 May 94 16:23:13 CDT
From: wilks@lbm.com (Stephen Wilkinson)
Michael Whitten <mw@lenti.med.umn.edu> asked:
[snip]
> Mike almost a month ago and haven't heard a thing from them concerning
> how one could upgrade to 3.0 from the AF Coverdisk Imagine 2.0. Previous
> posts to IML indicated Mike Halvorson's approval of this upgrade path;
> I just want to know what Impulse would like in the way of proof. Does
> anyone have anymore information?
I wrote the post you're probably asking about. I sent in a letter to
Impulse attn: Mike Halvorson with a copy of Mr. Halvorson's email
message attached and also, I sent in the coupon that was in AFormat
magazine (Filled out with my address info and the English addresses
lined out). I haven't received 3.0 yet or my bank statement so I can
see if the check was cached. I'll let you guys know!
Stephen
____________________________________
Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
Software Engineer reward for doing it well is the
LB&M Associates opportunity to do it again."
____________________________________
#define OPINION (myown)
#define COMPANYOPINION (~myown)
This message created using 87% recycled neuro-transmitters
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-220 " MSG-220 Subject: Re: 3.0 Hits Canada! (or at least my mailbox)"
Subject: Re: 3.0 Hits Canada! (or at least my mailbox)
Date: Thu, 12 May 94 08:40:14 CST
From: mor@mod.dsto.gov.au (Matthew O'Reilly)
To all those that mailed me Impulses address, thankyou.
I called them last night and the bloke said Australian orders were going out
"TODAY", expect it in 4-5 working days....I am now holding my breath....
> p.s. For Matthew who asked for it:
> Impulse Inc.
> 8416 Xerxes Ave. N.
> Brooklyn Park, MN.
> 55444
--Matthew
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-221 " MSG-221 Subject: Re: Impulses address"
Subject: Re: Impulses address
Date: Thu, 12 May 94 08:46:15 CST
From: mor@mod.dsto.gov.au (Matthew O'Reilly)
I received so many replies I couldn't reply to them all without my boss
killing me :-), so
THANKYOU IML readers who so kindly forwarded me IMPULSES address.
I called them last night and the bloke said Australian orders were going out
"TODAY", expect it in 4-5 working days....I am now holding my breath....
--Matthew (With no Imagine-ation)
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-222 " MSG-222 Subject: Impulse email addresses"
Subject: Impulse email addresses
Date: Wed, 11 May 1994 20:05:39 -0500 (CDT)
From: Michael Halleen <halleen@Mercury.mcs.com>
Someone was asking about Impulse's email...
The Impulse Gazette lists two Compuserve accounts. Compuserve *is*
connected to the internet by email.
76004.1767@CompuServe.com
72662.3330@CompuServe.com
Note, CS addresses usually have commas in them. Since this will choke
most internet mail programs, replacing them with .'s will also work.
I have not tried these, but I have mailed to and from CS this way many
times.
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-223 " MSG-223 Subject: Where on Compuserve is 3.0 fix?"
Subject: Where on Compuserve is 3.0 fix?
Date: Wed, 11 May 1994 21:51:37 -0400 (EDT)
From: ARTISTE@delphi.com
I can't seem to find the Imagine Forum on Compuserve. I tried Go Imagine
(per user's guide), I also tried Go Impulse. Both brought me a name
unrecognized message. I also looked in the Graphics Forum. What's the
scoop?
Larry Jacobs
Arts & Algorithms
Tampa, FL
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-224 " MSG-224 Subject: Fog bugs arise in 3.0"
Subject: Fog bugs arise in 3.0
Date: Wed, 11 May 1994 20:31:21 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
I did some simple tests with overlapping Fog objects in the detail
editor. The results indicate that fog is STILL not working correctly.
In the uuencoded file below there are 3 pics and a readme describing
the pics.
Two pics show the cancellation of overlapping fogs, not good.
The third pic shows what they should have looked like if Fog worked
correctly. This was done by placing one fog behind the other but not
intersecting them at all, so no shared volumes.
I didn't include a pic of this, but if you overlap 3 fogs on the same
volume you get 1 fog. The first fog turns fog on, the 2nd turns it off,
the 3rd turns it back on again. But the fog density doesn't increase
as it should if you have 3 overlapping fogs. My 3rd pic shows the
two fogs and how the double density should look.
Jason K.
--------------------------------------------------------------------
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EUBL@<P;3E4WW^017K7(.Y[$E]%QENXJW)?T?HR1Z<I4TFVB@ $1'
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-225 " MSG-225 Subject: Re: Where on Compuserve is 3.0 fix?"
Subject: Re: Where on Compuserve is 3.0 fix?
Date: Wed, 11 May 1994 21:57:52 -0500 (CDT)
From: Cliff Lee <cel@tenet.edu>
On Wed, 11 May 1994 ARTISTE@delphi.com wrote:
> I can't seem to find the Imagine Forum on Compuserve. I tried Go Imagine
> (per user's guide), I also tried Go Impulse. Both brought me a name
> unrecognized message. I also looked in the Graphics Forum. What's the
> scoop?
Go Amiga, then choose the Amiga Vendor forum. From there choose
Impulse. FYI, I've posted it to the list today. so thats were I got it...
Cliff Lee cel@tenet.edu
"You can always make up a class,
You can never make up a party!"
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@endnode
@node IML-226 " MSG-226 Subject: PC drivers for Imagine 2.0"
Subject: PC drivers for Imagine 2.0
Date: Thu, 12 May 1994 12:56:16 +0930 (CST)
From: FREEMANR@dstos3.dsto.gov.au
Is their a driver that I can use to show my animations created in Imagine 2.0
on an Amiga
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@endnode
@node IML-227 " MSG-227 Subject: Re: PC drivers for Imagine 2.0"
Subject: Re: PC drivers for Imagine 2.0
Date: Thu, 12 May 94 0:37:51 EST
From: quarters@expert.cc.purdue.edu (Jeff Hanna)
> Is their a driver that I can use to show my animations created in Imagine 2.0
> on an Amiga
Are you saying that you want to show Imagine 2.0:PC files on an Amiga, or
that the files were created in Imagine 2.0 running on an Amiga?
If you want to show files created in PC Imagine 2.0 on an Amiga, there are
quite a numbe of .FLC/.FLI players for the Amiga on the Aminet. The best
probably being MainActor.
I know of no .anim (or Impulse proprietary animation format) players for
the PC.
-------------------------------------------------------------------------------
Jeff Hanna | "Albert Einstein nailed space-time, but the
quarters@expert.cc.purdue.edu | Wild Thing had him stumped."
quarters@genie.geis.com | -Thomas Dolby
-------------------------------------------------------------------------------
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@endnode
@node IML-228 " MSG-228 Subject: Re: Imagine 3.0 patch"
Subject: Re: Imagine 3.0 patch
Date: Thu, 12 May 94 05:33:00 +0200
From: dsan@cindy.ct.se (Dan Santos)
In a message of 11 May 94 Robin Luiten wrote to me:
RL> Or are you talking about screen size patch ?
This I wanted to ask for a long time: Can the screen size be patched to any
size? I'd like to run it on a 1024*768 screen, but I get garbage on the screen
while performing certain operations when it's promoted to that size by
Picasso's ChangeScreen utility. I have no problems running Imagine on a Picasso
screen using Imagines usual screen size, so I guess my problems would be solved
if I could change Imagines hard-coded screen size.. How do I get a patch for
"my" resolution?
RL> Robin
/Dan (dsan@cindy.ct.se)
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@endnode
@node IML-229 " MSG-229 Subject: Re: Photographic Lighting"
Subject: Re: Photographic Lighting
Date: Thu, 12 May 1994 01:32:42 -0400 (EDT)
From: "Mr. Scott Krehbiel; ACS (PC)" <scott@umbc.edu>
What would happen if someone set up a scene, with a light shining on
say a white wall, which they'd like to reflect some light onto some
object, then after rendering the scene, grabbed the color of the white
wall (at whatever RGB value it happened to show up on screen) and added
a lightsource with exactly that RGB value at that spot on the wall?
Know What I mean?? No clue??
Lemme try to word this better...
what if you set sampled the color of an object that is supposed to reflect
light, and used the sampled values for the colors of a light source??
Would it come out too bright?? Do you all think that some formula could
be worked out for getting the right values??
Example: render a scene with red beachball sitting next to white wall.
sample color of beach ball (which is kinda orangy 'cause the lighting was
yellow) and cut values to 1/3 of what was sampled. Now place a non
shadow-casting light in the ball.
Anyone had any luck coming up with such a ratio for imitating radiosity??
Scott Krehbiel
On 6 Mar 1994, J_GEORGE wrote:
> Has anyone experimented with implementing 'true' photographic lighting in
> their renderings? Particularly with the use of filter-objects to simulate
> diffuse lighting for soft shadows, bouncing light off reflectors, and etc.
> I've been doing a few tests with this, but haven't been able to come across an
> workable solutions beyond simply using multiple light sources.
> I guess in a nutshell I'm trying to figure out what real-world light principle
> apply to Imagine. Any help/advice/info would be appreciated.
> I\/Iax
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@endnode
@node IML-230 " MSG-230 Subject: Imagine 3.0 thoughts..."
Subject: Imagine 3.0 thoughts...
Date: Sun, 08 May 94 23:15:00 -0700
From: jeff.saffold@lookout.com (Jeff Saffold)
APV> Is it just me, or will Im3.0 allow you to have multiple lines of user
APV> gadgets
APV> down at the bottom of the screen? NICE!
Yes, but only 2 lines. (Well, that might be enough.... For NOW.:)
The first line is pretty crowded, but the second (and last) seems to
have a LOT of room now.:)
Q-Blue 1.0
...Computers are tools, but the Amiga is an instrument.
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@endnode
@node IML-231 " MSG-231 Subject: re: imagine3.0"
Subject: re: imagine3.0
Date: Sun, 08 May 94 23:35:00 -0700
From: jeff.saffold@lookout.com (Jeff Saffold)
SP> anyway I have a question for people out there about essence : does the
SP> version we all have work with imagine3.0 ? i still remember
SP> Mike Halvorson assuring on the mail that it would be ! if
SP> so, which version works for it : the original 2.0 version
SP> or the patched 2.9 version ?
Altho I haven't tried it very extensively, Essence is still not able
to work under Imagine 3.0, unless you do the 2.9 fix..
Q-Blue 1.0
...Shirley's Law: "Most people deserve each other."
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@endnode
@node IML-232 " MSG-232 Subject: Buf Fix for Imagine 3.0"
Subject: Buf Fix for Imagine 3.0
Date: Thu, 12 May 1994 00:37:09 -0600 (MDT)
From: Jeremy Williams <Jeremy.Williams@m.cc.utah.edu>
Just wanted to thank you for the bug fix for scanline reflections in
3.0. I've put it through it's paces and it seems to be working great now.
Thanks..
J. Williams
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@endnode
@node IML-233 " MSG-233 Subject: Textures and wraps"
Subject: Textures and wraps
Date: Thu, 12 May 1994 10:14:16 +0100 (BST)
From: Mark Stephen Hennessy-Barrett <ph93msh@brunel.ac.uk>
Greets,
Could anybody be absolutely wonderful and tell me where I can get some
more textures and/or surface map brushes for Imagine, as all I have are
the meagre handfull supplied with Imagine 2.0 on an Amiga Format
coverdisk... *argh!*
Best regards,
Mark Hennessy-Barrett
/-------------[The Sol 3 Silly Sod Society : Daft Deluxe]--------------\
| __ | |
| (-oo Volume EARTH: is 98% full. | "Honey, I'm..." **BLAMM** |
| /\_| Please delete anyone you can... | "Dead." |
| | |
\--[ph93msh@brunel.ac.uk]---[The Bogster]---[Mark Heinously-Barraged]--/
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-234 " MSG-234 Subject: Re: Questions"
Subject: Re: Questions
Date: Thu, 12 May 1994 10:14:58 +0100
From: mhr@aber.ac.uk (Mike)
On May 11, 9:40am, Tim Salazar wrote:
> Subject: Re: Questions
> Try Humanoid and Cycleman both by Crestline Software publishing designer
> Tim Wilson. These are cycle objects of human figures. Cycleman is the
> first and lower resolution. But the Humanoid figures are excellent!
> Humanoid has both reg and strong man figures and a female figure. We are
> supposed to be getting a child figure sometime. (Anyone gotten theirs yet?)
I saw a review of these - and they look excellent value for
money - anyone know of a UK distributor?
Is it true these are drawn by hand? Give the man a medal!
Mike.
You can reach Mike Richards at the following /@\ \|/
address ... (if you're that desperate). `-\ \ ______ - 0 -
\ \/ ` / \ /|\ _
mhr@aber.ac.uk \_i / \ |\____//
| |==| |=----/
---- Why not drop me a line ...? -------------------hn/--hn/-----------
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-235 " MSG-235 Subject: Re: Textures and wraps"
Subject: Re: Textures and wraps
Date: Thu, 12 May 1994 14:11:08 +0100
From: mhr@aber.ac.uk (Mike)
On May 12, 10:14am, Mark Stephen Hennessy-Barrett wrote:
> Subject: Textures and wraps
> Greets,
> Could anybody be absolutely wonderful and tell me where I can get some
> more textures and/or surface map brushes for Imagine, as all I have are
> the meagre handfull supplied with Imagine 2.0 on an Amiga Format
> coverdisk... *argh!*
Algorithmic attributes (including some textures) are on
(src.doc.ic.ac.uk in the UK) in - (Prefix these with aminet/)
atts-1.lha gfx/3d 34K+Imagine attribute files
atts-2.lha gfx/3d 32K+Imagine attribute files
atts-3.lha gfx/3d 19K+Imagine attribute files
There are some brush textures as well. These are JPEG images
so you will need some form of viewer which can save them out as IFF
images (Rend 24 is very good at this - its on Aminet as well).
ptorgani.lha gfx/3dobj 213K+Texture maps / organic
ptston1a.lha gfx/3dobj 446K+Texture maps / stones 1a
ptston1b.lha gfx/3dobj 412K+Texture maps / stones 1b
ptston2b.lha gfx/3dobj 331K+Texture maps / stones 2b
ptwood.lha gfx/3dobj 218K+Texture maps / woods
Mike.
You can reach Mike Richards at the following /@\ \|/
address ... (if you're that desperate). `-\ \ ______ - 0 -
\ \/ ` / \ /|\ _
mhr@aber.ac.uk \_i / \ |\____//
| |==| |=----/
---- Why not drop me a line ...? -------------------hn/--hn/-----------
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-236 " MSG-236 Subject: Re: Questions"
Subject: Re: Questions
Date: Thu, 12 May 1994 10:59:51 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
>From the documentation, the Humanoid figures are all DONE BY HAND. Tim
makes a point of stating that no digitizing was done... Very commendable,
in my opinion.
As to the child object, NOPE. I've not received my copy. I really wish I
would, since I _did_ pay for it about 6 months ago (at least)... My
address has changed, but I don't think it's even been released yet...
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fanatic, Imagine user, head of
BowTie Productions, documentation author, single guy, and much, much more!
> On May 11, 9:40am, Tim Salazar wrote:
> > Subject: Re: Questions
> > Try Humanoid and Cycleman both by Crestline Software publishing designer
> > Tim Wilson. These are cycle objects of human figures. Cycleman is the
> > first and lower resolution. But the Humanoid figures are excellent!
> > Humanoid has both reg and strong man figures and a female figure. We are
> > supposed to be getting a child figure sometime. (Anyone gotten theirs yet?)
> I saw a review of these - and they look excellent value for
> money - anyone know of a UK distributor?
> Is it true these are drawn by hand? Give the man a medal!
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@endnode
@node IML-237 " MSG-237 Subject: copy TGA to PC PAR...Oh noooo!"
Subject: copy TGA to PC PAR...Oh noooo!
Date: Thu, 12 May 1994 08:33:54 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
When try to copy pics rendered in Imagine3.0PC using the TGA-24
(targa) setting to the PC PAR, the PAR says "file corrupted". If I use
another program to convert the Imagine rendering to targa, then the PAR
loads it ok, but I've got about 9000 frames to render, which have to be
stored on a HD, so I'm looking at twice the storage requirement for
intermediate frames plus the conversion time.
Impulse - PLEASE HELP.
It appears that the TGA-24 setting is not producing standard targa files.
Any suggestions?
Ed Totman
etotman@gort.ucsd.edu
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@endnode
@node IML-238 " MSG-238 Subject: Another 3.0 bug"
Subject: Another 3.0 bug
Date: Thu, 12 May 94 08:42:34 MST
From: spencer@lowell.edu (John R. Spencer)
Well, I've answered my own question about whether the repeating altitude
map bug has been fixed in 3.0. It hasn't. I just wrapped a seamless
altitude map around a sphere, and got a big ugly seam along the "date
line" down the back where the map joined itself. Major bummer: there
are so many neat things to be done with altitude maps and this really
restricts the possibilities. If anyone has a work-around, let me know!
Otherwise, 3.0 looks great so far. It will take forever to explore all
those textures.
Oh yes, one other problem. I checked out the global lens flare and though
the string of internal reflections across the frame look good, the
bright spot at the actual position of the light source isn't nearly
bright enough relative to the internal reflections so it doesn't look
realistic. "Rays" around the light source would be nice too, as
someone else pointed out. If anyone has figured out how to brighten
up that spot at the light source, let me know!
Contrary to what someone said recently, by the way, for the NBC
animation I didn't use the 2.9 lens flare object - I constructed my
own fog object, rendered it, and touched it up and pasted it into the
frames manually.
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@endnode
@node IML-239 " MSG-239 Subject: Firecracker and Screen Rez"
Subject: Firecracker and Screen Rez
Date: Thu, 12 May 1994 12:57:19 -0400 (EDT)
From: Wes Parham <parham@phoenix.cs.uga.edu>
Does anyone out there with a Firecracker use said framebuffer for the
display of Imagine's workscreens? I've heard talk of other boards and
also folks with Multiscans... how 'bout Impulse's board?
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@endnode
@node IML-240 " MSG-240 Subject: Re: Photographic Lighting"
Subject: Re: Photographic Lighting
Date: Thu, 12 May 1994 12:54:58 -0400 (EDT)
From: Wes Parham <parham@phoenix.cs.uga.edu>
> what if you set sampled the color of an object that is supposed to reflect
> light, and used the sampled values for the colors of a light source??
> Example: render a scene with red beachball sitting next to white wall.
> sample color of beach ball (which is kinda orangy 'cause the lighting was
> yellow) and cut values to 1/3 of what was sampled. Now place a non
> shadow-casting light in the ball.
> Scott Krehbiel
The best answer I can Imagine, mate, is 'Give it a try!". I'll do
the same. I hadn't really thought too much about emulating
Radiosity. Strata on the MAC does it, but, hey, I'm nearly
twenty-three, and... well, just don't have that many centuries left
in this old bod...
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@endnode
@node IML-241 " MSG-241 Subject: That 3.0 bug patch"
Subject: That 3.0 bug patch
Date: Thu, 12 May 1994 10:21:04 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
First, a thank you kindly, to that person who uuencoded the reflections
bug patch.
Then, a question: did anyone else have trouble getting it unarc,
once it was de/encoded?
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@endnode
@node IML-242 " MSG-242 Subject: Lens Flare question"
Subject: Lens Flare question
Date: Thu, 12 May 1994 13:42:09 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
Hi everyone. Ed Totman and I have noticed something kinda odd with the
lens flare global effect of Imagine 3.0.
I made a simple animation (project available, if you want it) of a
flaring light moving BEHIND a torus that had been set on its side. The
flares look great, animate well, BUT when the light source passes behind
the torus, the lens flares are not interrupted, as they should be.
I figure that since we've got a POST-process, there is nothing to do
about it...
Can anyone at Impulse shed some light (no pun) on this?
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fanatic, Imagine user, head of
BowTie Productions, documentation author, single guy, and much, much more!
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-243 " MSG-243 Subject: Re: Another 3.0 bug"
Subject: Re: Another 3.0 bug
Date: Thu, 12 May 1994 11:24:22 +0700
From: marvinl@amber.rc.arizona.edu
> Well, I've answered my own question about whether the repeating altitude
> map bug has been fixed in 3.0. It hasn't. I just wrapped a seamless
> altitude map around a sphere, and got a big ugly seam along the "date
> line" down the back where the map joined itself. Major bummer: there
> are so many neat things to be done with altitude maps and this really
> restricts the possibilities. If anyone has a work-around, let me know!
Hi all,
I have been keeping up with the list lately, but just haven't been doing
anything with Imagine recently, so I have been keeping awful quiet. However,
I have seen this problem mentioned before, and have always wondered if it
might be something similar to problems I had way back with image mapping
in Turbo Silver. I have not checked this out at all, but I just thought
I would throw it out and let someone see if this might help.
I remember getting black seams along the right side of a brush map if the
brush's width was not a multiple of 8 (maybe 16, I forget exactly). Again,
this was from a early version of Turbo Silver and I even saw the problem
with non-repeating maps. But I believe I saw similar problems using
repeatable maps in the early days of Imagine also. So, if anyone is
willing, you might try scaling your brushmap so it has a width divisible by
8 or 16 before trying to map it using Imagine. I can't imagine that this
is really the problem, but I don't suppose it would take long to experiment
with this (and I've always wondered about this strange bug).
Well, now that 3.0 is shipping and I recently spent some money to buy a
3000 (the OLD 2000 was giving up the ghost part by part), maybe I'll get
interested in doing some more rendering on my Amiga. It's been a long
time since I have had the patience to render some animations, but I think
I'm getting the bug again. Thanks for all of you that are keeping us
up to date on your experiences with 3.0!!
Marvin Landis
marvinl@amber.rc.arizona.edu
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@endnode
@node IML-244 " MSG-244 Subject: Constant Update question"
Subject: Constant Update question
Date: Thu, 12 May 1994 13:46:32 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
This question is for the gang at Impulse. I read about the CONSTANT
UPDATE program in the Gazette, and I am very interested in it.
Am I correct in my understand that for $100 you will receive at _least_
four updates during the year AND (this is my question) the final
(year-end) update?
For example:
I'd get
Imagine 3.10
Imagine 3.25
Imagine 3.50
Imagine 3.90
But would I also get the release of
Imagine 4.0 when it came out, or would that be an
additional charge?
If the 4.0 (in this example) upgrade is included, then warm up
your credit card machines! It'd be just like paying in advance for the
upgrade...
Let me know ASAP...
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fanatic, Imagine user, head of
BowTie Productions, documentation author, single guy, and much, much more!
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-245 " MSG-245 Subject: Humanoids"
Subject: Humanoids
Date: Thu, 12 May 1994 15:57:20 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
Anyone know if there will be BONES versions of the human objects anytime
soon?
Jason K.
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@endnode
@node IML-246 " MSG-246 Subject: Re: That 3.0 bug patch"
Subject: Re: That 3.0 bug patch
Date: Thu, 12 May 1994 17:08:14 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
Worked (and installed, for that matter) like a dream on this end...
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fanatic, Imagine user, head of
BowTie Productions, documentation author, single guy, and much, much more!
On Thu, 12 May 1994, Mike McCool wrote:
> First, a thank you kindly, to that person who uuencoded the reflections
> bug patch.
> Then, a question: did anyone else have trouble getting it unarc,
> once it was de/encoded?
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@endnode
@node IML-247 " MSG-247 Subject: uuencode"
Subject: uuencode
Date: Thu, 12 May 94 16:58:48 CDT
From: garner@aug3.augsburg.edu (Joseph C. Garner)
With all the uuencoded stuff on this lately, will someone please tell me
where I can get a program that will de-uuencode (un-uuencode?) For the
Amiga computer.
A file name and a location on aminet would work.
Thanks in advance,
Joseph C. Garner
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@endnode
@node IML-248 " MSG-248 Subject: Re: Lens Flare question"
Subject: Re: Lens Flare question
Date: Thu, 12 May 94 16:29:10
From: djm2@isis.msstate.edu@ra.msstate.edu (Dan Murrell Jr.)
Andrew P. Vogel said on May 12 :
> I made a simple animation (project available, if you want it) of a
> flaring light moving BEHIND a torus that had been set on its side. The
> flares look great, animate well, BUT when the light source passes behind
> the torus, the lens flares are not interrupted, as they should be.
Is the actual light source itself being blocked? If the actual point of
light is still visible, the flare should be there. If not, that's
definitely a bug. :) It sounds like they only check if the light is in the
visible plane, and no checking to see if it's behind an object. If so,
they need to fix that soon-- it certainly reduces the usefulness of the
lens flare effect. I bet Mark Thompson is laughing somewhere.. :)
__
Sent from Danimal's AmiTCP-ing Amiga 500// Amigas!/Saturday morning Wrestling/
Dan Murrell Jr. IRC's Danimal __ /// James Taylor/Pink Floyd/Roger>Dave!/
djm2@ra.msstate.edu \\\/// Imagine/Essence/AmiTCP/AMosaic/3Dgfx/
http://www.msstate.edu/~djm2 \XX/ ImageMasterRT/Wavefront under-achiever
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-249 " MSG-249 Subject: Re: Lens Flare question"
Subject: Re: Lens Flare question
Date: Thu, 12 May 1994 17:48:11 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
The light source passes behind the torus, and is blocked from view twice
as it passes...
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fanatic, Imagine user, head of
BowTie Productions, documentation author, single guy, and much, much more!
On Thu, 12 May 1994 djm2@isis.msstate.edu wrote:
> Andrew P. Vogel said on May 12 :
> > I made a simple animation (project available, if you want it) of a
> > flaring light moving BEHIND a torus that had been set on its side. The
> > flares look great, animate well, BUT when the light source passes behind
> > the torus, the lens flares are not interrupted, as they should be.
> Is the actual light source itself being blocked? If the actual point of
> light is still visible, the flare should be there. If not, that's
> definitely a bug. :) It sounds like they only check if the light is in the
> visible plane, and no checking to see if it's behind an object. If so,
> they need to fix that soon-- it certainly reduces the usefulness of the
> lens flare effect. I bet Mark Thompson is laughing somewhere.. :)
> Dan
> __
> Sent from Danimal's AmiTCP-ing Amiga 500// Amigas!/Saturday morning Wrestling/
> Dan Murrell Jr. IRC's Danimal __ /// James Taylor/Pink Floyd/Roger>Dave!/
> djm2@ra.msstate.edu \\\/// Imagine/Essence/AmiTCP/AMosaic/3Dgfx/
> http://www.msstate.edu/~djm2 \XX/ ImageMasterRT/Wavefront under-achiever
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-250 " MSG-250 Subject: Re: lensflar.itx texture missing"
Subject: Re: lensflar.itx texture missing
Date: Thu, 12 May 1994 20:10:14 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
It's missing from the Amiga version as well. I just copied it from the
2.9 disks. No problem.
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fanatic, Imagine user, head of
BowTie Productions, documentation author, single guy, and much, much more!
On Thu, 12 May 1994, Ed Totman wrote:
> ...in my PC version. Anyone else using the PC version have this file?
> Ed Totman
> etotman@gort.ucsd.edu
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-251 " MSG-251 Subject: lensflar.itx texture missing"
Subject: lensflar.itx texture missing
Date: Thu, 12 May 1994 14:47:47 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
...in my PC version. Anyone else using the PC version have this file?
Ed Totman
etotman@gort.ucsd.edu
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@node IML-252 " MSG-252 Subject: Textures FX and stuff"
Subject: Textures FX and stuff
Date: Thu, 12 May 94 19:13:04 CDT
From: setzer@comm.mot.com (Thomas Setzer)
Mike H. and gang,
Just got my upgrade. Manual does indeed look much improved. Can't wait
to play! Thanks for the speedy delivery.
Now, onto the good stuff. Are you guys ready to release the Texture and FX
information. I would love to program some textures and even give a try
at an FX or two. What do I need to do to get this info? FAX? Phone? Write?
Just a simple e-mail message(here it is)?
Well, time to go mess with some bones....
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a genius, so people are naturally drawn to my fiery
intellect. Their admiration overwhelms their envy!" - Calvin
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@node IML-253 " MSG-253 Subject: Re: Lens Flare question"
Subject: Re: Lens Flare question
Date: Thu, 12 May 1994 18:47:59 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
>BUT when the light source passes behind the torus, the lens flares
>are not interrupted, as they should be.
I would expect this to occur in scanline but not trace mode. Which
did you render in?
Jason K.
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@node IML-254 " MSG-254 Subject: Imagine 3 manual"
Subject: Imagine 3 manual
Date: Thu, 12 May 1994 19:23:18 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
On page 160 in the sidebar it says, "If you use Shiny with reflection
the shiny attribute will collide with the reflection and render the
object black."
I may be mis-interpretting this but does it mean that you can set both
shiny & reflection attributes at the same time? I tried turning up
the shiny attr on a chrome ball that used reflection and noticed none
of the 'black' that the manual suggests will happen.
On page 168, it seems to suggest that you can't make pure white fog.
It says to change the colour to gold. It will not appear if it is
white?
I've used several default white fogs in testing things.
On page 171, the manual describes characteristics needed for brushmaps.
"They can be any size but 320x200"
Is this a mistake? I tried using a 320x200 and it seemed to work jsut
fine.
Just a few problems I've come across while reading through the manual.
Any clarification would be appreciated. I'm sure I'll find more too.
Jason K.
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@node IML-255 " MSG-255 Subject: Re: uuencode"
Subject: Re: uuencode
Date: Thu, 12 May 1994 19:30:02 -0700 (PDT)
From: Eric Kilkenny <erick@efn.org>
> With all the uuencoded stuff on this lately, will someone please tell me
> where I can get a program that will de-uuencode (un-uuencode?) For the
> Amiga computer.
> A file name and a location on aminet would work.
> Thanks in advance,
> Joe
> Joseph C. Garner
A really Good UUencoder/Decoder is "UUXT" it's Great! It
strips the Headers out of Multiple UUencoded files and it also has an
Interface that is really great. So you don't have to mess with typing
into the shell. I'm not sure if it's on Aminet or not. If it isn't
I'll.. Gee I was going to say UUencode it and Mail it to you. But Since
you don't have a UUencoder You will have to find it on AMinet if it's there.
- Eric
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@node IML-256 " MSG-256 Subject: Re: That 3.0 Bug Fix"
Subject: Re: That 3.0 Bug Fix
Date: Thu, 12 May 1994 23:27:48 -0400 (EDT)
From: Curcio Nicholas <curcion@db.erau.edu>
Hi, all! I had a problem unarcing the patch also. All I had to do to get
it to work was rename 'x' to 'x.lha'. Hope this helps.
curcion@erau.db.erau.edu
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@node IML-257 " MSG-257 Subject: Re: uuencode"
Subject: Re: uuencode
Date: Thu, 12 May 1994 21:21:52 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
Hey guy,
Prog you want is UUxT. It has a great GUI, and it even strips
off mail headers and such, so you don't have to edit your uuencoded files
before decoding.
As for where, sorry . . . I just got actual FTP access this
week. You'll no doubt be flooded with responses.
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@node IML-258 " MSG-258 Subject: Re: That 3.0 bug patch"
Subject: Re: That 3.0 bug patch
Date: Fri, 13 May 94 12:22:13 EST-10
From: johnr@rowe.adsp.sub.org (John Rowe)
Hi Mike!, on May 12 you wrote:
>First, a thank you kindly, to that person who uuencoded the reflections=20=
>bug patch. =20
> Then, a question: did anyone else have trouble getting it unarc,=20
>once it was de/encoded? =20
Yep! It uudecodes producing a file named 'x'. Rename this to x.lha and
it unarc's fine.
Regards from Down Under,
=20____________
(\ \ -> Christian <- FAX +61 76 381096
\o\ John Rowe \ CBM-Australia Developer VOICE +61 76 324444
=20\o\ Animation \ Programmer, Renderer, 3-D Animator EMAIL
=20 \o\___________\ Aussie AMIGA Keyboard Overlays johnr@rowe.adsp.=
sub.org
=20 \(___________( or johnr%rowe.adsp.sub.org@cbmehq.esco.so.commod=
ore.com
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@node IML-259 " MSG-259 Subject: Re: uuencode "
Subject: Re: uuencode
Date: Fri, 13 May 94 08:25:04 +0100
From: gowdy@d1.ph.gla.ac.uk
Here is a list of relevent files on Aminet;
MUGcut.lha util/arc 11K+Joins multiple part uuencoded binaries
uout.lha util/arc 5K+Rejoins a split-up uuencoded file
UUCode.lha util/arc 14K+Optimized uuencode/uudecode programs
uucoders.lzh util/arc 4K+Fast uuencode/uudecode
UUCoderWindow.lzh util/arc 7K+GUI for uuencode/uudecode
uuInOut103.lha util/arc 17K+Very fast uuencoder and decoder
uujoin-1.01.lzh util/arc 33K Join split uuencoded files
UUxT.lha util/arc 82K+Easy uuencoder/decoder. V2.1
batchdecodev151.lha util/misc 19K+uuencoded binary batch decoder.
Hope this is helpful.
regards,
Stephen.
****************************************************************************
*Stephen J Gowdy *A4000/040* High Energy Physics Group, *
* *460 MB HD* Dept Of Physics & Astronomy, *
*DECNet: 20075::GOWDY *6MEG RAM!* University of Glasgow. *
*InterNet: GOWDY@v2.ph.gla.ac.uk*It moves!* Tel: +44 (0)41 339 8855 E:5894 *
****************************************************************************
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@node IML-260 " MSG-260 Subject: re: humanoids"
Subject: re: humanoids
Date: Fri, 13 May 94 02:05:24 PDT
From: 13-May-1994 0402 <leimberger@marbls.enet.dec.com>
Jason K.,
>Anyone know if there will be BONES versions of the human objects anytime
>soon?
I talked Tim Wilson just this week. to upgrade cycleman to Motion man
$125.00 + shipping. I asked about a bones version, and Tim stated it
would be a different product if/when they got around to doing it.
bill
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@node IML-261 " MSG-261 Subject: Re: Lens Flare question"
Subject: Re: Lens Flare question
Date: Fri, 13 May 1994 07:44:56 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
Hi Jason. I was doing it in Scanline... Haven't tried it in trace mode.
I got a letter from Mike Halverson suggesting that I create two light
sources, and morph between them as the light passes behind the object...
In theory, I understand what he told me, but I haven't had the chance to
test it out yet.
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fanatic, Imagine user, head of
BowTie Productions, documentation author, single guy, and much, much more!
On Thu, 12 May 1994, Jason B Koszarsky wrote:
> >BUT when the light source passes behind the torus, the lens flares
> >are not interrupted, as they should be.
> I would expect this to occur in scanline but not trace mode. Which
> did you render in?
> Jason K.
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@node IML-262 " MSG-262 Subject: Re: PC drivers for Imagine 2.0"
Subject: Re: PC drivers for Imagine 2.0
Date: Fri, 13 May 1994 22:14:13 +1000 (EST)
From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
> Are you saying that you want to show Imagine 2.0:PC files on an Amiga, or
> that the files were created in Imagine 2.0 running on an Amiga?
> If you want to show files created in PC Imagine 2.0 on an Amiga, there are
> quite a numbe of .FLC/.FLI players for the Amiga on the Aminet. The best
> probably being MainActor.
I beg to differ regarding the best FLI/FLC player for the Amiga, at least
the AGA Amigas. IMHO, the best is Flip (v1.66).
It is Fast, fast, fast especially in its Warp mode.
MainActor is Ok, but in my opinion it is waay too buggy. After quiting
Main Actor, the memory is always fragmented and can only be fixed with a
reboot.
nvukovlj@extro.ucc.su.oz.au
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@node IML-263 " MSG-263 Subject: Re: PC drivers for Imagine 2.0"
Subject: Re: PC drivers for Imagine 2.0
Date: Fri, 13 May 1994 09:15:55 -0700
From: Lesk@cc.snow.edu (Lesk)
>I beg to differ regarding the best FLI/FLC player for the Amiga, at least
>the AGA Amigas. IMHO, the best is Flip (v1.66).
>It is Fast, fast, fast especially in its Warp mode.
>MainActor is Ok, but in my opinion it is waay too buggy. After quiting
>Main Actor, the memory is always fragmented and can only be fixed with a
>reboot.
>Nik.
>nvukovlj@extro.ucc.su.oz.au
Hi Nik;
I tested out mainactor and did not find this problem on the latest
version 1.5 I think. I also played with attaching sound to the anim and it
seemed very stable. Had I not purchased anim workshop earlier I would have
very definatly gone with mainactor. When I save an anim as anim 7 or 8 it
really REALLY moves. I think it is by far more stable than axioms program
which seems to crash an awful lot. Especially when I start using sound.
Mainactor never crashed once or frgmented memory, and I really put it
through the paces.
mind you I am not advocating you jump out and buy it, I just found
it to be very stable, and was impressed by it. Check and see if you have
the latest version. See if it has a sound option because I know one of the
older versions had the problem you mentioned.
Render Ho!
Lesk
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@node IML-264 " MSG-264 Subject: im_sunII"
Subject: im_sunII
Date: Fri, 13 May 1994 09:37:02 -0500 (CDT)
From: Cyrus J Kalbrener <kalb0003@gold.tc.umn.edu>
The promised second jpeg of im_sun is finally up on aminet in pix/trace as
`im_sunII.jpg'. Please feel free to ask me any questions and bombard me
with your own uuencoded versions. If anybody finds a better way to make a
sun, please show me how.
BTW I lost Scott Kirvans technique for star creation. Would some kind
soul please foreward me a copy?
Thanks.
Cyrus J. Kalbrener
Digital_Cel
"...To Render: By Any Means Necessary!!..."
Finger me for PGP pub key:
29BA61 1994/03/07 94 55 FC 98 23 E7 1B 6E 3E B7 BA 28 E8 FB 14 F5
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@node IML-265 " MSG-265 Subject: Re: Lens Flare question "
Subject: Re: Lens Flare question
Date: Fri, 13 May 94 10:29:20 EDT
From: Mark Thompson <mark@westford.ccur.com>
Dan Murrell Jr. writes:
> > BUT when the light source passes behind
> > the torus, the lens flares are not interrupted, as they should be.
> it certainly reduces the usefulness of the
> lens flare effect. I bet Mark Thompson is laughing somewhere.. :)
Mwhaaa Hahahahahhaha. Just kidding. As much as it may seem that I'm only on
this list anymore to poke fun at Imagine, in reality I am just trying to point
out potential problems with the software that would hamper my work. I would
love to see Impulse or any other LW competitor produce a product that would
just make my jaw drop in awe. Better tools mean greater potential for my
business. But until that happens, I will continue to monitor whats out there
and make occasional comments on things that seem wrong.
As for the lens flare problem, the early beta versions of LightWave 3.0
suffered this shortcoming as well. You had to create an envelope to modulate
the flare intensity as it passed behind objects. But the released version
had several enhancements. Not only did the flares disappear behind objects,
they would fade as the light source became obstructed, and change intensity
(and I believe color) when passed behind translucent surfaces.
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' 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 %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@node IML-266 " MSG-266 Subject: My version is different than yours (was RE: That 3.0 Bug Fix)"
Subject: My version is different than yours (was RE: That 3.0 Bug Fix)
Date: Fri, 13 May 94 09:26:25 MDT
From: ridout@plk.af.mil (Brian Ridout)
Hi all!
I just received my copy of Imagine 3.0 for the Amiga.
I figured this was a newer version with the reflection
bug already fixed. So I tried a simple scene, A reflective
primitive sphere, a non reflectived textured cube, on
a repcective ground. I get reflections of the ground on
the sphere. I do not see reflections of the cube on the
sphere. And nothing is reflecting in the ground. It
all works in raytrace.
So I applied the patch and it would not work. Says it
cant find the place to patch. So I look at the dates
of the files and see that the patch is a few minutes
newer than imagine.fp. To me this means that my version
is the version the patch was taken from.
So what gives? I read on this list the the patch fixed
the bug.
Anyway for those who want to keep track. This is the
info on my version.
imagine.fp 876192 06-May-94 10:02:44
Any pointers on what to do or try next would be appreciated.
Thanks
Brian Ridout
********************************************************************
* Brian Ridout (Phillips Laboratory) (voice) 505-846-4349 *
* PL/WSAS (DSN) 246-4349 *
* 3550 Aberdeen Ave SE (FAX) 505-846-4374 *
* Kirtland AFB, NM 87117-5776 (E-mail) ridout@plk.af.mil *
********************************************************************
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@node IML-267 " MSG-267 Subject: Humanoid"
Subject: Humanoid
Date: Fri, 13 May 1994 11:22:07 -0400 (EDT)
From: Andrew Vogel <vogelap@ucunix.san.uc.EDU>
This message is in MIME format. The first part should be readable text,
while the remaining parts are likely unreadable without MIME-aware tools.
--Boundary (ID kzY81K4kaJ2Bq+hSjh14QQ)
Content-Type: TEXT/PLAIN; CHARSET=US-ASCII
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
--Boundary (ID kzY81K4kaJ2Bq+hSjh14QQ)
Content-Type: MESSAGE/RFC822
Content-ID: <Pine.3.89.9405131118.B7014@ucunix.san.uc.edu>
Received: from ucunix.san.uc.edu by UCBEH.SAN.UC.EDU (PMDF V4.3-8 #4918)
id <01HCAA9ZUUIO985R1D@UCBEH.SAN.UC.EDU>; Fri, 13 May 1994 09:15:48 EST
Received: (vogelap@localhost) by ucunix.san.uc.edu (8.6.8.1/8.1)
id JAA10726; Fri, 13 May 1994 09:16:54 -0400
Date: Fri, 13 May 1994 09:16:52 -0400 (EDT)
From: Andrew Vogel <vogelap@ucunix.san.uc.EDU>
Subject: RE: re: humanoids
In-reply-to: <9405131257.AA24609@us2rmc.bb.dec.com>
To: leimberger@marbls.enet.dec.COM
Cc: "vogelap@ucunix.san.uc.edu"@3049.enet.dec.COM
Message-id: <Pine.3.89.9405130942.A8571-0100000@ucunix.san.uc.edu>
MIME-version: 1.0
Content-type: TEXT/PLAIN; charset=US-ASCII
Content-transfer-encoding: 7BIT
On Fri, 13 May 1994 leimberger@marbls.enet.dec.com wrote:
> I failed to ask about the child object. Someone told me you get
> it upon return of the reg card. I assume you sent yours in right
> off.
Sure did... In fact, I included a note on my registration card that asked
for them to be sent ASAP. Tim called me voice to see if I was working on
a project or something that required the object (I didn't, but I really
appreciated his call). I know he's got my registration...
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
--Boundary (ID kzY81K4kaJ2Bq+hSjh14QQ)--
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@node IML-268 " MSG-268 Subject: Re: Lens Flare question"
Subject: Re: Lens Flare question
Date: Fri, 13 May 1994 11:39:40 -0400 (EDT)
From: Andrew Vogel <vogelap@ucunix.san.uc.EDU>
On Fri, 13 May 1994, Ed Totman wrote:
> Could you forward Mike's message to me? I'm curious too.
> You prefer Andrew or Drew?
Hi Ed... I looked, but for some reason, Mike's message has disappeared from
my PINE mail directory... I'm posting this to the IML as well, so others
may be able to benefit, comment, or make suggestions.
Basically, assuming we have a light moving from left to right, passing behind
a column in the center that is 10 units wide, you would do this (pardon any
glitches as I am working from my memory (bad enough!) on a Macintosh (even
WORSE), so I have no way of testing it):
Create two paths... One that leads from the start point to -5
units (the LEFTmost side of the column) (we'll call it
PATH1), the second that leads from 5 units to the end
point (called PATH2).
Move light #1 along PATH1 and kill it at the end of PATH1.
Compute the number of frames it would be behind the column, add that
number to the frame counter (you know what I mean?)
At the proper frame, activate light #2 and move it along PATH2 to
the end.
This is a little more outlined than Mike's was... His was basically a
suggestion. This was my first effort at systemizing it, so beware of bad
logic on my part. As I said before, I haven't tried this yet to see how it
works (job, girlfriend, househunting, sleep, etc, etc), so if you do, please
send me the project to try out on my end.
Also, what is the filename in PINE that allows me to keep all mail... You
know, the 'saved-messages' is for messages I want to (S)ave,
'postponed-messages' for postponed messages, etc... Seems like when I
started PINE the first time, there was a file for received messages or
something.
As to my name, I go by either Drew or Andrew interchangably... Whatever
you're comfortable with.
> On Fri, 13 May 1994, Andrew P. Vogel wrote:
> > I got a letter from Mike Halverson suggesting that I create two light
> > sources, and morph between them as the light passes behind the object...
> > In theory, I understand what he told me, but I haven't had the chance to
> > test it out yet.
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fanatic, Imagine user, head
of BowTie Productions, documentation author, single guy, and much, much more!
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@node IML-269 " MSG-269 Subject: Easy Assigns for IBM/Amiga Imagine?"
Subject: Easy Assigns for IBM/Amiga Imagine?
Date: Fri, 13 May 1994 12:15:39 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
Hi everyone. I just responded to someone's question about paths in
Imagine 3.x. I referred them to Worley's suggestions for ASSIGNs, along
with some that I have added for my own use.
I was thinking that this makes a transfer of projects IBM<->AMiga hard,
if not impossible.
I'd like for all of us to discuss another way to do this... My proposal
will follow.
Currently, it is the accepted norm that Amiga Imagine users have the
following assigns:
IMAGINE:
OBJECTS:
PROJECTS:
TEXTURES:
EFFECTS:
ATTRIBUTES:
MAPS:
(these are a combination of Worley's suggestions and my expansion).
It seems that the common directories necessary between IBM & Amiga would
be the PROJECTS, OBJECTS, MAPS, EFFECTS, and TEXTURES. Bearing in mind
IBM's limitations, I'd like to propose this:
PROJECTS: becomes P: for Amiga & IBM
OBJECTS: becomes O: for Amiga & IBM
MAPS: becomes M: for Amiga & IBM
EFFECTS: becomes X: for Amiga & IBM
TEXTURES: becomes T: for Amiga & IBM
This way, Amiga users can simply ASSIGN the letters above, and IBM users
just define LASTDRIVE in config.sys to X, and use the letters as devices.
This will work on the IBM, won't it?
Let's talk about it!
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-270 " MSG-270 Subject: Re: im_sunII "
Subject: Re: im_sunII
Date: Fri, 13 May 94 13:52:56 EDT
From: Mark Thompson <mark@westford.ccur.com>
Cyrus J Kalbrener <kalb0003@gold.tc.umn.edu> writes:
> The promised second jpeg of im_sun is finally up on aminet in pix/trace as
> `im_sunII.jpg'. Please feel free to ask me any questions
Hi Cyrus, two questions come to mind:
1) Can Imagine do 3D glows, or do they have to be 2D tricks like you have
used here? Can a glow be applied to an irregular 3D shape independant
of camera view location?
2) I find it very disturbing that the glow fades to black and does not blend
in with the grey background. Is it not possible to make a glow fade off
transparently? I had thought that the black disk behind it was the culprit,
but it appears that is not the case with this image.
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' 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 %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@endnode
@node IML-271 " MSG-271 Subject: 3.0 woes?"
Subject: 3.0 woes?
Date: Fri, 13 May 1994 11:33:42 -0700
From: jrowens@netcom.com (Jeff Owens / SJrowensP Company)
Is it just me, or is my super-cool brand spanking new awesome icantbelieveit
finallyarrived version of Imagine 3.0 really that sensitive. IN the first
2 hours of playing (it was great!!) I must've crashed at least 7 times.
MOSTLY the crashes occured with complex objects - such as the cow, and the
Enterprise (Star Trek) - which is an older object, so it may be the object in
this case. Crashes occured when I went to quickrender, and scanline render.
Quick system rundown (Please, if you must laugh, do so quietly :-)
Amiga 2000 with 68030/882. About 5.5 megs of free RAM after OS load. KS/WB
3 (I think, its been a while....) loaded into RAM. (I still have 1.3 on ROM)
The main problem is that the crashes occured even with plenty of free RAM,
and for no good reason (as far as I could tell). It almost seemed to be
annoyed about the way I was looking at it!
Thanks in advance for your reply.
Jeff Owens
(jrowens@netcom.com)
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@node IML-272 " MSG-272 Subject: Re: Lens Flare question"
Subject: Re: Lens Flare question
Date: Fri, 13 May 1994 14:59:30 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
On Fri, 13 May 1994, Jason B Koszarsky wrote:
> If you are doing scanline renders, I would do the morph as Mike suggested.
> But I'd still be interested in how it works in trace mode. If I get a
> chance I will try it.
> Jason K.
Hi Jason. I really doubt that scanline or trace makes much difference,
since the lens flare is a POST process... I do plan on trying it, though.
I'm going to go home and flip to raytrace and try it again. Will report
my results...
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-273 " MSG-273 Subject: Bricks"
Subject: Bricks
Date: Sun, 8 May 94 11:09:20 +0200
From: Anders_Lattermann@p24.anet.bbs.bad.se (Anders Lattermann)
It's me again. The guy that never stops to ask stupid questions :-)
I've been trying the "bricks" texture on the walls in a room I've made. The
room has a fireplace in a tube in one of the corners and the texture gets
disturbed there in the deepth. It's some extra lines between the bricks on
some places.
I've tried different settings of the size of the bricks in the deepth axis,
but I can't get it good.
Any tips?
Thanks!
/Anders Lattermann
FidoNet: 2:201/411.24 ! PointBreak - Bg-St-Maurice - France
AmigaNet: 39:164/100.24 ! A3000/14/105 + SQ88C & 17xSQ800
InterNet: Latte@p24.anet.bbs.bad.se ! I feel the need, the need 4 speed!
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@endnode
@node IML-274 " MSG-274 Subject: Re: Easy Assigns for IBM/Amiga Imagine?"
Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Date: Fri, 13 May 1994 14:09:36 -0500
From: ceverett@prairienet.org (Chris L. Everett)
Andrew P. Vogel wrote:
[stuff deleted since you've all seen it by now...]
>It seems that the common directories necessary between IBM & Amiga would
>be the PROJECTS, OBJECTS, MAPS, EFFECTS, and TEXTURES. Bearing in mind
>IBM's limitations, I'd like to propose this:
> PROJECTS: becomes P: for Amiga & IBM
> OBJECTS: becomes O: for Amiga & IBM
> MAPS: becomes M: for Amiga & IBM
> EFFECTS: becomes X: for Amiga & IBM
> TEXTURES: becomes T: for Amiga & IBM
>This way, Amiga users can simply ASSIGN the letters above, and IBM users
>just define LASTDRIVE in config.sys to X, and use the letters as devices.
>This will work on the IBM, won't it?
>Let's talk about it!
Umm...using 'T:' for 'TEXTURES:' would cause a problem on the Amiga,
since 'T:' is already used by the operating system. Other than that, I
don't see a problem.
- Chris
Chris Everett | This is an emergency, this is not a test.
Spectronics Int'l USA, Inc. | Had this been an actual test, you would
Champaign, Illinois | have been instructed to bring a number
ceverett@prairienet.org | two pencil. Heh heh m - That wuz cool.
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@node IML-275 " MSG-275 Subject: Lightwave 3D PAL - Announced in France!"
Subject: Lightwave 3D PAL - Announced in France!
Date: Sun, 8 May 94 13:59:53 +0200
From: Anders_Lattermann@p24.anet.bbs.bad.se (Anders Lattermann)
I'm sitting here reading the may issue of "AmigaNews" (Good name for a french
magazine?) while Imagine 2.9 renders. I Thoght you might be interrested in the
following information:
On page 5, CIS (one of the bigger dealers and importers in France. They carry
the exlusive rights for GVP and more), announce that they will release
Lightwave 3D in PAL as a standalone program. It needs 2 MB chip + 8 MB fast
minimum and a big harddisk (it comes with 20 disks). Drivers for the most
common 24-bit graphic cards like EGS, IV24, Picasso, Retina and also AGA are
included.
Price 6000 FF (French Franc). They say that the date of introduction is not
fixed yet, but june is probably. And I might also tell you that it is
translated to french :-)
My guess is that it will be released in other contries as well?
The pressrelease also says that NewTek for the first time speaks about making
a version of the Toaster with the internal signals all composant. And with
outputs: RGB, Y/C, Composite and Beta. Both NTSC and PAL. The forecasted date
of introduction for this new generation Toaster are second quarter next year.
My french is not the very best, but I think I got it right.
/Anders Lattermann
FidoNet: 2:201/411.24 ! PointBreak - Bg-St-Maurice - France
AmigaNet: 39:164/100.24 ! A3000/14/105 + SQ88C & 17xSQ800
InterNet: Latte@p24.anet.bbs.bad.se ! I feel the need, the need 4 speed!
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@node IML-276 " MSG-276 Subject: Re: Easy Assigns for IBM/Amiga Imagine?"
Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Date: Fri, 13 May 94 14:30:56 CDT
From: Not logged in <bmurray@wagner.musicnet.ua.edu>
Andrew Vogel wrote:
> It seems that the common directories necessary between IBM & Amiga would
> be the PROJECTS, OBJECTS, MAPS, EFFECTS, and TEXTURES. Bearing in mind
> IBM's limitations, I'd like to propose this:
> PROJECTS: becomes P: for Amiga & IBM
> OBJECTS: becomes O: for Amiga & IBM
> MAPS: becomes M: for Amiga & IBM
> EFFECTS: becomes X: for Amiga & IBM
> TEXTURES: becomes T: for Amiga & IBM
> This way, Amiga users can simply ASSIGN the letters above, and IBM users
> just define LASTDRIVE in config.sys to X, and use the letters as devices.
> This will work on the IBM, won't it?
What if you have a P: drive and an M: drive, etc., already? I do.
----------------
Bruce Murray
bmurray@wagner.musicnet.ua.edu
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@node IML-277 " MSG-277 Subject: Lens Flare texture?"
Subject: Lens Flare texture?
Date: Fri, 13 May 94 11:59:00 PDT
From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
I finally got around to checking some of the textures out on V3.0 and
referring to texture.doc. I also found that Lensflar.itx was not included
with the Amiga version. Somebody said they just took it off V2.9. I was
just wondering if the texture is exactly the same in V3.0 as V2.9. I will
probably check this out over the weekend but I was wondering if anybody had
bounced the description of Lensflar.itx in the V3.0 texture.doc against the
Lensflar.itx from V2.9 and found they correlated exactly?
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@node IML-278 " MSG-278 Subject: Imagine 4 everybody! The Campaign - join in!!"
Subject: Imagine 4 everybody! The Campaign - join in!!
Date: Fri, 6 May 94 23:12:37 +0200
From: Anders_Lattermann@p24.anet.bbs.bad.se (Anders Lattermann)
Imagine 4 everybody!
Your chance to make your suggestions in the next release!
Greetings Imagineers!
Imagine 3.0 is shipping and it's time to evaluate it. See whats there and
whats not and to look forward in what we, the users, want in the next
release.
I thoght of a way to do it, and if you read along, you'll find out how your
ideas can be in the next release. No promises though :-)
In a note from Mike Halvorson some time ago. (Mike is the president of
Impulse), regarding the shipping status of Imagine 3.0 for both the Amiga
and the PC platforms he said: (The message below is in an shorted edited
form)
----------------------------------------------------------------------
TO all Imagine users on Planet Earth as well as all outposts where from time
to time it seems some of you live. 8'). (some not all)
As of today, April 29th 1994 all US and Canada order for Imagine PC and
Amiga are on their way to you.
Now the challenge begins: Imagine has had an interesting history and
exciting future. I have said on this forum many times that it is not the
software that makes great users it is great users that make the software, so
I am depending on each of you to dig and find out what we have done.
I realize that there will be those who try and find the mistakes or bugs
first, thats cool, we want to know what we missed and we more importantly
want to make sure we fix the problems as fast as we can.
Some things were left out, but not for long. WE have already begun to start
the next rev of the software. So if you miss something that you felt you
could not live without, hang in there, we know about it and will add these
and more features than you can IMAGINE.
Our success depends on your satisfaction with Imagine, and this is a two way
street. You need to tell us what you want and we need to do our best to
make it happen. However we want things in the code as well. Things that
you never mentioned you wanted or needed. Try out the deformation tools,
they are so full of cool that they deserve several sleepless nights all unto
themselves, I know I have had a few.
In closing this note, I want to als challenge each of you to see the
positive in what you find, we really dont work well with blatant negative
comments. Dont get me wrong, we like a good flaming just as much as the
next guy. But from time to time it gets very personal here on the IML and
we arent much for that kind of backward activity. Impulse is not on some
high mountain in an Ivory Tower. WE are users just like you, we are lucky
that we get to make some of the products that you use, and we appreciate
your support,.
--------------------------------------------------------------------------
Ok, Impulse wants us to tell them what we want. Let's do it!
If you have ideas and/or find bugs you like to see implemented/fixed in the
next release, send a message about it to me and I'll put a list together
with everybodys messages and after that, mail it out so everybody can read
it and vote which things you find most important. Yes, I said vote!
Why? Because without some statistics Impulse will have a BIG list and no
clue to what we think are the most important things to fix first. I will
collect the votes. Put everything together and see to that the results comes
out on the nets and of course also reaches Impulse.
Why I'm doing this?
Well, I have the time for the moment and I have acces to Internet, Fidonet
and AmigaNet. So we can reach everybody using Imagine. And also because I
came up with the idea for this thing!
How to do it?
First, I want this so easy as possible (I'm lazy ;-). This means only one
bug report/idea per message. But you can of course send as many messages as
you want.
I want the header in the following format:
------------------------------------------
From: (that's your name)
To: Anders Lattermann (Yep, that's me!)
Subject: Imagine 4 everybody!
You can use one of the following addresses:
-------------------------------------------
FidoNet: 2:201/411.24
AmigaNet: 39:164/100.24
InterNet: Latte@p24.anet.bbs.bad.se
I want the text in the following format:
----------------------------------------
In the text I wan't you to write the following as start:
"Imagine 4 everybody! + path."
Where the path tells me where to put your message. Path goes like this:
(Upper/Undercase doesn't matter)
1. What? Idea, NewProduct, BugPC, BugAmiga or Hi ("NewProduct" is for
totally new products you'll like to see from Impulse. "Hi" is for Mikes
request of some positive feedback. Short things like "Best 3D-program i ever
used! / Anders Lattermann" is what I'm thinking of here).
2. Where? (Detail, Stage, Action, Project and so on. We also have Misc for
everything you don't find a good headline for).
3. Finally. The text that describes the matter as short as possible. Try to
keep it under 3-5 lines.
Example for a bug in the Amiga version:
---------------------------------------
Imagine 4 everybody!/bugamiga/detail
"Whenever I use the quit command in the meny. My computer explodes."
Example for an idea:
--------------------
Imagine 4 everybody!/idea/project
"I would like to have a built in "count the sheeps" game when Imagine
renders."
I think you got the grip of how to do it? If not email me. Speaking of
email, I get my email on disk from sweden where I normally live (I'm in
France to sept 31), so email takes about 1-2 weeks (on occasion with bad
timing more) to go to and from me.
Closing date for suggestions and bugreports are june 31. I will there after
put the complete list together and mail it out. Voting will be done to
august 31. Anyone who could put together a good program or ARexx script that
could automate the counting for me? Would be extremly helpfull.
This finally gives that I can send a list to Impulse and mail it out on the
net just when the gang at Impulse are done with their summer vacations and
comes back to cook the next release of Imagine together. And this time, with
your help, it could be Imagine 4.0 with all the features everybody wants to
see. In other words: Imagine 4 everybody!
/Anders Lattermann
FidoNet: 2:201/411.24 ! PointBreak - Bg-St-Maurice - France
AmigaNet: 39:164/100.24 ! A3000/14/105 + SQ88C & 17xSQ800
InterNet: Latte@p24.anet.bbs.bad.se ! I feel the need, the need 4 speed!
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@endnode
@node IML-279 " MSG-279 Subject: Re: Easy Assigns for IBM/Amiga Imagine?"
Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Date: Fri, 13 May 1994 13:54:40 -0700
From: Lesk@cc.snow.edu (Lesk)
>I was thinking that this makes a transfer of projects IBM<->AMiga hard,
>if not impossible.
>I'd like for all of us to discuss another way to do this... My proposal
>will follow.
>It seems that the common directories necessary between IBM & Amiga would
>be the PROJECTS, OBJECTS, MAPS, EFFECTS, and TEXTURES. Bearing in mind
>IBM's limitations, I'd like to propose this:
> PROJECTS: becomes P: for Amiga & IBM
> OBJECTS: becomes O: for Amiga & IBM
> MAPS: becomes M: for Amiga & IBM
> EFFECTS: becomes X: for Amiga & IBM
> TEXTURES: becomes T: for Amiga & IBM
>This way, Amiga users can simply ASSIGN the letters above, and IBM users
>just define LASTDRIVE in config.sys to X, and use the letters as devices.
>This will work on the IBM, won't it?
Uh uh! nope! nadda! and anything else! I got amiga dos so I would not have
to go through such cryptic garbage as this! It's bad enough that our
texture names are reduced to eight chars, I am sure not going to change my
system to conform to MSdos constraints!
However I do think an arexx or c++ application could be written and shared
that would convert those file paths automatically between machines. I like
the idea of sharing projects, I do not like the idea of confining and
limiting O.S. structures.
Render Ho!
Lesk
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@node IML-280 " MSG-280 Subject: Re: Easy Assigns for IBM/Amiga Imagine?"
Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Date: Fri, 13 May 1994 16:12:41 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
On Fri, 13 May 1994, Lesk wrote:
> > PROJECTS: becomes P: for Amiga & IBM
> > OBJECTS: becomes O: for Amiga & IBM
> > MAPS: becomes M: for Amiga & IBM
> > EFFECTS: becomes X: for Amiga & IBM
> > TEXTURES: becomes T: for Amiga & IBM
> >This way, Amiga users can simply ASSIGN the letters above, and IBM users
> >just define LASTDRIVE in config.sys to X, and use the letters as devices.
> >This will work on the IBM, won't it?
> Uh uh! nope! nadda! and anything else! I got amiga dos so I would not have
> to go through such cryptic garbage as this! It's bad enough that our
> texture names are reduced to eight chars, I am sure not going to change my
> system to conform to MSdos constraints!
> However I do think an arexx or c++ application could be written and shared
> that would convert those file paths automatically between machines. I like
> the idea of sharing projects, I do not like the idea of confining and
> limiting O.S. structures.
Hi! I do a lot of cross-platform stuff, with some IBM folks, so I am
willing to put up with these single-character assigns... Anyhow, it makes
it faster to enter in the file requestor...
I _would_ like to see a way to autoMAGICally convert paths and all... I
just downloaded a bunch of attributes that Soren Wind put together
(thanks Soren!), and all the paths and all are screwy. I wish there was
something to convert them automatically. I dread having to go into each
and every attribute and edit them...
At any rate, it speaks for the need for standards... I really like
Worley's suggestions, if we cannot agree on my proposal above...
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
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@node IML-281 " MSG-281 Subject: Re: 3.0 woes?"
Subject: Re: 3.0 woes?
Date: Fri, 13 May 1994 15:08:47 -0500 (CDT)
From: Cliff Lee <cel@tenet.edu>
On Fri, 13 May 1994, Jeff Owens / SJrowensP Company wrote:
> Is it just me, or is my super-cool brand spanking new awesome icantbelieveit
> finallyarrived version of Imagine 3.0 really that sensitive.
I have had the same problem (Crashing out) wiht the PC version. I've had
it crash out of the detail editor, stage editor, spline editor.
Typically it happens when I'm away from the desk for a moment.
Cliff Lee cel@tenet.edu
"You can always make up a class,
You can never make up a party!"
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@node IML-282 " MSG-282 Subject: PARENT button in Impulse's file requester doesn't work?!?!??"
Subject: PARENT button in Impulse's file requester doesn't work?!?!??
Date: Fri, 13 May 94 15:30:51 EST
From: quarters@expert.cc.purdue.edu (Jeff Hanna)
Has anyone else out there noticed that the 'parent' button on Impulse's
file requester (Imagine 3.0:Amiga) doesn't do ANYTHING?
I accidentally clicked in my textures directory when I meant to click into
my objects directory. "No problem," I thought to myself. "I'll just parent
out and click on objects."
click, click, click... NOTHING I was still in the textures directory. I had
to use the Disks button and then work my way back down to my objects directory.
This is silly, stupid, and should've been caught in beta-testing.
-------------------------------------------------------------------------------
Jeff Hanna | "Albert Einstein nailed space-time, but the
quarters@expert.cc.purdue.edu | Wild Thing had him stumped."
quarters@genie.geis.com | -Thomas Dolby
-------------------------------------------------------------------------------
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@node IML-283 " MSG-283 Subject: Re: My version is different than yours (was RE: That 3.0 Bug Fix)"
Subject: Re: My version is different than yours (was RE: That 3.0 Bug Fix)
Date: Fri, 13 May 1994 16:58:40 -0400
From: changc9@rpi.edu (Cedric Georges Chang)
On May 13, 9:26am, Brian Ridout wrote:
> I just received my copy of Imagine 3.0 for the Amiga.
> I figured this was a newer version with the reflection
> bug already fixed. So I tried a simple scene, A reflective
> primitive sphere, a non reflectived textured cube, on
> a repcective ground. I get reflections of the ground on
> the sphere. I do not see reflections of the cube on the
> sphere. And nothing is reflecting in the ground. It
> all works in raytrace.
This is correct. In scanline, reflective objects will reflect the ground and
the global brushmap, nothing else. This is one of the tradeoffs you make
when using scanline, limited reflection capability but faster rendering.
Cedric
---------------------------------------------------------------------------
Cedric Chang Mechanical Engineer // Commodore
changc9@rpi.edu Rensselaer Polytechnic Institute \X/ Amiga 3000
---------------------------------------------------------------------------
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@node IML-284 " MSG-284 Subject: reemoving unwanted points"
Subject: reemoving unwanted points
Date: Fri, 13 May 1994 16:44:55 -0500
From: William E Costello/Focal Point Software <bill@sugar.NeoSoft.COM>
I was wondering if there are any pd programs for removing
the duplicate points you get in an object when you use
the merge command?
bill@neosoft.com
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@node IML-285 " MSG-285 Subject: Thanks (Re: My version is different than yours)"
Subject: Thanks (Re: My version is different than yours)
Date: Fri, 13 May 94 15:46:09 MDT
From: ridout@plk.af.mil (Brian Ridout)
Hi all!
I just received my copy of Imagine 3.0 for the Amiga.
I figured this was a newer version with the reflection
bug already fixed. So I tried a simple scene, A reflective
primitive sphere, a non reflectived textured cube, on
a repcective ground. I get reflections of the ground on
the sphere. I do not see reflections of the cube on the
sphere. And nothing is reflecting in the ground. It
all works in raytrace.
So what gives? I read on this list the the patch fixed
Thanks for the replies. I have been told this is the way it is
supposed to work. The bug is fixed in the current shipping
version. Also I find no readme files telling me to do anything.
So far the program looks really cool. big change for me
from version 2.0.
I am going to be really busy this weekend.
Now if only my essence and forge order would get here.:-)
Thanks again
Brian Ridout
********************************************************************
* Brian Ridout (Phillips Laboratory) (voice) 505-846-4349 *
* PL/WSAS (DSN) 246-4349 *
* 3550 Aberdeen Ave SE (FAX) 505-846-4374 *
* Kirtland AFB, NM 87117-5776 (E-mail) ridout@plk.af.mil *
********************************************************************
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@endnode
@node IML-286 " MSG-286 Subject: Re: My version is different than yours (was RE: That 3.0 Bug Fix)"
Subject: Re: My version is different than yours (was RE: That 3.0 Bug Fix)
Date: Fri, 13 May 94 16:07:05 CDT
From: setzer@comm.mot.com (Thomas Setzer)
> I just received my copy of Imagine 3.0 for the Amiga.
> I figured this was a newer version with the reflection
> bug already fixed. So I tried a simple scene, A reflective
> primitive sphere, a non reflectived textured cube, on
> a repcective ground. I get reflections of the ground on
> the sphere. I do not see reflections of the cube on the
> sphere. And nothing is reflecting in the ground. It
> all works in raytrace.
> So I applied the patch and it would not work. Says it
> cant find the place to patch. So I look at the dates
> of the files and see that the patch is a few minutes
> newer than imagine.fp. To me this means that my version
> is the version the patch was taken from.
> imagine.fp 876192 06-May-94 10:02:44
> Any pointers on what to do or try next would be appreciated.
One suggestion to Impulse that would help everyone, users and Impulse:
Start using version numbers(if you don't already). e.g. Imagine fp 3.01
Little sticky labels on the disk, or some "About" menu item that has an
memory location that can be modified when bug fixes go in.
The reasons:
1) The user can identify which version he/she has when a bug report comes
out here instead of using dates and file sizes.
2) When calling in, the first thing someone can do is identify the version
number. That will help the tech support person identify what known
bugs are in the customers version.
3) Makes you look good by showing that you care and are fixing bugs(as
you've shown us netters)
4) Because all good software houses do, and we are used to it, and being
the good software house that Impulse is, they should do it too:)
5) Because.
6) Why not.
7) Its easier than adding display databases and standard requesters, and
yet would still give some satisfaction to the users.
8) Imagine 3.14b sounds better than Imagine whose file size is ....
9) etc etc
10) Because there are 10 good reasons
Sorry, I've been working tooooooo hard.
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a genius, so people are naturally drawn to my fiery
intellect. Their admiration overwhelms their envy!" - Calvin
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@node IML-287 " MSG-287 Subject: Re: Easy Assigns for IBM/Amiga Imagine?"
Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Date: Fri, 13 May 1994 18:01:56 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
On Fri, 13 May 1994, Chris L. Everett wrote:
> > PROJECTS: becomes P: for Amiga & IBM
> > OBJECTS: becomes O: for Amiga & IBM
> > MAPS: becomes M: for Amiga & IBM
> > EFFECTS: becomes X: for Amiga & IBM
> > TEXTURES: becomes T: for Amiga & IBM
> >This way, Amiga users can simply ASSIGN the letters above, and IBM users
> >just define LASTDRIVE in config.sys to X, and use the letters as devices.
> >This will work on the IBM, won't it?
> Umm...using 'T:' for 'TEXTURES:' would cause a problem on the Amiga,
> since 'T:' is already used by the operating system. Other than that, I
> don't see a problem.
> - Chris
Good call, Chris. Why don't we make that R: then? I'll repost in a few...
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-288 " MSG-288 Subject: Re: Easy Assigns for IBM/Amiga Imagine?"
Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Date: Fri, 13 May 1994 15:55:57 -0700
From: Lesk@cc.snow.edu (Lesk)
Andrew said
>I _would_ like to see a way to autoMAGICally convert paths and all... I
>just downloaded a bunch of attributes that Soren Wind put together
>(thanks Soren!), and all the paths and all are screwy. I wish there was
>something to convert them automatically. I dread having to go into each
>and every attribute and edit them...
I had the same problem when I downloaded those same atts; However the one
thing I really appreciated were the long filenames that gave clear
indication as to what they were. Most of the time this is my first
indicator of what to keep and what to dump when I start finding my disk to
full. I would rather convert and enter long names and add that extra
description.
>At any rate, it speaks for the need for standards...
No, Just the need for conversion.
>I really like
>Worley's suggestions, if we cannot agree on my proposal above...
Yes they are a good place to start but I find that I have many other
considerations than what Worley introduced. I am very sure others out there
would look at mine and call me a lunitic, and have some other way of doing
things. I respect everyones way of doing things but want my own style. This
is why things like configurable buttons at the bottom of the screen are so
desirable to people, and all those crazy configuration files....
uh oh I see a plug for arexx coming.......
Yep! you guessed it! Arexx once again... I have at least six other software
packages that are integrated to the way my system is set up. This, as one
bird put it is 'the only way to fly'.
Well anyway I think an application could be developed so that you would
teach it your configuration and it would convert to a standard then on
another system it would have been taught theirs and unconvert from that
hidden standard to their system (a sort of uuencoder decoder if you will).
It could all be menu driven and at least semi automatic (in fact the amiga
interface could be entirely different than the MSdos version), and let
everyone have things their own way (of course if it were a major
application then I would agree to standard interfaces etc.).
Render Ho!
Lesk
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@endnode
@node IML-289 " MSG-289 Subject: Re: im_sunII"
Subject: Re: im_sunII
Date: Fri, 13 May 94 17:01:03
From: cyrus@dialup-1-80.gw.umn.edu (cyrus)
Hi Mark,
> Hi Cyrus, two questions come to mind:
Fire away!
> 1) Can Imagine do 3D glows, or do they have to be 2D tricks like you have
> used here? Can a glow be applied to an irregular 3D shape independant
> of camera view location?
Yes and no. Lens flare (see, I spelled it right!) is supposed to create a
haze around light sources, but doesn't seem to do a very good job at this
stage of the game. It is very faint even on high settings.
There is a 'Haze' global effect that works only with Bright objects. The haze
is measured in pixels and efects all objects the same. For the sun object it
seems that my method is still the best, such as it is.
> 2) I find it very disturbing that the glow fades to black and does not blend
> in with the grey background. Is it not possible to make a glow fade off
> transparently? I had thought that the black disk behind it was the culprit,
> but it appears that is not the case with this image.
Because Imagine doesn't seem to make anything %100 transparent, I set the
radial textures color to 0,0,0 so that it would blend into the black
background disk. If the texture color is set to that of the desired haze
(255,255,200) then it sometimes becomes obvious where the edge of the disk is
when placed against the black background disk. The corona does not seem to
have this problem, perhapse because it came from the workshop of Mr. Worley
and Co.
It is not very evident in the JPEG, but the disk for the black fade was not
completely transparent at the edges either.
Hope this helps, but please let me know if have any more questions.
*** THIS MESSAGE IS FROM MY SLIP CONNECTION. REPLY TO ADDR BELOW ***
__________________________________________________________________
| Cyrus J. Kalbrener <kalb0003@gold.tc.umn.edu> |
| +-+ |
| This space reserved for really important thought----->| | |
| +-+ |
|Finger me for PGP pub key: |
|29BA61 1994/03/07 94 55 FC 98 23 E7 1B 6E 3E B7 BA 28 E8 FB 14 F5|
====================================================================
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@node IML-290 " MSG-290 Subject: My bones trouble"
Subject: My bones trouble
Date: Fri, 13 May 1994 16:19:34 -0700
From: Lesk@cc.snow.edu (Lesk)
I had some trouble with bones and it looks like several others had a little
as well so here is my version of quick bones. I claim no writing skills or
technique. This is just something some were asking about and I hope it
helps
>Mime-Version: 1.0
>Date: Fri, 13 May 1994 08:49:29 -0700
>To: rosario.salfi@canrem.com (Rosario Salfi)
>From: Lesk@cc.snow.edu (Lesk)
>Subject: Re: 3.0 Textures
>Cc: lesk
>>Well, why don't you just outline step by step the process by which you
>>created your own bones object (let's say a finger), set up the bones,
>>and then manipulated it. If you can, please take care to mention every
>>little detail, since sometimes I have difficulty understanding what
>>Impulse is trying to describe, and I too have to have two or three
>>thinks about it. Many thanks!
>>Paul
>If this works and it makes sense maybe I will send it to the IML as well.
>ok I am going to be as consistant as I can and for menu items I will put it
>in the form of menu->selection->selection1 and for requesters that ask for
>input I will just say what needs to go in.
>Detail editor:
>add->primitive->tube
> Radius = 30
> Height = 300
> circ sec = 12
> vitr sec = 3
> close both bottom and top.
>I like to work in the front view of the four.
> ......
> |||||| top section note that when I refer to a
> ...... section that means the points
> |||||| mid section above and below are selected
> ......
> |||||| base section
> ......
> for example the top section is
> ......
> ||||||
> ...... <- these points used
> twice once for top
> and once for mid
>f1 select tube
>mode->pickfaces
>mode->method->drag box
>shift select top section (points above and below)
> function->make->makesubgroup
> enter tip1
> deselect faces
>shift select mid section (all points above and below mid faces)
> function->make->makesubgroup
> enter mid1
> deselect faces
>shift select base section
> function->make->makesubgroup
> enter base1
> deselect faces
>shift select top and mid section
> function->make->makesubgroup
> enter midall
> deslect faces
>shift select top, mid, and base
> function->make->makesubgroup
> enter baseall
> deselect faces
>If you think about this for a minute it will all make sense especially
>concerning how this thing is going to bend.
>OK next phase.
>mode->pick groups
> (and go back to pick method points)
>object->add->axis
> select tha axis
> select move
> move axis to center of tip1 (top section)
> deslect axis
>object->add->axis
> select axis
> select move
> move axis to center of mid1 (mid section)
> deselect axis
>object->add->axis
> select axis
> select move
> move axis to center of base1 (mid section)
> deselect axis
>Now comes the tricky part the order here is very important and you may have to
>try this a few times until it works just right.
>use the find requester and choose the axis in the base section. doing it this
>way should make make the order correct.
>mode->pickobjects
>select axis in tip1
> shift select axis in mid1
> states->group
> deselect
>select axis in mid1
> shift select axis in base1
> states->group
> deselect
>select axis in base1
> shift select object axis
> states->group
> deselect
>go back to group mode and check this out, and make very certain that the
>order is right. click on the tip axis and it should be the only one blue.
>deslect it and click on the axis in the mid section BOTH it and tip axis
>should be highlighted. deslect them and click on the axis in base1 and all
>three axis should turn blue. now the hard part! go back to pick object mode
>and then click on the object axis. it should be blue with a yellow line
>connecting it to the base1 axis.
> If none of the above is correct all progress is at a halt! go back
>remove all the groups and try it again this order is IMPORTANT!
>now having that done correctly we can move on make sure nothing is selected
>and go back to pick group mode.
>select axis in tip1
> States->bones->subgroups
> bigsub: browse->tip1
> smallsub: browse->tip1
> OK
>select axis in mid1
> States->bones->subgroups
> bigsub: browse->midall
> smallsub: browse->mid1
> OK
>select axis in base1
> States->bones->subgroups
> bigsub: browse->baseall
> smallsub: browse->base1
> OK
>SAVE THAT SUCKER NOW!
> If you think about this it really makes sense what has happened at
>this point.
>States->states
> create
> default
> select buttons shape and grouping, the book says this will be the
> only place you need to have this.
> OK
>States->states
> create
> start
> OK
>deselect all
>select axis tip1 and rotate in the x 30 degrees.
>space bar
>select entire object
>states->bones->update
>states->states
> create
> bendtip1
> OK
>select axis in tip1 and rotate another 30 degrees in x.
>deslect all
>select axis in mid1 and rotate it in x 30 degrees.
>select entire object
>states->bones->update
>states->states->create
> midbend
> OK
>deslect all
>select axis in tip and rotate 30 degrees in x.
>select axis in mid and rotate 30 degrees in x.
>select axis in base and rotate 30 degrees in x.
>select entire object
>states->bones->update
>states->states->create
> basebend
> OK
>SAVE THIS AGAIN! to much work to loose....
>States->stateanim->make
>start
>bendtip
>midbend
>basebend
>start
>full objects
>states->stateanim->play
>I sure hope this works for you! and if you find any errors or things that
>just don't work feel free to let me know.
> Render Ho!
> Lesk
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@node IML-291 " MSG-291 Subject: Re: lensflar.itx texture missing"
Subject: Re: lensflar.itx texture missing
Date: Fri, 13 May 1994 16:49:08 -0600 (MDT)
From: Roger Straub <straub@csn.org>
On Thu, 12 May 1994, Ed Totman wrote:
> ...in my PC version. Anyone else using the PC version have this file?
The tex file has been renamed as Twinkle.itx.
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@node IML-292 " MSG-292 Subject: Re: Easy Assigns for IBM/Amiga Imagine?"
Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Date: Fri, 13 May 1994 18:48:04 -0500 (CDT)
From: Michael Halleen <halleen@Mercury.mcs.com>
On Fri, 13 May 1994, Lesk wrote:
> >This way, Amiga users can simply ASSIGN the letters above, and IBM users
> >just define LASTDRIVE in config.sys to X, and use the letters as devices.
> >This will work on the IBM, won't it?
> Uh uh! nope! nadda! and anything else! I got amiga dos so I would not have
> to go through such cryptic garbage as this! It's bad enough that our
> texture names are reduced to eight chars, I am sure not going to change my
> system to conform to MSdos constraints!
Right on.
> However I do think an arexx or c++ application could be written and shared
> that would convert those file paths automatically between machines. I like
> the idea of sharing projects, I do not like the idea of confining and
> limiting O.S. structures.
Maybe this is so obvious that you didn't mention it, but wouldn't it
be really easy to go through an ASL decompiled project and replace all the
Amiga assigns with DOS directories? You could do it with a word processor.
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@endnode
@node IML-293 " MSG-293 Subject: Re: Imagine 4 everybody! The Campaign - join in!!"
Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Date: Fri, 13 May 1994 18:05:30 -0700
From: Lesk@cc.snow.edu (Lesk)
>Imagine 4 everybody!/multitasking/project
I want multitasking from the project editor!
I would like to be able to start a project and then have control of imagine
again to do other things.
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@node IML-294 " MSG-294 Subject: Re: Imagine 4 everybody! The Campaign - join in!!"
Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Date: Fri, 13 May 1994 18:09:05 -0700
From: Lesk@cc.snow.edu (Lesk)
>Imagine 4 everybody!/Iconify/project
I would like to have Iconify in the project editor. So I could reduce it
while I use other memory intensive stuff.
Render Ho!
Lesk
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@endnode
@node IML-295 " MSG-295 Subject: Re: Easy Assigns for IBM/Amiga Imagine?"
Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Date: Fri, 13 May 1994 18:00:44 -0700
From: Lesk@cc.snow.edu (Lesk)
Hi Micheal;
You wrote....
>> However I do think an arexx or c++ application could be written and shared
>> that would convert those file paths automatically between machines. I like
>> the idea of sharing projects, I do not like the idea of confining and
>> limiting O.S. structures.
>Maybe this is so obvious that you didn't mention it, but wouldn't it
>be really easy to go through an ASL decompiled project and replace all the
>Amiga assigns with DOS directories? You could do it with a word processor.
Ha ha ha Yeah! Those dang trees got in the way of the forrest again did't they!
Render Ho!
Lesk
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@node IML-296 " MSG-296 Subject: Re: Imagine 4 everybody! The Campaign - join in!!"
Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Date: Fri, 13 May 1994 18:13:07 -0700
From: Lesk@cc.snow.edu (Lesk)
>Imagine 4 everybody!/ASL Requestors/all
I would like to see the amiga requestors used in Imagine.
Render Ho!
Lesk
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@node IML-297 " MSG-297 Subject: Color of first project screen"
Subject: Color of first project screen
Date: Fri, 13 May 1994 18:17:35 -0700
From: Lesk@cc.snow.edu (Lesk)
Howdy All; (Yeah like you havent heard from me for two minutes....)
I was wondering if anyone has noticed, when Imagine starts it has a
very unique color setting. Has anyone tried to use those colors? I would
like to try it for the rest of the editors and see how well it works.
Does anyone know how to get those settings or what they are?
Thanks!
Render Ho!
Lesk
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@node IML-298 " MSG-298 Subject: Re: PARENT button in Impulse's file requester doesn't work?!?!??"
Subject: Re: PARENT button in Impulse's file requester doesn't work?!?!??
Date: Fri, 13 May 1994 21:13:06 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
>Has anyone else out there noticed that the 'parent' button on Impulse's
>file requester (Imagine 3.0:Amiga) doesn't do ANYTHING?
Sorry but you are wrong here. Take a look at your path in the drawer box
after clicking the textures directory. What does it show? It shows that
only textures belongs to the path, there is no parent directory specified
so hitting parent won't do anything.
If your path reads:
imagine:textures/
and then you try parent, you will find that it take you back a directory
to imagine:
>This is silly, stupid, and should've been caught in beta-testing.
There wasn't anything to catch.
Jason K.
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@node IML-299 " MSG-299 Subject: Re: PARENT button in Impulse's file requester doesn't work?!?!??"
Subject: Re: PARENT button in Impulse's file requester doesn't work?!?!??
Date: Fri, 13 May 94 21:12:06 EDT
From: jgoldman@acs.bu.edu (Jeffrey Goldman)
> Has anyone else out there noticed that the 'parent' button on Impulse's
> file requester (Imagine 3.0:Amiga) doesn't do ANYTHING?
> I accidentally clicked in my textures directory when I meant to click into
> my objects directory. "No problem," I thought to myself. "I'll just parent
> out and click on objects."
Actually, it all depends on where it starts to go through
directories. In other words, look at the top directory/path bar. If
you click into the 'Textures' directory and it is the only directory
present in the path bar/indicator, then you can only parent to
'Textures', or the first directory in the bar. For example, click on
'Disks' at the bottom of the requester. Select the drive Imagine is
located in and start going through directories until you hit
'Textures'. When you parent out this time it will parent all the way
to the top directory.
Of course, this may not be eactly what you're talking about...
I know that as a default my version of Imagine2.0 started the
directory selection in the the directory that contained the Imagine2.0
application binary. My version of 3.0 starts the directory selection
at the top or root directory of the HD Imagine3.0 is located on...
J.---->
E-Mail: jgoldman@acs.bu.edu
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@node IML-300 " MSG-300 Subject: Re: 3.0 woes?"
Subject: Re: 3.0 woes?
Date: Fri, 13 May 94 21:27:18 EDT
From: jgoldman@acs.bu.edu (Jeffrey Goldman)
> Is it just me, or is my super-cool brand spanking new awesome icantbelieveit
> finallyarrived version of Imagine 3.0 really that sensitive. IN the first
> 2 hours of playing (it was great!!) I must've crashed at least 7 times.
> MOSTLY the crashes occured with complex objects - such as the cow, and the
> Enterprise (Star Trek) - which is an older object, so it may be the object in
> this case. Crashes occured when I went to quickrender, and scanline render.
I've used it for hours on my stock A3000/25 w/6 megs (2chip,
4fast, for those that don't know the mem configuration of A3000's). I
haven't crashed once. You're using 1.3. I'd recommend 2.1. Not just
because Imagine3.0 will probably run better with it, but virtually
everything will run and look better.
My A3000 isn't even working %100. I suspect a bad PAL chip
(at U202 for those in the know). The problems I'm experiencing range
from FD errors (the FD's are totally unuseable), to CHIP mem problems
when more than 1.5 megs of CHIP are used. I have noticed that
Imagine3.0 uses a LOT of CHIP.
For comparison my KS is loaded from the HD (my A3000 softboots
2.04). So, after Imagine3.0 is loaded I have roughly 2.5 megs free. I
don't like the fact that Imagine3.0 loads every module at once (or
does it?). I remember 2.0's preference flag for turning that off...
Surprisingly, I have had little problems even when modeling
complex objects. Rendering is another story, but everything is rock
solid (I'm actually really surprised and extremely relieved at this).
I'll try Imagine3.0 with GigaMem to see what happens...
J.---->
E-Mail: jgoldman@acs.bu.edu
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@node IML-301 " MSG-301 Subject: Re: reemoving unwanted points"
Subject: Re: reemoving unwanted points
Date: Fri, 13 May 1994 22:17:31 -0600 (MDT)
From: Roger Straub <straub@csn.org>
On Fri, 13 May 1994, William E Costello/Focal Point Software wrote:
> I was wondering if there are any pd programs for removing
> the duplicate points you get in an object when you use
> the merge command?
Well, I've heard that Vertex will do it, but I don't have it. Anyone?
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@endnode
@node IML-302 " MSG-302 Subject: Re: Easy Assigns for IBM/Amiga Imagine?"
Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Date: Sat, 14 May 1994 02:52:58 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
This whole single letter thing really bothers me. Why be so limiting?
Well, I realize there is a limit but why reduce ourselves to obscure
single characters? It's not helpful at all. Why not call projects proj:
or objects obj:? effects could be FX:? Frankly, I'm just going to use
my own little system but I thought that I'd interject my opinion of the
whole 'single-letter' business. Enjoy.
Jason K.
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@endnode
@node IML-303 " MSG-303 Subject: VMM40 for the 30 ?"
Subject: VMM40 for the 30 ?
Date: Sat, 14 May 1994 03:13:34 -0500 (EST)
From: "JOSEPH F. HART" <VISHART@ubvms.cc.buffalo.edu>
Greetings.....
At the risk of repeating a question that may or may not
have been posted here before...
Does VMM40 work with an 030 as well, or is an 040 required ?
If VMM40 does not work with an 030, is there anything that does ?
( Virtual Memory manager-wise, that is...)
___________________________________________________________________
| Internet: VISHART@ubvms.cc.buffalo.edu
Joe Hart | /// Plink: OSS542
Niagara Falls, NY | \\\/// Ham call: WA2SND
| \XX/ AMIGA - Computers for REAL MEN
===================================================================
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@endnode
@node IML-304 " MSG-304 Subject: Lensflare etc. in Imagine 3"
Subject: Lensflare etc. in Imagine 3
Date: Sat, 14 May 1994 17:47:59 +1000 (EST)
From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
After reading Andrew Vogel's post about the lensflare and Mark's
comments, I thought I'd make a few comments.
BTW, I STILL haven't received 3.0 (Australia - end of the world etc..)
but, this kinda applies to Imagine in general.
It seems to me from reading about LW and talking to people that use it,
that in LW, every function does things like the user expects it to.
You may think that this is the only way it should be, and I agree but in
Imagine this often isn't the case and sometimes that isn't the case in
Real 3D v2 (which still has many bugs, btw).
Unlike the other programs, LW has been designed for the pros with input
from the pros. It at times 'cheats' to get some effects but they look right.
Now, this is the way I see it with Imagine: In Imagine, you really have
to sit down and decide what you want to see in the end. Often the tools
that are there seem like the right ones to do the job, but they do not do
exactly what is expected. Many times workarounds need to be employed to
get things looking right. So, in essence,(a great package but not related
to this message :-) ) YOU have to cheat and even cheat the program at
times!
What I am saying is that effects like LW's can be achieved but with a lot
more thought (and more trial and error at times)
This is cold comfort for the person working to a tight deadline (I have
been caught). Even a Pentium may not help here. :-) (or an '060! )
That is why LW is preferred by many professionals.
Us, the guys sticking with Imagine, we like a little bit of pain. :-)
In truth, I LIKE the Imagine interface. (I just wish I could open it on
any size screen - Impulse, please allow for display database - I've got
an EGS card here that is aching to be used!)
Now, onto the Lensflare in 3. I don;t know if this is possible, but I was
wondering if rather than the example of morphing 2 lights, what about
turning the Lensflare effect off while the light is obstructed ?
Shouldn't this work ?
Has anyone tried this ?
nvukovlj@extro.ucc.su.oz.au
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@node IML-305 " MSG-305 Subject: Imagine and Retina"
Subject: Imagine and Retina
Date: Sat, 14 May 94 02:56:41 CDT
From: garner@aug3.augsburg.edu (Joseph C. Garner)
Is it just me or. . .
For any lucky person with the Retina board you can run Imagine2.0/3.0 at
higher res than the norm without a patch. I have a workbench screen that
is 800X600 and promote Imagine (using RetinaEMU) to the same size, with no
problems. (I have not tried a higher res than that, but I don't know why
it wouldn't work.) I've used 2.0 for two years like this without a single
crash --> well, except for a shortage of memory. :) When I got 3.0 a few
days ago I tried it and it worked fine. Even tested that nasty rotate
bug/thing I heard about on this board and it worked fine.
INTERESTING POINT: In the 3.0 version of Imagine, it will center all the
requester boxes in the larger screen, even centered the opening picture.
Seems to me like it was written for it or something.
System: Amiga 2000 w/7 meg ram
GVP accel. 25MHZ 68030 w/882
120meg hard drive
Retina w/4meg memory
Syquest 44 meg removable
blah blah blah.
Happy rendering,
Joseph C. Garner
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@endnode
@node IML-306 " MSG-306 Subject: Re: Easy Assigns for IBM/Amiga Imagine?"
Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Date: Sat, 14 May 1994 03:41:34 -0500
From: ceverett@prairienet.org (Chris L. Everett)
>This whole single letter thing really bothers me. Why be so limiting?
>Well, I realize there is a limit but why reduce ourselves to obscure
>single characters? It's not helpful at all. Why not call projects proj:
>or objects obj:? effects could be FX:? Frankly, I'm just going to use
>my own little system but I thought that I'd interject my opinion of the
>whole 'single-letter' business. Enjoy.
>Jason K.
Well, if you had ever used an IBM-type computer before you'd get it. The
idea of 'assigns' are kinda unique to the Amiga. On the PCs they can
only assign a single letter to indicate a drive or 'assign'.
Hey, it could get worse! On a Mac you can't assign ANYTHING! :^)
- Chris
P.S. What's the big deal, anyway? If you can assign 'PROJECTS:' to
'DH9:Imagine3.0/WackyStuff/Projects', why can't you just assign 'P:' to
the same path? If you aren't gonna distribute anything you do, it
doesn't make a difference. If you are, you've saved yourself typing
seven whole letters!
Chris Everett | This is an emergency, this is not a test.
Spectronics Int'l USA, Inc. | Had this been an actual test, you would
Champaign, Illinois | have been instructed to bring a number
ceverett@prairienet.org | two pencil. Heh heh m - That wuz cool.
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@node IML-307 " MSG-307 Subject: Re: Parent button..."
Subject: Re: Parent button...
Date: Sat, 14 May 94 11:45 BST-1
From: Stephen Loughran <zorlac@cix.compulink.co.uk>
Jeff Hanna said:
>Has anyone else out there noticed that the 'parent' button on Impulse's
>file requester (Imagine 3.0:Amiga) doesn't do ANYTHING?
>I accidentally clicked in my textures directory when I meant to click into
>my objects directory. "No problem," I thought to myself. "I'll just parent
>out and click on objects."
>click, click, click... NOTHING I was still in the textures directory. I had
>to use the Disks button and then work my way back down to my objects directory.
>This is silly, stupid, and should've been caught in beta-testing.
do pay attention at the back! :) the parent button has always been
dodgy, even in v2.0! if you go down one directory, it wont let you come
back up the directory path, but if you go down two directories, it will
only let you come up one directory. seems like you just cant get back
up past the first directory. very poor, they *SHOULD HAVE USED ASL!!!*,
along with screen database stuff and more... :(:(:(
steve
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@node IML-308 " MSG-308 Subject: Re: PARENT button in Impulse's file requester doesn't work?!?!??"
Subject: Re: PARENT button in Impulse's file requester doesn't work?!?!??
Date: Sat, 14 May 1994 11:10:13 -0400 (EDT)
From: Udo K Schuermann <walrus@wam.umd.edu>
>>Has anyone else out there noticed that the 'parent' button on Impulse's
>>file requester (Imagine 3.0:Amiga) doesn't do ANYTHING?
> Sorry but you are wrong here. Take a look at your path in the drawer box
> after clicking the textures directory. What does it show? It shows that
> only textures belongs to the path, there is no parent directory specified
> so hitting parent won't do anything.
> If your path reads:
> imagine:textures/
> and then you try parent, you will find that it take you back a directory
> to imagine:
And what about appending a '/' (Amiga) or '../' (PC) to the path? ONE MORE
REASON to use standard ASL requesters!! It IS a bug in my book, just not a
terribly dreadful one.
._. Udo Schuermann
( ) walrus@wam.umd.edu
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@node IML-309 " MSG-309 Subject: File names"
Subject: File names
Date: Fri, 13 May 94 23:26:17 CDT
From: jmm0021@ephsa.sat.tx.us (Jason Montgomery)
I dont think the file name problem is going to be around for much longer
MS has finally included long filenames OS/2 has had long filenames for a
while. Everyday its becomming less and less of a problem mabey if were
lucky 8.3 will never show its face again.
Flames Comments ?
Jason Montgomery
jmm0021@ephsa.sat.tx.us (Jason Montgomery)
Rivercity Matrix -- +1 (210) 561-9815/21 -- San Antonio, Texas
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@node IML-310 " MSG-310 Subject: Re: Imagine and Retina"
Subject: Re: Imagine and Retina
Date: Sun, 15 May 1994 02:08:48 +1000 (EST)
From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
On Sat, 14 May 1994, Joseph C. Garner wrote:
> Is it just me or. . .
> For any lucky person with the Retina board you can run Imagine2.0/3.0 at
> higher res than the norm without a patch. I have a workbench screen that
> is 800X600 and promote Imagine (using RetinaEMU) to the same size, with no
> problems. (I have not tried a higher res than that, but I don't know why
> it wouldn't work.) I've used 2.0 for two years like this without a single
> crash --> well, except for a shortage of memory. :) When I got 3.0 a few
> days ago I tried it and it worked fine. Even tested that nasty rotate
> bug/thing I heard about on this board and it worked fine.
Unfortunately, Retina is the only card that Imagine works with. The
reason being that Retina uses Chip Ram for its emulation and not Fast Ram.
On an EGS board (I have a Piccolo), Imagine can be promoted, but you
constantly have to use redraw function any time the object is scaled, or
rotated or moved, as the grid where the object is dissapears.
We need for Imagine to become retargetable.
nvukovlj@extro.ucc.su.oz.au
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@node IML-311 " MSG-311 Subject: Re: PARENT button in Impulse's file requester doesn't work?!?!??"
Subject: Re: PARENT button in Impulse's file requester doesn't work?!?!??
Date: Sat, 14 May 1994 12:57:53 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
>And what about appending a '/' (Amiga) or '../' (PC) to the path? ONE MORE
>REASON to use standard ASL requesters!! It IS a bug in my book,
More of an inconvenience.
ASL would be nice.
Jason K.
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@node IML-312 " MSG-312 Subject: Re: Easy Assigns for IBM/Amiga Imagine?"
Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Date: 14 May 94 13:29:58 EDT
From: John Foust - Syndesis Corporation <76004.1763@CompuServe.COM>
To: Imagine
1. Think broadly.
2. Emulate programs that have solved this problem already.
3. If you don't consider yourself competent about another platform,
then don't bother making suggestions.
First, you don't want to declare MS-DOS drive letters to be
equivalent to AmigaDOS logical assignments. Every MS-DOS system will
be different. Drive letters can change on the same system depending
on how they booted, which batch files they've run, which 'SUBST'
commands are in effect, which network is connected, etc. More recent
OSes for the PC (Windows, WfW, WinNT) make it very easy to
dynamically change drive letters.
Also, every PC has a "last drive" setting. If you don't have an
explicit 'LASTDRIVE=I' statement in your CONFIG.SYS, then you've got
a default "last drive." Adding extra drives is not free, it consumes
valuable DOS-ish memory for every extra drive. Most people keep
theirs to a sane value.
Other people have shown how the use of "drive letters" like L: and T:
conflict with the Amiga...
Hash's Playmation solved this in a multiplatform sort of way.
Impulse could solve it, too, with a morning's work, if they wanted to.
Playmation shows its Amiga roots by depending on logical
assignments (via 'ASSIGN') to point to model, choreography, etc.
directories. Projects store the assignment, not the hard-coded
filename path.
On the Windows version, they have a dialog that lets you map your
Amiga-like assignments (MODELS:) to complete MS-DOS filename paths.
These presets are stored in a configuration file that's used whenever
you make projects. Their projects are portable to the Mac version,
A few other issues need to be considered. Macs allow filename paths,
too, except ':' is used instead of slash. MS-DOS uses backslashes,
Amiga and Unix use forward slashes. MS-DOS limits itself to 8.3 char
filenames, the others don't. It's not that hard to come up with a
flexible project-parsing routine that could handle scripts from any
platform.
And please, can we stop hearing about how excited and wet you were
when your copy of Imagine was delivered, and how you anxiously left
scraps of paper from the door to the keyboard?
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@node IML-313 " MSG-313 Subject: >Imagine 4 everybody! The Campaign - join in!!"
Subject: >Imagine 4 everybody! The Campaign - join in!!
Date: Sat, 14 May 1994 14:14:19 -0500 (CDT)
From: Michael Whitten <mw@lenti.med.umn.edu>
rexx, rexx, and more rexx
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
+ M.D. Whitten mw@lenti.med.umn.edu Sentience is overrated. +
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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@node IML-314 " MSG-314 Subject: Screen Size?"
Subject: Screen Size?
Date: Sat, 14 May 1994 13:31:14 -0700 (PDT)
From: Fred Crowell <fcrow@LINFIELD.EDU>
I am using Imagine 2.0 and have heard of editing the binary code of
imagine in order to yield larger screen sizes. I am using an A3000 and
would like to know what program I can use to make these changes
(preferably share-ware) and what I need to change. Thanks in advance for
the help.
==============================================================================
-- Fred Crowell -- fcrow@linfield.edu --
==============================================================================
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@node IML-315 " MSG-315 Subject: scanline"
Subject: scanline
Date: 03 Jan 00 22:23:49 -0800
From: Lance.Miller@shadow.wmeonlin.sacbbx.com (Lance Miller)
Forgive my ignorance, but is it not possible to quickrender a ground
object in scanline? I put a reflective ball above a ground with the checkered
texture, and when I quickrendered it, I got the reflection in the ball, but the
ground was totally black. I removed the ball, and tried it again, but still no
ground, all black. Is this a bug, or am I just not supposed to be able to do
this?
Lance Miller 1:203/699 \|/
lance.miller@shadow.wmeonlin.sacbbx.com @ @ Jethro :)
--------------------------------------------------------oOO-(_)-OOo------------
Via DLGMail @ 1:203/699.0
Internet : Lance.Miller@shadow.wmeonlin.sacbbx.com
Disclaimer: The views of this user are strictly his/her own.
Sacramento Public Access Mail Systems
Problems? Mail root@wmeonlin.sacbbx.com
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@endnode
@node IML-316 " MSG-316 Subject: Re: PARENT button in Impulse's file requester doesn't work?!?!??"
Subject: Re: PARENT button in Impulse's file requester doesn't work?!?!??
Date: Sat, 14 May 1994 14:52:11 -0700
From: mischa@cats.ucsc.edu
well, once you get stuck like that you can go to the top field (the drawer)
and press rcommand x to clear it, then press return and you will start over
wherever imagine resides.
i think the software should let you do what Jeff said; ie press the parent buttn
to get you to the imagine dir again when you are in, say, textures, or maps,
etc., and then from the imagine dir, another parent hit should get you the
disks: and assigns: ....
other requesters work this way!
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@node IML-317 " MSG-317 Subject: Re: Parent button..."
Subject: Re: Parent button...
Date: Sat, 14 May 94 14:38:31 GMT
From: Andy Jones <andy@activa.demon.co.uk>
Hi Stephen,
> >This is silly, stupid, and should've been caught in beta-testing.
> do pay attention at the back! :) the parent button has always been
> dodgy, even in v2.0! if you go down one directory, it wont let you come
The parent button does work. The problem is that the requestor doesn't open
with a path in the drawer field. It just uses the current directory. If you
enter a path then the parent button will work.
Of course it may be different on v3. I don't own Imagine, I just have lots of
the coverdisks here from cross-upgrades...
Computer Artist, Real 3D Beta Tester
Technical Support for all Activa International Products
Real 3D, TVPaint, BroadcastPaint, MediaPoint, OBI, Powerfonts
-----------------------------------------------------------------------------
| andy@activa.demon.co.uk 2:254/516.1@fidonet |
| Tel: +44 81-402-5770 Fax: +44 81-402-5780 |
-----------------------------------------------------------------------------
| The views expressed do not necessarily reflect those of my employers |
-----------------------------------------------------------------------------
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@endnode
@node IML-318 " MSG-318 Subject: Lesk's Bones example"
Subject: Lesk's Bones example
Date: Sat, 14 May 1994 23:15:09 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
This message is really for Lesk... First, thanks for the long
step-by-step help with the Bones function. For some reason, however, I
cannot get it to work properly. I get through to the the point that says
"go back to group mode and check this out"... When I try it, it never
seems that I have the grouping right, and I am following the directions
to the letter. Would it be possible for you to either check the
directions, or uuencode the object to me?
Thanks! I really want to figure this bones thing out...
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
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@node IML-319 " MSG-319 Subject: Textures."
Subject: Textures.
Date: Sun, 15 May 94 01:48:56 -0600
From: feifarek@students.wisc.edu (Matthew J. Feifarek)
Did someone(s) render examples of all the Imagine Textures in 3.0? I'd like to
check them out w/out hours and hours etc.
Also, anyone have any luck using them with Forge? They seem to load in etc, but
have weird artifacts. Hmmmmmmm
_______________________________________________________________________________
Matthew J. Feifarek University of Wisconsin Madison - Art Department
"All children are geniuses until they are
feifarek@students.wisc.edu de-geniused by education" -R.Buckminster Fuller
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@endnode
@node IML-320 " MSG-320 Subject: Easy Assigns for IBM/Amiga Imagine"
Subject: Easy Assigns for IBM/Amiga Imagine
Date: Sat, 14 May 94 15:08:23 GMT-2
From: izi@scala.ping.dk (Soren Wind)
[ 14 May 94 ] [ Jason B Koszarsky <koza -> me ]
[Re: Easy Assigns for IBM/Amiga Imagine]
JBK> proj: or objects obj:? effects could be FX:? Frankly, I'm just going
JBK> to use my own little system but I thought that I'd interject my opinion
JBK> of the whole 'single-letter' business. Enjoy.
Well i use
IFX: Imagine:Effects
IAT: Imagine:Attributes
IOB: Imagine:Objects
IPR: Imagine:Projects
ITX: Imagine:Textures
IWP: Imagine:Wraps
But it would be nice if every person used the same assigns...
Soren Wind - IZI/ImPACT __ ___ _
GFX / 3D Design / Raytrace \ \ / (_)____ _ __ _| |
Fidonet Scala 2:230/418.30 \ V /| (_-< || / _` | | /\\
Fidonet ATeam 2:230/714.1 _\_/ |_/__/\_,_\__,_|_|__ \\/
Amiganet : 39:141/104.30 |_ _|_ __ _ __ __ _ __| |_
E-MAIL ADD1:izi@scala.ping.dk | || ' \| '_ \/ _` / _| _|
E-MAIL ADD2: - OFFLINE - |___|_|_|_| .__/\__,_\__|\__|tm
A2K/030/882/9MB/345MB/33Mhz+SVGA Running|_|/fast/ for a *Picasso* *II*
... I've seen the procedure hundreds of times. - Qwark
-- Via Xenolink 1.90
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@node IML-321 " MSG-321 Subject: Imagine crashing? Not mine!"
Subject: Imagine crashing? Not mine!
Date: Sun, 15 May 1994 02:29:23 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
On Fri, 13 May 1994, Cliff Lee wrote:
> > Is it just me, or is my super-cool brand spanking new awesome icantbelieveit
> > finallyarrived version of Imagine 3.0 really that sensitive.
> I have had the same problem (Crashing out) wiht the PC version. I've had
> it crash out of the detail editor, stage editor, spline editor.
> Typically it happens when I'm away from the desk for a moment.
I own both the Amiga and PC versions. Although I've had Imagine going
almost 24 hours a day since I got it, I have not experienced one crash on
either machine.
Ed Totman
etotman@gort.ucsd.edu
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@node IML-322 " MSG-322 Subject: Re: reemoving unwanted points"
Subject: Re: reemoving unwanted points
Date: Sun, 15 May 1994 02:42:09 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
On Fri, 13 May 1994, Roger Straub wrote:
> On Fri, 13 May 1994, William E Costello/Focal Point Software wrote:
> > I was wondering if there are any pd programs for removing
> > the duplicate points you get in an object when you use
> > the merge command?
> Well, I've heard that Vertex will do it, but I don't have it. Anyone?
Yes Vertex will remove duplicate points and edges, among other things.
Not PD though - it's about $50.
Ed Totman
etotman@gort.ucsd.edu
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@node IML-323 " MSG-323 Subject: Re: Sunset.JPG"
Subject: Re: Sunset.JPG
Date: Sun, 15 May 1994 10:28:27 -0700
From: Lesk@cc.snow.edu (Lesk)
>Hey Lesk! Have you read anything on the IML regarding a picture called
>Sunset.JPG? I created that picture a while ago, and someone mentioned
>that they had read on the IML (how the hell did I miss it) that people
>in Melbourne, Australia had seen it and wanted to know if Imagine was
>available for the Unix box. Have you read anything like this? Thanks,
>man!
>Paul
Ha Ha Ha! Hey thats cool! I have heard something about it. I also heard
that Impulse will consider unix sometime. They said 3.0 would be a few
weeks so what would that make sometime to be? :)
Render Ho!
Lesk
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@node IML-324 " MSG-324 Subject: Re: Parent button..."
Subject: Re: Parent button...
Date: Sun, 15 May 1994 10:46:34 -0700
From: Lesk@cc.snow.edu (Lesk)
>Jeff Hanna said:
>>Has anyone else out there noticed that the 'parent' button on Impulse's
>>file requester (Imagine 3.0:Amiga) doesn't do ANYTHING?
>>I accidentally clicked in my textures directory when I meant to click into
>>my objects directory. "No problem," I thought to myself. "I'll just parent
>>out and click on objects."
>>click, click, click... NOTHING I was still in the textures directory. I had
>>to use the Disks button and then work my way back down to my objects
>>directory.
>>This is silly, stupid, and should've been caught in beta-testing.
> do pay attention at the back! :) the parent button has always been
>dodgy, even in v2.0! if you go down one directory, it wont let you come
>back up the directory path, but if you go down two directories, it will
>only let you come up one directory. seems like you just cant get back
>up past the first directory. very poor, they *SHOULD HAVE USED ASL!!!*,
>along with screen database stuff and more... :(:(:(
> steve
Just a note: using a "/" will move you back up the tree. ASL would be nice.
Impulse should realize though that if we are complaining about 'trivial'
things then 3.0 must overall be pretty good eh!
Render Ho!
Lesk
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@endnode
@node IML-325 " MSG-325 Subject: Re: Easy Assigns for IBM/Amiga Imagine?"
Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Date: Sun, 15 May 1994 11:02:49 -0700
From: Lesk@cc.snow.edu (Lesk)
>A few other issues need to be considered. Macs allow filename paths,
>too, except ':' is used instead of slash. MS-DOS uses backslashes,
>Amiga and Unix use forward slashes. MS-DOS limits itself to 8.3 char
>filenames, the others don't. It's not that hard to come up with a
>flexible project-parsing routine that could handle scripts from any
>platform.
Well Said! (Applause)
>And please, can we stop hearing about how excited and wet you were
>when your copy of Imagine was delivered, and how you anxiously left
>scraps of paper from the door to the keyboard?
This is part of a creative expression, why damper the excitement when some
have waited (literaly) for years. Enthusiastic expression generates
synergism and I think that is the basis of real creativity. If we were
talking a data base management system or spreadsheet in stuffy shirts and
blank ties then I would absolutely agree!
Render Ho!
Lesk
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@node IML-326 " MSG-326 Subject: Re: Lesk's Bones example"
Subject: Re: Lesk's Bones example
Date: Sun, 15 May 1994 11:40:22 -0700
From: Lesk@cc.snow.edu (Lesk)
>This message is really for Lesk... First, thanks for the long
>step-by-step help with the Bones function. For some reason, however, I
You are welcome!
>cannot get it to work properly. I get through to the the point that says
>"go back to group mode and check this out"... When I try it, it never
>seems that I have the grouping right, and I am following the directions
>to the letter. Would it be possible for you to either check the
>directions, or uuencode the object to me?
Yes To both!
The object at this point is to set the proper order
mode->pickobjects
select axis in tip1
shift select axis in mid1
states->group
deselect
select axis in mid1
shift select axis in base1
states->group
deselect
select axis in base1
shift select object axis
states->group
deselect
What you have done here is simply grouped your axis. You now want to make
certain that these axis are in the proper order so that when you bend say
your finger, they move just like your finger would top to bottom. If they
are out of order it will still work but it would look like some double
jointed contortionist...
So either clear it all out and start the project over or go back to
group mode select an axis and ungroup, repeating until everthing is
ungrouped. Make sure there are no groupings at all! Then go back to object
mode pick and sadly start again. You will get this, it just takes a little
practice. Also this is not a replacement for the manual read through it so
you have the concepts, believe me it will really help.
I could send you the project, but really It is just like the hand
object that came with imagine. The only thing about the manual is that it
would have helped to do a step by step as well as the predone hand object.
>Thanks! I really want to figure this bones thing out...
Your welcome Drew.
And feel free to let me know if this still doesn't work. try to be specific
about what you see and what you are doing, that will help to find out where
the trouble is.
Also If anyone can explain better or if I have misunderstood anything
please feel free to jump in. Bones are fun and everyone should have a
couple.....
Render Ho!
Lesk
P.S. Try the frogskin on this, it is really wild!
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@node IML-327 " MSG-327 Subject: assings>minor flame"
Subject: assings>minor flame
Date: Sun, 15 May 1994 15:17:52 -0400
From: "Paul Wehner" <usr9110a@tso.uc.edu>
J.Foust:
"And please, can we stop hearing about how excited and wet you were
when your copy of Imagine was delivered, and how you anxiously left
scraps of paper from the door to the keyboard?"
Actually I kind of enjoyed the anticipation everyone had with the arrival of
3.0. I personally don't mind other peoples' expression of joy etc.
Considering your occasional contribution to this list, usually ragging on
Pixel3Pro, I find it a little strange for you to take issue with what
others have to contribute here.
And for the record, Andrew Vogel was not wet...I checked.
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@endnode
@node IML-328 " MSG-328 Subject: Re: Bones Tutorial"
Subject: Re: Bones Tutorial
Date: Sun, 15 May 1994 13:24:29 -0700
From: Lesk@cc.snow.edu (Lesk)
>Hey Lesk! Thanks for that tutorial on bones...I really appreciate you
>taking the time to outline the steps for me.
>However, you got it backwards ;^) When you're grouping axes, you state
>that you have to select tip1 + mid1, mid1+base1... It's the other way
>around. You need to group the object to Base1, then base1 to mid1, then
>mid1 to tip1. Only then do you get the proper heirarchy.
>I was hoping to get this message back to you before you posted it to the
>IML...now you've got a little damage control 8^)
>TTYL!
>Paul
Thanks paul;
OOPS! yep you are right about that! I have a couple people looking for this
thanks for the reply! Must have been that late night just after the Phys
test!
So how do you like bones?
did you apply the frogskin and see what it did?
Render Ho!
Lesk
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@endnode
@node IML-329 " MSG-329 Subject: Re: assings>minor flame"
Subject: Re: assings>minor flame
Date: Sun, 15 May 1994 16:53:44 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
On Sun, 15 May 1994, Paul Wehner wrote:
> J.Foust:
> "And please, can we stop hearing about how excited and wet you were
> when your copy of Imagine was delivered, and how you anxiously left
> scraps of paper from the door to the keyboard?"
> Actually I kind of enjoyed the anticipation everyone had with the arrival o
> 3.0. I personally don't mind other peoples' expression of joy etc.
> Considering your occasional contribution to this list, usually ragging on
> Pixel3Pro, I find it a little strange for you to take issue with what
> others have to contribute here.
Righto... I think it's okay to be excited... Hopefully, J.Foust will
realize that... I suspect that some folks were pretty excited about his
stuff too...
> And for the record, Andrew Vogel was not wet...I checked.
Thanks for clearing that up (and thanks for checking!).
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
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@endnode
@node IML-330 " MSG-330 Subject: Re: My version is different than yours (was RE: That 3.0 Bu"
Subject: Re: My version is different than yours (was RE: That 3.0 Bu
Date: Mon, 16 May 1994 13:47:32 GMT +1200
From: "Paul Batten" <BATTENP@scico1.chchp.ac.nz>
> But I would like to know if anybody out there has version3.0 for PAL ???
> At least some info would make me feel better, because I have not got 3.0 yet.
To put your mind at rest, the PAL version has started arriving in New
Zealand. My friend has his although mine has not arrived yet... fingers
crossed for this week.
Paul.
----------------------------------------------------------------------
Paul Batten Science & Computing Dept. Christchurch Polytechnic
battenp@scico1.chchp.ac.nz Christchurch New Zealand
----------------------------------------------------------------------
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@endnode
@node IML-331 " MSG-331 Subject: Imagine Anim"
Subject: Imagine Anim
Date: Mon, 16 May 94 12:38:49 EST
From: gmcdonou@artemis.earth.monash.edu.au (Graeme Mc Donough)
Hi all
I have just sent a one of my demo's to wuarchive
to the /systems/amiga/aminet/new directory
It is called 3dbox.lzh
enjoy.
/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-SUN
Graeme Mc Donough,
INTERNET: mcdonoug@artemis.earth.monash.edu.au (postmaster)
///
Monash University ///
Dpt of Earth Sciences ///
Clayton, Melbourne \\\///
Victoria, AUSTRALIA 3168 \XX/
PHONE: +61 3 9054881
/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-TWIRL
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@endnode
@node IML-332 " MSG-332 Subject: Virtual Ram on the PC"
Subject: Virtual Ram on the PC
Date: Sun, 15 May 1994 22:32:15 -0600 (MDT)
From: Jeremy Williams <Jeremy.Williams@m.cc.utah.edu>
To all interested,
I finally managed to track down a program that will give PC users
32meg of memory by using their hard drives to simulate the memory. However,
Mr. Foust seems to right in explaining why Imagine3.0 will not accept the
extra memory. For instance, after running the program "VRAM", and typing
'MEM', it shows that I have a total of 18meg (I have 8meg physical), but
when I run Imagine it will not recognize this memory for anything. I have
tried making VRAM emulate XMS, EMS, etc...and Imagine will not recognize
anything but my physical RAM. A question: Would Impulse be able to
incorporate some kind of simple patch to recognize this memory, or is it a
major process to do so? BTW: Wordperfect 6.0, LOTUS 1-2-3, and quite a few
other apps recognize the memory fine, and use the full 18meg. Interesting...
Anyway, if anyone wants the VRAM program it's quite small and I
could UUENCODE it if requested. T.T.F.N.
Jeremy Williams
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@endnode
@node IML-333 " MSG-333 Subject: re: Imagine 3.0 Woes - PAR problem!"
Subject: re: Imagine 3.0 Woes - PAR problem!
Date: Sun, 15 May 94 14:07:50 EST
From: Imagine@bknight.jpr.com (Yury German)
Hi Sam (Sam Worf), in <9405101930.AA04cry@terapin.com> on May 10 you wrote:
: for evey frame: once when the file is initially opened, when it is closed at
: the end of rendering, and when it is recreated after the global F/X pass. One
: idea I had for making this easier to deal with for all SENTRY and PAR users
: is:
Sam I encountered the same problem with it as well as using Pegger
on the frames automatically. With the bugs in the 3.0 Version I am more
and more inclined to switch to Lightwave 3.1 especially since we have no
idea when these would be fixed. Mike I know you are reading this... can
you please LET THE LIST know if the fixes for the problem listed here and
other problems people described are available and if not when will they be
available.
I need to make the descision quick on this since I have something in the
works that will need the best rendering possible.
-------------------------------------------------------------------
Yury German yury@bknight.jpr.com
Blue Knight Productions blue-Knight@genie.geis.com
Graphics Design, 3D Animation blueknight@online.apple.com
CD-ROM Development (718)321-0998
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@endnode
@node IML-334 " MSG-334 Subject: Re: PARENT button in Impulse's file requester doesn't work?!?!??"
Subject: Re: PARENT button in Impulse's file requester doesn't work?!?!??
Date: Fri, 13 May 94 22:51:28 CDT
From: wilks@lbm.com (Stephen Wilkinson)
quarters@expert.cc.purdue.edu (Jeff Hanna) noticed:
> Has anyone else out there noticed that the 'parent' button on Impulse's
> file requester (Imagine 3.0:Amiga) doesn't do ANYTHING?
[snip]
> click, click, click... NOTHING I was still in the textures directory. I had
> to use the Disks button and then work my way back down to my objects directory
[snip]
This doesn't work in 2.0 Amiga either. You must have two or more
components in your path for this to work. For example: When you start
imagine from the "Imagine:" assign, all requester paths will start
blank and show files in that directory. Erasing all text from a path
requester will take you to the dir that Imagine was run from. If you
then go into "textures" directory, then the word "textures" will appear
in the requester. You must go one more directory "lower" in your path
in order for the parent button to work (ie: textures/organic) -- The
parent button will take you "up" to the textures directory, but no
higher... Rather annoying, but just clear out the string gadget with
ctrl-x and hit return to go to the directory imagine was run from.
Stephen
____________________________________
Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
Software Engineer reward for doing it well is the
LB&M Associates opportunity to do it again."
____________________________________
#define OPINION (myown)
#define COMPANYOPINION (~myown)
This message created using 87% recycled neuro-transmitters
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@endnode
@node IML-335 " MSG-335 Subject: Re: Easy Assigns for IBM/Amiga Imagine?"
Subject: Re: Easy Assigns for IBM/Amiga Imagine?
Date: Fri, 13 May 94 23:02:32 CDT
From: wilks@lbm.com (Stephen Wilkinson)
Lesk@cc.snow.edu (Lesk) spoke, saying:
> Uh uh! nope! nadda! and anything else! I got amiga dos so I would not have
> to go through such cryptic garbage as this! It's bad enough that our
> texture names are reduced to eight chars, I am sure not going to change my
> system to conform to MSdos constraints!
> However I do think an arexx or c++ application could be written and shared
> that would convert those file paths automatically between machines. I like
> the idea of sharing projects, I do not like the idea of confining and
> limiting O.S. structures.
I agree whole-heartedly. 'Nuff said. BTW, the tool exists to do what you
want if you agree on standard names. It was called 'splat' and it came
with SAS 6.x where x < 3. It will replace occurances of a string
with another string in any file (text or otherwise). All you need is:
AmigaName -> IBMName
--------------------
Textures: T:
Effects: X:
Or whatever... Once the standard is drawn up, you could ask that
projects you post used this scheme.. Then both PC and Amiga owners
could more easily share projects. Splat could search all your files and
replace "Textures:" with "T:" for you or vice versa (could be risky
going PC->Amiga since "T:" might crop up in the binary data) If splat
is not distributable, then all you need is a simple program to parse
staging files.
Stephen
____________________________________
Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
Software Engineer reward for doing it well is the
LB&M Associates opportunity to do it again."
____________________________________
#define OPINION (myown)
#define COMPANYOPINION (~myown)
This message created using 87% recycled neuro-transmitters
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@endnode
@node IML-336 " MSG-336 Subject: Re: a fix for global lens flare "
Subject: Re: a fix for global lens flare
Date: Mon, 16 May 1994 09:54:01 -0400
From: "rob (r.d.) hounsell" <hounsell@bnr.ca>
> Mike suggested that I copy the lens flare .IFX file from disk 1 or 2
> ( I saw one on my disk 1) over the .IFX file in the effects/global
> directory. I will try this tonight...Thought I'd pass the info along.
Why did you have to do this? My copy of imagine 3.0 installed all the effects
for me, despite the included Read Me First page that said they had to be copied
manually (I couldn't find them anywhere on the disks, and eventually saw that
they had been installed for me).
Do I have a more recent version of the distribution, or do you have a PC
version (mine is Amiga)?
P.S. To whomever asked if anyone in Canada had received Imagine 3.0, the answer
is yes! It took about a week and a half to arrive.
+-----------------------------------------------------------------------------+
| Rob Hounsell BNR WAN: HOUNSELL@BMERHB63 |
| Team Leader: UNIX INTERNET: HOUNSELL@BNR.CA |
| DMS System Performance Development PHONE: (613) 765-2904 |
| Dept. 7D23 ESN: 395-2904 |
| Bell Northern Research |
+-----------------------------------------------------------------------------+
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@endnode
@node IML-337 " MSG-337 Subject: THE SUN"
Subject: THE SUN
Date: Mon, 16 May 1994 10:57:37 -0400 (EDT)
From: Wes Parham <parham@phoenix.cs.uga.edu>
Ah, the talk of rendering the SUN comes at a good time for me. I'm
working on getting together an aniamtion which takes place both on the
Earth and on the surface of the Sun. For the Sunscapes, I'm obviously
going to need more than just alot of yellow surfaces. After viewing
'im_sun.jpg' off of the Aminet, I'm struck by the absolute sense of light
achieved. To the creator of this image and any others in the know:
What aspects do I need to consider to give something such a blinding
glow? I see the breakdown on this particular object, but have a
feeling that there's more than the picture alone can tell.
Wow, hurts the eyes just glimpsing over at the other monitor now....
wes~
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@endnode
@node IML-338 " MSG-338 Subject: Imagine and freelancing"
Subject: Imagine and freelancing
Date: Mon, 16 May 1994 11:09:41 -0400 (EDT)
From: Wes Parham <parham@phoenix.cs.uga.edu>
Alright, not to steer too far from the discussions, but I'm certain I'm
not he only one who might like to hear if there are any discussion groups
on freelance videographers/animators who are actually out there amazing
the masses with the new desk-top miracles such as the Amiga and Imagine.
Not bad for one sentence, be it a bit grammatically volatile...
wes~
I guess what I'm asking about specifically is Net discussions such as
newsgroups, lists... (IRC?)
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@endnode
@node IML-339 " MSG-339 Subject: Re: Bones Tutorial"
Subject: Re: Bones Tutorial
Date: Mon, 16 May 1994 08:55:39 -0700
From: Lesk@cc.snow.edu (Lesk)
>-> So how do you like bones?
>Ummm...I don't 8^)
Ha,Ha,Ha.. What! you mean the thing that held 3.0 development up for a year
(I think) and you don't even like it! Ha Ha Ha Ha Ha............
>I'm having severe difficulties with bones...or at least the placement of
>the axes. I'm getting some skewed tube effects if I take your tutorial
>and make the tube 30 sections instead of 3.
I should say! If you look at the hand.bon they tossed in you will notice
that at each joint they have added a reduced tube with added faces. I think
that is for the skewing effect, although no matter how you look at it, if
you twist or bend such a joint enough it will innevitably go berserk.....
>I haven't played with the frogskin. Will give it a try early next week.
the reason I thought it was neat, is that when animated, you can see it
move an stretch with the faces it is really weird and slimmey.
>What else have you been trying? Anything interesting?
>Paul
Well I have been trying to mix my anims. I have anim workshop and am trying
to add sound. I have been trying to take a morph done in cinamorph and
convert each frame to an embossed image then using an alpha channel to my
anim from imagine within imagefx and getting a kind of filtered double
exposure kind of thing. I am afraid though that I am not getting the
results I need from imp to convert some of the pics I did in forge (or any
thing really). It just creates a very large file that crashes my machine
when I try to display it (I have used vt, view, anim workshop and
mainactor). I need an example of how to use IMP. there was none in the
documentation.
Oh well four more weeks til graduation and as alice cooper once sang...
"Schools out for summer"
Render Ho!
Lesk
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@endnode
@node IML-340 " MSG-340 Subject: Re: Lensflare etc. in Imagine 3 "
Subject: Re: Lensflare etc. in Imagine 3
Date: Mon, 16 May 94 16:09:10 EDT
From: Mark Thompson <mark@westford.ccur.com>
> It seems to me from reading about LW and talking to people that use it,
> that in LW, every function does things like the user expects it to.
> You may think that this is the only way it should be, and I agree but in
> Imagine this often isn't the case and sometimes that isn't the case in
> Real 3D v2 (which still has many bugs, btw).
[ ....blah, blah, blah, blah....and other deleted stuff...]
Hi Nik,
Precisely! You summed it up very well. I think few Imagine people actually
realize this and it is a huge factor in why I don't use Imagine. I have
never liked Imagine's interface, but if it behaved in a predictable fashion,
I would overcome that. This is why I often refer to it as being quirky
(besides the fact that Impulse ignored many graphics conventions in its
design). And as you aptly put it, this may be a joy of tinkering thing for
a hobbyist, but its a costly timesink (and possible job-killer) to a
professional. In a sense, the manuals mimic this attitude when instead of
giving a nice explicit explanation of how things works, they say something
like "play with it and you will learn". Anyway, good observation.
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' 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 %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@endnode
@node IML-341 " MSG-341 Subject: Re: Imagine 4 everybody! The Campaign - join in!!"
Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Date: Mon, 16 May 1994 10:57:34 -0700
From: Lesk@cc.snow.edu (Lesk)
>Imagine 4 everybody!/idea/project or action editor
I would like to have morphable brushmaps.
What I mean is that I would like to apply an anim or series of
pictures as my map, the quantity of which match the frame count of the
object etc. in the action editor.
Render Ho!
Lesk
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@endnode
@node IML-342 " MSG-342 Subject: 2D to 3D on the PC?"
Subject: 2D to 3D on the PC?
Date: Sun, 15 May 1994 19:29:00 -0400
From: fraser.goodmurphy@onlinesys.com (Fraser Goodmurphy)
I have a number of flat objects in CorelDraw that I want to model in
Imagine 3.0. I tried two methods to get them into the Detail Editor:
1) Exporting them as .DXFs didn't work because CorelDraw doesn't save
the objects as triangles. Consequently, I only get a pair of axes.
And, I DID try scaling the axes up a 1000%.
2) Exporting them as 24-bit .TIFs worked a little better. I got the
points and edges but the Detail Editor gave me an "all faces
intersecting error". When I showed the results anyway, faces were
attached to the outside of the object (Should I try converting an
inverted bitmap). For several of the simpler objects, I resorted to
cleaning up the points and adding faces manually.
However, I'm working on an animation with a map that I need to use as an
extruded plain, and I really don't want to manually add faces to an
object with about 200 points! Is there something available that might
automate the process?
Will the T3DLIB converters convert a 2d .DXF into triangles? If someone
has compiled T3DLIB for the PC, could they please mail me a uuencoded
copy. I haven't been able to find a copy.
What about Syndesis' Interchange Plus for Windows? Will it do this? Is
it shipping?
Is Pixel 3d Pro for the Amiga designed for creating 3d objects from 2d
objects or bitmaps? Anyone aware of a similar program for the PC?
Thanks,
Fraser
74010.2715@compuserve.com
fraser.goodmurphy@onlinesys.com
CmpQwk #UNREG
UNREGISTERED EVALUATION COPY
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@endnode
@node IML-343 " MSG-343 Subject: Texture contact sheets....."
Subject: Texture contact sheets.....
Date: Mon, 16 May 1994 10:00:22 -0700 (PDT)
From: Jeremy White <jwhite@efn.org>
I have been rendering all of the new textures in 3.0 and have made a
series of contact sheets...
Would anyone like them?
Would it be inappropriate to mail them to the mailing list?
-Jeremy White
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@endnode
@node IML-344 " MSG-344 Subject: Attributes and the GROW Effect"
Subject: Attributes and the GROW Effect
Date: Mon, 16 May 1994 11:05:39 -0400 (EDT)
From: Wes Parham <parham@phoenix.cs.uga.edu>
Okay, here's the skinny:
I made a rectangle which had its top portion coloured dark brown
and it's bottom portion coloured a lighter brown.
It also had the Linear Texture applied. The end result would give me
an extruded object which grow and then faded to full filter value
close the the end of the effect.
I grouped this fellow to a parent path and it extruded nicely over
time in the Stage.
The only problem was that the attributes of the extrusion were
fudged-up somehow. The linear fade at the end worked just fine, but
my lighter brown seemed to assume the same dark brown intended for the
'other parts'. The 'other parts' assumed a red colour and a slight
transparency. I'm clueless. Any recommendations besides breaking down
and giving in to the inevitable 3.0? (which I will as soon as funds
are better, believe it!) Perhaps having full (255) transparency in
the Texture is mucking it up? No, I can't say, that's why I'm asking
you folks.
wes~
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@endnode
@node IML-345 " MSG-345 Subject: Re: VMM40 for the 30 ?"
Subject: Re: VMM40 for the 30 ?
Date: Mon, 16 May 1994 10:07:07 -0700
From: kkalnasy@bvu-lads.loral.com (Kent Kalnasy)
At 3:13 AM 5/14/94 -0500, JOSEPH F. HART wrote:
> Does VMM40 work with an 030 as well, or is an 040 required ?
>If VMM40 does not work with an 030, is there anything that does ?
>( Virtual Memory manager-wise, that is...)
Currently a 68040 is required, but the author has indicated that he
may support the 68030 and possibly the 68020/68851 in the future.
------------------------------------------------------------------------------
Kent Kalnasy (speaking only for me) kkalnasy@bvu-lads.loral.com
Loral Advanced Distributed Simulation, Inc. Bellevue, Washington
------------------------------------------------------------------------------
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@endnode
@node IML-346 " MSG-346 Subject: quickrender ground object"
Subject: quickrender ground object
Date: 03 Jan 00 22:15:12 -0800
From: Lance.Miller@shadow.wmeonlin.sacbbx.com (Lance Miller)
Ok, my setup wasn't really anything special. I was quickrendering from the
Detail editor so I didn't have any cameras set up or any special lights. I had
it add it's own light automatically. (made sure the "don't add lights" gadget
wasn't checked) I had the ground on screen and could view it in the
perspective window along with the reflective ball. Remember, I even deleted
the ball and attempted to render just the ground, once with it 'picked' and
once selected. I just got a black screen, except when I rendered it with the
ball, then I got the ball reflecting the ground but no ground. The ground
object was right next to the ball also, almost touching.
Lance Miller 1:203/699 \|/
lance.miller@shadow.wmeonlin.sacbbx.com @ @ Jethro :)
--------------------------------------------------------oOO-(_)-OOo------------
Via DLGMail @ 1:203/699.0
Internet : Lance.Miller@shadow.wmeonlin.sacbbx.com
Disclaimer: The views of this user are strictly his/her own.
Sacramento Public Access Mail Systems
Problems? Mail root@wmeonlin.sacbbx.com
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@endnode
@node IML-347 " MSG-347 Subject: Zone Set QRender bug in Forms?"
Subject: Zone Set QRender bug in Forms?
Date: Mon, 16 May 94 11:54:57 EDT
From: jgoldman@acs.bu.edu (Jeffrey Goldman)
Can any one confirm this of 3.0 Amiga?
You can't SET a zone quickrender area in the Forms editor...
You can set a zone in another editor (Detail for instance),
and the zone will hold over into the Forms editor (if you don't clear
it). But, you can't set a zone in the Forms editor. You can clear it
in the Forms editor, though. Setting zones does work in every other
editor (I think)...
Can anyone else confirm this? I use the Forms editor alot and
having this option would speed things up...
J.----->
E-Mail: jgoldman@acs.bu.edu
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@endnode
@node IML-348 " MSG-348 Subject: My version of Imagine3.0"
Subject: My version of Imagine3.0
Date: Mon, 16 May 94 14:04:29 CDT
From: setzer@comm.mot.com (Thomas Setzer)
My version of Imagine 3.0 had an icon for it. I heard that some peoples
didn't. Is that true for the Amiga version?
Impulse, can you tell me what else has changed? Do I need to patch my version?
Do I need to copy over the textures(was that globalFX or something) as I
read here on the mailing list?
Hmm, I think I'll capture the contents(catalog) of the lha files on the
disks. Would someone with an early release do the same? And someone with
a PC wanna give us a list of the files on their disks? Just curious to
see if some of us got anything different.
BTW, I am trying to compete with Lesk for the most posts in one day;) Still
got a ways to go:)
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a genius, so people are naturally drawn to my fiery
intellect. Their admiration overwhelms their envy!" - Calvin
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@endnode
@node IML-349 " MSG-349 Subject: Bones!!!!!!"
Subject: Bones!!!!!!
Date: Mon, 16 May 94 13:48:32 CDT
From: setzer@comm.mot.com (Thomas Setzer)
Been a while since I've used Imagine, and I skipped 2.9, so bear with.
Bones:
Does any one know how the (from a poor memory) big subgroup and small
subgroups affect the object? Am I right in that the small is the stable area
and the part of the big sg that doesn't overlap is the part that `bends'?
I need to experiment more with changing the size differences(ie if your
area that doesn't overlap is large, what will it look like?)
Make subgroup:
Is there a way to make `make subgroups' a hot key, or (not as good) make it
a button at the bottom(I think you can do this one, but what about the
hot key ie Ra-?)
I can't remember if this ability is in there, but it would be nice if there
where a list of user definable hot keys such as La-<anykey>. That way you
could assign a few hot keys that you use frequently and aren't already
hot keys(or just give everything a hot key), such as attributes and
make subgroup. If this is already in there, I guess I should read the
manual.
Bones again:
Suggestion...Make bones more usable. This is WAY too cumbersome. VERY
powerful and I love the effect, but it is not very usable. How does
Lightwave do it? Maybe you would lose some of the power of the bones if
you made it more user friendly, and maybe I just need to play a little more,
but.... I do like it though.
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a genius, so people are naturally drawn to my fiery
intellect. Their admiration overwhelms their envy!" - Calvin
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@endnode
@node IML-350 " MSG-350 Subject: Deform tool"
Subject: Deform tool
Date: Mon, 16 May 94 13:57:18 CDT
From: setzer@comm.mot.com (Thomas Setzer)
Has anyone used the deform tool? This seems like it would be pretty handy if
you didn't need to use bones. Is this similar to Caligary's free form
deformation tool? Anyone?
Very nice. I need to play with this some more too.:)
You almost don't need the other deformations(twist shear, etc.) with this one.
You can even do a real bend with this(YEA!!!).
Hmm, would there be anyway to deform parts of an object with out breaking it
apart? Does this work on subgroups?
Just rambling....
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a genius, so people are naturally drawn to my fiery
intellect. Their admiration overwhelms their envy!" - Calvin
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@endnode
@node IML-351 " MSG-351 Subject: Re: quickrender ground object"
Subject: Re: quickrender ground object
Date: Mon, 16 May 94 14:31:01 MDT
From: ridout@plk.af.mil (Brian Ridout)
Ok, my setup wasn't really anything special. I was quickrendering from the
Detail editor so I didn't have any cameras set up or any special lights. I had
it add it's own light automatically. (made sure the "don't add lights" gadget w
asn't checked) I had the ground on screen and could view it in the
perspective window along with the reflective ball. Remember, I even deleted
the ball and attempted to render just the ground, once with it 'picked' and
once selected. I just got a black screen, except when I rendered it with the
ball, then I got the ball reflecting the ground but no ground. The ground
object was right next to the ball also, almost touching.
Lance Miller 1:203/699 \|/
lance.miller@shadow.wmeonlin.sacbbx.com @ @ Jethro :)
I figured you would have got a reply back on this one. I asked the same
question last week. The answer is "That is the way it is suposed to work."
In scanline the only reflections you get is of the ground onto an object.
There is a more precise answer to this, but I cannot do it from memory.
Brian
********************************************************************
* Brian Ridout (Phillips Laboratory) (voice) 505-846-4349 *
* PL/WSAS (DSN) 246-4349 *
* 3550 Aberdeen Ave SE (FAX) 505-846-4374 *
* Kirtland AFB, NM 87117-5776 (E-mail) ridout@plk.af.mil *
********************************************************************
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@endnode
@node IML-352 " MSG-352 Subject: Re: Zone Set QRender bug in Forms?"
Subject: Re: Zone Set QRender bug in Forms?
Date: Mon, 16 May 1994 16:10:47 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
I just tried setting the ZONE in FORMS. It did not work for me
either. I did it with the Amiga version btw.
Jason K.
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@endnode
@node IML-353 " MSG-353 Subject: Re: a fix for global lens flare "
Subject: Re: a fix for global lens flare
Date: Mon, 16 May 1994 10:26:53 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
Rob,
If global lens flare worked for you on the Amiga then you must have
received a fixed version. The Amiga version I received had a few extra
(corrected) files on disk 1. The PC version worked without modification,
except for the reflection-in-scanline patch, which was recently uuencoded
to the IML.
Ed Totman
etotman@gort.ucsd.edu
On Mon, 16 May 1994, rob (r.d.) hounsell wrote:
> > Mike suggested that I copy the lens flare .IFX file from disk 1 or 2
> > ( I saw one on my disk 1) over the .IFX file in the effects/global
> > directory. I will try this tonight...Thought I'd pass the info along.
> Why did you have to do this? My copy of imagine 3.0 installed all the effect
> for me, despite the included Read Me First page that said they had to be copie
> manually (I couldn't find them anywhere on the disks, and eventually saw that
> they had been installed for me).
> Do I have a more recent version of the distribution, or do you have a PC
> version (mine is Amiga)?
> Thx
> Rob
> P.S. To whomever asked if anyone in Canada had received Imagine 3.0, the answe
> is yes! It took about a week and a half to arrive.
> --
> +-----------------------------------------------------------------------------
> | Rob Hounsell BNR WAN: HOUNSELL@BMERHB63
> | Team Leader: UNIX INTERNET: HOUNSELL@BNR.CA
> | DMS System Performance Development PHONE: (613) 765-2904
> | Dept. 7D23 ESN: 395-2904
> | Bell Northern Research
> +-----------------------------------------------------------------------------
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@endnode
@node IML-354 " MSG-354 Subject: Re: Zone Set QRender bug in Forms?"
Subject: Re: Zone Set QRender bug in Forms?
Date: Mon, 16 May 1994 17:28:23 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
On Mon, 16 May 1994, Jeffrey Goldman wrote:
> Can any one confirm this of 3.0 Amiga?
> You can't SET a zone quickrender area in the Forms editor...
> Can anyone else confirm this? I use the Forms editor alot and
> having this option would speed things up...
Jeff... Confirmed. Just tried it out on my Amiga a second ago, and while
it will draw the box for SetZone in the Forms editor, a QuickRender will
do the entire screen...
That shouldn't be too hard for Impulse to fix.
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
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@endnode
@node IML-355 " MSG-355 Subject: Re: Imagine 4 everybody! The Campaign - join in!!"
Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Date: Mon, 16 May 94 22:07:16 GMT
From: Andrew Nunn <apn@moby.demon.co.uk>
Hi Lesk,
> I would like to have morphable brushmaps.
> What I mean is that I would like to apply an anim or series of
> pictures as my map, the quantity of which match the frame count of the
> object etc. in the action editor.
It's possible to do this even with 2.0. One of the uk magazines had a
cover disk with a morphing program on it, with the option of saving all
the frames with a numeric extension. These were ideal for application
as an animated map using the Max Sequence # setting in the brush=20
requestor. Unfortunately,the morpher wanted three digit numbers, and
Imagine wanted four, so a bit of renaming was needed.
Andrew
PS How does the PC version cope with four character extensions or is
this an Imagine Amiga/PC difference?
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@endnode
@node IML-356 " MSG-356 Subject: HUMANOID info"
Subject: HUMANOID info
Date: Mon, 16 May 1994 17:48:05 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
Just got off the phone with Tim Wilson of Crestline Software. He answered
some of my questions about Humanoid and the child objects...
He's currently preparing to take a look at Imagine 3.0 and decide how to
best support that software with Humanoid. He said he's thinking about
States and all that, and will be updating the Humanoid for use with 3.0.
He did indicate that the human figure(s) with full bones and skeletal
control will probably be a seperate product and be offered at a
"substantial discount" to registered Humanoid owners.
The child objects should be just around the bend. Tim's waiting to decide
on how to support Im3.0 before releasing the child objects...
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
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@node IML-357 " MSG-357 Subject: Re: 3.0 Amiga is Here!"
Subject: Re: 3.0 Amiga is Here!
Date: Mon, 16 May 94 15:06:36 PST
From: The_Doctor@nesbbx.rain.COM (Michel J. Brown)
In <01HBUZRX9CJUG8CUDV@tntech.edu>,
DCG9367@tntech.edu writes:
> VMM40 works fine with Imagine 2.0. In fact I still did not have
> enough ram to finish rendering (46MB!!!). I was trying to trace
> a Pente board with glass pieces for a friend. The object took 18MB
> to load and never got to rendering, it ran out of ram too fast.
> But VMM40 definately works. I find it MUCH BETTER and FASTER than
> GigaMem. I like the fact that it adds the memory to the fast memory
> pool rather than having to tell which applications can use it.
Which version of GigaMem are you using? I use version 3.0, and it adds the VMem
the Fast RAM pool *all* of the time! As for speed, IMO, that's dependent on your
hard
drive, controller, and processor. Running a 50Mhz '030/882, with Oktagon control
and Quantun Empire 1080MB drive, my VMem tests out actually *faster* than my
chip RAM does! This is on an old A2500, with ECS and OS2/2.1, so your results ma
differ from mine, based on you configuration. BTW, I give up a 175MB partition f
GigaMem, and assign the AdPro tool type to 50MB, but that's the only one AFAIK.
Virtually yours,
Michel
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@node IML-358 " MSG-358 Subject: LensFlare - twinkle..."
Subject: LensFlare - twinkle...
Date: Mon, 16 May 1994 17:07:54 -0500 (CDT)
From: kirvan@SSESCO.com
Greetings,
Some notes on lens flare:
LensFlar.itx was renamed as Twinkle.itx in V3.0 to avoid confusion with the
global fx, LensFlar.ifx.
The LensFlare FX doesn't get blocked by objects between lights and the camera -
not a bug - just the way it was written. There is a Don't Flare button (or
something like that) in the light's attributes that can bu used to shut off
the flaring behind objects.
The size of the flare around the light itself is controlled by one of the
axes of the light source - I don't remember off hand which one, but it's in
the documentation on disk one.
There will most likely be a (maybe even more than one) new flare FX that
does get blocked - just didn't have time to write it before 3.0.
bip.... sk...
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@node IML-359 " MSG-359 Subject: 3D DIGITIZER: questions for Impulse"
Subject: 3D DIGITIZER: questions for Impulse
Date: Mon, 16 May 94 19:46:29 EDT
From: "Steve J. Lombardi" <stlombo@eos.acm.rpi.edu>
Got my impulse newsletter today. they mention that their 3D digitizer will
be out in mid june. A rendering of the unit appears in the issue.
Price is 995 with a special for current imagine users of 500 bucks.
Some questions for Impulse:
1. What is the Max weight of an Item that can be placed in the unit?
2. Does the software automatically skin the object after points are
scanned or is this a manual process? Adding the faces manually could
be a nightmare for a complex object.
3. for a small object, like the car seen on the unit in the photo,
what is the total time (scanning and skinning) that it would take to
complete an object at a reasonable level of detail ?
4. What is the scanning process like? Do you slide that doohickey along the
track and bend the arm in to meet the object and then 'grab' a point with
the software??
I'm quite curious about this device and look forward to your answers. i've
shopped around for such a device and haven't found ANYTHING to compare
at this price. I think it can potentially be to 3D what Newtek's Digiview
was to 2D way back before anyone even CONSIDERED color scanning on a
home computer users budget!!
steve lombardi
stlombo@acm.rpi.edu
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@node IML-360 " MSG-360 Subject: Set Transition Frames"
Subject: Set Transition Frames
Date: Mon, 16 May 1994 20:35:14 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
Is it me, or has the "SET TRANSITION FRAMES" command disappeard from
Imagine 3.0/Amiga? I cannot find it in the Action editor under the Add
Actor subcommand, where it typically was.
Has this been moved somewhere else? HELP!
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
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@node IML-361 " MSG-361 Subject: Re: Texture contact sheets....."
Subject: Re: Texture contact sheets.....
Date: Mon, 16 May 1994 20:32:12 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
On Mon, 16 May 1994, Jeremy White wrote:
> I have been rendering all of the new textures in 3.0 and have made a
> series of contact sheets...
> Would anyone like them?
> Would it be inappropriate to mail them to the mailing list?
Jeremy... I would like to have the contact sheets, but since they're
probably large, and many people have to pay per message, I think that
uploading them to an AmiNet site would be better.
I, however, don't have to pay for access, so if you want to mail them to
me directly, that would be fine...
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
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@node IML-362 " MSG-362 Subject: Re: Bones!!!!!!"
Subject: Re: Bones!!!!!!
Date: Mon, 16 May 94 20:37:40 EDT
From: jgoldman@acs.bu.edu (Jeffrey Goldman)
> Bones:
> Does any one know how the (from a poor memory) big subgroup and small
> subgroups affect the object? Am I right in that the small is the stable area
> and the part of the big sg that doesn't overlap is the part that `bends'?
> I need to experiment more with changing the size differences(ie if your
> area that doesn't overlap is large, what will it look like?)
Yep. But, since explaining BONES without a visual example is
difficult at best...
> Make subgroup:
> Is there a way to make `make subgroups' a hot key, or (not as good) make it
> a button at the bottom(I think you can do this one, but what about the
> hot key ie Ra-?)
Read the Manual. Actually it's been a feature since 2.0. Just
enter the Preferences Editor. At the top of the editor select the
specific editor you want hot-keys/on-screen buttons for. Select either
Function Keys or User Gadgets. In short...
Function Keys sets hot-keys. #1-10 refer to F1>F10. #11-20
refer to Shift-F1>F10. You can only assign hot-keys to the Function
keys. Click on the number you want to assign a function to. Hit
RMouseButton and select the pull down menu item you want to associate.
User Gadgets sets on-screen buttons. On-screen buttons can
fill two lines at the bottom of editor screens. The TEXT column
indicates the text for on-screen buttons. The shorter the TEXT entry
the smaller the button, and the more buttons you can fit on-screen. Do
the same thing as with Function Keys for associating pull-down menu
items...
Imagine is flexible in that each editor can have its own
separate hot-keys and on-screen buttons.
I personally set for on-screen buttons...
Detail: Most Bones functions plus Constrain and Hide Points.
Forms: All non standard hot-key menu items including
add/subtract points, all cross-section keys, and symmetry keys.
Spline: All non standard hot-key menu items...
My hot-key buttons keep 2.0's original Pick Select(F1), Pick
Methods (F6,F8,F9), and Attributes(F7). I added Set and Clear Zone
(F3,F4), Quickrender(F5), and Perspective Reset (F10).
Hey, these buttons work for me. Except for the detail editor I
rarely have to pull down a menu. Makes my work MUCH faster...
> Bones again:
> Suggestion...Make bones more usable. This is WAY too cumbersome. VERY
> powerful and I love the effect, but it is not very usable. How does
> Lightwave do it? Maybe you would lose some of the power of the bones if
> you made it more user friendly, and maybe I just need to play a little more,
> but.... I do like it though.
Gee, I never had a problem with BONES. I thought they were a
little too easy to set up (given what they can do). But, that's jsut
me I guess... ;-)
Sorry for going on... Hope it helped...
J.---->
E-Mail: jgoldman@acs.bu.edu
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@node IML-363 " MSG-363 Subject: Animated maps"
Subject: Animated maps
Date: Mon, 16 May 1994 19:38:43 -0600 (MDT)
From: ridout@plk.af.mil (Brian Ridout)
> >Imagine 4 everybody!/idea/project or action editor
> I would like to have morphable brushmaps.
> What I mean is that I would like to apply an anim or series of
> pictures as my map, the quantity of which match the frame count of the
> object etc. in the action editor.
> Render Ho!
> Lesk
Lesk,
It's in there. Sort of. In the detail editor load your object.
Go the the attributes requester. Add a brush. The brush is the first
of a sequence. In the brush requester set the max sequence number.
Thats it. Problem is you need to reset it if you change the length
of your anim.
Later
Brian
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@node IML-364 " MSG-364 Subject: Something worth drooling over"
Subject: Something worth drooling over
Date: Mon, 16 May 1994 21:46:31 -0600
From: beeton@SEDSystems.ca (Gary Beeton, beeton@SEDSystems.ca)
Just picked up the June issue of Amiga World and saw a couple of ads for the
Raptor (formerly called the Screamer). "...equivalent rendering power of 15
Video Toasters..." (YIKES!!!), "...128MB RAM and 8-user ScreamerNet software
license...". US$15,995.00! I don't really need a house _that_ badly :-).
Anyone know how they get 15 Toasters in their box?
beeton@SEDSystems.ca
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@node IML-365 " MSG-365 Subject: Re: My version of Imagine3.0"
Subject: Re: My version of Imagine3.0
Date: Mon, 16 May 1994 23:55:21 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
>Impulse, can you tell me what else has changed? Do I need to patch my version?
Why not check your version number. Ah... Err... Hey Impulse!! How about
making revision numbers like 3.0x or something.
Jason K.
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@node IML-366 " MSG-366 Subject: Re: Imagine 4 everybody! The Campaign - join in!!"
Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Date: Tue, 17 May 1994 00:02:42 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
>It's possible to do this even with 2.0. One of the uk magazines had a
>as an animated map using the Max Sequence # setting in the brush=20
Has anyone checked to see if the 2.0 animated map bug was fixed.
Remember that you could not quickrender in stage if an object had
an animated brushmap.
If I get a chance I'll try it.
Jason K.
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@node IML-367 " MSG-367 Subject: Imagine and Retina"
Subject: Imagine and Retina
Date: Mon, 16 May 94 16:48:40 +0100
From: H.Heberle@trier.fh-rpl.de
------- Forwarded Message
To: imagine@email.sp.paramax.com
From: garner@aug3.augsburg.edu (Joseph C. Garner)
Subject: Imagine and Retina
Is it just me or. . .
For any lucky person with the Retina board you can run Imagine2.0/3.0 at
higher res than the norm without a patch. I have a workbench screen that
is 800X600 and promote Imagine (using RetinaEMU) to the same size, with no
problems. (I have not tried a higher res than that, but I don't know why
it wouldn't work.) I've used 2.0 for two years like this without a single
crash --> well, except for a shortage of memory. :) When I got 3.0 a few
days ago I tried it and it worked fine. Even tested that nasty rotate
bug/thing I heard about on this board and it worked fine.
INTERESTING POINT: In the 3.0 version of Imagine, it will center all the
requester boxes in the larger screen, even centered the opening picture.
Seems to me like it was written for it or something.
System: Amiga 2000 w/7 meg ram
GVP accel. 25MHZ 68030 w/882
120meg hard drive
Retina w/4meg memory
Syquest 44 meg removable
blah blah blah.
Happy rendering,
Joseph C. Garner
------- End of Forwarded Message
I use a Retina Display board too and run Imagine 2.0 with a PALres of
1024x768. It works great. No crash until today (now more than one year).
Horst Heberle
heberle@trier.fh-rpl.de
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@node IML-368 " MSG-368 Subject: Re: Deform tool"
Subject: Re: Deform tool
Date: Mon, 16 May 1994 23:55:19 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
On Mon, 16 May 1994, Thomas Setzer wrote:
> Has anyone used the deform tool? This seems like it would be pretty handy if
> you didn't need to use bones. Is this similar to Caligary's free form
> deformation tool? Anyone?
> Very nice. I need to play with this some more too.:)
> You almost don't need the other deformations(twist shear, etc.) with this one.
> You can even do a real bend with this(YEA!!!).
> Hmm, would there be anyway to deform parts of an object with out breaking it
> apart? Does this work on subgroups?
Ya I've played with it a bit, it is nice and I think the manual says it
can be used in points mode as well, though I have'nt been able to get it
to do this, but then I haven't had the time to really try it more than
once in points mode..maybe I'll try again tonight.
=RRW=
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@node IML-369 " MSG-369 Subject: Re: Bones!!!!!!"
Subject: Re: Bones!!!!!!
Date: Mon, 16 May 1994 23:33:16 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> Bones:
> Does any one know how the (from a poor memory) big subgroup and small
> subgroups affect the object? Am I right in that the small is the stable area
> and the part of the big sg that doesn't overlap is the part that `bends'?
> I need to experiment more with changing the size differences(ie if your
> area that doesn't overlap is large, what will it look like?)
> Make subgroup:
> Is there a way to make `make subgroups' a hot key, or (not as good) make it
> a button at the bottom(I think you can do this one, but what about the
> hot key ie Ra-?)
Well you can't make it a hotkey likeR-Amiga G, but you can set it to one
of the funtion keys if you have one to spare. This is done in prefrences
by selecting Funtion Keys then the editor you want, and then select the
key to change and go up to the menu and select what you want the key to
do. Once it is set hit return and save the config file. If you set F10
for make subgroup, then you can hit F10 and the requester will appear. I
ude shift F2 for this funtion and shift F10 which is 20 in the configs file
, to pick subgroups which I have already made. this works out well for me
though if you use the shift keys you need to be careful, they will put
you into multi mode,this can help in some cases but get in the way for
others..... as for the Bones I think you've got it right...though I'm
still playing with it myself and may hear different.
> > Bones again:
> Suggestion...Make bones more usable. This is WAY too cumbersome. VERY
> powerful and I love the effect, but it is not very usable. How does
> Lightwave do it? Maybe you would lose some of the power of the bones if
> you made it more user friendly, and maybe I just need to play a little more,
> but.... I do like it though.
If you like itthen I wouldn't sugjest that they change it..after all
anything good doesn't come easy...though it would be nice if they did.hehehe
=RRW=
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@node IML-370 " MSG-370 Subject: Aminet"
Subject: Aminet
Date: Tue, 17 May 1994 01:50:16 -0700 (PDT)
From: Jeremy White <jwhite@efn.org>
Are there any other Aminet sites to which I could upload things to??
ftp.wustl.edu is almost always full with anonymous users and it is very
difficult for me to get on there.
-Jeremy White
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@node IML-371 " MSG-371 Subject: Re: Deform tool"
Subject: Re: Deform tool
Date: Tue, 17 May 1994 00:14:15 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> > Hmm, would there be anyway to deform parts of an object with out breaking it
> > apart? Does this work on subgroups?
> Ya I've played with it a bit, it is nice and I think the manual says it
> can be used in points mode as well, though I have'nt been able to get it
> to do this, but then I haven't had the time to really try it more than
> once in points mode..maybe I'll try again tonight.
Well I went and tried it again and it does work in points mode, don't
remember what I did wrong the first time but all you need to do is use it
as you would normally, except in points mode. Select the points you want
to modify and if you have your deformTool ready just go to the Funtions
Menu and select Deform Tool. If you want to use it on a subgroup you
would just have to go into points mode and select from the pick/select
menu Pick Subgroup and tell it what points you want to change,
interior,boundry, or all points, and then use the Deform Tool on those
points...you will probably have to play with it a bit to get it to do
what you want..but it does work...
=RRW=
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@node IML-372 " MSG-372 Subject: IML on WWW"
Subject: IML on WWW
Date: Tue, 17 May 94 10:42:05 +0100
From: gowdy@d1.ph.gla.ac.uk (Stephen Gowdy)
Hi All,
Thought you'd like to know that I've started putting some
of the post to IML on the World Wide Web. To access it use the URL;
http://d1.ph.gla.ac.uk:4080/~gowdy/IML
I'll see how it goes, I guess the huge volume of posts to the list
may cause it to be difficult to get the required item you wish. I'll try
to delete most of the noise on the list to save effort. I've no idea
how long I'll keep it going for but feel free to browse.
regards,
Stephen.
****************************************************************************
*Stephen J Gowdy *A4000/040* High Energy Physics Group, *
* *460 MB HD* Dept Of Physics & Astronomy, *
*DECNet: 20075::GOWDY *6MEG RAM!* University of Glasgow. *
*InterNet: GOWDY@v2.ph.gla.ac.uk*It moves!* Tel: +44 (0)41 339 8855 E:5894 *
****************************************************************************
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@node IML-373 " MSG-373 Subject: Re: Attributes and the GROW Effect"
Subject: Re: Attributes and the GROW Effect
Date: Tue, 17 May 1994 21:00:57 +1000 (EST)
From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
On Mon, 16 May 1994, Wes Parham wrote:
> Okay, here's the skinny:
> I made a rectangle which had its top portion coloured dark brown
> and it's bottom portion coloured a lighter brown.
> It also had the Linear Texture applied. The end result would give me
> an extruded object which grow and then faded to full filter value
> close the the end of the effect.
> I grouped this fellow to a parent path and it extruded nicely over
> time in the Stage.
> The only problem was that the attributes of the extrusion were
> fudged-up somehow. The linear fade at the end worked just fine, but
> my lighter brown seemed to assume the same dark brown intended for the
> 'other parts'. The 'other parts' assumed a red colour and a slight
> transparency. I'm clueless. Any recommendations besides breaking down
> and giving in to the inevitable 3.0? (which I will as soon as funds
> are better, believe it!) Perhaps having full (255) transparency in
> the Texture is mucking it up? No, I can't say, that's why I'm asking
> you folks.
> wes~
Which version of Imagine are you using ? In v2 (Amiga) I couldn't even
get the object which had the grow effect applied to it to be a consistent
color! Black was the only one that worked.
I asked Impulse about this and was told that they were aware of the bugs
in Grow FX and that they were going to try and fix this for v3.
Grow Fx did not even work for me in v 2.9.
Another bug is that the object cannot be scaled in x and z like it should
be able to.
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@endnode
@node IML-374 " MSG-374 Subject: Re: Attributes and the GROW Effect"
Subject: Re: Attributes and the GROW Effect
Date: Tue, 17 May 1994 12:26:32 -0400 (EDT)
From: Wes Parham <parham@phoenix.cs.uga.edu>
> > I grouped this fellow to a parent path and it extruded nicely over
> > time in the Stage.
> > The only problem was that the attributes of the extrusion were
> > fudged-up somehow.
> Which version of Imagine are you using ? In v2 (Amiga) I couldn't even
> get the object which had the grow effect applied to it to be a consistent
> color! Black was the only one that worked.
> Nik.
Well, Nik, I am using an earlier release of 2.0, but I hope 3.0 can
fix this particular thing. ALthough, I would 'imagine' that all
the new perks of 3.0 may present an even better way to do what I
want. Brush tacking sounds NICE! thanks again, too!
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@node IML-375 " MSG-375 Subject: Re: Bones!!!!!!"
Subject: Re: Bones!!!!!!
Date: Tue, 17 May 94 12:27:13 BST
From: ked@mfltd.co.uk (Kevin Digweed)
** Including message from "Randy R. Wall" **
> > > Bones again:
> > Suggestion...Make bones more usable. This is WAY too cumbersome. VERY
> > powerful and I love the effect, but it is not very usable. How does
> > Lightwave do it? Maybe you would lose some of the power of the bones if
> > you made it more user friendly, and maybe I just need to play a little more,
> > but.... I do like it though.
> If you like itthen I wouldn't sugjest that they change it..after all
> anything good doesn't come easy...though it would be nice if they did.hehehe
I heard a great saying once, and I try and bear it in mind when designing any
piece of software I write :
"Simple things should be simple, and Complex things should be possible".
I *think* this is the essence of what Tom was trying to say about the Bones
interface (forgive me for putting words into your mouth here, Tom) -
"the effect is great and it's powerful, but I wish there was an easier way of
doing SIMPLE bones effects" (short cuts, if you like).
If the preset workings of the short cuts don't give the results you require,
then you must start going down the more complex path, but that's OK because
the effect you now require is obviously complex ....
Why should you go down a complex path of operations to achieve a simple version
of the effect ?
> =RRW=
Kevin Digweed, 32-bit RTS development. (ked@mfltd.co.uk)
+---------------------------------------------------------------------------+
| Telephone: (0635)32646 (Switchboard) : (0635)565317 (Direct) |
| Smail: Micro Focus Ltd, 26 West St, Newbury, Berkshire, England, RG13 1JT |
+---------------------------------------------------------------------------+
Was a time when we were young that any man was judged by what he'd done,
But now you pick them on a screen - what they look like; where they've been.
Keep an eye on your soul, and your hand on your heart.
-- David Bowie, "Somebody up there likes me"
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@node IML-376 " MSG-376 Subject: Imagine texture contact sheets."
Subject: Imagine texture contact sheets.
Date: Tue, 17 May 1994 05:31:17 -0700 (PDT)
From: Jeremy White <jwhite@efn.org>
I have uploaded 4 of the contact sheets for Imagine textures on Aminet at
merlin.etsu.edu in the "new" directory. The INDEX is in contact3.zip
for 1-3. Contact4.zip has its own index. They should be on all of aminet
sites soon. More will be forthcoming (when I render them ;-) ) as well
as some of individual textures with the parameters tweaked in different ways.
-Jeremy White
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@node IML-377 " MSG-377 Subject: food.."
Subject: food..
Date: Tue, 17 May 94 14:18:52 BST
From: Waland J F <walaj@essex.ac.uk>
Does anyone know where I can find some pictures of food, and vegetables
(preferably cabbage or cauliflower) to ftp??? Any format (colour tho')
(ps - I need them for a project I'm contemplating ;-))
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@node IML-378 " MSG-378 Subject: Re: Aminet"
Subject: Re: Aminet
Date: Tue, 17 May 1994 14:52:50 +0200
From: christian boetker ho/j <cbho91@control.auc.dk>
Jeremy White wrote:
> Are there any other Aminet sites to which I could upload things to??
> ftp.wustl.edu is almost always full with anonymous users and it is very
> difficult for me to get on there.
You can try one of the following:
ftp.luth.se Scandinavia
litamiga.epfl.ch Switzerland
ftp.uni-kl.de Germany
ftp.cs.tu-berlin.de Germany
ftp.uni.erlangen.de Germany
ftp.uni-paderborn.de Germany
wcarchive.cdrom.com USA
ftp.etsu.edu USA
wuarchive.wustl.edu USA (seems like you this one :)
src.doc.ic.ac.uk UK
splat.aarnet.edu.au Australia
Regards
Christian Hoj
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@endnode
@node IML-379 " MSG-379 Subject: Bug Report/Re: Bones!!!!!!"
Subject: Bug Report/Re: Bones!!!!!!
Date: Tue, 17 May 94 09:28:47 CDT
From: setzer@comm.mot.com (Thomas Setzer)
> Make subgroup:
> Is there a way to make `make subgroups' a hot key, or (not as good) make it
> a button at the bottom(I think you can do this one, but what about the
> hot key ie Ra-?)
Duh. Yeah, I've even used this before.(Note .sig)
Whoops.
To make this worth while...
Bug report(Amiga):
Hope someone didn't already report this. If I do a quickrender in Detail and
let it go all the way to completion(no cancel) then it flashes the image and
drops me back to the workbench screen. When I La-m back to the Imagine screen,
a requester asks if I want to save the quickrender image(How would I know,
I didn't even get to see it). I save it and view it with Iview(looks nice),
but this is a pain and a bug. If I cancel anywhere during the render it works
fine. And no, I am not clicking on other screens while it is rendering, or
doing anything else wierd(maybe I should be).
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm an idiot, so people are naturally drawn to my plain
stupidity. Their pity overwhelms their anger!" - Tom
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@endnode
@node IML-380 " MSG-380 Subject: Re: Bones!!!!!!"
Subject: Re: Bones!!!!!!
Date: Tue, 17 May 94 09:51:10 CDT
From: setzer@comm.mot.com (Thomas Setzer)
> ** Including message from "Randy R. Wall" **
> > > > Bones again:
> > > Suggestion...Make bones more usable. This is WAY too cumbersome. VERY
> > > powerful and I love the effect, but it is not very usable. How does
> > > Lightwave do it? Maybe you would lose some of the power of the bones if
> > > you made it more user friendly, and maybe I just need to play a little mor
> > > but.... I do like it though.
> > >
> > If you like itthen I wouldn't sugjest that they change it..after all
> > anything good doesn't come easy...though it would be nice if they did.hehehe
> I *think* this is the essence of what Tom was trying to say about the Bones
> interface (forgive me for putting words into your mouth here, Tom) -
MOGLNSY JIL ESM pttthhhhht... patuee
> "the effect is great and it's powerful, but I wish there was an easier way of
> doing SIMPLE bones effects" (short cuts, if you like).
Yeah, kinda. Actually its more like "I want my cake, and eat it too."
And maybe there is a better way. Thats why I asked about Lightwave. They
have bones. How about some of those high end SGI animation packages? How
does their interface work?
But maybe this is the only way. Just asking.
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a genius, so people are naturally drawn to my fiery
intellect. Their admiration overwhelms their envy!" - Calvin
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@endnode
@node IML-381 " MSG-381 Subject: Re: Deform tool"
Subject: Re: Deform tool
Date: Tue, 17 May 94 09:58:31 CDT
From: setzer@comm.mot.com (Thomas Setzer)
> > >
> > > Hmm, would there be anyway to deform parts of an object with out breaking
> > > apart? Does this work on subgroups?
> > >
> > Ya I've played with it a bit, it is nice and I think the manual says it
> > can be used in points mode as well, though I have'nt been able to get it
> > to do this, but then I haven't had the time to really try it more than
> > once in points mode..maybe I'll try again tonight.
> Well I went and tried it again and it does work in points mode, don't
Cool. You know, with that box, you could come up with you own standard
deformations that work on any object! Once you get an effect you want,
save the box(You can save these can't you?) I haven't tried this(just
thought of it) but a deformations directory full of bends, smooshes, squishes,
etc would be nice. What else could you do with this box? Anybody with
Caligary experience?
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a genius, so people are naturally drawn to my fiery
intellect. Their admiration overwhelms their envy!" - Calvin
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@endnode
@node IML-382 " MSG-382 Subject: Re: Deform tool"
Subject: Re: Deform tool
Date: Tue, 17 May 94 10:02:23 CDT
From: setzer@comm.mot.com (Thomas Setzer)
> I played with it last weekend as I was skimming through the new features. I
> don't recall that bones were involved at all.
Nope. I just said that this is a viable alternitive, if you don't need to,
well, use bones:)
> I deformed a primitive sphere
> quite nicely, no bones about it! <-- (sick pun). The only thing I had trouble
> with was that I found I had to select both the deform tool and the object I
> wanted to deform (despite having the axis of the deform tool surrounding the
> sphere), which wasn't mentioned in the manual. Looking back, I guess it's
> obvious.
Actually, I only had to select the object. Then choose deform tool from the
menu. Then browse and choose the deform tool(the box) from the menu. Thats
how I did it.
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a genius, so people are naturally drawn to my fiery
intellect. Their admiration overwhelms their envy!" - Calvin
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@endnode
@node IML-383 " MSG-383 Subject: Animated brushmaps in 3.0"
Subject: Animated brushmaps in 3.0
Date: Tue, 17 May 1994 11:37:38 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
Just tried a test using an animated brushmap. The bug in 2.0
prevented quickrendering in stage because imagine messed up the
brushmap's name and then couldn't find it. Well it seems to
work just fine in 3.0, yeah!!
When making an anim(amiga version, dunno about pc), why must
imagine open screens to make the anim? Would it not be
faster to render the pic in fastram and not have to display it?
I use the 3 pics to check the progress but there are times
when I would have liked it all done in ram without screens.
Jason K.
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@endnode
@node IML-384 " MSG-384 Subject: Re: Deform tool "
Subject: Re: Deform tool
Date: Tue, 17 May 1994 10:54:32 -0400
From: "rob (r.d.) hounsell" <hounsell@bnr.ca>
On Mon, 16 May 1994, Thomas Setzer wrote:
> Has anyone used the deform tool? This seems like it would be pretty handy if
> you didn't need to use bones. Is this similar to Caligary's free form
> deformation tool? Anyone?
I played with it last weekend as I was skimming through the new features. I
don't recall that bones were involved at all. I deformed a primitive sphere
quite nicely, no bones about it! <-- (sick pun). The only thing I had trouble
with was that I found I had to select both the deform tool and the object I
wanted to deform (despite having the axis of the deform tool surrounding the
sphere), which wasn't mentioned in the manual. Looking back, I guess it's
obvious.
+-----------------------------------------------------------------------------+
| Rob Hounsell BNR WAN: HOUNSELL@BMERHB63 |
| Team Leader: UNIX INTERNET: HOUNSELL@BNR.CA |
| DMS System Performance Development PHONE: (613) 765-2904 |
| Dept. 7D23 ESN: 395-2904 |
| Bell Northern Research |
+-----------------------------------------------------------------------------+
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@endnode
@node IML-385 " MSG-385 Subject: Re: Imagine and freelancing"
Subject: Re: Imagine and freelancing
Date: Tue, 17 May 1994 10:07:58 -0500 (CDT)
From: Michael Halleen <halleen@Mercury.mcs.com>
On Mon, 16 May 1994, Wes Parham wrote:
> Alright, not to steer too far from the discussions, but I'm certain I'm
> not he only one who might like to hear if there are any discussion groups
> on freelance videographers/animators who are actually out there amazing
> the masses with the new desk-top miracles such as the Amiga and Imagine.
Yes, I'm interested in this as well. I have been freelancing with Imagine
for two years. I only recently came to this mailing list. I am very
dissapointed with Imagine and am considering Real 3D. (I haven't had the
chance to try out all the new 3.0 features, because I'm BUSY WORKING) I'm
going to take some time off this summer to learn the new features and
maybe learn Real. But my impression of Imagine is that it is a pretty
good package for hobbyists, but for professional work (high quality output,
efficient work space, effective documentation, cutting edge effects, not
wasting precious time when your on a deadline), Imagine can't compete with
LightWave or Real.
Prove me wrong. Are there many people out there seriously using Imagine
for professional work?
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@endnode
@node IML-386 " MSG-386 Subject: Re: Imagine 4 everybody! The Campaign - join in!!"
Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Date: Tue, 17 May 1994 08:41:02 -0700
From: Lesk@cc.snow.edu (Lesk)
>Imagine 4 everybody!/idea/project
How about a button or something that would let me set how many
frames right here instead of having to go to the action editor to set the
frame count.
Render Ho!
Lesk
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@endnode
@node IML-387 " MSG-387 Subject: Imagine 2.9 textures and Forge"
Subject: Imagine 2.9 textures and Forge
Date: Tue, 17 May 94 16:42 BST-1
From: Stephen Loughran <zorlac@cix.compulink.co.uk>
Hi all,
I received Forge this week (very nice!!!) but it does have problems
with Imagine 2.9 Textures. Anyone got a fix for this? I cant seem to
stop Forge complaining about them...
steve
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@endnode
@node IML-388 " MSG-388 Subject: Re: Bones Tutorial"
Subject: Re: Bones Tutorial
Date: Tue, 17 May 94 07:52:00 PDT
From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
Lesk,
Thanks for the detailed tutorial. This is the real value of this
mailing list when another user can do all the head scratching and then take
the time to pass on his hard earned experience. I was struggling with Bones
for the past few days and your step-by-step tutorial really opened the
window of understanding. I thought your tutorial format was also well
thought out and very concise. I made it through the Impulse tutorial OK but
I didn't understand the subgroup settings (and still don't completely but
getting closer). The problem to me is that the Impulse tutorial was already
all set up and the learning is in the setup. Also, I was missing the step
of selecting the object just prior to Bones Update.
I still have some funny things happen when using the State animation
sometimes. If I use Default as the initial position, go through the next
bones states, and then back to Default zero frames, the bones part of the
object will shrink down to almost nothing and then return to the Default
state. This doesn't seem to happen if I make a duplicate state and call it
something like Start or Initial.
I set up an animation project for the Bones object and ran into a few more
quizzical situations. I would think that since the Bones object was already
a States object, it would be only necessary to enter it once in the Action
Editor, but Imagine once again demonstrated that intuition does not apply
where Imagine is concerned. I am puzzled that the Detail Editor has a
States animation preview where you can set the number of frames between
states but this has no bearing on the setup of the object in the Action
editor. It appears that the Bones object has to be set up the same as a
Morph object. I also found out, as somebody else pointed out, that the
Transition frames setting is gone from the Action editor. While this is not
missed with States, I don't know what the impact is to a Cycles object
unless the routine has somehow been rewritten to somehow smooth out the
transition between different positions.
Only wish I had a 100MHz '060 accelerator to try all this stuff out that
much faster.
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@endnode
@node IML-389 " MSG-389 Subject: Re: Bones!!!!!!"
Subject: Re: Bones!!!!!!
Date: Tue, 17 May 1994 09:37:27 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
I have not used Lightwave, but just talked to a user last week who
said that bones are assigned an area of influence, which is much less
specific than imagine's subgroup-to-bone assignment method.
Ed Totman
etotman@gort.ucsd.edu
On Tue, 17 May 1994, Thomas Setzer wrote:
> And maybe there is a better way. Thats why I asked about Lightwave. They
> have bones. How about some of those high end SGI animation packages? How
> does their interface work?
> But maybe this is the only way. Just asking.
> Tom Setzer
> setzer@ssd.comm.mot.com
> "And of course, I'm a genius, so people are naturally drawn to my fiery
> intellect. Their admiration overwhelms their envy!" - Calvin
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@endnode
@node IML-390 " MSG-390 Subject: Re: Zone Set QRender bug in Forms?"
Subject: Re: Zone Set QRender bug in Forms?
Date: Tue, 17 May 1994 09:58:31 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
On Mon, 16 May 1994, Jason B Koszarsky wrote:
> I just tried setting the ZONE in FORMS. It did not work for me
> either. I did it with the Amiga version btw.
> Jason K.
ZONE in FORMS does not work on the PC version either.
Ed Totman
etotman@gort.ucsd.edu
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@endnode
@node IML-391 " MSG-391 Subject: conform to path"
Subject: conform to path
Date: Tue, 17 May 1994 09:49:27 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
Detail editor: conformations: conform to path
Whenever I use this option the object is always compressed to the width
of a line at the end of the path. What am I doing wrong?
Ed Totman
etotman@gort.ucsd.edu
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@endnode
@node IML-392 " MSG-392 Subject: Bone marrow"
Subject: Bone marrow
Date: Tue, 17 May 94 11:29:49 CDT
From: setzer@comm.mot.com (Thomas Setzer)
Just sitting here thinking of some things I need to try. Thought maybe
we could brainstorm together...
We've done the bones in a tube thing, axis in line along the tube...
what kind of effect would having the bone axes along side each other.
i.e. add a tube(make it wide) add 4 bone axes half way up the tube, one
at each quarter
make subgroups of the tube that encompass a quarter(circle) of the tube
one for each axis.
What I pictured was a kindof wavey table cloth look. Maybe this would
work for the old flag problem!! (Or maybe not)
Anyone have any other ideas for using bones?
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a genius, so people are naturally drawn to my fiery
intellect. Their admiration overwhelms their envy!" - Calvin
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@endnode
@node IML-393 " MSG-393 Subject: Imagine FTP Site"
Subject: Imagine FTP Site
Date: Tue, 17 May 94 17:59:41 BST
From: sis1717@sis.port.ac.uk (Lee SANDERS)
Hello.
I`m an avid Imagine Raytracer and I`m after an ftp site with a large
selection of Imagine Objects and Texture Maps.
Could you please direct me to the appropiate FTP site?
Thanks..
Lee Sanders
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@endnode
@node IML-394 " MSG-394 Subject: Deform tool"
Subject: Deform tool
Date: Tue, 17 May 1994 12:20:20 -0500
From: William E Costello/Focal Point Software <bill@sugar.NeoSoft.COM>
> I deformed a primitive sphere
> quite nicely, no bones about it! <-- (sick pun). The only thing I had troub
> with was that I found I had to select both the deform tool and the object I
> wanted to deform (despite having the axis of the deform tool surrounding th
> sphere), which wasn't mentioned in the manual. Looking back, I guess it's
> obvious.
>
Actually, you can do some nice deformations of parts of objects by
not having the axis of the deform tool surround the whole object.
bill.
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@node IML-395 " MSG-395 Subject: Bug Report/Re: Bones!!!!!!"
Subject: Bug Report/Re: Bones!!!!!!
Date: Tue, 17 May 1994 12:16:35 -0500
From: William E Costello/Focal Point Software <bill@sugar.NeoSoft.COM>
Date: Tue, 17 May 94 09:28:47 CDT
From: setzer@comm.mot.com (Thomas Setzer)
Orginization: Motorola, Inc
> Hope someone didn't already report this. If I do a quickrender in Detail
> let it go all the way to completion(no cancel) then it flashes the image and
> drops me back to the workbench screen. When I La-m back to the Imagine scre
> a requester asks if I want to save the quickrender image(How would I know,
> I didn't even get to see it). I save it and view it with Iview(looks nice),
> but this is a pain and a bug. If I cancel anywhere during the render it wor
> fine. And no, I am not clicking on other screens while it is rendering, or
> doing anything else wierd(maybe I should be).
I used to have this problem whenever my screensaver kicked in
before the render was finished.
bill.
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@endnode
@node IML-396 " MSG-396 Subject: Re: Bones!!!!!!"
Subject: Re: Bones!!!!!!
Date: Tue, 17 May 1994 13:10:19 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
On Tue, 17 May 1994, Kevin Digweed wrote:
> I heard a great saying once, and I try and bear it in mind when designing any
> piece of software I write :
> "Simple things should be simple, and Complex things should be possible".
Either make short-cuts, as you suggested, or completely document the
steps with reasons for each step - that way you can decide what steps
could be omitted for simple effects, etc. I'm still not sure I understand
the _theory_ of bones... But then again, I haven't had much time to spend
with them yet...
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
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@endnode
@node IML-397 " MSG-397 Subject: Re: Imagine texture contact sheets."
Subject: Re: Imagine texture contact sheets.
Date: Tue, 17 May 1994 13:11:31 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
On Tue, 17 May 1994, Jeremy White wrote:
> I have uploaded 4 of the contact sheets for Imagine textures on Aminet at
> merlin.etsu.edu in the "new" directory. The INDEX is in contact3.zip
> for 1-3. Contact4.zip has its own index. They should be on all of aminet
> sites soon. More will be forthcoming (when I render them ;-) ) as well
> as some of individual textures with the parameters tweaked in different ways.
Jeremy... How about LHA'cing the PROJECT and UUENCODING it for us here?
That way, we could render in our own screen size and resolution and all
that? The file should be small enough so that it wouldn't tax anyone's
account...
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
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@endnode
@node IML-398 " MSG-398 Subject: Re: Texture contact sheets....."
Subject: Re: Texture contact sheets.....
Date: Tue, 17 May 94 19:41:46 +0200
From: di2matha@ida.his.se (Mattias Hallberg)
> I have been rendering all of the new textures in 3.0 and have made a
> series of contact sheets...
> Would anyone like them?
I can only speak for myself, but I sure want them!
> Would it be inappropriate to mail them to the mailing list?
Last time I surfed on Internet I found quite a lot of these 'ftp-sites'... ;-)
> -Jeremy White
/M. Hallberg
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@endnode
@node IML-399 " MSG-399 Subject: Sorry Could Not Find Subject!"
Date: Wed, 18 May 1994 12:55:12 +1000
From: imagine-relay@email.sp.paramax.com
Steve Langguth snail-mailed a disk to me (thanks Steve!) containing seven
pages of texture examples. I created page eight with a few more examples.
I uploaded im3tex.lha to wustl (aminet) gfx/3d. It's a collection of almost
all of the 3.0 textures. The only textures missing are:
fogpaint, fogtop, ghost, metals, refnoiz2, zbuffer
light textures, global textures
It would also be useful to create an animated page using textures listed as
"animatable". If you render the missing textures or an animation please
upload it!
You should see the file on aminet in a couple of days.
Ed Totman
etotman@gort.ucsd.edu
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@endnode
@node IML-400 " MSG-400 Subject: Sorry Could Not Find Subject!"
Date: Wed, 18 May 1994 13:41:13 +1000
From: imagine-relay@email.sp.paramax.com
I thought my reponse to Mark Thompsons question about 3D glows
in Imagine would be of overall-interest.
I don't know the capabilities of Imagine 3.0 in doing glows.
But you can make good 3D glows in Imagine 2.0 using Vertex 2.0
with its thickening function. This function calculates a skin-type
object which "envelopes" the traget object. The only thing
you'll have to do it make it transparent and then you'll have
a smart 3D glow
Greetings
Hannes
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@endnode
@node IML-401 " MSG-401 Subject: Sorry Could Not Find Subject!"
Date: Wed, 18 May 1994 13:54:56 +1000
From: imagine-relay@email.sp.paramax.com
> Bug report(Amiga):
> Hope someone didn't already report this. If I do a quickrender in Detail a
> let it go all the way to completion(no cancel) then it flashes the image and
> drops me back to the workbench screen. When I La-m back to the Imagine screen
??? For what it's worth, I haven't had a problem with this in the limited
time I've used 3.0. I DID do quite a bit of quickrendering in the detail
editor, without difficulty. (Amiga version)
+-----------------------------------------------------------------------------+
| Rob Hounsell BNR WAN: HOUNSELL@BMERHB63 |
| Team Leader: UNIX INTERNET: HOUNSELL@BNR.CA |
| DMS System Performance Development PHONE: (613) 765-2904 |
| Dept. 7D23 ESN: 395-2904 |
| Bell Northern Research |
+-----------------------------------------------------------------------------+
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@endnode
@node IML-402 " MSG-402 Subject: Sorry Could Not Find Subject!"
Date: Wed, 18 May 1994 14:00:09 +1000
From: imagine-relay@email.sp.paramax.com
> Bones again:
> Suggestion...Make bones more usable. This is WAY too cumbersome.
>From the description I read, they look mildly horrendous to use.
> How does Lightwave do it?
Although LW's bones lack some functionality that I feel is needed, they have
been around for over a year. LW4 has many enhancements to bones. But the
current LW is still very powerful and works like this:
1) With the object of interest selected, bring up the bones window by hitting
the "Object Skeleton" button.
2) Hit the "Add Bone" button once for each bone you wish to add.
3) *optionally* rename each bone for easier identification.
4) For each bone, specify its parent bone, if it has one.
5) In the layout window, use the standard tools for moving, rotating, etc
to place the bones relative to the object, and create a key. Bones at the
top of the bone hierarchy should typically be placed first.
6) When satisfied with their placement, hit the "r" key for each bone which
specifies that placement as the "rest" position and activates the bone.
7) Done. Now any movement applied to the bone will deform the object. Move
them as you wish and create keysframes and/or apply motion files to them.
It would be nice if bone creation or editing could be done in Modeler
since this would make placement a little easier for more complex structures.
>> anything good doesn't come easy...though it would be nice if they did.
> "Simple things should be simple, and Complex things should be possible".
Bones do not have to be complex to be powerful. Softimage has extremely
powerful bones functionality, and arguably one of the simplest interfaces.
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' 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 %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@endnode
@node IML-403 " MSG-403 Subject: Sorry Could Not Find Subject!"
Date: Wed, 18 May 1994 15:06:03 +1000
From: imagine-relay@email.sp.paramax.com
Greetings everyone,
I only know of one school in North America that has a program in
computer animation: the Vancouver Film School. Does anyone know of
others I could look into and how I can contact them? Or where to look
for a list of such schools?
Oh yeah, please Cc: replies to me personally, as I'll have to
unsubscribe soon.
Thanks,
Earl Corbin
ecorbin@indiana.edu
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@endnode
@node IML-404 " MSG-404 Subject: Sorry Could Not Find Subject!"
Date: Wed, 18 May 1994 15:07:24 +1000
From: imagine-relay@email.sp.paramax.com
>Which version of GigaMem are you using? I use version 3.0, and it adds the VMem
>the Fast RAM pool *all* of the time! As for speed, IMO, that's dependent on you
r hard
>drive, controller, and processor. Running a 50Mhz '030/882, with Oktagon contro
ller,
I was using GigaMem V2.0. I did not get 3.0 because a friend got it for
his 2000 with a Zeus, Gigamem reuired at least 68040.library version 10, but
his Zeus would refuse to boot with that library and later ones. I have
the GVP G-Force040 and didn't want to have the same trouble. Besides I like
VMM40's interface better than GigaMem 2.0's. To each his own I guess.
P.S.: It would be interesting to try to do some speed comparisons, if possible.
It may not be possible due to machine differences.
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@node IML-405 " MSG-405 Subject: Re: Bug Report/Re: Bones!!!!!!"
Subject: Re: Bug Report/Re: Bones!!!!!!
Date: Tue, 17 May 1994 17:00:23 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
>If I do a quickrender in Detail and let it go all the way to completion(
>then it flashes the image and drops me back to the workbench screen.
I've experienced no problems like this on my Amiga, unless of course I
was on another screen. I was hoping for the 'view quickrender' option
that would redisplay a quickrender but I guess it didn't make 3.0.
>And no, I am not clicking on other screens while it is rendering,
Do you have another program that may be doing it for you? What else
was running? Another prg could have activate itself. I can hit
hot key combos to bring up prgs on wb that will activate themselves.
Jason K.
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@node IML-406 " MSG-406 Subject: Re: Imagine 4 everybody! The Campaign - join in!!"
Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Date: Tue, 17 May 1994 17:43:53 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
> How about a button or something that would let me set how many
>frames right here instead of having to go to the action editor to set the
>frame count.
Stretch/Scale feature would be great in Action. So that when frames are
added or removed you don't have to alter everything manually.
Also frame related, let us be able to define our playback rate so that the
time display at the top of ACTION editor reflects the intended playback
rate. Now is seems locked in at 30fps.
A way to define multiple objects in STAGE/ACTION so that the object is
loaded once and then copied to the various locations. Multiple copies
would most likely still be held in memory but this would reduce disk
access time.
Jason K.
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@node IML-407 " MSG-407 Subject: Re: Bug Report(QRender)"
Subject: Re: Bug Report(QRender)
Date: Tue, 17 May 94 17:43:21 EDT
From: jgoldman@acs.bu.edu (Jeffrey Goldman)
> Bug report(Amiga):
> Hope someone didn't already report this. If I do a quickrender in Detail a
> let it go all the way to completion(no cancel) then it flashes the image and
> drops me back to the workbench screen. When I La-m back to the Imagine screen
> a requester asks if I want to save the quickrender image(How would I know,
> I didn't even get to see it). I save it and view it with Iview(looks nice),
> but this is a pain and a bug. If I cancel anywhere during the render it works
> fine. And no, I am not clicking on other screens while it is rendering, or
> doing anything else wierd(maybe I should be).
I haven't had this problem with 3.0 Amiga... If I switch out
of the Editor screen (say to the WB or something) while rendering then
I get this problem. I can click all I want before the image is
actually rendered to the screen and the QRender (to display) will work
just as long as I don't switch screens...
It seems you're having problems even when you don't switch
screens. Hmmm... Maybe it's a utility you've got running in the
background, or maybe it's just your version... I know for relevant
utilities I'm running SM (Silicon/Sun Menus), WB2.04's AutoPoint, and
Arq...
BTW, if a Screen Saver (I use Spliner in the DMA off mode)
takes over the screen while rendering it still works fine. When I move
my mouse to kick the SSaver out I still get the QRender display. I
don't think this worked under 2.0, though...
J.---->
E-Mail: jgoldman@acs.bu.edu
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@node IML-408 " MSG-408 Subject: Surface Contest!"
Subject: Surface Contest!
Date: Tue, 17 May 94 16:18:49 -0600
From: feifarek@students.wisc.edu (Matthew J. Feifarek)
Let's try and breathe some life and spark into this group...
____________________________________________________________
Many people work better with their tools in an externally provided framework...
you know, so you can fiddle with something without worrying too much about the
ideas involved. As an artist, many of my best pieces have been in response to
an "assignment" or problem-solving challenge. Imagine being given a blank piece
of paper, and being told to play around with it. Some of us would work better,
or have more fun if we were given that blank piece of paper and told to draw the
funniest face we could, or the coolest car, or the smelliest monster.
I have been playing with Imagine, Forge, and Essence and it strikes me that the
surface creation tools are exquisitely powerful... much like a blank piece of
paper and a really really nice pencil. It also occurred to me that perhaps the
most difficult thing to create with algorithmic image creation is organic lookin
surfaces and forms. Perhaps this is because of the obvious enforced commercial
art/advertising/design paradigm, and perhaps it is because of the computer's
very nature itself. Anyway, it strikes me that these new surface creation tools
have blown the possibilities way way open.
I decided that if someone was to create a framework and let the collective
creativity and ingenuity of everyone "out there" to pour into it, some really
really cool stuff could happen. So, I hereby issue a challenge to the whole
world, or at least those of you who read this. Feel free to reproduce,
transmit, synthesize, translate, by any mechanical or non-mechanical means...
... pass it on.
ANNOUNCING THE FIRST ANNUAL(?) GROSSEST SURFACE CONTEST
< trumpets, cheers >
RULES:
1. No scanned/captured images may be used. Drawn/painted are cool.
2. Any bitmap images used must add up to no more than a total of 200k. This
means if you have twelve different bump maps, they can only be 16k each!
This is purely a practical consideration, to keep my mbox from getting huge.
3. Actually, no it's not purely practical; I want to encourage algorithmic
entries... we've always been able to make gross bitmaps. Therefore, any use
of a bitmap on your surface automatically puts you in a separate category.
See below for categories.
4. Each surface must be totally portable. By this I mean you can send me the
.atr file and any necessary accompanying files, and I should be able to rende
it on my machine.
5. I cannot accept rendered images. Partly this is for mbox reasons, and partly
so I know each entry has been done according to the rules -- no touch ups ;^)
TECHNICAL INFO
Note: please do not complain about how I'm not supporting scanned images, or
lightwave objects, or 3Dstudio or some such stuff. I have these packages, and
frankly it's my contest. I encourage you to have your own!
As said, your entries must be able to run on my computer. You can assume the
following:
- Imagine3 and included textures, EssenceI, EssenceII, Forge
- 2MB chip, 4MB fast, 25MB virtual(if somehow necessary??? I hope not)
- I will be viewing these in 24bit, all in the same resolution, antialiasing
level etc. If there is some particular context for your surface like
color of light or background color or something, please let me know.
- Any surface that looks for a bitmap/brush should look for it in "maps:"
or for you msdos folks, "m:" is okay.
Please email them to me in uuencoded form, with GROSS CONTEST ENTRY in the
subject line. Please use lha if you must compress, and put images in jpeg
(i'll convert them back to i24's). If you plan on sending a ton of data, say
more than 100k at once, please give me a warning so I can be sure to get it out
of my mailbox and onto my Amiga as soon as possible.
I greatly encourage technical expertise as well as creativity/artistry... points
will be scored for use of alpha channel texture use, animated textures, and
self-written code (!)
CATEGORIES
1. Downright grossest.
2. most technically cool grossness
3. best title/filename
4. most realistic grossness
5. least realistic grossness
6. grossest surface using bitmaps
7. best gross factor vs. rendering speed ratio
8. most evocative of odor surface
PRIZES
Uh, not sure yet. I'm working on it. Certainly the respect of me and your
peers. Perhaps someone with serious hardware out there could volunteer to make
a 1 hour bones-squishing/morphing animation of your surface on a big turd object
and send it to you on video?
I'll work on something cool for this. Maybe I'll model up some kind of gallery
space with pedestals and put some huge booger or spleen geometry on each for the
winners. That could be cool.
ABOUT ME...
I am a graduating art student, and a veteran to 3D graphics, especially with
Imagine. I am well versed in the art-critique process, and I consider myself to
be fair and objective. I will judge your entries on stylistic, formal,
conceptual, and technical merits. If need be, I will also rope in some other
"professional" artists to give me input and considerations.
Also, I have a pretty strong stomach.
ENTRIES
If you need me too, I will promise to never give your surface to anyone else or
to use it in my own creations; I could only use it for the contest, then erase
it. This could be critical for some of you who might be writing your own code.
If some kind of circumstance like this exists and you still don't trust me with
your code, then perhaps you could send me an image instead. We'll see.
Enter as many as you like, but please don't send 17 megabytes of atts to my
mailbox. Be reasonable. Send your best work only.
I will choose winners about mid June... let's say the 15th. But, I encourage
you to send them in throughout the next month so I can check them out more...
the more time to study your creation, the more likely I am to sense genius.
Please do not try and get me to accept other programs/packages... for that, have
your own contest! I have this software, and this is what I'm interested in
seeing.
Send to: feifarek@students.wisc.edu w/ "Subject:GR0SS C0NTEST ENTRY"
GOOD LUCK. MAKE MY MONITOR OOZE PUSS AND EXUDE A SYNAESTHETIC PUNGENCE!!!
_______________________________________________________________________________
Matthew J. Feifarek University of Wisconsin Madison - Art Department
"All children are geniuses until they are de-
feifarek@students.wisc.edu geniused by education" -R.Buckminster Fuller
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@node IML-409 " MSG-409 Subject: Re: Imagine 4 everybody! The Campaign - join in!!"
Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Date: Wed, 18 May 1994 02:27:39 +0100 (MET DST)
From: Stanis <gp178@alpha.univ-lille1.fr>
> >Imagine 4 everybody!/idea/project
What about a button to pause rendering ? Would it be possible to stop
rendering, and keep on rendering later ?
Why is there no shadow maps in scanline mode ? Why isn't a better
anti aliasing available in scanline ? I wish I had not to render everything
in trace mode if I want to get a nice result...
I really think Imagine rendering is VERY POOR, compared to 3D Studio.
Not only is it slower, but it is also worse (in terms of quality) Yes, it
requires less memory, but writing a new z-buffer based algorithm would be
fast, would allow shadows (and even soft shadows !)with a multiple z-buffer,
and provide anti-aliasing with an a-buffer algorithm... There are many
solutions to improve rendering ! and why not radiosity ?
Is it possible to draw complex curves (more complex than a 2-axis
path) in the stage editor to make animations easier, or in the detail editor?
What about MACROS ? I read in the ad for 3.0 upgrade (in Amiga Format)
that it would be possible to "record" a series of actions in a script...
Wonderful idea ! I would be able to record, say mode pick edges->edge filter
->make sharp, and then make a button for this boring action...
Any of those suggestions would be a good thing for imagine. Good
idea to do this campain, Lesk...
Stanis
gp178@alpha.univ-lille1.fr
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@node IML-410 " MSG-410 Subject: Re: Animated maps"
Subject: Re: Animated maps
Date: Tue, 17 May 1994 18:49:03 -0600 (MDT)
From: ridout@plk.af.mil (Brian Ridout)
> >Lesk,
> > It's in there. Sort of. In the detail editor load your object.
> >Go the the attributes requester. Add a brush. The brush is the first
> >of a sequence. In the brush requester set the max sequence number.
> >Thats it. Problem is you need to reset it if you change the length
> >of your anim.
> >Later
> >Brian
> Thanks Brian;
> I tried the brush requestor but I didn't see anything about max sequence
> numbers. Is there a page reference in the manual perhaps that would help me
> out.
> Render Ho!
> Lesk
Imagine 2.0 Users guide Page 105.
Understanding Imagine 2.0 Page 51.
Imagine 3.0 Page 189 side bar.
A very quick summary. Use 4 number extentions. "pic.0001"
And animated brush maps (Pop morphs, as impulse calles it)
will not work with states!.
Later
Brian
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@node IML-411 " MSG-411 Subject: Re: Imagine 4 everybody! The Campaign - join in!!"
Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Date: Tue, 17 May 1994 19:28:38 -0700
From: Lesk@cc.snow.edu (Lesk)
> Any of those suggestions would be a good thing for imagine. Good
>idea to do this campain, Lesk...
> Stanis
> gp178@alpha.univ-lille1.fr
Sorry Can't take credit for this one, this was from Anders
/Anders Lattermann
FidoNet: 2:201/411.24 ! PointBreak - Bg-St-Maurice - France
AmigaNet: 39:164/100.24 ! A3000/14/105 + SQ88C & 17xSQ800
InterNet: Latte@p24.anet.bbs.bad.se ! I feel the need, the need 4 speed!
Thank you anders Lattermann I think this project will indeed help us all.
Render Ho!
Lesk
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@node IML-412 " MSG-412 Subject: missing docs..."
Subject: missing docs...
Date: Wed, 18 May 94 02:37:00 UTC
From: d.kamalsky@genie.geis.com
>PS. Is there a common FTP site for Imagine objects and textures?
Oops, I ment to say "objects and *brushmaps*".
Dave.
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@node IML-413 " MSG-413 Subject: missing docs..."
Subject: missing docs...
Date: Wed, 18 May 94 02:29:00 UTC
From: d.kamalsky@genie.geis.com
Does anyone else know how to use these (still) undocumented effects and
textures? Were they documented in the Amiga version?
LITES textures: CAUSTICS.ITX, and PURPHAZE.ITX
Effects: BALOON.IFX, SWAY.IFX and SPIKE.IFX
Dave Kamalsky - Stamford, CT.
PS. Is there a common FTP site for Imagine objects and textures?
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@node IML-414 " MSG-414 Subject: Bones, Imagine and LW"
Subject: Bones, Imagine and LW
Date: Wed, 18 May 94 03:47:00 UTC
From: w.graham6@genie.geis.com
Imagine's bones do seem a little tedious to set up, but I think of it as a
means to an end. Once the subgroups and axes are set up, you can define a
very large number of poses/states and store them within the object file.
For me, the goal is to develop a "personality" for a character, not just
make some temporary morphing object. Imagine's bones, with the use of it's
kinematics, make for an infinitely poseable character, with all of the
various States options like Clone and Tween. This character can be given
an almost unlimited number of personality traits, with the ability to morph
the polygons in step with bones animation. Does LW allow for the bones set
up, along with all of it's various poses, to be saved with the object? And
with it's "radius" implementation of assigning polys to bones, how do you
combine polymorphic animation with bones movement? What if you, in the course
of morphing, move the adjacent polys out of the range of the defined radius?
In Imagine, you can go into Pick Point mode and alter the geometry of a
certain area of polys, such as making a characters skin wrinkle, and define
a State for that, that also coincides with Bones movement. Does LW have an
equivalent capability? I am curious, having only played with LW superficially.
Any info would be appreciated............Bill Graham
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@node IML-415 " MSG-415 Subject: deformations..."
Subject: deformations...
Date: Wed, 18 May 94 03:01:00 UTC
From: d.kamalsky@genie.geis.com
>Tom,
> I downloded a demo of Caligari's TrueSpace V1.0 and have been tinkering
>for a few days now. TrueSpace uses a free-form deformation grid (I think
>thats what its called). You make a 3d grid around the object with as many
>row/columns as you like, and you can then pull points and/or slices of the
>grid around to distort the object inside (all this in real time...you see
>the wire mesh distorting). Its much more flexable then just picking a way
>to distort from a set list. I'm sure Imagine will be moving to this
>sometime (I just hope its in one of the next quarterly releases).
>Dave Kamalsky - Stamford, CT
Well looks like I did the classic foot in the mouth on this one. After
reading more of the posts and looking back in the manual, I now see what you
were talking about with the "deformation tool" in imagine. Guess I better
shut-up and read THE ENTIRE manual. I'm glad I was wrong up above! This
stuff is way cool! Way to go Impulse!
Dave Kamalsky - Stamford, CT
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@node IML-416 " MSG-416 Subject: re: deformations..."
Subject: re: deformations...
Date: Wed, 18 May 94 02:29:00 UTC
From: d.kamalsky@genie.geis.com
I downloded a demo of Caligari's TrueSpace V1.0 and have been tinkering
for a few days now. TrueSpace uses a free-form deformation grid (I think
thats what its called). You make a 3d grid around the object with as many
row/columns as you like, and you can then pull points and/or slices of the
grid around to distort the object inside (all this in real time...you see
the wire mesh distorting). Its much more flexable then just picking a way
to distort from a set list. I'm sure Imagine will be moving to this
sometime (I just hope its in one of the next quarterly releases).
Dave Kamalsky - Stamford, CT
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@node IML-417 " MSG-417 Subject: Sky Blending"
Subject: Sky Blending
Date: Wed, 18 May 1994 01:56:02 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
Pg 267 mentions 'Sky Blending' in GLOBALS but 3.0-Amiga doesn't have
this option in it. In renders it seems that it is fixed at 255.
For 4.0, Backdrops should be made resolution independant. You can
set the size for the final render but then you can't do a quickrender
with it because the quickrender is a different screen res.
Jason K.
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@node IML-418 " MSG-418 Subject: ISL for 3.0?"
Subject: ISL for 3.0?
Date: Wed, 18 May 1994 01:58:13 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
The subject pretty much says it all. Is or will there be a version of
ISL that works with Imagine 3.0?
Jason K.
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@node IML-419 " MSG-419 Subject: Re: Imagine texture contact sheets."
Subject: Re: Imagine texture contact sheets.
Date: Tue, 17 May 1994 22:54:17 -0700 (PDT)
From: Jeremy White <jwhite@efn.org>
On Tue, 17 May 1994, Andrew P. Vogel wrote:
> On Tue, 17 May 1994, Jeremy White wrote:
> Jeremy... How about LHA'cing the PROJECT and UUENCODING it for us here?
> That way, we could render in our own screen size and resolution and all
> that? The file should be small enough so that it wouldn't tax anyone's
> account...
I thought about it, but I thought that the main reason that people would
want is would be that they wouldn't have to render the project (time
saved) Also, the project is constantly growing as I try out new
textures. (and permutations of individual textures.)
-Jeremy White
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@node IML-420 " MSG-420 Subject: Re: Bones!!!!!!"
Subject: Re: Bones!!!!!!
Date: Wed, 18 May 1994 00:02:07 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> Either make short-cuts, as you suggested, or completely document the
> steps with reasons for each step - that way you can decide what steps
> could be omitted for simple effects, etc. I'm still not sure I understand
> the _theory_ of bones... But then again, I haven't had much time to spend
> with them yet...
Yes I must agree with you here, I don't know if I was half asleep when I
read the bones part of the manual, but it seams to me it was written
backwards, basically wrong, I went through the tutorial and picked what
it said to but did not find what it said should be there, or at least the
subgroups were backwards..maybe I should try it again, but I believe Im
write as I remember "thinking well Im going to have to figure this one
out on my own and put the manual away.
=RRW=
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@node IML-421 " MSG-421 Subject: Re: Bones!!!!!!"
Subject: Re: Bones!!!!!!
Date: Tue, 17 May 1994 23:12:29 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> > anything good doesn't come easy...though it would be nice if they did.hehehe
> I heard a great saying once, and I try and bear it in mind when designing any
> piece of software I write :
> "Simple things should be simple, and Complex things should be possible".
> I *think* this is the essence of what Tom was trying to say about the Bones
> interface (forgive me for putting words into your mouth here, Tom) -
> "the effect is great and it's powerful, but I wish there was an easier way of
> doing SIMPLE bones effects" (short cuts, if you like).
> If the preset workings of the short cuts don't give the results you require,
> then you must start going down the more complex path, but that's OK because
> the effect you now require is obviously complex ....
> Why should you go down a complex path of operations to achieve a simple versio
> of the effect ?
Yes, this would be nice, and after all thats one reason we love computers
is because they are supose to make things easier... I think for a
complexed object with bones, it will no dought be difficult. It would be
nice if Impulse made it so that bones could determine what part of an
object should bend, and could probably be done as long as the user stuck
to a particular format for making joints for bending...but as it is now
it give you and me more power or shall I say control over what we wish to
effect and not effect when we add bones to an object. It is difficult
when working on a difficult object, but I have tried bones in a shpere
and was able to deform and manipulate the sphere quite easiely with the
bones I made for it...This was a simple object and was very simple to
do. I am not disagreeing with you, it would of course be nice if it was
easier, I'm just saying that I am just glad to have it..I wasn't getting
on Toms case and hope he didn't think I was, II was just curious why he
wants it easier when I know that I still haven't really had enough time
to really make that kind of disision myself..as I believe another saying
goes, "Thinks become easier with practise". I perhaps the bones will too
with enough practice, but then agian sometimes thinks never get easy...
Well, just my two cents worth, Hope Tom replies?
ps. somebody up there likes me too.. it a nice feeling isn't it.
=RRW=
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@node IML-422 " MSG-422 Subject: Re: Animated brushmaps in 3.0"
Subject: Re: Animated brushmaps in 3.0
Date: Tue, 17 May 1994 21:21:08 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
Your post, Jason, touches on one of the reasons I hardly ever let Imagine
actually animate for me anymore. Just too damn demanding of the system.
Started just letting it generate pix, into ram or sd0, then grabbing them
out and letting something else put them together.
Quicker, easier--and I can interrupt a project part way through,
then resume it later. You do this with the anim or movie mode, you have
to save all the pix in the directory to which they were rendered. As I
only have sixteen megs of ram, my animate-elsewhere mode works better for
projects that need to be interrupted.
On Tue, 17 May 1994, Jason B Koszarsky wrote:
> Just tried a test using an animated brushmap. The bug in 2.0
> prevented quickrendering in stage because imagine messed up the
> brushmap's name and then couldn't find it. Well it seems to
> work just fine in 3.0, yeah!!
> When making an anim(amiga version, dunno about pc), why must
> imagine open screens to make the anim? Would it not be
> faster to render the pic in fastram and not have to display it?
> I use the 3 pics to check the progress but there are times
> when I would have liked it all done in ram without screens.
> Jason K.
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@node IML-423 " MSG-423 Subject: Re: Bones!!!!!!"
Subject: Re: Bones!!!!!!
Date: Wed, 18 May 1994 00:13:04 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> Yeah, kinda. Actually its more like "I want my cake, and eat it too."
> And maybe there is a better way. Thats why I asked about Lightwave. They
> have bones. How about some of those high end SGI animation packages? How
> does their interface work?
> But maybe this is the only way. Just asking.
Well, I have used Kinimation with Wavefront, and it is farly dificult
too, but then on the SGI its also truely asome as well. I haven't used it
much but is fairly similar, the main differents is it a totally seprate
program devoted to it, so it has quite a few more features.
=RRW=
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@node IML-424 " MSG-424 Subject: Re: Deform tool"
Subject: Re: Deform tool
Date: Wed, 18 May 1994 00:20:07 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> Cool. You know, with that box, you could come up with you own standard
> deformations that work on any object! Once you get an effect you want,
> save the box(You can save these can't you?) I haven't tried this(just
> thought of it) but a deformations directory full of bends, smooshes, squishes,
> etc would be nice. What else could you do with this box? Anybody with
> Caligary experience?
ya you can save them...hey you've just thought of a new product! hehehe
well maybe, there would have to be some pretty darn good deformation to
get anyone to buy it....but its a great idea for your personal uses.
Geuss I'll have to add a new directory to my already clutered Imagine
directory..hehehe
=RRW=
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@node IML-425 " MSG-425 Subject: questions"
Subject: questions
Date: Wed, 18 May 1994 10:22:40 GMT+1
From: "PC386 studenti n.2" <TESI2@novell.dima.unige.it>
/\ I'd like know how convert Amiga attributes to the
|| PC "red shifted" ones
\/ T-H-A-N-X
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@node IML-426 " MSG-426 Subject: questions"
Subject: questions
Date: Wed, 18 May 1994 10:22:39 GMT+1
From: "PC386 studenti n.2" <TESI2@novell.dima.unige.it>
> Roy Park:
> Hi.. my Jet Thrust animation is finally done... so I thought I'd upload
> it to Aminet or something. However, something is wrong with wuarchive
> and I can't seem to upload it there... so where should I send it up to?
/\ Have You u/l-ed it?
|| If yes, where?
\/ T-H-A-N-X
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@node IML-427 " MSG-427 Subject: Re: Imagine 4 everybody! The Campaign - join in!!"
Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Date: Wed, 18 May 1994 13:07:45 +0200
From: perkins@ensinfo.uvsq.fr (Sebastien PERKINS)
> >Imagine 4 everybody!/idea/project
hmmm... quite a lot actually !!!
first of all, features that didn't make it to 3.0 :
scanline shadows
macros
would be REALLY nice !!!
now new features for me would be like :
gaseous objects (anybody look at aladdin and then feel pissed !)
multiple cameras in the Stage Editor (for multiple viewing could be useful !)
selective anti-aliasing per object (do you need to anti-alias an object with 300
0 faces that's only a few pixels wide i.e. far away ?)
how about a forge style editor (texture editor ?)
for the anim tools, friction, gravity, collision ... would be over the top, beca
use only real3d has them to my knowledge and since it renders only in trace .ms
are real long to render !!!
on the programming side i'd seriously consider a "slave" option : like give a ce
rtain number of amigas bits of the anim/scene to render using a simple network s
ystem maybe as simple as parnet !
oh well, just a couple of ideas from me, hope it's interesting !
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@endnode
@node IML-428 " MSG-428 Subject: IML Archive"
Subject: IML Archive
Date: Wed, 18 May 94 05:01:46 -0700
From: pringle@holly.cuug.ab.ca (Greg Pringle)
Does anyone know why write permission is disabled on the
IML archive site? Or is it just a mistake from the last time
they restored the backups...
Greg
+----------------------------+--------------------------------------------+
| Greg Pringle | |
| pringle@holly.cuug.ab.ca | "Better dead than smeg" |
| greg_pringle@mtroyal.ab.ca | |
+----------------------------+--------------------------------------------+
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@endnode
@node IML-429 " MSG-429 Subject: Re: irc"
Subject: Re: irc
Date: Wed, 18 May 1994 07:37:44 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
On Wed, 18 May 1994, Stanis wrote:
> There is an insteresting way to communicate on internet, and it
> is called IRC. There are a lot of subjects... What about creating a channel
> called #imagine, or #3d ? Think about it and tell me...
The downside(s) of that are that not everyone has access to IRC (I
don't), not everyone is in the same time zone, the messages aren't saved
for people to log in later to read, and IRC can be really slow...
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
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@endnode
@node IML-430 " MSG-430 Subject: Thanks for animated brushmaps"
Subject: Thanks for animated brushmaps
Date: Wed, 18 May 1994 08:06:00 -0700
From: Lesk@cc.snow.edu (Lesk)
Thanks to everyone for responding about the animated brushmaps. It turns
out Impulse already had it in there. It was something just breifly
mentioned in the 2.0 manual and was a sidenote in the new manual.
Anyway Thank you all, I suppose we can drop it from our vote list eh!
Render Ho!
Lesk
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@endnode
@node IML-431 " MSG-431 Subject: Essence with Imagine.int??"
Subject: Essence with Imagine.int??
Date: Wed, 18 May 1994 16:07:58 +0200
From: christian boetker ho/j <cbho91@control.auc.dk>
As you might have guessed form the subject, I was wondering if the Essence
textures will work with the integer version of Imagine?
And if they are patched to work with Imagine 2.9 will they work with
the integer version of Imagine 3.0?
Regards,
Christian Hoj
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@endnode
@node IML-432 " MSG-432 Subject: Transitions using ADPro 2.5"
Subject: Transitions using ADPro 2.5
Date: Wed, 18 May 94 9:34:17 CDT
From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
Has anyone done any transitions using ADPro 2.5? I have a PAR and
will soon get a Sunrise 516 card. I want to produce some shorts
using Imagine, some digitized video clips, and 16 bit audio. I do
not have a toaster, or editing decks and won't be able to afford
them soon. The compositing controls in ADPro can create dissolves
easy enough, but is there a painless way to create wipes and other
digital effects between a sequence of frames? Morphplus maybe?
Is anyone doin this now? I realize it will be much more time
consuming than a non-linear editor, but it should be possible.
Dale
____________________________^____________________________
dale r. rogers
Intergraph Corporation
Building Design & Management MailStop: LR24A3
drrogers@camelot.b24a.ingr.com Tel: (205) 730-8294
.
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@endnode
@node IML-433 " MSG-433 Subject: Re: Hey! ->(focal length)"
Subject: Re: Hey! ->(focal length)
Date: Wed, 18 May 1994 08:28:01 -0700
From: Lesk@cc.snow.edu (Lesk)
>Started playing with the Spline editor today (left that chapter until
>the end). Very hip for flying logos.
>What I'm wondering is this (feel free to post this to the IML if you
>don't know): Is there a formula for calculating the focal length of the
>camera from a particular camera dimension? Is there a formula for
>calculating the camera dimensions from a particular focal length? I
>like Lightwave method of simply specifying the focal length. Wonder if
>Impulse could program that in for the next release?
>TTYL
>Paul
As you guessed I am passing this one along....
I havent had time to play with this, but most of what I have done
is set the camera lines and then in local adjusted the length and width of
the camera lines x,y,x until I acheived the effect I wanted. I doubt thats
much help so off we go to the IML......
Render Ho!
Lesk
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@endnode
@node IML-434 " MSG-434 Subject: DEFORMATIONS"
Subject: DEFORMATIONS
Date: Wed, 18 May 94 07:55:29 PDT
From: 18-May-1994 0952 <leimberger@marbls.enet.dec.com>
>row/columns as you like, and you can then pull points and/or slices of the
>grid around to distort the object inside (all this in real time...you see
>the wire mesh distorting). Its much more flexable then just picking a way
>to distort from a set list. I'm sure Imagine will be moving to this
>sometime (I just hope its in one of the next quarterly releases).
HELLO HELLO,
I think I just did this with Imagine last night. I added a deformation
tool and it made a square block around the object. You get to define
the Number of grids. Then you pull the grids around. You can make a
perfect egg in about 30 seconds.
bill
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@endnode
@node IML-435 " MSG-435 Subject: Re: Imagine 4 everybody! The Campaign - join in!!"
Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Date: Wed, 18 May 1994 07:58:32 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
On Tue, 17 May 1994, Jason B Koszarsky wrote:
> Also frame related, let us be able to define our playback rate so that the
> time display at the top of ACTION editor reflects the intended playback
> rate. Now is seems locked in at 30fps.
YES! Also the ability to SPECIFY frame rate in stage animation preview.
Ed Totman
etotman@gort.ucsd.edu
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@endnode
@node IML-436 " MSG-436 Subject: Re: Computer animation in schools"
Subject: Re: Computer animation in schools
Date: Wed, 18 May 94 12:48:36
From: djm2@isis.msstate.edu@ra.msstate.edu (Dan Murrell Jr.)
Earl Corbin said on May 17 :
> I only know of one school in North America that has a program in
> computer animation: the Vancouver Film School. Does anyone know of
> others I could look into and how I can contact them? Or where to look
> for a list of such schools?
> Earl Corbin
> ecorbin@indiana.edu
Mississippi State University has had a semi-program for a few years now,
and is in the process of building a degree for it. The software they
primarily use is Wavefront. At the moment, they really only have 2 teachers
actually instructing, but one is a former Wavefront software guy.
Contact either seger@erc.msstate.edu or greg@erc.msstate.edu for more info.
__
Sent from Danimal's AmiTCP-ing Amiga 500// Amigas!/Saturday morning Wrestling/
Dan Murrell Jr. IRC's Danimal __ /// James Taylor/Pink Floyd/Roger>Dave!/
djm2@ra.msstate.edu \\\/// Imagine/Essence/AmiTCP/AMosaic/3Dgfx/
http://www.msstate.edu/~djm2 \XX/ ImageMasterRT/Wavefront under-achiever
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@endnode
@node IML-437 " MSG-437 Subject: Re: Imagine 4 everybody! The Campaign - join in!!"
Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Date: Wed, 18 May 1994 10:53:43 -0500 (CDT)
From: Cliff Lee <cel@tenet.edu>
I'll pipe in for the DOS folks...
I'd like to see the next version of Imagine PC:
1) To be compiled with a compiler that would allow Imagine to coexist
with EMM386.EXE, and or Windows. Or for that matter, a bonafide Windows
version... (I won't hold my breath though)
2) To have a more robust DXF translation capabilities. DXF is hardly a
standard and always seems to choke for some reason or another.
3) Support for more graphic formats for bitmaps. Various TGA formats,
BMP's, GIF's, JPG's and so on...
4) Release of the hook information for textures and effects so we can
play with them and add to the "neat stuff". (This is actually for both
systems)
5) A Texture preview utility to assist in the manipulation of the various
parametets. I guess like forge (which I've not seen). They exist for
freeware DOS raytracers (POV, VIVID), shouldnt be hard to do. Actaull I
think this is in the works... Can Anybody confirm this?
Cliff Lee cel@tenet.edu
"You can always make up a class,
You can never make up a party!"
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@endnode
@node IML-438 " MSG-438 Subject: Re: Imagine 4 everybody! The Campaign - join in!!"
Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Date: Wed, 18 May 1994 14:34:48 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
>Why isn't a better anti aliasing available in scanline ?
Something's different because Imagine 3.0 renders slower than 2.0
on the exact same project with the exact same settings.
Jason K.
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@endnode
@node IML-439 " MSG-439 Subject: bones: check obj"
Subject: bones: check obj
Date: Wed, 18 May 1994 11:42:52 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
The sidebar on page 105 in the manual says that 'check obj' can be used
to check for proper bones subgroup assignments. I used it on a complex
object and I was clicking 'OK' for about 15 minutes with no way to abort
(that I could find). Try it on a simple object first. Could be useful.
Ed Totman
etotman@gort.ucsd.edu
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@endnode
@node IML-440 " MSG-440 Subject: Bug Compendium"
Subject: Bug Compendium
Date: Wed, 18 May 94 08:13:00 PDT
From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
To Jason K.
I believe you are the person proposing a consolidated bug list. Would
you be willing to consider compiling an Imagine Bug Compendium in the
fashion of the Imagine Compendium's Carmen Rizzolo and Steve Worley were
putting together a couple of years ago? Frankly, I don't use Imagine
extensively enough to encounter many of the bugs reported here, and
sometimes bugs that are reported as bugs are not, and some bugs get fixed,
and some bugs appear to be different bugs because they are described
differently by different people. So, it would sure help if someone would
consolidate the bug reports into one package. Also, it is fun to have "wish
lists" and bug lists, but unless you intend to somehow reverse engineer the
Imagine program and fix the bugs yourself, none of this will happen without
Impulse doing the work. So, if there were a consolidated list, it could be
sent to Impulse as a fax and maybe with a petition list of users, requesting
(or demanding) bugs be fixed and features added. Any company that gets a
list of several hundred (or thousand) customers requesting their product to
be fixed is going to pay attention.
However, I do believe Mike H. does have a valid point and I see it here
on this list too often. The effectiveness of this program is dependent on
the user. There is too much whining going on here. Look at the products
Bradley Schenk is producing. He doesn't seem to whine and whine about the
supposedly poor rendering quality of Imagine, the cumbersome interfaces, the
lack of ARexx support, the lack of ASL requestors, how much better Real3D
is, on and on. Neither does Alan Henry. Look at that Bee example in the
manual plus some of the other things he has done. I think all these guys
are monitoring the list but I don't blame them for not getting involved.
Besides they are probably too busy producing product. In the hands of a
Michelangelo, a hammer and chisel produces marvelous sculpture; in the hands
of an ignorant amateur, a hammer and chisel produces gravel.
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@endnode
@node IML-441 " MSG-441 Subject: re: deformations..."
Subject: re: deformations...
Date: Wed, 18 May 1994 12:08:48 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
On Wed, 18 May 1994 d.kamalsky@genie.geis.com wrote:
> I downloded a demo of Caligari's TrueSpace V1.0 and have been tinkering
> for a few days now. TrueSpace uses a free-form deformation grid (I think
> thats what its called). You make a 3d grid around the object with as many
> row/columns as you like, and you can then pull points and/or slices of the
> grid around to distort the object inside (all this in real time...you see
> the wire mesh distorting). Its much more flexable then just picking a way
> to distort from a set list. I'm sure Imagine will be moving to this
> sometime (I just hope its in one of the next quarterly releases).
Um... Dave, have you played yet with Imagine 3.0's DEFORM TOOL stuff? It
does EXACTLY what you're describing, and allows the user to save
deformations to be reused on other objects. I was playing with it last
night for a while, and it's really powerful. It did take me a moment to
figure out that I had to A> Add an object, B> Objects->Add->Deform Tool
object, C> Select and manipulate the deform tool object, D> Select DEFORM
from one of the other menus (Functions menu?) to make it work. Once I got
that, it worked fine.
Additionally, I'd like to say that I put the SLICE command through it's
paces last night, and it performed FLAWLESSLY. It handled everything I
threw at it - from simple primatives all the way up to the HUMANOID
objects! Yeah Impulse!
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
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@endnode
@node IML-442 " MSG-442 Subject: Re: missing docs..."
Subject: Re: missing docs...
Date: Wed, 18 May 1994 12:05:27 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
On Wed, 18 May 1994 d.kamalsky@genie.geis.com wrote:
> Does anyone else know how to use these (still) undocumented effects and
> textures? Were they documented in the Amiga version?
> LITES textures: CAUSTICS.ITX, and PURPHAZE.ITX
> Effects: BALOON.IFX, SWAY.IFX and SPIKE.IFX
Hi Dave. The documentation for the effects you mentioned weren't included
in my Amiga version of Imagine 3.0... I certainly hope Impulse provides
the documentation for them. The IML would be a great venue for those dox,
plus updating the READMEs on the disks as well...
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
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@endnode
@node IML-443 " MSG-443 Subject: Cross platform upgrades."
Subject: Cross platform upgrades.
Date: Wed, 18 May 94 11:47:40 -0600
From: feifarek@students.wisc.edu (Matthew J. Feifarek)
For those of you who have purchased a second copy of Imagine to run on a PC
starting with an Amiga version, how much was it?
I was under the impression that it was $100. Well, I just tried to do it, and
was told it was $200. What did you pay?
Maybe the price of this Xplatform upgrade went up when 3.0 came out?
_______________________________________________________________________________
Matthew J. Feifarek University of Wisconsin Madison - Art Department
"All children are geniuses until they are
feifarek@students.wisc.edu de-geniused by education" -R.Buckminster Fuller
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@endnode
@node IML-444 " MSG-444 Subject: Re: Essence with Imagine.int??"
Subject: Re: Essence with Imagine.int??
Date: Wed, 18 May 94 18:33:54 GMT
From: "Glenn M. Lewis - ICD ~" <glewis@pcocd2.intel.com>
Christian> As you might have guessed form the subject, I was wondering
Christian> if the Essence textures will work with the integer version
Christian> of Imagine? And if they are patched to work with Imagine
Christian> 2.9 will they work with the integer version of Imagine 3.0?
Christian> Regards, Christian Hoj
No, Essence textures (all versions) work only with the FPU
versions of the renderers.
-- Glenn
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@endnode
@node IML-445 " MSG-445 Subject: Re: Imagine 4 everybody! The Campaign - join in!!"
Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Date: Wed, 18 May 94 13:03:21 EDT
From: jgoldman@acs.bu.edu (Jeffrey Goldman)
> Why is there no shadow maps in scanline mode ? Why isn't a better
> anti aliasing available in scanline ? I wish I had not to render everything
> in trace mode if I want to get a nice result...
It was promised, but shortly before the actual release of 3.0
Impulse stated it would not make the initial release. I suspect speed
was the problem, but who knows?
> I really think Imagine rendering is VERY POOR, compared to 3D Studio.
> Not only is it slower, but it is also worse (in terms of quality) Yes, it
> requires less memory, but writing a new z-buffer based algorithm would be
> fast, would allow shadows (and even soft shadows !)with a multiple z-buffer,
> and provide anti-aliasing with an a-buffer algorithm... There are many
> solutions to improve rendering ! and why not radiosity ?
Agreed. Imagine's Scanline capabilities could be greatly
enhanced. Now that it has some terrific non-rendering capabilities I
think it should be time to upgrade the renderers. Imagine3.0 has some
incredible animation capabilites (Bones, Kinematics, States,
Particles, etc...). It's really a shame that a power user can't take
advantage of the capabilites because of a quality or speed limitation.
Scanlining, or rather speed, is essential to my animation
productivity. Since I'm not in the business of only creating pretty
stills I need the improved scanlining...
And, while Radiosity is nice for stills it is definitely
prohibitively slow. You can sort of simulate it now anyway... Maybe it
should be implemented (if it's easy) for the sake of completion, but
I'm not missing anything without it... The scanliner should really be
first priority...
> Is it possible to draw complex curves (more complex than a 2-axis
> path) in the stage editor to make animations easier, or in the
> detail editor?
I don't quite understand this problem. Do you mean having a
curve be made up of more than two control points? Imagine's spline
paths are not limited by the two default points/axis. If you select
the path and edit it you can use split or fracture (depending on
editor) to get another control point. You can do this as much as you
want. Complex paths are easy to create just by splitting the
original...
> What about MACROS ? I read in the ad for 3.0 upgrade (in Amiga Format)
> that it would be possible to "record" a series of actions in a script...
> Wonderful idea ! I would be able to record, say mode pick edges->edge filter
> ->make sharp, and then make a button for this boring action...
Again, it was promised but didn't make it in the initial 3.0
release...
J.---->
E-Mail: jgoldman@acs.bu.edu
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@endnode
@node IML-446 " MSG-446 Subject: Re: Imagine and freelancing"
Subject: Re: Imagine and freelancing
Date: Wed, 18 May 1994 11:33:54 -0500 (CDT)
From: Michael Halleen <halleen@Venus.mcs.com>
On 17 May 1994, Mike Halvorson wrote:
> As for looking down you nose at others who are not as fortunate as you to
> be able to make money doing what you do, shame on you. The word hobbyist is a
> real downer, but for a bit of time and money these hobbyist are the artists of
> tommorow. Dont be offened, but I started as a hobbyist and still think that
> doing 3D for fun and profit is OK. Many of these hobby folks do great work an
> should be commended not comdemed for their efforts. I am sure you will agree.
This is not what I meant. I do not look down on anyone creating for
artistic purposes. All I was saying was that I had chosen the wrong
package. Imagine is popular among people who create for their own
personal satisfaction. I've seen appeals to the few people out there
'with serious hardware' or, as in the call for the grossest texture
contest, '"professional" artists'. These things are treated like
rarities. I'm just now realizing that to do my serious professional work
(not in quotes) I need to start using something else.
If you hang out for a while on comp.graphics.animation you'll see that the
people who work for the major studios in Hollywood have respect for Real
and LW. They've either never heard of Imagine, or they scoff at it.
"Needs serious work in the renderer" "The most hostile interface"
"A lost cause"
These are taken from actual post by actual professionals in c.g.a.
What I meant in my post was that I want to hear if any real professionals,
not art students or hobbyists, think Imagine is the best option. (No
offense is meant by the term hobbyist. 3d is a great hobby. I have hobbies
too, and for them, I don't go out and buy the highest end gear available
either.)
Are any major network or syndicated shows being produced using Imagine?
Any commercials or movie effects? I read AV Video, a video professional's
rag, and they make references all the time to LW, ADPro, and all kinds of
Toaster utilities. They include artwork produced on Amigas and have a
column dedicated to the Amiga. Imagine is nowhere to be seen.
Here are some examples of Imagine amateurism.
No version numbers? I called up Impulse before 2.9 was released because I
was updateding all my software. I currently had 2.0. I asked what their
latest version was. "2.0," they said. But I've heard in this group that
there *have* been updates, and in fact already has been an update to 3.0,
but that Impulse identifies the different versions by the size of the
file. That ridiculous. I don't have time for crap like that. I was
making several long distance phone calls that day, spending a lot of
money. What I wanted to hear was "2.4.3, the upgrade from 2.0 costs $57,
can I have your credit card number please." Now you want me to pay you in
advance? You're crazy.
No Arexx? Art Department Professional is the most useful piece of
software I have ever seen, preciesly because it has extensive Arexx
support. You talk about want us users to push the software in ways you
didn't think of. I have pushed ADPro all over the place using Arexx.
It's not a features problem, it's a process problem. As a professional,
one of the things you have to worry about is time. Arexx allows you to
manage your time and innovate in the way you do your work. Imagine has
its way, or the highway.
How about something simple, like getting 30fps playback. I need to
produce test animations for my clients. Usually, at some point they're
going to want a version that they can include in their off-line edit (know
what that is?). This test version must be exactly the right speed, and
length. My clients are hiring voice over talent, music composers, renting
editing room time, etc. If I come back to them with a final product that
is timed wrong, that will waste their money, and they will be mad at me.
In the stage editor, when you play a test animation, your choice of speeds
ranges from 'slow' to 'fast', and most of the slow speeds are totally
useless, as is the default speed, which is way to fast. The useful range
of speeds are all in a small range on the right side of the slider, but
you don't know what the actual speed is, and 30fps in not one of them as
far as I can tell by timing it. Professional software would not waste my
time with my watch to my ear, counting frames trying to figure out what
frame rate I'm running at.
In the project editor, when playing an animation, the default speed is
10fps. There is no 15fps, which could be usefull (I would use it). There
are eight more speeds (F3-F10) that are too slow to be of any use. To get
playback at the right speed, you have to press 'play movie' and then press
F1 immediately, but you still may lose a few of the frames at the head.
Or you can let the animation run to the end, pause it, then press F1.
This is a hassel. THIRTY FRAMES PER SECOND should be default in all
situations. The fact that it's not shows me you don't consider Imagine a
tool for producing professional video work.
My appeals to this group is my last ditch effort to see if there's
something I'm missing. I've asked, and no one answered, what are Forge
and Essence? These seem popular, but I've never heard of them. I just
found out about ISL, would really have helped me out a year ago. I didn't
have access to this information, so I was stuck with 2.0 and its manual
(which I quickly discarded). At first I thought Imagine was great, but I
had nothing to compare it to. I found lots of things about it that I
would like changed, and they grew into major frustrations. Now I'm in
contact with my peers, and I'm finding out that my peers in the
professional world think Imagine stinks and that my fellow Imagine users
are art students and part timers. I just feel like I'm at the wrong
party. No offense is meant.
> Finally, I stand ready for the test, post a situation and I can do it
> faster and better than the other folks with IMagine, it is the best, you just
> dont know that.
Do Babylon 5. Do SeaQuest. Do something for someone who wants two test
anims a week and will constantly ask for changes. Come up with a
perfectly timed test anim that you are confident can be cut into an
offline and used as a basis for music, voice over, and editing. Try to pick
the right texture without spending all day, or waiting weeks
for someone to upload a sampler.
I think the mistake here was mine. I'll give Imagine one more chance,
then I'll leave you all alone and go where I belong.
ANYONE OUT THERE USING IMAGINE FOR SERIOUS PROFESSIONAL WORK, SPEAK NOW OR
FOREVER HOLD YOUR PEACE.
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@endnode
@node IML-447 " MSG-447 Subject: DBC32 anyone ??"
Subject: DBC32 anyone ??
Date: Wed, 18 May 1994 23:59:26 +0200
From: Hannes Heckner <hecknerh@informatik.tu-muenchen.de>
does anyone of you use the Digital Broadcaster 32. I heard that
it is finally out.
Opinions about this hardware ?
Greetings
Hannes
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@endnode
@node IML-448 " MSG-448 Subject: Re: Bones!!!!!! "
Subject: Re: Bones!!!!!!
Date: Wed, 18 May 94 16:22:26 EDT
From: Mark Thompson <mark@westford.ccur.com>
> I have not used Lightwave, but just talked to a user last week who
> said that bones are assigned an area of influence, which is much less
> specific than imagine's subgroup-to-bone assignment method.
This is one of the drawbacks of the current LW bones implementations.
If you have an object that has an arm hanging down at its side, moving
a bone that is placed in the arm will create a drag on the object's side
as well (although the force is diminished over the distance from the bone).
Currently, there are a few ways to combat this problem: model appendages
pointing out from the character, use additional pinning bones near critical
surfaces to prevent effects from other bone forces, or specify a distance
for the offending bones beyond which they have no effect. For complex
characters, you almost need a combination or hybrid of bones and deformation
lattices (like in Caligari).
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' 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 %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@endnode
@node IML-449 " MSG-449 Subject: re: deformations..."
Subject: re: deformations...
Date: Wed, 18 May 94 13:24:58 EDT
From: jgoldman@acs.bu.edu (Jeffrey Goldman)
> Tom,
> I downloded a demo of Caligari's TrueSpace V1.0 and have been tinkering
> for a few days now. TrueSpace uses a free-form deformation grid (I think
> thats what its called). You make a 3d grid around the object with as many
> row/columns as you like, and you can then pull points and/or slices of the
> grid around to distort the object inside (all this in real time...you see
> the wire mesh distorting). Its much more flexable then just picking a way
> to distort from a set list. I'm sure Imagine will be moving to this
> sometime (I just hope its in one of the next quarterly releases).
I hope so... One of the reasons I can't use the Deform Tool on
already complicated objects (or just to do complex deformations in
general) is because of its lack of real-time feedback. I have no clue
what part of the grid is attached to what, or what part of the grid
affects what... It's easier to use the standard deformation tools
(which are extremely cool and well implemented, BTW) or magnetism
(NewMode Perspective editing helps magnetism alot) to affect an
object. I've just had no luck with the Deform Tool as is...
I use the Forms Editor all the time for complex organic
objects. The only reason I can do this effectively is because of the
real-time feedback. But, there are somethings that just can't be done
with the Forms editor that must be done in the Detail. I usually
create a form in Forms and clean it up in Detail. Having a real-time
Deform Tool ala Caligari's would be terrific...
J.---->
E-Mail: jgoldman@acs.bu.edu
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@endnode
@node IML-450 " MSG-450 Subject: IRC again !!"
Subject: IRC again !!
Date: Wed, 18 May 1994 23:58:11 +0200
From: Hannes Heckner <hecknerh@informatik.tu-muenchen.de>
I once made the suggestion that talking via IRC about Imagine would
be a great thing.
But the irc idea got stuck with the following problems:
IRC availabilty
Time zones
Now the only possibility IMHO would be to set up a strict time
table for meeting on IRC, otherwise the possibility on meeting
someone on the IRC IML channel would be too small.
It should something like this:
This friday 20.5.1994 X o'clock (MEZ)
Topics: Use of bones in Imagine 3.0
Another interesting thing would be a translation table for
coding your own time-zone to the announced time-zone.
Your opinions ?
Hannes
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@endnode
@node IML-451 " MSG-451 Subject: Re: Essence with Imagine.int??"
Subject: Re: Essence with Imagine.int??
Date: Wed, 18 May 1994 16:25:57 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
On Wed, 18 May 1994, christian boetker ho/j wrote:
> As you might have guessed form the subject, I was wondering if the Essence
> textures will work with the integer version of Imagine?
> And if they are patched to work with Imagine 2.9 will they work with
> the integer version of Imagine 3.0?
Christian... It is my understanding that the Essence textures DO NOT WORK
with the integer versions of Imagine. The patch for 2.9 doesn't matter...
The textures require the FP version of Imagine.
Good luck. If you're serious about raytracing, or even just a serious
hobbiest, I'd suggest accelerating your machine.
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
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@endnode
@node IML-452 " MSG-452 Subject: Imitating the DPS-PAR ??"
Subject: Imitating the DPS-PAR ??
Date: Thu, 19 May 1994 00:05:26 +0200
From: Hannes Heckner <hecknerh@informatik.tu-muenchen.de>
I just had an idea for imitating a DPS PAR with a normal Amiga
setup including a DCTV device.
DCTV pictures with 3 bitplanes are usually no more bigger than
jpegged true-color pix. So using a DCTV could partly substitute
a PAR device.
The problem is playing off the harddisk.
Now my idea:
Would it be possible to programm a device for the Amiga that
uses a harddisk on its raw-format ignoring any file-systems on
it. This harddisk could then only be used as a animation device,.
but so is the harddisk for the DPS PAR.
This device should be capable of writing sequentially DCTV pix
data on the outer tracks of the harddisk. Then it should be
capable of reading in the sequential stream of DCTV pix
in realtime off the harddsik and send it directly to the DCTV
framebuffer.
I think one could gain a lot of performance out of a harddisk
when ignoring any file-system stuff.
Your opinions?
Hannes
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@endnode
@node IML-453 " MSG-453 Subject: Bones in a Human Face"
Subject: Bones in a Human Face
Date: Wed, 18 May 94 15:02:00 PDT
From: "Decker, Mark" <Decker@segaoa.COM>
Has anyone tried using bones to control facial expression in a model of a
human face? For that matter, has anyone tried moving a bone axis rather
than just rotating it? There is so much potential here that I just don't
have the time to experiment with!
Mark Decker
Software Engineer
Sega of America Inc.
mark.decker@segaoa.com
If Sega thought I had thoughts, they would certainly disavow
all knowledge of them.
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@endnode
@node IML-454 " MSG-454 Subject: Re: bones: check obj"
Subject: Re: bones: check obj
Date: Wed, 18 May 1994 17:49:12 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
On Wed, 18 May 1994, Ed Totman wrote:
> The sidebar on page 105 in the manual says that 'check obj' can be used
> to check for proper bones subgroup assignments. I used it on a complex
> object and I was clicking 'OK' for about 15 minutes with no way to abort
> (that I could find). Try it on a simple object first. Could be useful.
Hi Ed! Yeah, the CHECK OBJ thing is really handy, since it checks the
structure of BONES objects and all that.
If Impulse would provide a CLOSE BOX on the status window, that would be
great. Or, even better, put the information on a paginated list (kinda
like what pops up when you do a FIND) that could be aborted... Would make
the function really handy.
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-455 " MSG-455 Subject: Re: Cross platform upgrades."
Subject: Re: Cross platform upgrades.
Date: Wed, 18 May 1994 17:08:05 -0600 (MDT)
From: kholland@polaris.unm.edu (Kiernan Holland)
as Matthew J. Feifarek said,
<For those of you who have purchased a second copy of Imagine to run on a PC
<starting with an Amiga version, how much was it?
<I was under the impression that it was $100. Well, I just tried to do it, and
<was told it was $200. What did you pay?
<Maybe the price of this Xplatform upgrade went up when 3.0 came out?
If you got a copy of the newsletter you'll see it is 100.00 dollars..
If Impulse changed, then I guess Impulse is looking for flamers..
I say, if they don't stick to their word, they aren't worth wasting
money on. Impulse changes thier mind like a random function, only
in thier case you can't compare them with a function because they are
inconsistent. 100 dollars or Studio 3D??
Kiernan
PS- did you say that you wanted 3.0 upgrade, for a PC without the
1994-1995 updates?? Because the updates for the next year will
be an additional 100 bucks. I tend to buy only major revisions, so
I don't believe in minor-revision upgrade deals, they don't carry any
strict commitment..
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@endnode
@node IML-456 " MSG-456 Subject: Bones lessons learned"
Subject: Bones lessons learned
Date: Wed, 18 May 94 14:43:00 PDT
From: "Decker, Mark" <Decker@segaoa.COM>
First, thanks to Lesk for his bones example description. I read through it
yesterday and went home to try it out from memory when I finally got back to
my Amiga. I stumbled a couple times in the process, but I learned a few
things that might help somebody else along.
1. When grouping axes together into bones, make sure you are in Pick
Objects mode, not Pick Groups.
2. Make sure you are using the STATES Group command, not the Object Group
command.
3. Once you are in Pick Objects, pick first the parent axis, then the
child axis. In Lesk's tube example, if the axes are numbered from top to
bottom, first pick axis number two, then hold down shift and pick axis
number one and group. Next pick axis number three, then hold down shift and
pick axis number 2, and so on down, selecting the object itself followed by
the "root" bone and grouping them last. When I first tried this I was using
the bounding box to pick both axes at once, and I think it may have been
picking them in the wrong order.
4. It helps immensely to move any axes out of the way (shift M moves the
axis of an object but leaves the object in place) so that they do not
overlap while grouping. Once the grouping is correct, you can move the axis
back into place without affecting the grouping.
5. Subgroup assignment is probably the trickiest procedure and was at the
start the hardest part for me to grasp. It has not been well explained to
date, but I'll see if I can help without muddying the waters any further
:-). Each axis gets two subgroups assigned to it, helpfully referred to as
"Big" and "Small". To the best of my understanding, the Big subgroup is the
set of all faces which will be affected by motion of the axis. If a face is
not in the Big subgroup, its never going to change no matter what that
particular axis does. The Small subgroup is a subset of the Big subgroup,
which means it can only contain faces which are also in the Big subgroup,
but usually won't contain all of them. The Small subgroup moves and rotates
with the axis, but all of its faces keep their shape and orientation with
respect to each other.
So if the faces outside the Big subgroup don't change, and the faces
inside the Small subgroup don't change shape, all that's left is the faces
which ARE in the Big subgroup, but ARE NOT in the Small subgroup. These
faces form the actual joint, and actually stretch and deform to keep the
other two sets (the outside and the Small subgroup) smoothly connected.
Maybe an example will help. Think of a robotoid arm with no fingers, no
wrist. It has two parts, a forearm and an upper arm, and hence two bones
(axes). The parent axis (bone) sits at the center of the shoulder, with its
Z axis pointing at the elbow. The child axis sits at the center of the
elbow, with its Z axis pointing at what in a more highly evolved robotoid
would be the hand.
You need two subgroups for each bone. Lets start with the forearm. The
Big subgroup for the forearm will include all of the forearm and just a
little of the upper arm above the elbow, enough to allow the joint to
stretch to maintain a smooth connection. The Small subgroup will contain
most of the forearm, up to just below the elbow. The faces around the elbow
which are in the Big subgroup but are not in the Small subgroup will be the
ones which stretch and deform to allow the joint to connect smoothly.
On the upper arm, the Big subgroup will contain all of the forearm, all
of the upper arm, and a little of the shoulder it is attached to. The Small
subgroup contains all of the forearm, and most of the upper arm up to just
below the shoulder. Again, it is the faces between these two where all of
the deformation takes place.
6. Once your grouping is all set up, go back to Pick Groups and pick the
actual object which is the parent of all these bones. All the axes should
be turn blue (in the default color scheme) to indicate that they have been
picked as well. Then create your "DEFAULT" state, being sure to select both
Shape and Groups. You may need to select properties as well if you want to
do brush or texture tacking, but I'm still having problems with this myself,
so I'm not sure.
7. In order to manipulate the bones, you need to be in Pick Groups mode.
You have to pick the axis you want to manipulate, rotate (or move??) it, and
accept the change. To see the result you have to pick the base object again
(still in Group mode) and select Update Bones and it will then warp your
object to conform to the new bone positions.
This has gotten a lot more long winded than I intended, but I hope it helps
clarify a few things for someone.
Mark Decker
mark.decker@segaoa.com
Software Engineer
Sega of America Inc.
If Sega thought I had thoughts, they would certainly disavow all knowledge
of them.
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@endnode
@node IML-457 " MSG-457 Subject: Re: Bones, Imagine and LW "
Subject: Re: Bones, Imagine and LW
Date: Wed, 18 May 94 16:56:01 EDT
From: Mark Thompson <mark@westford.ccur.com>
w.graham6@genie.geis.com writes:
> Does LW allow for the bones set
> up, along with all of it's various poses, to be saved with the object?
When saving an object in LW, only its static attributes are saved with it,
ie. color, textures, etc. Things that involve time domain such as morphing,
fades, bones, displacement mapping, etc. are saved as part of the ascii
scene file. So if you whish to develop a skeletal structure for an object
that would be loaded whenever that object where used, you would create it
and save the scene. Then instead of doing a load object, you do a load object
from scene instead (which brings in all the time domain stuff with it).
> with it's "radius" implementation of assigning polys to bones, how do you
> combine polymorphic animation with bones movement? What if you, in the course
> of morphing, move the adjacent polys out of the range of the defined radius?
Keep in mind that LW bones have a gaussian rolloff of influence and not a
fixed radius unless specifically setup that way. But I have yet to come across
an application where the situation you describe has become a problem.
> In Imagine, you can go into Pick Point mode and alter the geometry of a
> certain area of polys, such as making a characters skin wrinkle, and define
> a State for that, that also coincides with Bones movement. Does LW have an
> equivalent capability?
This can be done in LW as well, but the methodology is different as there
are no "states" like in Imagine. Basically...wrinkle the skin, save the object
as a morph target, setup your bones, create keys for the bones, then key up
the morph to coincide with the appropriate bone keys. And since the bone
motion is a much greater inflence than the morph (which is typically the
case), the situation described above does not become 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 %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@endnode
@node IML-458 " MSG-458 Subject: Anders Campaign"
Subject: Anders Campaign
Date: Wed, 18 May 1994 17:12:16 -0700
From: Lesk@cc.snow.edu (Lesk)
Hello All;
It seems there is some confusion about the bug list wanted features etc.
and things are flying hi and low! Since I was one of the first to try it
out and seem to have stirred up some commotion, I would like to take a
moment to straighten a few things out.
1) the person who began this list is Anders. Here is his email address.
You can use one of the following addresses:
-------------------------------------------
FidoNet: 2:201/411.24
AmigaNet: 39:164/100.24
InterNet: Latte@p24.anet.bbs.bad.se
2) I read that his purpose was for the Improvement and benefit of Imagine.
Just complaining is not benificial and just mailing to the IML is not
benificial. So follow the proper format or it will not help anyone.
3) Here is his proper format.....
===========================================================================
Anders Said.....
I want the text in the following format:
----------------------------------------
In the text I wan't you to write the following as start:
"Imagine 4 everybody! + path."
Where the path tells me where to put your message. Path goes like this:
(Upper/Undercase doesn't matter)
1. What? Idea, NewProduct, BugPC, BugAmiga or Hi ("NewProduct" is for
totally new products you'll like to see from Impulse. "Hi" is for Mikes
request of some positive feedback. Short things like "Best 3D-program i ever
used! / Anders Lattermann" is what I'm thinking of here).
2. Where? (Detail, Stage, Action, Project and so on. We also have Misc for
everything you don't find a good headline for).
3. Finally. The text that describes the matter as short as possible. Try to
keep it under 3-5 lines.
Example for a bug in the Amiga version:
---------------------------------------
Imagine 4 everybody!/bugamiga/detail
"Whenever I use the quit command in the meny. My computer explodes."
Example for an idea:
--------------------
Imagine 4 everybody!/idea/project
"I would like to have a built in "count the sheeps" game when Imagine
renders."
end of clip
==================================================================
4) if you need a copy of the original complete post email me and I will
forward it to you.
final comment :)
Lets all just have fun! I want Arexx but I don't see the need to
degrade the whole program because it is not there yet! Also mailing a copy
to the IML is not a bad idea because If you already sent something I can be
done with it and move on, and like I found out, something I suggested
already existed and I just missed it! Also I told them about requestors and
now I am free, I don't worry about it any more, We will have an oppritunity
to vote and let Impulse see what we want, and as Anders said Include
positive responses. There is a big difference between a bad program and a
good one you just want to improve!
Good Luck and Render Ho!
Lesk
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@endnode
@node IML-459 " MSG-459 Subject: Re: Imagine 4 everybody! The Campaign - join in!!"
Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Date: Wed, 18 May 1994 16:51:42 -0600 (MDT)
From: kholland@polaris.unm.edu (Kiernan Holland)
as Jason B Koszarsky said,
<>Why isn't a better anti aliasing available in scanline ?
<Something's different because Imagine 3.0 renders slower than 2.0
<on the exact same project with the exact same settings.
<Jason K.
That's probably the addition of more samples per pixel or something..
It might be a different technique.. omething always changes in software
upgrades.. Then again it could be the complexity (not quality, obviously)
of the code, that is making it slower.. Just as DeluxePaint IV is slower
than Dpaint III, but I haven't figured out what made EA decide to crap
Dan Silva's code (probably incompatibility with the code they were writing
for Dpaint on the PC).. It might be logical to assume that Imagine 3.0
is slower because of the PC version, or vice versa.
I just got Impulse's last newsletter and they hinted at porting Imagine
to the PowerPC's, which I'm all for, but this may in turn cause
other versions (or compilations of the same code on different platforms)
to render slower because of differences in code optimizations, operation
optimizations, etc. in order to make Imagine faster on a PowerPC.
I don't mean to say that they are developing on a PowerPC or a PC or an
Amiga, solely but if they are optimizing, writing, updating the code for
one platform and porting to all the others there is a good chance
speed and/or functionality will degrade.
Well, I might go for that 100 dollar deal but it sounds more like a square
deal.. Impulse doesn't have several thousand users asking for a major software
revision and all they need to do is sell upgrades of thier software
rather than major revisions.. It works, but I'm a bit wary about this
technique becuase this is what made Bill Gates rich.. But Bill made Basic
for N-number of computers which was part of it.. I think that keeping
Apex out of thier biz from a biz-perspective was wise especially
providing they give Imagine 3.0 textures free of charge. It was best because
they wouldn't have to talk to Apex and Apex's users everytime they wanted
to make a major upgrade on the texture-mapping system or the low-level
functionality of Imagine.. The idea is to keep everything proprietary, makes
you more money and keeps you from wasting time on discussions with
others you don't get any direct support from.. It's logical, but maybe the
best approach would be to offer a third-party development license,
so Apex could write for Imagine, but this would require Apex to commit.
What would even be better than that would be a joint agreement,
Apex works on textures and texture system upgrades and Impulse ports the
texturing system to each platform, Apex would only be given access to code
that has to do with the texturing of objects and nothing more, maybe some relate
information that might help in the design. Impulse would be given only
access to Apex's library of compiled routines for texturing, but none of the
code so that Apex can upgrade the code and optimize it at will..
They would both hold meetings about various subjects dealing with interfacing
the code of the two.. The usual software engineering, etc. That would work..
But given Impulse's stuborness and Apex's concerns about Impulse (few
have already said Impulse wasn't willing to do much for them, and even
once provided a development package and later cut it off) it doesn't look
like the two will ever come together. If Impulse is listening, I'd suggest
reconsidering relations with third party developers. It will make life
easier than you think.. No company ever made it on its own without
some help from the outside, these days it is completely uncommon to have a
isolated company making software without external help.. What do I know..
Maybe a little more than some..
Kiernan
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@endnode
@node IML-460 " MSG-460 Subject: VMM40"
Subject: VMM40
Date: Wed, 18 May 94 18:11:41 -0700
From: colinayo@hurricane.seas.ucla.edu
I remember someone successfully using VMM40 with Imagine 2.0. Could you tell
me what you've set in the preferences file of VMM40. For me, I've gotten a lot
of pagefaults before Imagine, actually uses the virtual memory. What priority
should I give to VMM or Imagine, or how much physical RAM should I allocate
for VMM's use, etc. Imagine seems to crash during virtual memory use or the
system crashes when I try to exit VMM. What am I doing wrong?
Many Thanks
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@endnode
@node IML-461 " MSG-461 Subject: Re: Bug Report/Re: Bones!!!!!!/Re: QuickRender"
Subject: Re: Bug Report/Re: Bones!!!!!!/Re: QuickRender
Date: Wed, 18 May 1994 19:24:31 -0600
From: beeton@SEDSystems.ca (Gary Beeton, beeton@SEDSystems.ca)
> Hope someone didn't already report this. If I do a quickrender in Detail an
>let it go all the way to completion(no cancel) then it flashes the image and
>drops me back to the workbench screen. When I La-m back to the Imagine screen,
>a requester asks if I want to save the quickrender image(How would I know,
>I didn't even get to see it). I save it and view it with Iview(looks nice),
>but this is a pain and a bug. If I cancel anywhere during the render it works
>fine. And no, I am not clicking on other screens while it is rendering, or
>doing anything else wierd(maybe I should be).
Go to the Preferences/Misc.Stuff menu and change the QUFF parameter from "RGBN"
to "ILBM". Imagine doesn't seem to be able to display the RGBN format.
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@endnode
@node IML-462 " MSG-462 Subject: Amiga textures?"
Subject: Amiga textures?
Date: Wed, 18 May 1994 21:33:27 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
Does anyone running Imagine 3.0 on the Amiga have the Caustics.ITX or
PurpHaze.ITX?
They're not on my disks, and I've heard them discussed here a lot.
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-463 " MSG-463 Subject: Re: Imagine and freelancing"
Subject: Re: Imagine and freelancing
Date: Wed, 18 May 1994 21:23:57 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
On Wed, 18 May 1994, Michael Halleen wrote:
> My appeals to this group is my last ditch effort to see if there's
> something I'm missing. I've asked, and no one answered, what are Forge
> and Essence? These seem popular, but I've never heard of them. I just
Essence I and II are collections of algorithmic textures for Imagine.
They have recently been updated to version 3.0, and work well with
Imagine 3.0. These textures are AWESOME... They have everything - fractal
noise, water textures, organics, space textures, alpha channels, noise
textures, and lots more. Definatly worth checking out!
Forge is a texture rendering system for use with Essence. This program
will QUICKLY (and how!) render samples of up to 9 textures combined in
user-definable configurations. VERY handy for designing textures for your
projects! Forge also supports texture animation, and will show quick
thumbnails of the animation so you see what you're getting.
Both products are from APEX SOFTWARE. Contact them (hi Steve!) at:
Apex Software Publishing
405 El Camino Real Suite 121
Menlo Park, CA 94025
415-322-7532
415-322-2059 (FAX)
I'm not an employee of Apex, just happy with them and their products.
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-464 " MSG-464 Subject: Re: Imagine and freelancing"
Subject: Re: Imagine and freelancing
Date: Wed, 18 May 94 19:57:39
From: djm2@isis.msstate.edu@ra.msstate.edu (Dan Murrell Jr.)
Ok, I'll bite..
Michael Halleen said on May 18 :
> If you hang out for a while on comp.graphics.animation you'll see that the
> people who work for the major studios in Hollywood have respect for Real
> and LW. They've either never heard of Imagine, or they scoff at it.
> "Needs serious work in the renderer" "The most hostile interface"
> "A lost cause"
I can understand respect for LW, but not for Real v2+. I almost bought it
used and got to play with it for a while. IMO, it had the horrible interface
you speak of.
> Are any major network or syndicated shows being produced using Imagine?
None that I know of, however, I think the Toaster had more to do with their
choice of 3D program than you believe. Imagine is certainly as powerful as
Lightwave. Less on some features, much more powerful on others.
> Here are some examples of Imagine amateurism.
> No version numbers?
Ok, lame. However, it's not like there have been a ton of tiny updates to
Imagine either. 1.0->1.1->2.0->2.9->3.0. Not much different than LW, actually,
1.0->2.0->3.0->3.1.
> No Arexx?
Ok, lame again, but what do you propose doing using AREXX inside of Imagine?
As it is, a lot of AREXX-y things can be accomplished in Imagine due to it's
very by-the-numbers interface.
> How about something simple, like getting 30fps playback. I need to
> In the stage editor, when you play a test animation, your choice of speeds
> ranges from 'slow' to 'fast', and most of the slow speeds are totally
> useless, as is the default speed, which is way to fast. The useful range
I've always thought that one click to the left was 30 fps, but if you timed
it out, I may be wrong. One thing that can easily be done, is render the
frames as a pencil test or whatever, and play using something like ViewTek,
where you can give it a parameter like fps=30. Videotape that, and show it
to your clients.
> This is a hassel. THIRTY FRAMES PER SECOND should be default in all
> situations. The fact that it's not shows me you don't consider Imagine a
> tool for producing professional video work.
Yes, definitely, but perhaps it's an oversight, not Impulse showing that they
don't consider it for professional work. Regardless, it's easily changed,
isn't it?
> My appeals to this group is my last ditch effort to see if there's
> something I'm missing. I've asked, and no one answered, what are Forge
> and Essence? These seem popular, but I've never heard of them. I just
Where have you been? Just a couple of weeks ago, Steve Worley, author of both
products posted a big description and features list. This is perhaps the most
important advantage Imagine has over it's Amiga and higher end competitors--
it's incredible algorithmic texture support. BTW, in case you haven't figured
it out yet, Essence volumes I & II are the textures, and Forge is the texture
previewer.
> Do Babylon 5. Do SeaQuest. Do something for someone who wants two test
> anims a week and will constantly ask for changes. Come up with a
> perfectly timed test anim that you are confident can be cut into an
> offline and used as a basis for music, voice over, and editing. Try to pick
> the right texture without spending all day, or waiting weeks
> for someone to upload a sampler.
I think you're mistaken. With Forge, you can get your texture right in a
couple minutes, and be done with it. Get your perfectly timed animation by
simple math and showing that you understand 30 frames == 1 second. As far as
doing a big job, I believe one of our peers just recently had a big animation
shown on the nightly news, as in big time networks.
> I think the mistake here was mine. I'll give Imagine one more chance,
> then I'll leave you all alone and go where I belong.
Quit your bitching about a program that is 3 years old or so (v 2.0). Get the 3
upgrade, and take a look at what all Imagine offers currently. You'll surely
be surprised.
__
Sent from Danimal's AmiTCP-ing Amiga 500// Amigas!/Saturday morning Wrestling/
Dan Murrell Jr. IRC's Danimal __ /// James Taylor/Pink Floyd/Roger>Dave!/
djm2@ra.msstate.edu \\\/// Imagine/Essence/AmiTCP/AMosaic/3Dgfx/
http://www.msstate.edu/~djm2 \XX/ ImageMasterRT/Wavefront under-achiever
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-465 " MSG-465 Subject: Re: Imitating the DPS-PAR ??"
Subject: Re: Imitating the DPS-PAR ??
Date: Wed, 18 May 1994 21:53:41 -0400
From: "Alexander G. M. Smith" <agmsmith@gabriel.resudox.net>
Hannes Heckner <hecknerh@informatik.tu-muenchen.de> wrote
on Thu, 19 May 1994 00:05:26 +0200:
>Would it be possible to programm a device for the Amiga that
>uses a harddisk on its raw-format ignoring any file-systems on
>it. This harddisk could then only be used as a animation device,.
>but so is the harddisk for the DPS PAR.
Yes, but there are bottlenecks in places you don't expect them,
and others that don't exist. Raw IO doesn't save you much,
I did tests (with 1 meg reads) on an A3000T and got 2.1 megabytes
per second raw, 2.0 with the normal fast file system. Better
hard drives now go up to 3.0 MB/s.
The big bottleneck is in the chip ram bus, something around
1.5 MB/s on that A3000T (roughly). My friend with the A3000T
had the same idea as you did. Performance with 4 bitplane DCTV
was terrible (the chip ram bottleneck is more restrictive) and
got better but still noticably jerky speed with 3 bitplane
overscanned pictures.
If you want to try it out, the software is still around (and
unfinished), and should be on AmiNet. Look for AGMS#?Film.
There are other better packages out now, but they still have
the chip ram bottleneck (maybe not a problem on an A4000 with
the faster AGA chips?). On the other hand, the newer hard
drive playback programs use compression so they should be
good for scenes that are largely static, only redrawing the
parts of the screen that change, and thus avoiding the
chip ram bus bottleneck (unless you like moving the camera
around like I do).
- Alex
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@endnode
@node IML-466 " MSG-466 Subject: Re: Imagine and freelancing"
Subject: Re: Imagine and freelancing
Date: Wed, 18 May 1994 20:37:02 -0500 (CDT)
From: Michael Halleen <halleen@Venus.mcs.com>
On Wed, 18 May 1994 djm2@isis.msstate.edu wrote:
> > Are any major network or syndicated shows being produced using Imagine?
> None that I know of, however, I think the Toaster had more to do with their
> choice of 3D program than you believe. Imagine is certainly as powerful as
> Lightwave. Less on some features, much more powerful on others.
The Toaster? They don't use any part of the Toaster except LW. The
Toaster's output is nowhere near that level of quality (this is an old,
old argument, believe me on this, this is my job). They ship image files
over a network to an Abekas still store or something and record on D1.
Ask ASDG for the exact details, or read about it in industry magazines.
They DO NOT take the Toaster video output right to tape. If you meant
NewTek had more to do with it, as in public relations and special advance
updates, yes that's true. Impulse would do well to follow that lead.
> Ok, lame. However, it's not like there have been a ton of tiny updates to
> Imagine either. 1.0->1.1->2.0->2.9->3.0. Not much different than LW, actuall
> 1.0->2.0->3.0->3.1.
I thought I read that there had been minor updates that were never
announced or recognized as separate versions except as different size
files. And there IS a *new* version 3.0 isn't there?
> > No Arexx?
> Ok, lame again, but what do you propose doing using AREXX inside of Imagine?
> As it is, a lot of AREXX-y things can be accomplished in Imagine due to it's
> very by-the-numbers interface.
What? How can a by-the-numbers gui interface substitute for automation
and scripting? You'd be surprised what Arexx can do. It won't make a
difference in what the picture looks like in the end, but it will make a
difference in how fast you can make changes, avoiding pitfalls, innovating
and being flexible in how you spend your time.
> I've always thought that one click to the left was 30 fps, but if you timed
> it out, I may be wrong. One thing that can easily be done, is render the
> frames as a pencil test or whatever, and play using something like ViewTek,
> where you can give it a parameter like fps=30. Videotape that, and show it
> to your clients.
That's what I do. And it takes longer than simply having the stage editor
run at the right speed. More time wasted.
> > My appeals to this group is my last ditch effort to see if there's
> > something I'm missing. I've asked, and no one answered, what are Forge
> > and Essence? These seem popular, but I've never heard of them. I just
> Where have you been? Just a couple of weeks ago, Steve Worley, author of both
I've got the info on these now, and they sound terrific. I may just go
out and get them. But why should I have to pay $175 extra to make Imagine
work the way it should?
> Quit your bitching about a program that is 3 years old or so (v 2.0). Get the
> upgrade, and take a look at what all Imagine offers currently. You'll surely
> be surprised.
I have 3.0, but I haven't had time to test out everything. Some nice
things have been added, but so far it seems they're just catching up.
A lot of the same old troubles are still there. Imagine 3.0 is hardly
revolutionary.
Are you guys all working for Impulse marketing? There are serious
problems with both Imagine and the Amiga, and so many users spend so much
energy defending them. I'm trying to make the most of my investments, not
prop up inferior products. Hopefully, I'll find what I need with what
I've got. If I can be convinced, I'll gladly recant. I'll make that
decision rationally, based on the product's merits.
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@endnode
@node IML-467 " MSG-467 Subject: Re: Imagine 4 everybody! The Campaign - join in!!"
Subject: Re: Imagine 4 everybody! The Campaign - join in!!
Date: Wed, 18 May 1994 22:54:48 -0500 (CDT)
From: zmievski@herbie.unl.edu (cyberhawk)
> first of all, features that didn't make it to 3.0 :
Important one for PC users: Virtual Memory Manager, built-in or
whatever...
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@endnode
@node IML-468 " MSG-468 Subject: Re: IRC again !!"
Subject: Re: IRC again !!
Date: Thu, 19 May 1994 05:15:32 +0100 (MET DST)
From: Stanis <gp178@alpha.univ-lille1.fr>
> Hi,
> I once made the suggestion that talking via IRC about Imagine would
> be a great thing.
> But the irc idea got stuck with the following problems:
> IRC availabilty
> Time zones
> Now the only possibility IMHO would be to set up a strict time
> table for meeting on IRC, otherwise the possibility on meeting
> someone on the IRC IML channel would be too small.
> It should something like this:
> This friday 20.5.1994 X o'clock (MEZ)
> Topics: Use of bones in Imagine 3.0
> Another interesting thing would be a translation table for
> coding your own time-zone to the announced time-zone.
> Your opinions ?
> Hannes
Yes, quite good idea. I'll be on channel #imagine if I can...
I could let a bot run on this channel, if necessary.
Here, in France, it's 14:00 while 12:00 in UK, 7:00 in New York City,
4:00 on western coast, 21:00 in Japan, and 22:00 at Sidney. If you're
interested in talking on IRC, tell us where you live, and we'll see when
we could meet. (wonderful, this network, no? we meet, whereas we don't move!)
About IRC availability, what about putting a summary of what has been
said (if interesting !) on the IML ? I know, it might be drudgery, but if
someone feels like doing this... (I don't, I acknowledge)
Any suggestion ?
Stanis
gp178@alpha.univ-lille1.fr sometimes on channel #amiga, or #amigafr
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@endnode
@node IML-469 " MSG-469 Subject: Re: VMM40"
Subject: Re: VMM40
Date: Wed, 18 May 1994 22:31:36 -0600
From: beeton@SEDSystems.ca (Gary Beeton, beeton@SEDSystems.ca)
>I remember someone successfully using VMM40 with Imagine 2.0. Could you tell
>me what you've set in the preferences file of VMM40. For me, I've gotten a lot
>of pagefaults before Imagine, actually uses the virtual memory. What priority
>should I give to VMM or Imagine, or how much physical RAM should I allocate
>for VMM's use, etc. Imagine seems to crash during virtual memory use or the
>system crashes when I try to exit VMM. What am I doing wrong?
Here's the settings that have worked for me:
MEMORY ALLOCATION: Dynamic
SWAP MEDIUM : File (I'd use a partition but I'm so short on HD space that
I want this memory readily free-able just in case)
SWAP FILE SIZE : 16M (Twice the amount of RAM I have, but mostly arbitrary)
MEMORY TYPE : Fast
PRIORITY OF VM : 25
If you aren't using Version 1.2 of VMM40, get it.
Good luck.
beeton@SEDSystems.ca
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@endnode
@node IML-470 " MSG-470 Subject: Fake PAR"
Subject: Fake PAR
Date: Thu, 19 May 94 03:36:00 UTC
From: w.graham6@genie.geis.com
There is a product called MovieMaker that works well with DCTV for fast
playback of anims, and I heard that Magic Lantern will also.
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@endnode
@node IML-471 " MSG-471 Subject: Arexx script for Retina/Forge"
Subject: Arexx script for Retina/Forge
Date: Wed, 18 May 94 21:31:42 PDT
From: Scott Lundholm <scottie@hpsadmq.sad.hp.com>
Hi All,
Bellow is the Arexx script I use to display frames to my Retina 24bit
display card. It was made by changing one of the scripts provided with FORGE.
It assumes that the program "RetinaDisplay" is in "DH0:RetinaSystem/". If
your is located somewhere else, the the file will need to be edited to reflect
the location of "RetinaDisplay" on your system. Enjoy :-)
Scott Lundholm
*----------------------------------------------------------------------------*
| Amiga 500/030 at 38Mhz w/68882 at | Email scottie@hpsadmq.sad.hp.com |
| 50Mhz, 8Meg of 32-bit RAM, Bodega | N6GMJ |
| Bay w/105M,450M, & 1G Hard Drives,|HAM radio operator, Electronics junkie, |
| HP PaintJet, 16" HP Programmable |Computer Nerd, 3D Rendering Enthusiast, |
| Multisynch w/Retina 24bit card. | and graphics fanatic!!!!!!!!!!!!!!!! |
*----------------------------------------------------------------------------*
-----------------------------------Cut Here------------------------------------
begin 777 m4_ShowRetina.rexx
M+RH@4')O9W)A;2!T;R!M86ME($9O<F=E(&1U;7 @8W5R<F5N=" R-"!B:70@
M<')E=FEE=R!W:6YD;W<@=&\@4F5T:6YA("HO"@I/4%1)3TY3(%)%4U5,5%,*
M"D%D9')E<W,@(D9/4D=%+C$B(%-(3U=35$%455,@(B(B1'5M<&EN9R!0<F5V
M:65W+BXN(B(B"D%D9')E<W,@(D9/4D=%+C$B(%!!55-%"D%D9')E<W,@(D9/
M4D=%+C$B($1535!04D562457(")204TZ<&EC<')E=BYI9F8B"DE&("AR8STP
M*2!T:&5N($1/"F%D9')E<W,*(D1H,#I2971I;F%3>7-T96TO4F5T:6YA1&ES
M<&QA>2 ^;FEL.B!R86TZ<&EC<')E=BYI9F8B"B)D96QE=&4@<F%M.G!I8W!R
M978N:69F(@I%3D0*061D<F5S<R B1D]21T4N,2(@54Y0055310I!9&1R97-S
>(")&3U)'12XQ(B!32$]74U1!5%53("(B(B(B(@H*
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@endnode
@node IML-472 " MSG-472 Subject: Screen Size???"
Subject: Screen Size???
Date: Thu, 19 May 1994 00:39:41 -0700 (PDT)
From: Fred Crowell <fcrow@LINFIELD.EDU>
I am using the program "NewZap" and would like to modify version 2.0 of
Imagine. I know that I need to change two numbers, but have been unable
to locate the two correct numbers. If anyone has altered imagine 2.0
using this program could you please tell me the "Sector Number" and "Cursor
Position" of the bytes that I need to alter. Thanks soooo very much.
==============================================================================
-- Fred Crowell -- fcrow@linfield.edu --
==============================================================================
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@endnode
@node IML-473 " MSG-473 Subject: DUPES"
Subject: DUPES
Date: Thu, 19 May 94 08:40:52 BST
From: c9251116@zeus.hud.ac.uk (MR. R.L.COLLIER)
AAaarrggg 135 messages......BOOM!!
There are quite a few Dupes, I think someone is creating bouncing mail
somewhere down the line.
PS. Cheerz for Bones tutorial (I figured out the incorrect grouping
order) it was REALLY helpful. Ever considered writing manuals for
Impulse?! :O)
Rich.
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@endnode
@node IML-474 " MSG-474 Subject: Re: Transitions using ADPro 2.5"
Subject: Re: Transitions using ADPro 2.5
Date: Wed, 18 May 1994 22:36:25 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
On Wed, 18 May 1994, Dale R Rogers wrote:
> easy enough, but is there a painless way to create wipes and other
> digital effects between a sequence of frames? Morphplus maybe?
> Is anyone doin this now? I realize it will be much more time
> consuming than a non-linear editor, but it should be possible.
Hope this isn't insulting or embarrassing, but AmigaVision Professional
has great transition effects.
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@endnode
@node IML-475 " MSG-475 Subject: Re: Imitating the DPS-PAR ??"
Subject: Re: Imitating the DPS-PAR ??
Date: Thu, 19 May 1994 00:47:26 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> I just had an idea for imitating a DPS PAR with a normal Amiga
> setup including a DCTV device.
> DCTV pictures with 3 bitplanes are usually no more bigger than
> jpegged true-color pix. So using a DCTV could partly substitute
> a PAR device.
> The problem is playing off the harddisk.
> Now my idea:
> Would it be possible to programm a device for the Amiga that
> uses a harddisk on its raw-format ignoring any file-systems on
> it. This harddisk could then only be used as a animation device,.
> but so is the harddisk for the DPS PAR.
> This device should be capable of writing sequentially DCTV pix
> data on the outer tracks of the harddisk. Then it should be
> capable of reading in the sequential stream of DCTV pix
> in realtime off the harddsik and send it directly to the DCTV
> framebuffer.
> I think one could gain a lot of performance out of a harddisk
> when ignoring any file-system stuff.
> Your opinions?
> Hannes
Hmm? I don't know if it would work or not but it sounds good. At the
moment I can't afford a PAR, but something like you explained would
probably be fairly inexpensive and give decent pictures for home videos,
or hobbiest. I don't think it would be much use at all for the
proffesional, except maybe for showing clients what can be done or for
testing....Not a bad idea though, I would like to see something like that
come out, and might even buy one. Heck with a large HD you could get
quite a long animation done.
=RRW=
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@endnode
@node IML-476 " MSG-476 Subject: Re: Bones in a Human Face"
Subject: Re: Bones in a Human Face
Date: Thu, 19 May 1994 00:58:56 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> Has anyone tried using bones to control facial expression in a model of a
> human face? For that matter, has anyone tried moving a bone axis rather
> than just rotating it? There is so much potential here that I just don't
> have the time to experiment with!
> Mark Decker
I have tried moving the axis and it works fine. Ya I just came from an
ABUG meeting ( Amiga Butte Users Group ) and showed Imagine off a little.
When I got to doing the bones I wasn't to sure I would make it through
it, but it all went fine and some of the guys & gals that were there that
have Imagine were glad to see how it worked, as they all seamed to not
understand it to well. I also always find myself explaining how the
prefrences work and how to change them..to me this is one of the most
important things in Imagine, at least when it comes to working fast and
learning to deal with the software. But alot of people I know that do use
Imagine don't even use the preferences to there full potential. I don't
understand this, it is about one of the easiest things to use in Imagine
and can decrease the amount of time it takes to make objects, as well as
stage set-ups. It can truely make Imagine user friendy, well to a point.
Anyways to any one out there who doesn't understand the preferences I
would strongly recomend you go figure them out and get Imagine set up so
that it works for you and not against you..You'll be suprised at how much
quicker your work will progress... O well just my thoughts after demoing
at the club meeting.
Hope you don't mind me throughing in the extra comments Mark. Just came
to mind as I was responding to your message.
=RRW=
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@endnode
@node IML-477 " MSG-477 Subject: Re: Bones lessons learned"
Subject: Re: Bones lessons learned
Date: Thu, 19 May 1994 07:31:30 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
On Wed, 18 May 1994, Decker, Mark wrote:
> 7. In order to manipulate the bones, you need to be in Pick Groups mode.
> You have to pick the axis you want to manipulate, rotate (or move??) it, and
> accept the change. To see the result you have to pick the base object again
> (still in Group mode) and select Update Bones and it will then warp your
> object to conform to the new bone positions.
I have only had success ROTATING bones axes in pick groups (as Mark said
above). Doesn't seem to effect the skin if you are in pick objects mode.
However, you must be in pick OBJECTS mode to move an axis using
constraints.
> This has gotten a lot more long winded than I intended, but I hope it helps
> clarify a few things for someone.
> Mark Decker
> mark.decker@segaoa.com
> Software Engineer
> Sega of America Inc.
> If Sega thought I had thoughts, they would certainly disavow all knowledge
> of them.
Ed Totman
etotman@gort.ucsd.edu
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@endnode
@node IML-478 " MSG-478 Subject: Re: Transitions using ADPro 2.5"
Subject: Re: Transitions using ADPro 2.5
Date: Thu, 19 May 94 8:59:51 CDT
From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
|On Wed, 18 May 1994, Dale R Rogers wrote:
|> easy enough, but is there a painless way to create wipes and other
|> digital effects between a sequence of frames? Morphplus maybe?
|> Is anyone doin this now? I realize it will be much more time
|> consuming than a non-linear editor, but it should be possible.
|Hope this isn't insulting or embarrassing, but AmigaVision Professional
|has great transition effects.
I am surely not insulted or embarrassed. Will AmigaVision
Professional create a series of frames for me? The idea here is
that I need the output of the PAR. I am under the impression that
AmigaVision works with anims and screen buffers. In order to use
the PAR output I need to have all my anims saved on the PAR HD in
the DPS format. So I need to have all my anims, and transistions,
created as separate frames. then they need to be translated and
saved to the PAR in a single anim file to be played back.
The vast majority of transistions are going to be cuts and do not
present a problem. However, dissolves and wipes are going to have
to be created prior to going to the PAR.
Dale
____________________________^____________________________
dale r. rogers
Intergraph Corporation
Building Design & Management MailStop: LR24A3
drrogers@camelot.b24a.ingr.com Tel: (205) 730-8294
.
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@endnode
@node IML-479 " MSG-479 Subject: transition frames"
Subject: transition frames
Date: 03 Jan 00 22:11:38 -0800
From: Lance.Miller@shadow.wmeonlin.sacbbx.com (Lance Miller)
Well,
as for there no longer being transition frames in 3.0, there are some.
They are on everything (globals, lights,etc) except objects. Anyone know why?
Lance Miller 1:203/699 \|/
lance.miller@shadow.wmeonlin.sacbbx.com @ @ Jethro :)
--------------------------------------------------------oOO-(_)-OOo------------
Via DLGMail @ 1:203/699.0
Internet : Lance.Miller@shadow.wmeonlin.sacbbx.com
Disclaimer: The views of this user are strictly his/her own.
Sacramento Public Access Mail Systems
Problems? Mail root@wmeonlin.sacbbx.com
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-480 " MSG-480 Subject: quickrendered ground"
Subject: quickrendered ground
Date: 03 Jan 00 22:11:33 -0800
From: Lance.Miller@shadow.wmeonlin.sacbbx.com (Lance Miller)
I found out what was the problem thanks to you'all, I DID have the
ground's reflect cranked way up, but why didn't it reflect the ball (that was
reflecting the ground).
Lance Miller 1:203/699 \|/
lance.miller@shadow.wmeonlin.sacbbx.com @ @ Jethro :)
--------------------------------------------------------oOO-(_)-OOo------------
Via DLGMail @ 1:203/699.0
Internet : Lance.Miller@shadow.wmeonlin.sacbbx.com
Disclaimer: The views of this user are strictly his/her own.
Sacramento Public Access Mail Systems
Problems? Mail root@wmeonlin.sacbbx.com
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-481 " MSG-481 Subject: Re: Imagine and freelancing"
Subject: Re: Imagine and freelancing
Date: Thu, 19 May 1994 08:20:40 -0700
From: Lesk@cc.snow.edu (Lesk)
>> > No Arexx?
>> Ok, lame again, but what do you propose doing using AREXX inside of Imagine?
>> As it is, a lot of AREXX-y things can be accomplished in Imagine due to it's
>> very by-the-numbers interface.
>What? How can a by-the-numbers gui interface substitute for automation
>and scripting? You'd be surprised what Arexx can do. It won't make a
>difference in what the picture looks like in the end, but it will make a
>difference in how fast you can make changes, avoiding pitfalls, innovating
>and being flexible in how you spend your time.
Agreed! no feature Imagine has can make up for the lack of this feature
period end of argument!!!!
>> Quit your bitching about a program that is 3 years old or so (v 2.0). Get
>>the 3.0
>> upgrade, and take a look at what all Imagine offers currently. You'll
>>surely
>> be surprised.
>I have 3.0, but I haven't had time to test out everything. Some nice
>things have been added, but so far it seems they're just catching up.
>A lot of the same old troubles are still there. Imagine 3.0 is hardly
>revolutionary.
This is obvious and has been the source of frustration on this IML for some
time now. However LW did not waste time moving to a secondary platform, and
instead worked on new development. R3D well they just listened to their
customers and went to work!
>Are you guys all working for Impulse marketing? There are serious
>problems with both Imagine and the Amiga, and so many users spend so much
>energy defending them.
Good! cheap shots never help anything progress! nor does hiding the problems...
> I'm trying to make the most of my investments, not
>prop up inferior products. Hopefully, I'll find what I need with what
>I've got. If I can be convinced, I'll gladly recant. I'll make that
>decision rationally, based on the product's merits.
Very Wise! I hope you follow this statement all the way, meaning you will
have to understand an awful lot about all those products you intend to
compare!
I would also expect to see a write up, and properly formatted in the form
of a correct review. A good example to follow would be Steve Korens REVIEW
on scenery animator VS Vista Pro. A FAQ I found on the Internet. I look
forward to hearing more from you! (The Challenge is set forth....)
Render Ho!
Lesk
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@node IML-482 " MSG-482 Subject: Re: Bones lessons learned"
Subject: Re: Bones lessons learned
Date: Thu, 19 May 1994 08:47:59 -0700
From: Lesk@cc.snow.edu (Lesk)
>First, thanks to Lesk for his bones example description. I read through it
>yesterday and went home to try it out from memory when I finally got back to
>my Amiga. I stumbled a couple times in the process, but I learned a few
>things that might help somebody else along.
Great! thanks for adding to the FOV. It makes me feel like my time was well
spent. I like to see corrections and additions to the original post. I have
noticed a lot more conversation about bones recently. GREAT! perhaps
someone could compile all the info and and corrections and put it into an
orginized form for the FAQ. With all those duplicate posts things got a bit
jumbled up.
removed what everyone has already.....
>Mark Decker
>mark.decker@segaoa.com
>Software Engineer
>Sega of America Inc.
>If Sega thought I had thoughts, they would certainly disavow all knowledge
>of them.
Thanks Mark and RENDER HO!
Lesk
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@node IML-483 " MSG-483 Subject: Re:Essence with Imagine.int?"
Subject: Re:Essence with Imagine.int?
Date: Thu, 19 May 1994 02:28:00 -0400
From: david.wyand@canrem.com (David Wyand)
Hi Christian!
>As you might have guessed form the subject, I was wondering if the
Essence
>textures will work with the integer version of Imagine?
>And if they are patched to work with Imagine 2.9 will they work with
>the integer version of Imagine 3.0?
Essence textures ONLY work with the floating point version. Sorry.
-Dave
david.wyand@canrem.com
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@node IML-484 " MSG-484 Subject: Depth of Field is cool"
Subject: Depth of Field is cool
Date: Thu, 19 May 1994 08:09:14 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
Try DOF. Neat effect even though the text file on it is somewhat complex.
Add an actor bar to the camera in the action editor. Use these settings:
Y size is DOF
Aperture size (DOF): set to 2 or 3 (larger numbers = longer render times)
Ap size is actual size
Eye seperation is screen width multiplier (may be used only for stereo)
I like to have the camera close to the ground with an object nearby,
with lots of background objects.
Ed Totman
etotman@gort.ucsd.edu
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@node IML-485 " MSG-485 Subject: Re:Transitions using ADPro 2.5"
Subject: Re:Transitions using ADPro 2.5
Date: Thu, 19 May 1994 02:42:00 -0400
From: david.wyand@canrem.com (David Wyand)
Hi Dale!
> Has anyone done any transitions using ADPro 2.5? I have a PAR and
> will soon get a Sunrise 516 card. I want to produce some shorts
> using Imagine, some digitized video clips, and 16 bit audio. I do
^^^^^^^^
Well, I guess this makes your message Imagine related :)
> not have a toaster, or editing decks and won't be able to afford
> them soon. The compositing controls in ADPro can create dissolves
> easy enough, but is there a painless way to create wipes and other
> digital effects between a sequence of frames? Morphplus maybe?
> Is anyone doin this now? I realize it will be much more time
> consuming than a non-linear editor, but it should be possible.
I agree that fades and dissolves are quite easy with FRED and ADPro 2.5.
As for wipes, why not try this. In DPaint (or Brilliance, I suppose)
make a two colour screen, with white as the background, and black as the
foreground. Oh ya, I think that the DPaint screen has to be the same
size as your Rendered image for this to work in ADPro. Fill the screen
with black, and pick it up as a brush. Then clear the screen with
white. Now set the number of frames to that of the length of the
transition. Make the brush handle in the corner for easier placing, and
stamp down the brush on the first frame, covering all of the white.
Then use the MOVE requester to move the black brush off of the screen
any way you like, so long as it is completely gone by the last frame (a
boring movement of the brush to the right will do). Preview it. This
is your wipe alpha channel.
Now, I may have the white and black mixed up (I always do), but I hope
you get the idea of where I'm going.
Save your animation as a series of pictures using SAVE under the PICTURE
menu, and set the frames to the number of frames you have (i believe
this will save out all of the frames with sequential numbers, the kind
that FRED likes). Make your forground and background sequences in FRED.
Also make your ALPHA CHANNEL sequence. Bring this all into the ALPHA
COMPOSITOR, and hopefull you'll have your transition.
I hope this all makes sense (it does to me at 2:40 AM :)
Let me know how it works (I've never actually tried this myself, just
one of those crazy early morning ideas, heh, he :)
-Dave
david.wyand@canrem.com
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@node IML-486 " MSG-486 Subject: Forge speed (was Re: Imagine and freelancing)"
Subject: Forge speed (was Re: Imagine and freelancing)
Date: Thu, 19 May 94 9:51:28 CDT
From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
|Forge is a texture rendering system for use with Essence. This program
|will QUICKLY (and how!) render samples of up to 9 textures combined in
|user-definable configurations. VERY handy for designing textures for your
|projects! Forge also supports texture animation, and will show quick
|thumbnails of the animation so you see what you're getting.
Maybe I have something set up wrong or my 030 is slow as hell, but
it seems to take quite a while to render the textures in Forge.
Agreed it's MUCH better than not having Forge; so I'm not
bitching. I'm just wondering if other people are getting screen
updates much faster than I am. When setting my textures I still
have to walk away from the machine for 5 minutes or so and wait
for the rendering to make a few passes. I admit that I haven't
read the entire manual so there may be a setting I need to adjust.
Any ideas?
Dale
____________________________^____________________________
dale r. rogers
Intergraph Corporation
Building Design & Management MailStop: LR24A3
drrogers@camelot.b24a.ingr.com Tel: (205) 730-8294
.
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@endnode
@node IML-487 " MSG-487 Subject: Re: Bones in a Human Face"
Subject: Re: Bones in a Human Face
Date: Thu, 19 May 94 12:00:09 EDT
From: jgoldman@acs.bu.edu (Jeffrey Goldman)
> Has anyone tried using bones to control facial expression in a model of a
> human face? For that matter, has anyone tried moving a bone axis rather
> than just rotating it? There is so much potential here that I just don't
> have the time to experiment with!
Well, you'll find that when you use the new Kinematics you
will probably 'move' axis' (what is the plural of axis anyway?) around
more than you rotate them.
Speaking of Kinematics, does anyone know what the difference
between rotational locks and joint locks is? Or for that matter, what
are joint locks? I've pretty much understood the local/global
position/rotation lock thing. That was easy. Anyone wanna try for
Joint locks? BTW, if you haven't used it yet Kinematics is simply too
cool...
J.---->
E-Mail: jgoldman@acs.bu.edu
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@node IML-488 " MSG-488 Subject: ADPTools?"
Subject: ADPTools?
Date: Thu, 19 May 94 11:07:31 CDT
From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
I saw an as in Amiga World for ADPTools. An add on for ADPro. It
says it is a spline based control for image processing,
composting, and special effects. Has anyone heard of or seen it?
Maybe they have already figured out how to make the transistions
using ADPro. If it'll save me time and a headache, I might be
interested.
Dale
____________________________^____________________________
dale r. rogers
Intergraph Corporation
Building Design & Management MailStop: LR24A3
drrogers@camelot.b24a.ingr.com Tel: (205) 730-8294
.
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@endnode
@node IML-489 " MSG-489 Subject: Re: Bug Report/Re: Bones!!!!!!/Re: QuickRender"
Subject: Re: Bug Report/Re: Bones!!!!!!/Re: QuickRender
Date: Thu, 19 May 94 12:21:12 EDT
From: jgoldman@acs.bu.edu (Jeffrey Goldman)
> Go to the Preferences/Misc.Stuff menu and change the QUFF parameter from "RGBN
> to "ILBM". Imagine doesn't seem to be able to display the RGBN format.
That's strange. I was under the impression that RGBN was
Imagine's (or rather Silver's) proprietary image format... If anything
should display it should be RGBN. Besides, my Preferences Quickrender
mode is RGBN...
Although, it can't hurt...
J.---->
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@node IML-490 " MSG-490 Subject: Re: Cross platform upgrades."
Subject: Re: Cross platform upgrades.
Date: Thu, 19 May 94 11:32:29 -0600
From: feifarek@students.wisc.edu (Matthew J. Feifarek)
Hi Kiernan , on May 18 you wrote:
> If you got a copy of the newsletter you'll see it is 100.00 dollars..
Yep, that's what I thought. Thanks everyone for the info.
... I'll call them again. Sigh. They probably don't realize somehow that I
upgraded. Perhaps I'll have to send them my credit card receipt. Blah.
Any reactions to my surface att contest???
_______________________________________________________________________________
Matthew J. Feifarek University of Wisconsin Madison - Art Department
"All children are geniuses until they are
feifarek@students.wisc.edu de-geniused by education" -R.Buckminster Fuller
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@node IML-491 " MSG-491 Subject: RE: Cross platform upgrades."
Subject: RE: Cross platform upgrades.
Date: Thu, 19 May 1994 09:46:22 PDT
From: scott.pack@aldus.com (Scott Pack,SQA)
>I was under the impression that it was $100. Well, I just tried to do it,
>was told it was $200. What did you pay?
I was told $200 a long time ago, so I don't think they changed this. The
policy makes sense (contrary to what Kiernan says). I think it's a deal
that you can jump the lake for a few more bucks. Beats paying full retail.
-Scott
scott.pack@aldus.com
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@endnode
@node IML-492 " MSG-492 Subject: Re: Imagine and freelancing"
Subject: Re: Imagine and freelancing
Date: Thu, 19 May 1994 10:25:17 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
Thanks, Dan, for your post to Mr. Halleen. I know he probably didn't
mean it, I hope he didn't mean it, but there was an awful arrogance in
his tone. It felt like Rush Lumphole had wandered into the discussion.
And I don't mean to be any more insulting than the target
deserves. It's just a Lumphole tactic, to fill in the gaps in his
education with bluster and venom.
It was my understanding that Imagine was used, and fairly
extensively, to do set designs for some pretty significant--if
childish--films the last couple of years. I may be playing into Mr.
Halleen's hands here, as LW could be the software that was used on Beauty
and the Beast, and Your Basic Fart. But I thought I'd heard that Imagine
was the tool.
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@node IML-493 " MSG-493 Subject: Lensflare and *sparkles*"
Subject: Lensflare and *sparkles*
Date: Thu, 19 May 1994 10:39:11 -0700 (PDT)
From: Jeremy White <jwhite@efn.org>
I have rendered several scenes using lensflare and way fairly happy with
the results. Is there any way to add the starburst effect that
highlights sometimes exhibit?? Sorta like streetlamps through a windshield?
-Jeremy White
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@node IML-494 " MSG-494 Subject: Re: Bones in a Human Face"
Subject: Re: Bones in a Human Face
Date: Thu, 19 May 1994 11:32:43 -0700 (PDT)
From: videoman@netcom.com
> understand it to well. I also always find myself explaining how the
> prefrences work and how to change them..to me this is one of the most
> important things in Imagine, at least when it comes to working fast and
> learning to deal with the software. But alot of people I know that do use
> Imagine don't even use the preferences to there full potential. I don't
> Hope you don't mind me throughing in the extra comments Mark. Just came
> to mind as I was responding to your message.
> =RRW=
perhaps you could post/upload your pref's to give us all an example of
what can be done? Of course they would be to suit your needs, but still
might give other Ideas...
-== When Dreams Become Reality ==- Illumine & Illuminati videoman@netcom.com
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@node IML-495 " MSG-495 Subject: Re: quickrendered ground"
Subject: Re: quickrendered ground
Date: Thu, 19 May 1994 15:17:18 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
>I DID have the ground's reflect cranked way up,
>but why didn't it reflect the ball
In scanline, you are limited in the kinds of reflections that will occur.
An object will reflect the sky colours, a global reflection map, a local
reflection map, or a ground object.
So the sphere will show a reflection of the ground but the ground wouldn't
reflect the sphere.
Jason K.
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@node IML-496 " MSG-496 Subject: Re: Transitions using ADPro 2.5"
Subject: Re: Transitions using ADPro 2.5
Date: Thu, 19 May 94 12:54:04 CDT
From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
|I came in late on the thread. I understand that you want to do transitions
|on files before the PAR. Have you looked at Fred? Or Procontrol or Macro-
|System's (i forget the name right now)?
No. I know they exist. But I don't know if they solve the
problem.
|Basically the transitions usually happen between 2 frames a enter and exit.
|Copy (export) them from the PAR as iffs and perform the function on them.
|If this is in the correct line and not a stupid response, send email I will
|continue on the MAIL List.
It is a correct line. However, I want to transition over more
than 2 frames. A typical transition in video may last a second or
more. That means a wipe or disolve over a series of 30 different
frames; not just a change between two stills. Also, it is my
understanding that after an image is sent to the PAR it is JPEGed,
or DPSs equivalent. That is fine if it is done once. However, I
understand that the quality of the image goes down fast if the
image is compressed more than once. It is better to perform
image processing on files before they are sent to the PAR. The PAR
is the destination of the final frames beng readied for transfer
to tape. Otherwise you introduce two many artifacts.
Dale
____________________________^____________________________
dale r. rogers
Intergraph Corporation
Building Design & Management MailStop: LR24A3
drrogers@camelot.b24a.ingr.com Tel: (205) 730-8294
.
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@endnode
@node IML-497 " MSG-497 Subject: Re: Forge Speed"
Subject: Re: Forge Speed
Date: Thu, 19 May 94 12:07:45 PDT
From: "Charles Congdon" <CCONGDON@us.oracle.com>
Dale R. Rogers writes:
> Maybe I have something set up wrong or my 030 is slow as hell, but
> it seems to take quite a while to render the textures in Forge.
> :
> updates much faster than I am. When setting my textures I still
> have to walk away from the machine for 5 minutes or so and wait
> for the rendering to make a few passes. I admit that I haven't
> read the entire manual so there may be a setting I need to adjust.
> Any ideas?
Well, it does take a little while for Forge to complete the final
passes (2-3 minutes) on a stock A3000 25Mhz, but the first few passes should
take about 30 seconds to a minute.
Things to check:
1) Antialiasing - make sure it is at its minimal value. Sounds like you might
have it cranked up, which is really not necessary except for rendering to
a file. The default is for no antialiasing.
2) Rendering priority really low compared to other CPU-intesive tasks on your
system (check Forge's preferences).
3) Number of textures layered. Obviously, if you layer 9 textures, it's
going to take a while to render. But with 1 or 2 textures layered, you
should be getting a very good idea of what the results look like in under a
minute, with final results in that 2-4 minutes.
Some animators have also done postage-stamp sized renders to work out
the gross details, then expanded the rendering window to full size and used
zooming to get the final details. That shouldn't be necessary in your case,
however.
I hope this helps.
Cheers,
Charles
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@node IML-498 " MSG-498 Subject: Re: Transitions using ADPro 2.5"
Subject: Re: Transitions using ADPro 2.5
Date: Thu, 19 May 1994 10:54:04 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
Ah, Dale . . .
You're taxing my limited skills here, but I don't think
AmigaVision actually creates transition frames. It's some sort of
software device, specific to the presentation program, that does the
wipes, fades, blinds, etc, as the animation is being shown. No actual
frames, I'm afraid, but manipulation of existing frames. And it needs
the AmigaVision player to work. This thing is freely distributable, but
perhaps still not quite what you need.
Perhaps someone else more adept at AmigaVision
will leap to your rescue. I only just discovered transition effects a
few weeks ago. I use amigaVision because it's so easy to dub
sounds with, and stumbled onto transitions by accident.
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@node IML-499 " MSG-499 Subject: Re: Amiga textures?"
Subject: Re: Amiga textures?
Date: Fri, 20 May 1994 05:27:31 +1000 (EST)
From: "" <williamp@triode.apana.org.au>
> Does anyone running Imagine 3.0 on the Amiga have the Caustics.ITX or
> PurpHaze.ITX?
> They're not on my disks, and I've heard them discussed here a lot.
The caustics texture at least is an Essence2 water texture.
William John Porter
williamp@triode.apana.og.au
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@node IML-500 " MSG-500 Subject: Re: Forge speed (was Re: Imagine and freelancing)"
Subject: Re: Forge speed (was Re: Imagine and freelancing)
Date: Thu, 19 May 1994 15:28:50 -0400
From: changc9@rpi.edu (Cedric Georges Chang)
On May 19, 9:51am, Dale R Rogers wrote:
> Maybe I have something set up wrong or my 030 is slow as hell, but
> it seems to take quite a while to render the textures in Forge.
> Agreed it's MUCH better than not having Forge; so I'm not
> bitching. I'm just wondering if other people are getting screen
> updates much faster than I am. When setting my textures I still
> have to walk away from the machine for 5 minutes or so and wait
> for the rendering to make a few passes. I admit that I haven't
> read the entire manual so there may be a setting I need to adjust.
> Any ideas?
Forge isn't "realtime" as some posts seem to suggest. After the 2nd pass
though, you should see enough to be able to figure out how you want to
change the parameters. It doesn't take to long for the 2nd pass to be
completed. On my '040 based Amiga, I do find myself staring at the preview
window waiting for it to complete all of the passes, but it's not too bad
a wait.
One way to speed things up is to use a smaller preview window. Also, I find
that by dumping the preview to my 24bit board, I don't have to wait for the
final pass (and longest) pass; the extra colors make up for the lower
resolution.
Cedric
---------------------------------------------------------------------------
Cedric Chang Mechanical Engineer // Commodore
changc9@rpi.edu Rensselaer Polytechnic Institute \X/ Amiga 3000
---------------------------------------------------------------------------
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@node IML-501 " MSG-501 Subject: Enough already"
Subject: Enough already
Date: Thu, 19 May 1994 13:19:35 -0500 (CDT)
From: Michael Halleen <halleen@Mercury.mcs.com>
Alright, alright!
It's time to put and end to this.
I didn't intend to come to this list and start insulting anyone. I was
going to just lurk for a while, ask occasional questions, and decide
whether or not to stick with Imagine. I've only recently had access to
the internet, and I'm learning a lot by listening to my peers around the
world. One thing it's exposed me to is a lot of discussion about other
software, so it's got me thinkin'.
I haven't had the chance to push 3.0 around, but I was dissapointed with
what I had seen so far, which was that the attitude of the program and
programmers was the same.
Someone asked a question about freelancing (I didn't start the thread) and
I snapped.
Why be so sensitive?
This thread is declining (as many heated threads do) into attacks on the
methods and rhetoric of the combatants instead of the meat of the issue.
When I finish my current project, I'll hopefully have time to fully dig in
to 3.0 and see if I was wrong. I've been saving Lesk's and others
comments on Bones and plan to give it all a good workout. I'll be fair,
but I won't hesitate to be critical if it deserves it.
Imagine is impressive for it's price, yes. What I'm saying is that I
think I'm ready to pay more for a major upgrade in power (and complexity).
(Yes, this contradicts what I said about paying more for Forge. I've
changed my mind. I think I'll buy it, cause it'll be worth it.)
I've yelled myself into a corner I never intended to go. All I want is
information. So far no one has come forward to admit they use Imagine in
a high level situation. That's all I wanted to know. That doesn't mean I
hate art or students, God no. I love that software like Imagine is
available to so many people.
My focus is on the software, not the users.
If my comments about hobbyists were taken as put-downs, I apologize. I
just don't feel that Impulse has my interests at heart. Part of the
problem may be that I haven't told them what I need. I'm just now getting
vocal about it.
I have a lot of time invested in Imagine, and if I can learn more about it
from you all, then maybe I don't need to ditch it. That would be great for
me, because it will take a long time to learn a new package.
I'll go back to lurking, educate myself some more, and when the time is right,
I'll add my comments to the Imagine 4 survey.
Peace.
Michael Halleen
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@node IML-502 " MSG-502 Subject: Re: Imagine and freelancing"
Subject: Re: Imagine and freelancing
Date: Thu, 19 May 1994 11:46:03 -0700 (PDT)
From: videoman@netcom.com
> If you hang out for a while on comp.graphics.animation you'll see that the
> people who work for the major studios in Hollywood have respect for Real
> and LW. They've either never heard of Imagine, or they scoff at it.
LW has a nice toaster dongle, and REAl has just now got real, the first
few versions of real were a joke, Almost anyone who USE's the amiga knows
what Imagine is, video people can be a tad narrow minded at time, I know
I'm one too, but I'm also an Amiga user.
> "Needs serious work in the renderer" "The most hostile interface"
> "A lost cause"
Hostile interface eh? sounds like they have not taken any time with it.
sure LW is great in it's simplisty for some things but it's all what
you get used to, lets face it the high end stuff is done with hard
codeing of custum software ... how's that for a hostle interface?
> Are any major network or syndicated shows being produced using Imagine?
> Any commercials or movie effects? I read AV Video, a video professional's
> rag, and they make references all the time to LW, ADPro, and all kinds of
> Toaster utilities. They include artwork produced on Amigas and have a
These mag's are all biased on what they cover, the Toaster has a name,
they cover it.. Amiga does not have a name... it's not seen, same thing
with other 3D packages .. I'm sure LOTS of things are used that never get
covered in mag's I think your being to narrow minded here... why do you
need one "DO ALL" tool.... Most of my work is done useing ALL the tools
at my fingertips... There are things, that each is better at, and I use
them for that.
> No version numbers? I called up Impulse before 2.9 was released because I
Version numbers? thats more a "programer" thing than a Video thing...Heck
for me it's give me the newest... not give me V3.4.5c lev 4.6r Bleh.
> one of the things you have to worry about is time. Arexx allows you to
> How about something simple, like getting 30fps playback. I need to
> produce test animations for my clients. Usually, at some point they're
> going to want a version that they can include in their off-line edit (know
> what that is?). This test version must be exactly the right speed, and
(yes I think a lot of us do know what an off line edit is, no need to be
snooty)
> In the stage editor, when you play a test animation, your choice of speeds
> ranges from 'slow' to 'fast', and most of the slow speeds are totally
> useless, as is the default speed, which is way to fast. The useful range
> of speeds are all in a small range on the right side of the slider, but
> you don't know what the actual speed is, and 30fps in not one of them as
> far as I can tell by timing it. Professional software would not waste my
> time with my watch to my ear, counting frames trying to figure out what
> frame rate I'm running at.
Ah, it seems to me that for the stage editor what your doing is getting
the "movement" sure maybe if you want to dump the stage editor screen to
video it might be nice, but if your going to render 5 sec your going to
need 5 x 30 frames. If you do a low res render, and play it with an amim
viewer, you have a timed anim to go into your ruf-edit? whats all this
watch to your ear stuff? how on earth would you expect that to do any good?
> > > My appeals to this group is my last ditch effort to see if there's
> something I'm missing. I've asked, and no one answered, what are Forge
> and Essence? These seem popular, but I've never heard of them. I just
> found out about ISL, would really have helped me out a year ago. I didn't
Essence are/is added texture etc for Imagine, forge is a real time
veiwer.. all this is easly gleened from the postings (how I did it)
> contact with my peers, and I'm finding out that my peers in the
> professional world think Imagine stinks and that my fellow Imagine users
> are art students and part timers. I just feel like I'm at the wrong
> party. No offense is meant.
By all means do everything your peers say, buy anything they like and be
just like them at all costs ;)
> Do Babylon 5. Do SeaQuest. Do something for someone who wants two test
> anims a week and will constantly ask for changes. Come up with a
> perfectly timed test anim that you are confident can be cut into an
> offline and used as a basis for music, voice over, and editing. Try to pick
> the right texture without spending all day, or waiting weeks
> for someone to upload a sampler.
I showed you how to solve the "time" thing, as for the textures get
forge, it lets you preview Essance textures for that matter how many
textures are there in LW.. and how many in IM, humm maybe it the number
of choices you don't like ?
> I think the mistake here was mine. I'll give Imagine one more chance,
> then I'll leave you all alone and go where I belong.
By all means, go where you belong, just cop'ing an attitude does not make
you someone special. and useing one #D program and not annotjher does not
make you better eather, though it seems you like to think it does.>
> ANYONE OUT THERE USING IMAGINE FOR SERIOUS PROFESSIONAL WORK, SPEAK NOW OR
> FOREVER HOLD YOUR PEACE.
By the way, your right about a lot of hi-end place's only use'ing
lightwave, and how they use it.. (gee I read the same article you did)
You make bold threats asking people to defend Imagine, then trash them
for doing what you asked... I'm pointing out things not to market Imagine
but to answer YOUR post.
If you don't want to bother learning Imagine, and adding another tool.
then don't we won't force you. Seems to me this list is to help people
share Idea's on Imagine, not justify your software choice.
-== When Dreams Become Reality ==- Illumine & Illuminati videoman@netcom.com
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@node IML-503 " MSG-503 Subject: Oldest?"
Subject: Oldest?
Date: Thu, 19 May 1994 16:03:52 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
Who's the oldest person on this list? I'm not, I'm sure... I'm just 26.
=============================================================================
Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
(513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
of BowTie Productions, documentation author, single guy, and much, much more!
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@node IML-504 " MSG-504 Subject: Re: Amiga textures?"
Subject: Re: Amiga textures?
Date: Thu, 19 May 1994 15:49:59 -0600 (MDT)
From: Roger Straub <straub@csn.org>
On Wed, 18 May 1994, Andrew P. Vogel wrote:
> Does anyone running Imagine 3.0 on the Amiga have the Caustics.ITX or
> PurpHaze.ITX?
> They're not on my disks, and I've heard them discussed here a lot.
Not on my disks, either. I wonder.....
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@node IML-505 " MSG-505 Subject: Re: Bones in a Human Face"
Subject: Re: Bones in a Human Face
Date: Thu, 19 May 1994 14:23:54 -0700
From: kkalnasy@bvu-lads.loral.com (Kent Kalnasy)
At 12:00 PM 5/19/94 -0400, Jeffrey Goldman wrote:
> Well, you'll find that when you use the new Kinematics you
>will probably 'move' axis' (what is the plural of axis anyway?) around
>more than you rotate them.
The plural of axis is axes (pronounced ak'-seez). This is one that I
thought the tech writer would get right in the new Imagine 3.0 manual, but
it's misused all over the place. This is not meant in any way to trash
the new manual, mind you, but it could use another good proofreading.
------------------------------------------------------------------------------
Kent Kalnasy (speaking only for me) kkalnasy@bvu-lads.loral.com
Loral Advanced Distributed Simulation, Inc. Bellevue, Washington
------------------------------------------------------------------------------
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@node IML-506 " MSG-506 Subject: Re: Transitions in ADPro 2.5"
Subject: Re: Transitions in ADPro 2.5
Date: Thu, 19 May 94 16:08:22 PDT
From: mcinnis@tidcompo.llnl.gov (Jim Mcinnis)
David Wyand writes:
> I agree that fades and dissolves are quite easy with FRED and ADPro 2.5.
- Very fast DPaint method deleted -
Rather slower method follows:
Another idea I've used is to create "soft edged " wipes using
Imagine/Essence. 'Fracturb' set to add a black texture with a wide transition
on a white plane, and animated over whatever the length of the transition will
be, gives a nice "soft edge" effect when composited with FRED/ADPro. Just
create a plane, turn it perpendicular to the camera and render the frames at
the correct size for compositing with your final images. (You might make the
plane object "bright" so there is even lighting.)
You could probably use some of the pattern textures, such as Hexagon, to
create a transition that closes up on itself (hexagons get smaller). The
new Essence textures that support alpha channels may yield some interesting
new results. Of course, the native Impulse textures could be used also, its
just that Essence allows for transitions between areas of color (black &
white in this case). I can't recall if you will have to process the resulting
Imagine frames to 8-bit grayscale, I think with ADPro 2.5 you might be able
to load an image as an alpha channel.
I've done this using DCTV and it was okay as a wipe but a bit slow. With
a PAR it should work great, Digital Broadcaster too!
Jim
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@node IML-507 " MSG-507 Subject: Re: Bones!!!!!! "
Subject: Re: Bones!!!!!!
Date: Thu, 19 May 94 23:42:00 +0200
From: dsan@cindy.ct.se (Dan Santos)
In a message of 18 May 94 Mark Thompson wrote to me:
MT> From Mark Thompson <mark@westford.ccur.com> To IML
MT> <imagine@email.sp.paramax.com>
>> I have not used Lightwave, but just talked to a user last week who said
>> that bones are assigned an area of influence, which is much less
>> specific than imagine's subgroup-to-bone assignment method.
MT> This is one of the drawbacks of the current LW bones implementations. If
MT> you have an object that has an arm hanging down at its side, moving a
MT> bone that is placed in the arm will create a drag on the object's side
MT> as well (although the force is diminished over the distance from the
MT> bone).
Is Allen aware of this, oops silly question :), do you know if he will fix the
problem in time for the next release?
/Dan (dsan@cindy.ct.se)
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@node IML-508 " MSG-508 Subject: Re: Imagine and freelancing"
Subject: Re: Imagine and freelancing
Date: Thu, 19 May 94 23:28:00 +0200
From: dsan@cindy.ct.se (Dan Santos)
In a message of 18 May 94 Michael Halleen wrote to me:
MH> This is not what I meant. I do not look down on anyone creating for
MH> artistic purposes. All I was saying was that I had chosen the wrong
MH> package. Imagine is popular among people who create for their own
MH> personal satisfaction. I've seen appeals to the few people out there
MH> 'with serious hardware' or, as in the call for the grossest texture
MH> contest, '"professional" artists'. These things are treated like
MH> rarities. I'm just now realizing that to do my serious professional
MH> work (not in quotes) I need to start using something else.
Why just something else? Why not something else AS WELL?
MH> What I meant in my post was that I want to hear if any real
MH> professionals, not art students or hobbyists, think Imagine is the best
MH> option. (No offense is meant by the term hobbyist. 3d is a great
MH> hobby. I have hobbies too, and for them, I don't go out and buy the
MH> highest end gear available either.)
I don't think Imagine 3.0 is the ultimate 3D tool on the Amiga, it lacks some
very useful features, but offers some not available on others. Of all 3D
software on the Amiga, I think Lightwave is the most productive. It gets a
vague idea from your brain to tape amazingly fast. The editing of splines that
control almost everything over a period of time is what I find so convinient on
it. It will defenitly be part of our toolbox, now that LightRave is available
(the VideoToaster itself is useless for us).
MH> Any commercials or movie effects? I read AV Video, a video
Here in Sweden I know of several commercials done with Imagine, including our
MH> No Arexx? Art Department Professional is the most useful piece of
MH> software I have ever seen, preciesly because it has extensive Arexx
MH> support. You talk about want us users to push the software in ways you
MH> didn't think of. I have pushed ADPro all over the place using Arexx.
MH> It's not a features problem, it's a process problem. As a
MH> professional, one of the things you have to worry about is time. Arexx
MH> allows you to manage your time and innovate in the way you do your work.
MH> Imagine has its way, or the highway.
I agree, the lack of Arexx is a major bummer. Look at what Arexx does to
Lighwave. Particle motions, custom modelling tools etc. Real 3D is even better,
with both Arexx and RPL. RPL is nothing I would get into myself though. But
very powerful stuff can be made by any talented graphics programmers out there.
MH> How about something simple, like getting 30fps playback. I need to
MH> produce test animations for my clients. Usually, at some point they're
If fast interactive playback of animation is very important for you, Lightwave
is the only way to go. Great preview editor. In Imagine, the only way to be
sure the timing is right, is to render wireframes and build an anim file out of
it. Since we got a PAR we just render wireframes directly to it and play.
Either way is too slow, and you loose the "flow" of work while doing it. Real
3D is worst, it can only "play" wireframes as it renders.
MH> going to want a version that they can include in their off-line edit
MH> (know what that is?). This test version must be exactly the right
MH> speed, and length. My clients are hiring voice over talent, music
MH> composers, renting editing room time, etc. If I come back to them with
MH> a final product that is timed wrong, that will waste their money, and
MH> they will be mad at me.
MH> In the stage editor, when you play a test animation, your choice of
MH> speeds ranges from 'slow' to 'fast', and most of the slow speeds are
MH> totally useless, as is the default speed, which is way to fast. The
MH> useful range of speeds are all in a small range on the right side of the
MH> slider, but you don't know what the actual speed is, and 30fps in not
MH> one of them as far as I can tell by timing it. Professional software
MH> would not waste my time with my watch to my ear, counting frames trying
MH> to figure out what frame rate I'm running at.
Couldn't agree more.. but who said Imagine is professional? I don't expect to
get professioal software for $600. While you're using software in this price
range you just have to expect things like this. And your clients pay much less
to you, than they would pay say, The Moving Picture Company, so they should
also expect some missfortunes.. if you start getting clients who wants to much
from you, but have more money to spend, get the job and let a high-end 3D
company do it for ya. And start thinking SGI and bank loans if it happens too
often :)
MH> In the project editor, when playing an animation, the default speed is
MH> 10fps. There is no 15fps, which could be usefull (I would use it).
MH> There are eight more speeds (F3-F10) that are too slow to be of any use.
MH> To get playback at the right speed, you have to press 'play movie' and
MH> then press F1 immediately, but you still may lose a few of the frames at
MH> the head. Or you can let the animation run to the end, pause it, then
MH> press F1. This is a hassel. THIRTY FRAMES PER SECOND should be default
MH> in all situations. The fact that it's not shows me you don't consider
MH> Imagine a tool for producing professional video work.
Uh? Just make a standard anim (choose "anim" in the settings) and play it back
with precise timing using PD software like rtap (with the timing option set at
3 I get exactly 25 fps). Not much of a hassle really, I have a command on my WB
menu that does this automatically.
MH> Now I'm in contact with my peers, and I'm finding out that my peers in
MH> the professional world think Imagine stinks and that my fellow Imagine
MH> users are art students and part timers. I just feel like I'm at the
MH> wrong party. No offense is meant.
There's no software that just plain sucks. Even the worst software have some
juice. I used Imagine and Real 3d in my latest project, and with this job alone
I would be able to purchase four copies of each package (if I didn't eat, wear
shoes or had other expenses :-). With this I mean that there's no reason to
limit yourself to one package. Amiga software is cheap.
MH> I think the mistake here was mine. I'll give Imagine one more chance,
MH> then I'll leave you all alone and go where I belong.
Where's that?
MH> ANYONE OUT THERE USING IMAGINE FOR SERIOUS PROFESSIONAL WORK, SPEAK NOW
MH> OR FOREVER HOLD YOUR PEACE.
At Highlight Studios we use Imagine on our work, but also Real 3D and hopefully
Lightwave in a near future. We do animations mostly for promotional tapes for
different companies, but also for broadcasted commercials sometimes (okey, I
confess, only two so far ;-). We have in-house access to several video formats
(BetacamSP, 1"C, MII and D2), and a laser disk recorder (no rewritable). With
the arrival of PAR, single-framing is a thing of the past :))). Amazing
product, a video engineer from STV (Swedish national television) analysed the
output of this baby with this vectorscope-thingie (or whatever the name was)
and said it has the nicest output of all similar MAC or PC-systems he had seen.
Sorry, off-topic, but I'm so amazed by this low-priced miracle :)
/Dan (dsan@cindy.ct.se)
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@node IML-509 " MSG-509 Subject: AdPro Transitions"
Subject: AdPro Transitions
Date: Fri, 20 May 94 00:31:01 EST
From: mtucibat@cris.com (Mike Tucibat)
On 5-18, Dale R Rogers wrote:
: easy enough, but is there a painless way to create wipes and other
: digital effects between a sequence of frames? Morphplus maybe?
: Is anyone doin this now?
===========
Hi, Dale!
I assume you want to roll your own and not use AmigaVision, which
has some cool effects. And of course you know the A.V effects
wouldn't use the memory that AdPro/MorphPlus transition animations
would, either. So...
I use a neat program called ProControl, by Doug Crane, to create
all kinds of transitions from the AdPro operators. This program
has a gui and lets you batch process files, and animate all of the
AdPro/MorphPlus operators. Basically, any effect you can get with
AdPro, you can turn into an animation.
-mike
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@node IML-510 " MSG-510 Subject: Imagine 3.0 FPU?"
Subject: Imagine 3.0 FPU?
Date: Fri, 20 May 1994 14:38:22 +1000 (EST)
From: MiKE <cheng@sun.mech.uq.oz.au>
Hi all,
I sent away for I3 a couple of weeks ago, but being the idiot I am, I
forgot to specify FPU or Integer version.(I have an FPU BTW)
For my peace of mind, could someone tell me whether they ship both
versions in the same package or whether I have to explicitly ask for one
or the other. I'll either be very relieved or else have to make another
expensive phone call to the States.
email me please
cheng@sun.mech.uq.oz.au The Uni of Queensland. Brisbane. Australia
"I'm doing research on pubs with the word 'boat' in their name"
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@node IML-511 " MSG-511 Subject: Bones, Imagine and LW"
Subject: Bones, Imagine and LW
Date: Fri, 20 May 94 04:12:00 UTC
From: w.graham6@genie.geis.com
Hmmmm, it seems that as the technology progresses, the various software
packages come closer together in utility. In Imagine, once you've defined
your Bones and have assigned them their subgroups, defining poses is as
simple as moving the bones and having the polys snap into position, about
as easy as posing a mannequin. Also, being able to Tween poses, and having
the resulting pose be a percentage of the two prior poses, makes it easy
to create other poses very quickly. For instance, Tweening a sitting and
a standing figure at 35% gives you a good base to create a running pose.
Does LW have the ability to Tween poses (or the equivalent), and does it's
Bones feature allow for "snapping" the polys around the bones so as to get
feedback fairly quickly as to how the object will look? Can you Clone poses
within a Scene so as to make subtle alterations? Thanks for the info..Bill
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@node IML-512 " MSG-512 Subject: Re: Enough already"
Subject: Re: Enough already
Date: Thu, 19 May 1994 21:27:19 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
Hey Michael,
It WAS Imagine that was used to do the sets for Beauty and the
Beast. And it WAS Imagine that was used to do the setups and interiors
before shooting started on Jurassic Park. I assume you've heard of these
two films? I haven't seen either of them, but I have heard of them.
I don't know what your criteria might be for "big" or
significant. Personally, Spielburg strikes me as a pathetic dork--but if
money talks as it's reputed to, surely this guy's exploitation of Imagine
should give it legitimacy in anyone's eyes that are focused on the bottom
line.
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@node IML-513 " MSG-513 Subject: Re: Imagine and freelancing"
Subject: Re: Imagine and freelancing
Date: Thu, 19 May 1994 22:20:58 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> I think the mistake here was mine. I'll give Imagine one more chance,
> then I'll leave you all alone and go where I belong.
> ANYONE OUT THERE USING IMAGINE FOR SERIOUS PROFESSIONAL WORK, SPEAK NOW OR
> FOREVER HOLD YOUR PEACE.
Well, I really don't want to get into this, but sense you put this at the
end of your message I thought I should speak up. I have not done 3D
animations for any major networks, but do use it in a professional
manner, and not just as a hobbiest. I started out as a hobbiest, but have
done professional work with it, I have done animations for several
commercial in my local area, Video Maker TV shows, corporate videos,
Real estate offices, and a cd catalog which had raytraced images of
the clients products with see threw views of the inner working parts, I
also had an animation accepted for the AmigaMations video tape put out
buy Amiga world. I consider this professional work, at least I was paid
for it all, and my clients were very happy with the work I produced for them.
This may not be the professional work you are looking for, I don't agree
with some of the things you mentioned as far as Imagine being a lost
cause, and the such..for one thing I feel the true professional keeps his
options open, and to completly ignore Imagine or shun it, might be ok for
some but not necessarily the smartest thing to do. I feel the more tools
I have at my side the more options I have in being creative.
I have used Lightwave, and use Wavefront on the SGI every day which also
has TDI, and Kinimatics software with it. And will tell you this, I most
certainly would not shun or laugh at Imagine. I could never afford the
type of software or hardware I use at work, but can afford Imagine and
get results that make me and my clients both happy.
You maybe wondering how I work for someone else, yet still have my own
clients, Well I have a freelance graphics buseness and Chico State
University liked the work that I have done, so they hired me to do work
for them on the SGI after I did an internship for them for a while. I
hope you don't consider that this makes me a student, because Im not, we
do work for many government agientcies as well as nation wide corporate
videos.
Anyways, I just felt I should say something as I don't feel like I want to
FOREVER HOLD MY PEACE....I also think you would be wise to keep your
options open and not always follow the crowd.
=RRW=
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@node IML-514 " MSG-514 Subject: Re: Bones in a Human Face"
Subject: Re: Bones in a Human Face
Date: Thu, 19 May 1994 23:16:55 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> > understand it to well. I also always find myself explaining how the
> > prefrences work and how to change them..to me this is one of the most
> > important things in Imagine, at least when it comes to working fast and
> > learning to deal with the software. But alot of people I know that do use
> > Imagine don't even use the preferences to there full potential. I don't
> > Hope you don't mind me throughing in the extra comments Mark. Just came
> > to mind as I was responding to your message.
> > =RRW=
> perhaps you could post/upload your pref's to give us all an example of
> what can be done? Of course they would be to suit your needs, but still
> might give other Ideas...
I could do this, but I think my prefs might just make it harder for
someone else, because then they would need to figure out how I have it
set up..I geuss I could send text with it to explain them, but I really
don't know if this will help others, plus the fact that my prefs for 3.0
are not really set up to what I would call perfect for all situations yet.
The whole concept I was trying to emply is that you can set the software
up the way YOU like it, and when you do it yourself it is much easier to
remember what everything does, this is the whole point to optimising your
speed, you don't have to really think about or need to go look in the
menus for the tools you use most, because you have set them to either a
gadget or funtion key..I even have a seperate configs directory with
different config files some do some things better than others and some
can even help speed up my rendering times for testing or laying down
shadows and leaving raytracing to a minimum. I usually stick to my
default config but have the others there so when I need them I don't have
to go and remake them..these now have to be remade for 3.0 so I only have
the one at the moment and I don't feel the one I have at the moment is
anything I would want to upload as it has not been optimised, this can
sometimes take several animation projects to get just right and I have
not had time to do many animations yet...but when I get it sett to what I
think is good and if you would still like it I will send it. I can
try and make one up that I think would be of use to every one, though
I dought that those who have there own will take a second look at
it, well they might if they like the way I have something setup..though I do
think its best if you set one up yourself, then you will learn to make
your own and be able to make changes or different configs.
=RRW=
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@node IML-515 " MSG-515 Subject: IV 24 Support"
Subject: IV 24 Support
Date: Fri, 20 May 1994 09:56:15 +0200
From: Frank Huebner <hauwech@cs.tu-berlin.de>
Hi, all Imagineers!
Is somebody out there with an IV - 24 board from GVP ? A few days ago I
purchased such one and I hope that there is somebody how has a programm/patch
or AREXX - Script that I can use my good old Imagine 2.0 with this stunning
video-board. (Direct display like "Use Firecracker 24" or so).
It would be very nice, if someone could email me some tools or so direct.
My adress: hauwech@curie.cs.tu-berlin.de
Ahhhh, just another question - how I have to use the two little proggies
(cames with my IV - 24 [but without documentation]) makefyeanim and
playfyeanim??
Greetings from good old germany and sorry about my bad english.
Frank Huebner
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@node IML-516 " MSG-516 Subject: Re: Oldest?"
Subject: Re: Oldest?
Date: Fri, 20 May 94 10:52:15 +0200
From: di2matha@ida.his.se (Mattias Hallberg)
> Who's the oldest person on this list? I'm not, I'm sure... I'm just 26.
> =============================================================================
> Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
> (513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
> of BowTie Productions, documentation author, single guy, and much, much more!
...and I'm 21.5 :)
/M. Hallberg, Soon a Bachelor of Science in Software Engineering
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@node IML-517 " MSG-517 Subject: Re: IV 24 Support"
Subject: Re: IV 24 Support
Date: Fri, 20 May 1994 13:23:22 +0200
From: christian boetker ho/j <cbho91@control.auc.dk>
> Hi, all Imagineers!
> Is somebody out there with an IV - 24 board from GVP ? A few days ago I
> purchased such one and I hope that there is somebody how has a programm/patch
> or AREXX - Script that I can use my good old Imagine 2.0 with this stunning
> video-board. (Direct display like "Use Firecracker 24" or so).
> It would be very nice, if someone could email me some tools or so direct.
All I can help you with is a file, you can find on any Aminet site called
imagine-res.txt
It describes how to change resolutions in various versions of Imagine. I don't k
now if
IV24 can benefit from this, but it can't hurt to download the file it's only 4kB
Regards,
Christian Hoj
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@node IML-518 " MSG-518 Subject: re Imagine and Freelancing"
Subject: re Imagine and Freelancing
Date: Fri, 20 May 94 03:47:56 PDT
From: 20-May-1994 0457 <leimberger@marbls.enet.dec.com>
> Are any major network or syndicated shows being produced using Imagine?
> Any commercials or movie effects? I read AV Video, a video professional's
> rag, and they make references all the time to LW, ADPro, and all kinds of
> Toaster utilities. They include artwork produced on Amigas and have a
Last year Amiga World had a few examples of Imagine used for TV.
I remember one of these was "Young Indiana Jones". The use was to get
some old style signs. I forget the others.
>>These mag's are all biased on what they cover, the Toaster has a name,
>>they cover it.. Amiga does not have a name... it's not seen, same thing
>>with other 3D packages .. I'm sure LOTS of things are used that never get
I Agree with the above statement. The Toaster has a great following,
And I like to be able to afford lightwave also. But I don't think
I'd drop Imagine off my HD. Also the Toaster User is not in exsistance
simply because of lightwave. Many Toaster users I've met don't gat past
the CG, and the Switcher. If Lightwave had simply been stanalone software
youd be reading nothing more than a newsletter. I don't see mags for
many of the highend systems regardless of merit.(If I'm wrong here let
me know! I love reading about this stuff).
Also we have to remember what the largest installed OS for PC's
is. Now who want's to tell me that because it is widely used it is the best!
> No version numbers? I called up Impulse before 2.9 was released because I
>>Version numbers? thats more a "programer" thing than a Video thing...Heck
>>for me it's give me the newest... not give me V3.4.5c lev 4.6r Bleh.
I can see the advantage of version numbers, but I hope to join the auto
update service Impulse offers so it is a moot point to me.
> one of the things you have to worry about is time. Arexx allows you to
> How about something simple, like getting 30fps playback. I need to
> produce test animations for my clients. Usually, at some point they're
> going to want a version that they can include in their off-line edit (know
> what that is?). This test version must be exactly the right speed, and
Well then you should look at other methods like the DPS PAR card. I don't
know how you plan on doing the finished product, but a demo on video is
often more impressive to those that WANT VIDEO. It may look great on screen
and you and I understand what is going on but some may worry about how it
will translate. Aside from that you can send possible clients a video.
At this time it simply taks more than one program to do it all.
> In the stage editor, when you play a test animation, your choice of speeds
> ranges from 'slow' to 'fast', and most of the slow speeds are totally
> useless, as is the default speed, which is way to fast. The useful range
> of speeds are all in a small range on the right side of the slider, but
> you don't know what the actual speed is, and 30fps in not one of them as
> far as I can tell by timing it. Professional software would not waste my
> time with my watch to my ear, counting frames trying to figure out what
> frame rate I'm running at.
Again you can use ADPRO to build the anim and use FRED to time stretch,
ect. The preview in stage is so YOU can see if your heading in the right
direction with what you are doing.
> > > My appeals to this group is my last ditch effort to see if there's
> something I'm missing. I've asked, and no one answered, what are Forge
> and Essence? These seem popular, but I've never heard of them. I just
> found out about ISL, would really have helped me out a year ago. I didn't
If you don't give 30 a chance you could be missing a whole LOT.
> contact with my peers, and I'm finding out that my peers in the
> professional world think Imagine stinks and that my fellow Imagine users
> are art students and part timers. I just feel like I'm at the wrong
> party. No offense is meant.
>>By all means do everything your peers say, buy anything they like and be
>>just like them at all costs ;)
Most of my peers run MSDos, but I haven't followed them yet! Were talking
Apples and oranges here. I have a pretty nice home setup, but daily I see
people with a third of my resources doing more and better stuff than me.
And I've seen Imagine stuff that will exceed the stuff many of your
Professional peers may do. Buying a hammer, and a saw don't make you
a carpenter, and simply buying a toaster won't make most people a
professional animator.
>> Do Babylon 5. Do SeaQuest. Do something for someone who wants two test
>> anims a week and will constantly ask for changes. Come up with a
>> perfectly timed test anim that you are confident can be cut into an
>> offline and used as a basis for music, voice over, and editing. Try to pick
>> the right texture without spending all day, or waiting weeks
>> for someone to upload a sampler.
Get real! If you could count the number of Amiga's/Toasters used on these
shows and add the times from them together then look at the total as
manhours you could end up counting months, and months.
As for Beauty and the beast it is my belief the final product was rendered
on Macs but Imagine was used for preview and setup, and storyboard. I
could be wrong here.
BTW I live three miles from a Toaster Dealer, and have spent days watching
Lightwave render a few scenes. Then do it over again at the final pass.
We have an award winning Toaster User browsing this list. (This guy is
one of the peers you mention). He uses lightwave but understands what
it takes to do a great animation. Every time I see him he's looking for
more speed. Not just from processing power, but from creative usage of
LW. This person could apply many of his tricks( I hate to use thar word)
to Any of the 3D modelers used today. Some are LW only but many are
generic in nature.
When a person goes to tend their garden they use more than one tool.
Animators are the same way. I still use PageRender 3D to build Arrays
on objects and then move the objects to Imagine for animation.
bill
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@endnode
@node IML-519 " MSG-519 Subject: Movie credits"
Subject: Movie credits
Date: 20 May 94 09:37:32 EDT
From: John Foust - Syndesis Corporation <76004.1763@CompuServe.COM>
To: Imagine
Mike McCool <mikemcoo@efn.org> writes:
> It WAS Imagine that was used to do the sets for Beauty and the
> Beast. And it WAS Imagine that was used to do the setups and interiors
> before shooting started on Jurassic Park. I assume you've heard of these
> two films? I haven't seen either of them, but I have heard of them.
NewTek lays claim on seaQuest and Babylon V, often giving credit to
the Toaster when LightWave is responsible. They also claim LightWave
was used for early tests on Jurassic Park.
Maybe they used Imagine, too. Maybe they used a half-dozen programs
beyond that. Electric Image hypes the nuke explosion in Terminator.
Strata flogs the ABC logo. It never ends.
Should I start wearing a "seaQuest" baseball hat because they used
InterChange for some aspect of production? Should I put Babylon V
screen shots in our next ad, to make you think you can get your own
TV show if you use InterChange?
All this hype is akin to wanting to wear the same pair of sneakers as
promoted by your favorite sports star.
Get a grip! The people behind the scenes on these shows are busting
their butts to get serviceable animation done on a tight schedule,
under the demands of the boss, just like the guy doing animated
church bells for wedding videos at Video Hut in your local mall.
If they could render with Excel macros, they'd do that, too.
There is little correlation between your results and their results.
Your Keds do not make you run faster or jump higher.
>From my experience, the stuff that gets used in TV and movies is
often what the techies can get for free, in exchange for fostering
whatever free PR hype the company can generate. What, you think they
use Product X because it's the "best"? No, it's probably because
they're getting special treatment from the company. Of course, it
still has to do the job... but many packages could do that.
(A few weeks ago, I got a call from a set guy from an upcoming
DeVito-Schwarzenneger movie. He wanted free product because he said
he *might* be able to put it amongst the stacks of computer-oriented
crap in a laboratory scene, and then we'd be in the movies! Of
course, he didn't want empty boxes, he wanted the software, too.)
And of course, the producers like to keep everything as low-budget as
possible. Maybe they're using Product X because they didn't have the
budget to buy Program Y.
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@endnode
@node IML-520 " MSG-520 Subject: Re: Oldest?"
Subject: Re: Oldest?
Date: Fri, 20 May 1994 17:12:15 -0700
From: "Robin Chytil" <robin@sgls.lausanne.sgi.com>
On May 20, 10:52am, Mattias Hallberg wrote:
> Subject: Re: Oldest?
> > Who's the oldest person on this list? I'm not, I'm sure... I'm just 26.
> > Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' >
...and I'm 21.5 :)
> /M. Hallberg, Soon a Bachelor of Science in Software Engineering
>-- End of excerpt from Mattias Hallberg
I am 27, and I wondered if it was because of my age (not yet old, sure !) or my
job, but I enjoy less and less using Imagine...
Maybe it is because I tried Lightwave..(no flames intended).
Robin
\|/
@ @
---------------------------------------------------oOO-(_)-OOo-----------
Robin Chytil, Staff Engineer Email: robin@lausanne.sgi.com
Silicon Graphics Inc. Vmail: 5-9389
Mediterranean Distribution Territory Tel: +41 21 6249737
Lausanne, Switzerland Fax : +41 21 6259184
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@endnode
@node IML-521 " MSG-521 Subject: Re: Oldest?"
Subject: Re: Oldest?
Date: Fri, 20 May 1994 10:34:50 -0500 (CDT)
From: zmievski@herbie.unl.edu (cyberhawk)
> > Who's the oldest person on this list? I'm not, I'm sure... I'm just 26.
> ...and I'm 21.5 :)
Well, I am only 18. <G>
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@endnode
@node IML-522 " MSG-522 Subject: Re: Oldest?"
Subject: Re: Oldest?
Date: Fri, 20 May 1994 12:33:22 -0500
From: achurch@goober.mbhs.edu (Andy Church)
>> > Who's the oldest person on this list? I'm not, I'm sure... I'm just 26.
>> ...and I'm 21.5 :)
>Well, I am only 18. <G>
And I'm 16... :-) So who's the youngest person on the list? Is it me?
--Andy Church
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@endnode
@node IML-523 " MSG-523 Subject: Bones & Kinematics"
Subject: Bones & Kinematics
Date: Fri, 20 May 94 09:21:00 PDT
From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
I have uploaded a short demo animation called GoldFist to the aminet. I
took the hand.bone demo object from Imagine V3.0, added a thumb, and used
the new Metals texture (gold). I put the hand on a checkered plane with a
sky background and have it clenching into a fist. It is a quarter-screen
(160x100) HAM 70 frame animation which is about 280K in size.
It is nothing really special but it was a great learning experience as
well as giving me a chance to try out some new textures and check the
reflection in scanline. I also found out why Impulse didn't include a thumb
with the hand object. Trying to move and rotate axes that are not on the
normal plane, in a quasi-realistic motion, is a challenge (challenge, yeah,
that's a nice word for it).
This bones thing is going to open up a lot of things for me. I have been
experimenting with objects beyond the typical tube and it is nothing short
of amazing. There are a lot of static organic objects (like a certain cow
that we have all come to know and love) that can be articulated with bones.
Not only that, bones provides the opportunity to "morph" new objects, so it
can be used as a modeling tool. The real key is understanding the setup of
the subgroupings and I saw a very good post here going into detail about
that. I can't wait to get to work on that bones articulated shark that will
put the Seaquest hammerhead shark to shame, hah!
OK, now on to Kinematics. Some people are talking about it but I must be
missing something. I have seen posts that say it is there but is not
documented. There is a single page provided in the docs textfile but it
appears to say Kinematics in the title and not much more. Is some kind soul
going to blaze the trail and provide a tutorial here on the list about how
to do Kinematics (or is it inverse Kinematics?). Or will Impulse surprise
us all and come out with some documentation about this and send it up here?
////////////////////////////////////////////////////////////////////////////
/////
/// I have a terabyte appetite on a kilobyte budget! ///
/// -Kuantum Kid, inventor
of the ///
/// SCRAM,
///
/// Semi-Concious
///
/// Redundant Access
///
/// Memory
///
////////////////////////////////////////////////////////////////////////////
/////
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@endnode
@node IML-524 " MSG-524 Subject: Re: AdPro Transitions"
Subject: Re: AdPro Transitions
Date: Fri, 20 May 1994 11:09:49 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
Hey Mike,
ProControl sounds great. Where can we get it?
Gracias.
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@endnode
@node IML-525 " MSG-525 Subject: my comments and a question (was RE:enough already)"
Subject: my comments and a question (was RE:enough already)
Date: Fri, 20 May 1994 09:24:35 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
On Thu, 19 May 1994, Michael Halleen wrote:
<stuff deleted>
> I've yelled myself into a corner I never intended to go. All I want is
> information. So far no one has come forward to admit they use Imagine in
> a high level situation. That's all I wanted to know. That doesn't mean I
> hate art or students, God no. I love that software like Imagine is
> available to so many people.
There have been several posts in the past from people who use Imagine to
make money, including me. I'm sure there are others who are just lurking
or not connected to the net. If making money is not considered a 'high
level situation', well I'm using it to create instructional videos here at
UCSD. Imagine is a powerful program in the hands of a user who's willing
(or able) to devote lots of time. Sure there are other programs that are
more productive, faster, or more efficient, but they generally cost a lot
more. IMHO, Imagine is worth the money I paid, especially now that 3.0 is
here.
Ramble mode <OFF>
Now, I know there was an extended discussion several months ago on field
rendering, but the messages centered on Amiga tools to create the
frames. Anybody have suggestions as to which PC tools I could use?
Impulse has not said when it would be incorporated, and frame animations
look too jerky and unprofessional.
All suggestions appreciated...
Ed Totman
etotman@gort.ucsd.edu
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@endnode
@node IML-526 " MSG-526 Subject: Re: Movie credits"
Subject: Re: Movie credits
Date: Fri, 20 May 1994 11:24:53 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
I can't tell where your post is coming from, John. The dropping of a few
names wasn't intended as a rave buy-up for Imagine in all its
incarnations, but to illustrate to a skeptic that it had legitimacy in
what he seemed to think was the real world.
As for getting a grip, mine is fine. Come by some time, and
shake hands.
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@endnode
@node IML-527 " MSG-527 Subject: Imagine w/BatB and JPark..."
Subject: Imagine w/BatB and JPark...
Date: Fri, 20 May 94 12:38:47 EDT
From: jgoldman@acs.bu.edu (Jeffrey Goldman)
> Hey Michael,
> It WAS Imagine that was used to do the sets for Beauty and the
> Beast. And it WAS Imagine that was used to do the setups and interiors
> before shooting started on Jurassic Park. I assume you've heard of these
> two films? I haven't seen either of them, but I have heard of them.
Are you sure about this? I knew that Lightwave was used for
the anim previews on JP, but I was under the impression that Disney
pretty much uses SGIs in most of their work... And, if they did use
Imagine I'm pretty positive they never rendered with it...
Where did you hear the above info? I'd be curious to get my
hands on some of it...
I've said it before, and I'll say it again. I love Imagine. I
use it exclusively. The only reason I use it is because of its
TERRIFIC modelling, its now GREATLY IMPROVED animation capabilities,
and its incredible flexibility. I mean, you can truely do virtually
anything you can imagine with Imagine. Exact ideas may not be
accomplished in a straightforward manner, but you are able to do it.
I've never had a problem with time on the pre-render side of things.
The problem is its current renderers are just falling way
behind. Simple as that. While people complain about people
complaining about petty things rendering is NOT petty. It's what you
see. It's the final output. I don't care if you're going through DCTV,
a PAR, or an Abekas. Render output is crucial. While Imagine's
raytracing is nice its scanlining sucks, to be blunt. To do animation
professionally and effectively you can't go through the luxury of
raytracing. It's too slow. For that reason alone Imagine falls behind
as a professional product for video/film animation. Don't get me
wrong. If you're doing stills or are content waiting days for
animation sequences then by all means use Imagine as it is great for
that...
Just my opinion mind you...
J.---->
E-Mail: jgoldman@acs.bu.edu
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@endnode
@node IML-528 " MSG-528 Subject: Re: Oldest?"
Subject: Re: Oldest?
Date: Fri, 20 May 94 15:12:53 EDT
From: George@aol.com
What a depressing thread! I never think of myself as old, but I guess at 34 I
am...
George 'I learned to program with cards...'
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@node IML-529 " MSG-529 Subject: Re: Oldest?"
Subject: Re: Oldest?
Date: Fri, 20 May 94 14:04:09 CDT
From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
|>> > Who's the oldest person on this list? I'm not, I'm sure... I'm just 26.
|>> ...and I'm 21.5 :)
|>Well, I am only 18. <G>
|And I'm 16... :-) So who's the youngest person on the list? Is it me?
Maybe. I'm 35.
Dale
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@endnode
@node IML-530 " MSG-530 Subject: Re: Oldest?"
Subject: Re: Oldest?
Date: Fri, 20 May 1994 14:16:56 -0500
From: ceverett@prairienet.org (Chris L. Everett)
> Who's the oldest person on this list? I'm not, I'm sure... I'm just 26.
> =============================================================================
> Drew Vogel, Admissions Officer at Univ. of Cincinnati, SysOp of The Cafe' BBS
> (513-232-4895) 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head
> of BowTie Productions, documentation author, single guy, and much, much more!
Could be me...I'm pushing the big 31.
- Chris
Chris Everett | This is an emergency, this is not a test.
Spectronics Int'l USA, Inc. | Had this been an actual test, you would
Champaign, Illinois | have been instructed to bring a number
ceverett@prairienet.org | two pencil. Heh heh m - That wuz cool.
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@endnode
@node IML-531 " MSG-531 Subject: How to change 3.0 Imagine.fp screen size"
Subject: How to change 3.0 Imagine.fp screen size
Date: Fri, 20 May 1994 12:21:23 -0700
From: kkalnasy@bvu-lads.loral.com (Kent Kalnasy)
Well, since no one else has posted the info, I spend the better part of
a Saturday doing hex edits of Imagine 3.0. I found the location for
changing the horizontal screen size, but for the life of me, I couldn't
find the location controlling vertical size. I tested every location
which contained the hex equivalent of 200 and 400 to no avail. Still,
it's better than nothing.
To change the horizontal screen size for the Amiga version of Imagine.fp,
go to position D063C and change the value from 0280 to (in my case) 02CC.
This changes the horizontal screen size from 640 to 716, which is the
max that my FlickerFixer board can handle. You, of course, would
substitute the appropriate hex value for your system.
If anyone else feels like tackling this issue, feel free. I'm sort of
burned out on doing hex edits. :-)
------------------------------------------------------------------------------
Kent Kalnasy (speaking only for me) kkalnasy@bvu-lads.loral.com
Loral Advanced Distributed Simulation, Inc. Bellevue, Washington
------------------------------------------------------------------------------
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@endnode
@node IML-532 " MSG-532 Subject: Re: Oldest"
Subject: Re: Oldest
Date: Fri, 20 May 94 14:34:35 MDT
From: ridout@plk.af.mil (Brian Ridout)
> > Who's the oldest person on this list? I'm not, I'm sure... I'm just 26.
> ...and I'm 21.5 :)
Well, I am only 18. <G>
Boy, A lot of youngsters! :-)
32 here.
********************************************************************
* Brian Ridout (Phillips Laboratory) (voice) 505-846-4349 *
* PL/WSAS (DSN) 246-4349 *
* 3550 Aberdeen Ave SE (FAX) 505-846-4374 *
* Kirtland AFB, NM 87117-5776 (E-mail) ridout@plk.af.mil *
********************************************************************
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@endnode
@node IML-533 " MSG-533 Subject: RE: Bones lessons learned"
Subject: RE: Bones lessons learned
Date: Fri, 20 May 94 11:49:00 PDT
From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
Mark,
Thanks for the very detailed explanation of subgrouping in bones. It
was helpful for me.
I see you are a Software Engineer for Sega of America. Are you using
Imagine professionally or as a hobby? This is interesting to me, especially
if you say professionally, as the combination of Imagine and Sega is an
interesting one. I have seen some statements from other game developers
that 2D bitmap graphics for videogames is rapidly approaching its Apex,
oops, apex. They say the future of videogames is 3D and there are some
games coming out which use 3D generated characters and scenes, but not in
real time. Apparently, they are rendering the character from every
viewpoint and storing each rendered position. So, I was wondering if that
is why you are using Imagine or not. Of course, Labyrinth of Time already
does this; I haven't played or seen it yet but I have seen some screen shots
and it sure looks cool (heard it doesn't play all that well though).
Also, I was wondering if you could tell me if Virtua Fighter is done in
real-time or using the rendered/stored technique? If it is being done in
real time, then it is nothing short of amazing. You can see the characters
are made up of shaded polygons but the motion is so fluid and lifelike. It
sure would be interesting to hear about the growing connection between 3D
rendered graphics and videogame development from somebody that is working in
the industry.
----------
< very detailed explanation of subgrouping in bones >
Mark Decker
mark.decker@segaoa.com
Software Engineer
Sega of America Inc.
If Sega thought I had thoughts, they would certainly disavow all knowledge
of them.
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@endnode
@node IML-534 " MSG-534 Subject: Morphibg CYCLE OBJ and HUMANOID questions..HELP!"
Subject: Morphibg CYCLE OBJ and HUMANOID questions..HELP!
Date: Fri, 20 May 1994 20:13:21 +0300 (EET DST)
From: Foivos Kourendas <foivos@theseas.ntua.gr>
To ALL Imagine fanatics,
First of all , I would like to say HI to all the users in this Mailing
List . I am a new one here so I would like to be excused if I make a mistake,
BUT..I would like to be advised in order to be better and better as the time
passes.
AND now to the REALsubject . I have recently read in an AMIGA magazine
(AMIGA Computing....WELL..I wish there is NO advertising problem here , is it)
about Humanoid (Or Human Emotions...something like it anyway). I am serioulsy
into it and I am thinking buying it .But before this will happen I would like
to ask some MAJOR questions .
1st: Which human figures does it contain?
2nd: Is the objects so C00L as it is described . Do they have much
detail in order not to appear with misleading areas in the rendering stage?
3rd: How much ram is needed to load them AND to render them (either in
scanline mode or in trace mode -PLease consider the fact that there are NO
other objects in the same time and that the scene contains ONE object at a
time by using just a sigle light source)-.
4th: (It is TOO crucial for my decision)...Is the animating method TOO
MUCH TIME consuming?? To be MORE specfic to what I mean let me explain:
In the past I have tried to make cycle objects in Imagine . Whenever I wanted
to target a specific object item to another in a cycle OBJ I had to make a new
cycle OBJ with the changed group's object item in order to "MORPH" between the
previous and the new one in the action editor to show the effect that I wanted
The previous method is SO much time consuming that I can't stand it . Does
the Humanoid package uses another method to do so..and which is that ?
-For example if I want to make his hand from an open one to point something-.
(Please explain because THIS will make me decide if I will buy it or not . I
really like to know if I am going to spent such time and/or VALUABLE disk
space (to save the objects) ,that makes it a worth using package or not)
Does it use cycle phylosophy to create the walking / running figures and if
not what is the alternative one..?
5th: How much does it costs and in which adress can I reach the
developer ?
6th: I am using Imagine 2.0 from Amiga Format's coverdisk . In order
to use Humanoid do i HAVE to update to the newer version of Imagine ? Does the
package uses the bones/Inverse kinematics that Imagine 3.0 promices (By the
way are there any good ? ) ..?
7th: I have heard that Imagine 3.0 has a particle system animation.
Does it worth the extra cash ? Can one simulate with them wind/gravity in an
easy way ?
I am looking forward hearing from an IMAGINE maniac that can reply
to my questions .
Yours Sincerely,
________
/ ' _
,-/-, o \ _ _ (
(_/ <___\/ (_)_)
P.S.:If there is an Imagine user that can reply the 4th and 7th questions of
mine..PLEASE feel free to mail me..
foivos@phgasos.ntua.gr
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@endnode
@node IML-535 " MSG-535 Subject: Cast Shadows"
Subject: Cast Shadows
Date: Fri, 20 May 1994 16:04:00 -0400
From: fraser.goodmurphy@ONLINESYS.COM (Fraser Goodmurphy)
Hi all. I'm trying to render a logo floating above a checkered plane
with a cast shadow in 3.0 PC. However, the logo's shadow renders as
solid black - none of the checks show through the shadow.
I have a key light above and to the left of the camera with 255,255,255
intensity and a fill light below and to the right with half the
intensity. Have I got the intensity or placement of one or both of the
lights wrong? Or do I need to alter the attributes of the logo or the
plane (e.g., hardness)?
Thanks,
Fraser
74010.2715@compuserve.com
fraser.goodmurphy@onlinesys.com
CmpQwk #UNREG
UNREGISTERED EVALUATION COPY
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@endnode
@node IML-536 " MSG-536 Subject: Re: Bones, Imagine and LW "
Subject: Re: Bones, Imagine and LW
Date: Fri, 20 May 94 16:13:00 EDT
From: Mark Thompson <mark@westford.ccur.com>
> Also, being able to Tween poses, and having
> the resulting pose be a percentage of the two prior poses, makes it easy
> to create other poses very quickly. For instance, Tweening a sitting and
> a standing figure at 35% gives you a good base to create a running pose.
I don't think I fully understand what you mean by "Tweening". In LW, all
interpolation (tweening) is automatic. If you create 2 keys, LW will
interpolate the motions between them, both for the object and the bones.
Are you inferring that interpolation/tweening in Imagine must be manually
setup by the user?
> Does LW have the ability to Tween poses (or the equivalent)
Yes, it does it automatically. Either spline or linear interpolation (spline
is the default).
> and does it's Bones feature allow for "snapping" the polys around the bones
> so as to get feedback fairly quickly as to how the object will look?
When moving bones in LW, the object becomes a bounding box and only the bone
skeleton is graphically reepresented, to make operation more interactive.
When you stop adjusting the bones, LW will immediately update the object
in its new deformed position.
> Can you Clone poses within a Scene so as to make subtle alterations?
"Poses" in LW are simply all the keys that make up that orientation. Currently,
LW does not allow you to duplicate all the keys for an object's skeleton
at a specific frame (you must duplicate each bone key individually). I would
not be surprised to see such a feature added in the next release.
But I think I now understand what you were asking above with the tweening.
I presume you are talking about interpolating between two states and
creating a new 3rd state. As I said, LW does this, but because there are
no states, if you wish to save all the interpolated bone positions as
keys, you must currently do it for each bone. Is that what you were asking?
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' 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 %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@endnode
@node IML-537 " MSG-537 Subject: Re: AdPro Transitions"
Subject: Re: AdPro Transitions
Date: Fri, 20 May 94 14:19:00 PDT
From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
Hey, ProControl is not only great, it is awesome. Point and click
interface to batch operations for ADPro.
Also, for the original poster, it should be possible to use ADPro to make
your wipe and transition screens. Do some wipes, like a spiral black and
white, in DPaint as anim frames, and use those frames as alpha channel, set
black for transparency or whatever, and save out the edited frame. I think
ADPro 2.5 has a PAR loader now, so with ProControl this whole process would
be a snap.
What you really want to do is non-linear editing with the PAR which is
what almost every PAR owner wants. There is a non-linear editor demo for
the PAR on the aminet but I don't know anything else about it since I am not
so fortunate to have a PAR. But the ProControl/ADPro combination should
allow you to edit your frames to simulate some non-linear editing effects.
Oh, yeah, ProControl is available from Creative Computers for about $55.
----------
From: imagine-relay
To: Mike Tucibat
Cc: imagine
Subject: Re: AdPro Transitions
Date: Friday, May 20, 1994 11:09AM
Hey Mike,
ProControl sounds great. Where can we get it?
Gracias.
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@endnode
@node IML-538 " MSG-538 Subject: Re: Oldest?"
Subject: Re: Oldest?
Date: Fri, 20 May 94 15:03:28 PDT
From: davem@micom.com (David Monachello)
I was waiting until someone was close to my age. I'm 36
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@node IML-539 " MSG-539 Subject: Imagine Complaining (was: RE: Imagine and Freelancing"
Subject: Imagine Complaining (was: RE: Imagine and Freelancing
Date: Fri, 20 May 1994 16:00:00 -0400
From: david.wyand@canrem.com (David Wyand)
Hi Michael!
>Are you guys all working for Impulse marketing? There are serious
>problems with both Imagine and the Amiga, and so many users spend so
>energy defending them. I'm trying to make the most of my investments,
>prop up inferior products. Hopefully, I'll find what I need with what
>I've got. If I can be convinced, I'll gladly recant. I'll make that
>decision rationally, based on the product's merits.
Listen. You're on the Imagine Mailing List. Most people are on here
because they use and like Imagine. Why should you be surprised that we
say good things about the product? If you don't like the cheery Imagine
attitude that tends to be voiced on this list, please transfer to
another.
I'm sorry, but you're not getting the most out of your investments.
You're complaining that Imagine doesn't do this or that, yet you
admitted earlier to not trying out all of Imagine 3.0's features.
It is true that Imagine does not support exactly 30fps output. So what?
There are many programs that do (including PD stuff). You say you've
tried one, but its a waste of time as Imagine doesn't support it. One
program cannot do everything. I personally us Scala for all of my
animation viewing. It is capable of piecing together an animation
faster than Imagine, and can achieve a sustained 30fps with most
animations. I'm glad that companion programs exist and that I have a
choice.
You've been told what Essence and Forge are, but now you are complaining
about the price and that Imagine should have had these features from the
beginning. Essence has been around for a long time, and I have yet to
have heard a poor vote from anyone. LightWave does not even allow you
to have external algorithmic texutres (yet). You are forced to use
memory hungry bitmaps (even the makers of Babylon 5 must do this) which
don't offer as much flexability. Try using 3D Studio without the
external, extra cost modules, and see how your work pales. If you don't
want to spend the money on Essence, Imagine 3.0 does offer a lot of new
textures, but you'd be missing a lot. For someone who does this sort of
stuff for proffit, you sure haven't kept up with the possibilities.
I am also confused as to why we must convince you to stay with Imagine.
You have Imagine 3.0. Play with it. Spend some time with it. If you
don't like it because it doesn't do what you want, then that's up to
you. I've read of a few people trying to convince you, but you shrug
everything off. I don't feel it my duty to convince you at all. I can
only suggest. I would suggest that you try to stay current in your
field, and if you don't like something, change it youself (such as by
changing programs). If you do feel that Real 3D would allow you to make
more money, then I'd say that you have no choice but to get it. The
same could be said for LightWave, or Alladin for that matter.
If you TRUELY want to be convinced about Imagine, use it. Ask about
what you don't understand. Use this list as a resource, and maybe get
on it a little more. Nuff said.
-Dave
david.wyand@canrem.com
Now back to your regular rendering program...
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@endnode
@node IML-540 " MSG-540 Subject: Oldest?"
Subject: Oldest?
Date: Fri, 20 May 94 22:26:27 GMT-2
From: izi@scala.ping.dk (Soren Wind)
[ 20 May 94 ] [ cyberhawk -> me ]
[Re: Oldest?]
22 years in August
Soren Wind - IZI/ImPACT
GFX / 3D Design / Raytrace
E-MAIL izi@scala.ping.dk
A2K/030/882/9MB/345MB/33Mhz.
TVM 3A+ SVGA/GVP Spectrum EGS 28/24
... One planet is all you get!
-- Via Xenolink 1.90
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@endnode
@node IML-541 " MSG-541 Subject: Re: Oldest?"
Subject: Re: Oldest?
Date: Fri, 20 May 94 16:43:16 PDT
From: Scott Lundholm <scottie@hpsadmq.sad.hp.com>
Not the oldest, not the youngest, just 29 :-)
Scott Lundholm
*----------------------------------------------------------------------------*
| Amiga 500/030 at 38Mhz w/68882 at | Email scottie@hpsadmq.sad.hp.com |
| 50Mhz, 8Meg of 32-bit RAM, Bodega | N6GMJ |
| Bay w/105M,450M, & 1G Hard Drives,|HAM radio operator, Electronics junkie, |
| HP PaintJet, 16" HP Programmable |Computer Nerd, 3D Rendering Enthusiast, |
| Multisynch w/Retina 24bit card. | and graphics fanatic!!!!!!!!!!!!!!!! |
*----------------------------------------------------------------------------*
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@endnode
@node IML-542 " MSG-542 Subject: Re: Oldest?"
Subject: Re: Oldest?
Date: Fri, 20 May 1994 19:13:53 -0400 (EDT)
From: Infiltrator <inf@phantom.com>
> |>> > Who's the oldest person on this list? I'm not, I'm sure... I'm just 26.
> |>>
> |>> ...and I'm 21.5 :)
> |>Well, I am only 18. <G>
> |And I'm 16... :-) So who's the youngest person on the list? Is it me?
Nah, I beat you at 15 :)
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@node IML-543 " MSG-543 Subject: Re: Oldest?"
Subject: Re: Oldest?
Date: Fri, 20 May 1994 20:14:01 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
Are we going to start requesting faxed photocopies of ids
verifying these ages next.
Jason K.
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@node IML-544 " MSG-544 Subject: Re: Oldest?"
Subject: Re: Oldest?
Date: Fri, 20 May 1994 20:18:09 -0600 (MDT)
From: Roger Straub <straub@csn.org>
Well, I'm pretty sure I'm the youngest - 14.
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@node IML-545 " MSG-545 Subject: Re: Oldest?"
Subject: Re: Oldest?
Date: Fri, 20 May 1994 18:24:53 -0700
From: Lesk@cc.snow.edu (Lesk)
>> > Who's the oldest person on this list? I'm not, I'm sure... I'm just 26.
>> ...and I'm 21.5 :)
>Well, I am only 18. <G>
mmm ahhh mmmmm I forgot, Martha! Martha! wars those dang founded teeth
anyway!....
36 and wondering where all those pretty girls I used to know went.....
Render Ho!
Lesk
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@node IML-546 " MSG-546 Subject: Re: Cast Shadows"
Subject: Re: Cast Shadows
Date: Fri, 20 May 1994 20:40:43 -0600 (MDT)
From: Roger Straub <straub@csn.org>
On Fri, 20 May 1994, Fraser Goodmurphy wrote:
> Hi all. I'm trying to render a logo floating above a checkered plane
> with a cast shadow in 3.0 PC. However, the logo's shadow renders as
> solid black - none of the checks show through the shadow.
Try going into Action and editing the Ambient Light settings in the
Globals actor bar.
See Ya -
Roger
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@node IML-547 " MSG-547 Subject: Re: Imagine w/BatB and JPark..."
Subject: Re: Imagine w/BatB and JPark...
Date: Fri, 20 May 1994 21:14:32 -0700 (PDT)
From: videoman@netcom.com
> Are you sure about this? I knew that Lightwave was used for
> the anim previews on JP, but I was under the impression that Disney
> pretty much uses SGIs in most of their work... And, if they did use
> Imagine I'm pretty positive they never rendered with it...
> Where did you hear the above info? I'd be curious to get my
> hands on some of it...
Disney DOES use and have Amiga's Hey they even wrote software for the
amiga. I saw some news footage with B&B and saw that it was an amiga that
they did some of the layout on. But I was looking at the box's and the
hardware, I can't recall if it was lightwave or Imagine. However the more
i ponder it the more I think it was Imagine. What I do know FOR SURE. is
they do use Amiga's. and given the time they were working on it I'm sure
Imagine was on there Amiga's.
-== When Dreams Become Reality ==- Illumine & Illuminati videoman@netcom.com
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@node IML-548 " MSG-548 Subject: Imagine 3 for AmigaFormat readers ?"
Subject: Imagine 3 for AmigaFormat readers ?
Date: Sat, 21 May 94 12:31:58 HKT
From: csmike@cs.ust.hk (Wong Kin Ming)
Hi all lucky Imagine 3 users,
Since I don't know a good way to contact Impulse people, I think here's a good p
lace for me to seek help. Are there any other guys ordered the AmiagFormat Imag
ine upgrade and have received the package ? I paid the upgrade in last Christms
around 6 months ago, and what I have received so far is a pack of Imagine 2.9 a
nd some papers which I cannot start animating with.
I hope if Impulse peeople see thhis message, please help me to check if my order
will ever be delivered. I am wondering if such deal is legal or not ..... adve
rtize an upgrade is available, and made you pay, and then let you wait for 6 mon
ths. Anyway, I just want to know when or if I will receive the Imagine 3.0.
Desparate Imagine newcomer.
Mike.
Hong Kong.
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@endnode
@node IML-549 " MSG-549 Subject: Frame animations too jerky?"
Subject: Frame animations too jerky?
Date: Fri, 20 May 94 22:26:30 PDT
From: DonD@cup.portal.com
>frame animations look too jerky and unprofessional.
I was just single-framing through my favorite cartoon (Animaniacs! Weekdays
at 4:00 on Fox, higjly recommended) and noticed for the first time that it's
6 frames per second! Why do my Imagine animations look jerky at 15 FPS if
Saturday morning cartoons are half that fast? What's the secret?
Don DeCosta |The nice thing about sanity is| VM/Nomad2
DonD@cup.portal.com |you can lose it more than once| Amiga/Imagine
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@node IML-550 " MSG-550 Subject: TO Margaret Copeland.."
Subject: TO Margaret Copeland..
Date: Sat, 21 May 1994 09:50:22 +0300 (EET DST)
From: Foivos Kourendas <foivos@theseas.ntua.gr>
Mrs Margaret Copeland,
I really appriciate that you have mailed me to my previous questiona
about Humanoid / Morphibg Cycle Objects in Imagine ..BUT...I don't think you
have understood the point of my Mail .
You have described me your machine and the Humanoid package in general..
You haven't answered me even to one of my questions . DON'T get me wrong . Those
infos are really good BUT..if I wanted to get general infos I would JUST stay
with the review that the AMIGA Computing has done to the package . I refered to
this Mailing List because I wanted to get MORE info about it . In conclusion
WHAT am I going to do the description of the package...WITHOUT knowing HOW to
reach the developer in order to buy the package .
I am looking forward hearing from you anwsering me the questions that I have as
ked . If you can't PLEASE AN IMAGINE MANIAC HELP.I would like to get MOREinfos a
bout the package . NOT just a description .I want to have my questions answered
.Is this to much to ask ?
Yours Sincerely,
Foivos
foivos@phgasos.ntua.gr
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@endnode
@node IML-551 " MSG-551 Subject: RE:Frame animations too jerky"
Subject: RE:Frame animations too jerky
Date: Sat, 21 May 1994 10:20:55 +0300 (EET DST)
From: Foivos Kourendas <foivos@theseas.ntua.gr>
Mr Don DeCosta,
The secret to this difference is that the cartoons use so little colors
between the frames .On the other hand your animations through imagine are in
full colour 24 Bit format (At least the original one) .Besides that if you want
your animatins to be more smooth ...you will have to use STABLE camera .If you
use a lot of camera movements in a scene then your animaton is likely to be
jurky (This is because of the compression that ANIM5 format uses) .This is
because this format saves the difference between the frames and it needs some
time for your computer to decompress it again and so you the original animation
There are ways thogh to solve your problems .First of all the less
colour and less resolution the speediest your animation would be .If you CAN'T
make this (LIKE I DON'T)...there is a program called VT in conjuction with
Make ANIM7 .I really don't know where you could find them in aminet(SORRY)
The ANIM7 format is MUCH more speedier than ANIM5 BUT your animation will be
larger(because it uses less comprassion)..I guess you can't have'em all.It is
either speed or disk space
Yours sincerely,
Foivos
foivos@phgasos.ntua.gr
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@endnode
@node IML-552 " MSG-552 Subject: Re: Oldest?"
Subject: Re: Oldest?
Date: Sat, 21 May 1994 00:55:28 -0700 (PDT)
From: Gerard Menendez <gpm@netcom.com>
On Fri, 20 May 1994, Lesk wrote:
> >> > Who's the oldest person on this list? I'm not, I'm sure... I'm just 26.
> >> ...and I'm 21.5 :)
> >Well, I am only 18. <G>
> mmm ahhh mmmmm I forgot, Martha! Martha! wars those dang founded teeth
> anyway!....
> 36 and wondering where all those pretty girls I used to know went.....
I'm 32 and have used Impulse products since Turbo Silver. I have been
paid for a few things but am most accurately described as a hobbiest.
But Mischa doesn't care.
Gerard
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@endnode
@node IML-553 " MSG-553 Subject: Re: Frame animations too jerky?"
Subject: Re: Frame animations too jerky?
Date: Sat, 21 May 94 02:55:20
From: djm2@isis.msstate.edu@ra.msstate.edu (Dan Murrell Jr.)
DonD said on May 20 :
> I was just single-framing through my favorite cartoon (Animaniacs! Weekdays
> at 4:00 on Fox, higjly recommended) and noticed for the first time that it's
> 6 frames per second! Why do my Imagine animations look jerky at 15 FPS if
> Saturday morning cartoons are half that fast? What's the secret?
Whoah! It's that low? Hmm, I would venture to say that one major reason
they can get away with a lower frame count is the simulated motion blurring,
and similar effects. Like, if a character swings his head around quickly,
it should have a couple frames where his face is reeealy wide-- stretched
out. Same for fast moving legs.
Eric Scwartz used that a lot too, if you remember.
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@endnode
@node IML-554 " MSG-554 Subject: AdPro Transitions"
Subject: AdPro Transitions
Date: Sat, 21 May 94 04:01:26 EST
From: mtucibat@cris.com (Mike Tucibat)
I.M.L.
On 5-20, Dale Rogers asked:
: Let's say I have created 700 frames to be used as animation. We'll
: call the collections of those separate frames (not in anim format)
: anim1. I also have about 5 seconds of digitized video; also in
: separate frames. Now I want to do a diagonal wipe (or any other
: DVE effect) that lasts about 1 second between anim1 and the video
: clip. So that means I want to start the wipe at frame 670 of
: anim1 (assuming 30fps), and when I finish I be at frame 30 of the
: video clip. As the wipe moves accross the screen it is acting on
: a separate pair of images.
: frames 550 51 52 53...670 71 72 73 74 75 ... 700 anim1
: |<-------------------->|
: transistion
: 1 2 3 4 5 6 7 8 9... to end of video clip
: Will ProControl let me do this easily? I could write an arrexx
: script to do it, but it would take time. I'd rather spend the
: time designing the video, not the tools to create it.
============================
Hi Dale!
Yes. If AdPro and ARexx can do it, ProControl will let you do it
easier. It controls AdPro by generating ARexx scripts, which you
can save for later use. I've done some pretty complex stuff with
multiple scripts and multiple levels of nesting.
It can utilize all the AdPro Loaders, Savers, and Operators in all
combinations, and you could even perform the above example with anims
instead of single frames.
A simple one I did recently was between stills of river scenery, and
used an outwardly spreading ripple effect on pic 1 with pic 2 fading in
as the ripples spread to the edge of the pic.
It's a commercial product, written by Doug Crane, and published by
ASDG. It's available from ASDG directly and through mail order. I
haven't used FRED since I got it. Never could figure FRED out anyway.
-mike tucibat
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@endnode
@node IML-555 " MSG-555 Subject: TO Mark Decker"
Subject: TO Mark Decker
Date: Sat, 21 May 1994 11:32:15 +0300 (EET DST)
From: Foivos Kourendas <foivos@theseas.ntua.gr>
Mr Mark,
I have readed a mail of another Imagine's Mailing List's user to thank
you about some bones lessions (I guess a mail or mails) . I am just a new to
that incredible Mailing List and I haven't read them .
I have already ordered an AMIGA dealer in my country to buy Imagine 3.0
for me from England . Such a case ..and considering that this will take some
time to go (And the fact that I have heard that Impulse hasn't done a great job
with the manual)...I would like (if this is possiblle) to forward me those
"lessons" . I really would like to be ready after the package arrives to get it
up and running without to loose VALUEABLE time..by starting from the beginning.
I guess that there is going to be a learning time till I have Imagine3.0 in my
hands .
I am looking forward reading your lessons ( I wish you are a good
teacher...;^)
Thank you in advance,
________
/ ' _
,-/-, o \ _ _ (
(_/ <___\/ (_)_)
foivos@phgasos.ntua.gr
P.S.:I have tried to mail you personaly to "mark.decker@segaca.com" BUT my
system says it's an unknown host.Is the above adress valid?
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@endnode
@node IML-556 " MSG-556 Subject: Re: Oldest?"
Subject: Re: Oldest?
Date: Sat, 21 May 1994 02:46:49 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> What a depressing thread! I never think of myself as old, but I guess at 34 I
> am...
Well George, I'm not to far behind you, I'm 32. And yes it does seem a
bit depressing...hehehe
=RRW=
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@endnode
@node IML-557 " MSG-557 Subject: Re: Oldest? Dupes? Wasted Bandwidth"
Subject: Re: Oldest? Dupes? Wasted Bandwidth
Date: Sat, 21 May 94 07:20:54 PDT
From: DrGandalf@cup.portal.com
>> Who's the oldest person on this list? I'm not, I'm sure... I'm just 26.
>Could be me...I'm pushing the big 31.
>- Chris
Geez, you younglings sure do like to waste bandwidth. First, a whole
slew of "Gee I got a lot of dupes, did you?" messages, and now a bunch of
"How old are you?" messages. At least if you are going to send such a
message, put a little bit of Imagine related data in there *somewhere*.
Ob-Imagine:
In Lightwave, I can generate an Alpha-channel image at the same time I
generate the rendering. This is very handy for doing compositing with
ADPro, etc, to overlay the animation over previously rendered images or
over video frames. Is this feature available in Imagine 3.0?
<ELF> - Eric J Fleischer,MD - Dr Gandalf
DrGandalf@cup.portal.com
1.3 E +09 seconds old, and still counting
(41+ years, to save your calculator)
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@endnode
@node IML-558 " MSG-558 Subject: 3.0 FONTS"
Subject: 3.0 FONTS
Date: Sat, 21 May 1994 11:12:39 -0400 (EDT)
From: Kenny Carlson <ind00028@pegasus.cc.ucf.edu>
I've been using the Amiga FP version of 3.0 for two-weeks now and have
been mostly satisfied with the improvements in all areas except one...
WHAT HAPPENED TO THE ADD FONT OBJECT OPTION (detail-editor) ???
Yes, I realize that the option is still there in the detail editor but it
doesn't seem to function. Anytime I try to load either a standard Amiga
font or a Compugraphic scalable font Imagine displays a requester that
says "Blank Image - No object Created". This procedure used to work
under 2.0. I did notice some problems under 2.9, but was hoping they
would be fixed in 3.0.
I know that the Spline Editor allows the importation of PostScript
fonts... That's nice, but I don't have any PS fonts.
My only solution so far is to import IFF brushes of pre-made text and
extrude them :(
If someone can tell me what I'm doing wrong -or- tell me where I can get
PostScript fonts for the Amiga I will buy the assets of Commodore (HA!).
---------------------------------------------------------------------------
| K E N N Y C A R L S O N | |
| University of Central Florida | "This is not a secret code" |
| Orlando, Florida USA | |
---------------------------------------------------------------------------
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@endnode
@node IML-559 " MSG-559 Subject: Lightwave Standalone"
Subject: Lightwave Standalone
Date: Sat, 21 May 1994 12:13:50 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
Someone just reported that NewTek stated they were releasing a
stand-alone version of lightwave at a retail price of 695$.
Can anyone confirm this? The price sounds to low to be true.
Jason K.
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@endnode
@node IML-560 " MSG-560 Subject: Movie credits (fwd)"
Subject: Movie credits (fwd)
Date: Sat, 21 May 1994 10:06:41 -0700 (MST)
From: Christopher Barger <cbarger@indirect.com>
>If they could render with Excel macros, they'd do that, too.
My rendering times are killing me. Can you share your Excel macro
rendering trick with us ? (nudge, nudge....wink, wink)
>Your Keds do not make you run faster or jump higher.
You're absolutely correct. It was PF Flyers that let you run faster &
jump higher, I know 'cause I had a pair! (I may be showing my age here...)
Back to our topic... I'm fairly new to Imagining and I'm doing some
space flying logos. Can anyone point me to some good fonts for this task ?
PD or shareware would be preferred.
Thanks in advance...
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@endnode
@node IML-561 " MSG-561 Subject: Re: Lightwave Standalone"
Subject: Re: Lightwave Standalone
Date: Sat, 21 May 1994 10:33:32 -0700
From: Tim Salazar <grover@cyber.net>
Yep, the fax from NewTek is sitting on my Dealer's desk.
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@endnode
@node IML-562 " MSG-562 Subject: Re: Lightwave Standalone"
Subject: Re: Lightwave Standalone
Date: Sat, 21 May 94 10:49:09 PDT
From: Harv@cup.portal.com
>Someone just reported that NewTek stated they were releasing a
>stand-alone version of lightwave at a retail price of 695$.
>Can anyone confirm this? The price sounds to low to be true.
>Jason K.
I heard the same from Jim Plant (avid@cup.portal.com) Publisher
of Video Toaster User magazine on Portal last night. He said
all Toaster dealers had been FAXed that info a day or two
ago.
Sounds like confirmation to me :)
harv@cup.portal.com
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@endnode
@node IML-563 " MSG-563 Subject: Imagine PC free with book?"
Subject: Imagine PC free with book?
Date: Sat, 21 May 94 10:01:55 -0700
From: pringle@holly.cuug.ab.ca (Greg Pringle)
Hi, thought I'd post this in case anyone was interested.
Sounds like an incredible deal.. I wonder what the catch is?
Greg
*****
Newsgroups: comp.graphics,comp.graphics.raytracing,alt.3d
Subject: "3D Modeling Lab" Book & Imagine Modeling SW
Date: 20 May 1994 16:40:51 GMT
Organization: Tektronix, Inc.
Lines: 45
Sender: keithr@tekig7 (Keith D Rule;627-4338;47-622;tekig5.PEN)
Distribution: world
Message-ID: <2rip6j$4dh@tekadm1.cse.tek.com>
NNTP-Posting-Host: lucy1.cse.tek.com
I was wandering through Powell's Technical Bookstore
in Portland OR (Email: `Ping@Technical.Powells.Portland.OR.US'),
and found "3D Modeling Lab", by Philip Shaddock, ISBN 1-878739-52-2.
This book has two IBM PC disks in it. These disks contain the Impluse Imagine
3D Modeler, and Picture Man for Windows (which is a shareware
image processing program).
Here is the TOC:
Part 1 -
Chapter 1 - Learing to See in 3D
Chapter 2 - Cross-sectional Modeling
Chapter 3 - Shading Surfaces
Chapter 4 - Applying Textures to Surfaces
Chapter 5 - Lighting Surfaces
Chapter 6 - Building Photorealistic Objects
Chapter 7 - Staging and Rendering Scenes
Chapter 8 - Creating Maps and Processing Images
Part 2 -
Chapter 9 - Modeling Workshop
Chapter 10- Animation Workshop
Appendixes -
Appendix a- Tutorial on Imagine
Appendix b- Resources: Books, Magazines, and Software
Appendix c- Mike Miller's Train
Appendix d- The Plans for Alan Henry's Bee
Appendix e- Glossary
This books seems to be a very good value. However, it only walks you
through the creation of one moderatly complex object (a ceiling
fan in chapter 9). Though it does have alot of good information
that will help you create your own models.
List price for the Book and SW is $39.95. I paid $34.95 at
Powell's.
Keith
*****
+----------------------------+--------------------------------------------+
| Greg Pringle | |
| pringle@holly.cuug.ab.ca | "Better dead than smeg" |
| greg_pringle@mtroyal.ab.ca | |
+----------------------------+--------------------------------------------+
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@node IML-564 " MSG-564 Subject: Lightwave or Imagine"
Subject: Lightwave or Imagine
Date: Sat, 21 May 1994 15:42:28 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
Hmm. Lightwave for 700$ or Imagine for 700$. I must admit that if
I were starting out from scratch and had to choose, it would be the
former. I really didn't expect to see Lightwave for under 1000$.
Jason K.
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@endnode
@node IML-565 " MSG-565 Subject: Re: Cast Shadows"
Subject: Re: Cast Shadows
Date: Sat, 21 May 94 09:02:00 +0200
From: dsan@cindy.ct.se (Dan Santos)
In a message of 20 May 94 Fraser Goodmurphy wrote to me:
FG> From fraser.goodmurphy@ONLINESYS.COM (Fraser Goodmurphy) To
FG> imagine@email.sp.paramax.com
FG> Hi all. I'm trying to render a logo floating above a checkered plane
FG> with a cast shadow in 3.0 PC. However, the logo's shadow renders as
FG> solid black - none of the checks show through the shadow.
FG> I have a key light above and to the left of the camera with 255,255,255
FG> intensity and a fill light below and to the right with half the
FG> intensity. Have I got the intensity or placement of one or both of the
FG> lights wrong? Or do I need to alter the attributes of the logo or the
FG> plane (e.g., hardness)?
Try increasing ambient light a little. Your present scene-setup should be
enough though...maybe your fill light is too low, try placing it way up
instead.
/Dan (dsan@cindy.ct.se)
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@endnode
@node IML-566 " MSG-566 Subject: Re: Imagine PC free with book?"
Subject: Re: Imagine PC free with book?
Date: Sat, 21 May 1994 16:32:23 -0700
From: Tim Salazar <grover@cyber.net>
BTW, this is Imagine 2.0 for the PC. You can upgrade to 3.0 for $300 direct
from Impulse.
The book is well written and is a good start for $39.95. I found it in
Crown Books (Super Crown that is).
>Keith wrote:
>I was wandering through Powell's Technical Bookstore
> in Portland OR (Email: `Ping@Technical.Powells.Portland.OR.US'),
> in Portland OR (Email: `Ping@Technical.Powells.Portland.OR.US'),
> This book has two IBM PC disks in it. These disks contain the Impluse Imagine
> 3D Modeler, and Picture Man for Windows (which is a shareware
> image processing program).
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@endnode
@node IML-567 " MSG-567 Subject: Imagine 3.0 Fonts"
Subject: Imagine 3.0 Fonts
Date: Sat, 21 May 94 11:20:11
From: "Richard Willkomm" <richard@hell.hacktic.nl>
Hello Fellow Rayers.
I found something strange when I tried to add a font object in
Imagine 3.0. I doesn't work. I get a blank object error.
What's happenin ?????
Doesn't I work with CG fonts ???
Doesn't it work with bitmap ???
Does it work with PS ???
Greetings
**********************************************************************
* | Richard Willkomm ----- The Ray Freak----- *
* | -- *
* ######## #### | A500/GVP-HD+/030-33/882-50/9Mb/213MB -- *
* # # # | Gfx Co-Sysop The Hell BBS The Hague Holland *
* # ## ### | +31-70-3468783 -- *
* # # # | e-mail : richard@hell.hacktic.nl -- -- *
* # # # | NLA_net: 14:101/103.2 -- -- *
* | AMY_net: 39:153/108.2 --- *
* | *
* | The Amiga isn't dead yet....Stay tuned..... *
**********************************************************************
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@endnode
@node IML-568 " MSG-568 Subject: Re: 3.0 FONTS"
Subject: Re: 3.0 FONTS
Date: Sun, 22 May 1994 14:02:12 +0200
From: christian boetker ho/j <cbho91@control.auc.dk>
> I've been using the Amiga FP version of 3.0 for two-weeks now and have
> been mostly satisfied with the improvements in all areas except one...
> WHAT HAPPENED TO THE ADD FONT OBJECT OPTION (detail-editor) ???
> Yes, I realize that the option is still there in the detail editor but it
> doesn't seem to function. Anytime I try to load either a standard Amiga
> font or a Compugraphic scalable font Imagine displays a requester that
> says "Blank Image - No object Created". This procedure used to work
> under 2.0. I did notice some problems under 2.9, but was hoping they
> would be fixed in 3.0.
> I know that the Spline Editor allows the importation of PostScript
> fonts... That's nice, but I don't have any PS fonts.
> My only solution so far is to import IFF brushes of pre-made text and
> extrude them :(
> If someone can tell me what I'm doing wrong -or- tell me where I can get
> PostScript fonts for the Amiga I will buy the assets of Commodore (HA!).
I can help you to find a lot of Postscript Fonts. On Aminet you'll find a
series of files named AT1Fonts-xx.lha
These files contain hundreds of PS fonts. There is an index file for the files
with a description of all the fonts. It is called AT1Fonts-INDEX.lha
Hope this help you a bit
Regards,
Christian Hoj
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@endnode
@node IML-569 " MSG-569 Subject: Re: Oldest?"
Subject: Re: Oldest?
Date: Sun, 22 May 1994 23:22:09 +1000 (EST)
From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
On Fri, 20 May 1994, Chris L. Everett wrote:
> > Who's the oldest person on this list? I'm not, I'm sure... I'm just 26.
Well, I had to have my say. :-)
I'm 24, but right now my back is hurting and I feel 60!
nvukovlj@extro.ucc.su.oz.au
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@node IML-570 " MSG-570 Subject: Re: Oldest?"
Subject: Re: Oldest?
Date: Sun, 22 May 1994 09:32:01 -0400 (EDT)
From: Mike Bandy <bandy@aplcomm.jhuapl.edu>
On Fri, 20 May 1994, David Monachello wrote:
> I was waiting until someone was close to my age. I'm 36
It's my 38th birthday today, and I'm going to spend it playing with Forge
(is that some cool stuff or what!), Imagine 3.0 (can someone send me that
bones tutorial that was posted to the IML, the manual's demo sucks) and
drinking beer.
Mike 'I know PDP-8 assembler' Bandy
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@node IML-571 " MSG-571 Subject: Why PAR and not DBC32 ?"
Subject: Why PAR and not DBC32 ?
Date: Sun, 22 May 1994 20:32:27 +0200
From: Hannes Heckner <hecknerh@informatik.tu-muenchen.de>
I first want to apologize for not relating directly to imagine but...
I wonder why everyone "has" or "speaks" of the DPS PAR but noone
talks about the DBC32. Is there something about the DBC32 I should
know about ?
Help needed
Hannes
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@node IML-572 " MSG-572 Subject: Re: Set Transition Frames"
Subject: Re: Set Transition Frames
Date: Sun, 22 May 1994 12:16:04 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> Is it me, or has the "SET TRANSITION FRAMES" command disappeard from
> Imagine 3.0/Amiga? I cannot find it in the Action editor under the Add
> Actor subcommand, where it typically was.
> Has this been moved somewhere else? HELP!
yes, it is gone. Im not sure if there is a way to get it to come back,
don't think so..I geuss we are suppose to use STATES and BONES instead,
but Im not to sure this is a good idea to have taken it out...you can
still use it with lights and globals..I find this a bit disturbing myself
as I used the transitions to do almost all of my difficult movement and
or morphing..and now that I have found out that you can't get STATES to
keep the different texture seting on the seperate objects with in it. It
is going to be impossible to make texture changes....during an animation,
say like using the waves texture..I can't believe this, there must be
another way, I just haven't had time to try it out much..can some one else
help Andrew out?...I have seen no replies to his question and it kind of
worries me a bit...then agian I may have missed any replies. If not I'll
have to find time to go and test it out myself, which might not be for a
couple of days...
=RRW=
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@endnode
@node IML-573 " MSG-573 Subject: Oldest?"
Subject: Oldest?
Date: Sun, 22 May 1994 16:10:59 -0400 (EDT)
From: CHIRON1@delphi.com
(Sigh!) How 'bout 41?
Did I win anything?
***** Paul *****
Since life goes on, you might as well get on with it!
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@endnode
@node IML-574 " MSG-574 Subject: Re: Oldest?"
Subject: Re: Oldest?
Date: Sun, 22 May 94 13:18:37 PDT
From: ua197@freenet.victoria.bc.ca (Christopher Stewart)
>36 and wondering where all those pretty girls I used to know went.....
They got married, had a couple of children and are now divorced and
bitter. Better find some new pretty girls.....
A,hem.... on topic for a moment. I'm shopping for a scanner to pull
imagery into Imagine for mapping and extrusion. Any suggestions? I have an
IV24 hooked to a Hi8 camcorder which is fine for mapping but need higher
resolution for extrusion.
Christopher
"I wish there was a knob on the TV ua197@freenet.victoria.bc.ca
to turn up the intelligence. cs833@cleveland.freenet.edu
There's a knob called `brightness',
but it doesn't work." -- Gallagher Join the Animation Sig!
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@endnode
@node IML-575 " MSG-575 Subject: Re: my comments and a question (was RE:enough already)"
Subject: Re: my comments and a question (was RE:enough already)
Date: Sun, 22 May 94 13:06:18 PDT
From: ua197@freenet.victoria.bc.ca (Christopher Stewart)
>There have been several posts in the past from people who use Imagine to
>make money, including me. I'm sure there are others who are just lurking
>or not connected to the net. If making money is not considered a 'high
>level situation', well I'm using it to create instructional videos here at
>UCSD. Imagine is a powerful program in the hands of a user who's willing
>(or able) to devote lots of time. Sure there are other programs that are
>more productive, faster, or more efficient, but they generally cost a lot
>more. IMHO, Imagine is worth the money I paid, especially now that 3.0 is
>here.
I'm another "lurker" that makes money using Imagine. I generate
logos, make custom DVE's for music videos (demos), animate maps for
tourism pieces and am going to be working with native artists to bring
their totem animals to life (If Impulse decides to send me my 3.0, I'll
need bones for the piece). Imagine may not be the best software out there
but it provides the best bang for the buck on the PC and Amiga. Ray Dream
Designer does the same on the Mac. ALL software is limited in one form or
another but Imagine, once you climb that rather steep learning curve (made
no easier by the so-so interface), is reliable, powerful software. If you
need speed for a big project, lease a couple of stripped down IBM's (who
needs a good graphic card for a render slave) and purchase the PC version
of Imagine. It's a bit manual but it'll get the job done, within budget.
Christopher
"I wish there was a knob on the TV ua197@freenet.victoria.bc.ca
to turn up the intelligence. cs833@cleveland.freenet.edu
There's a knob called `brightness',
but it doesn't work." -- Gallagher Join the Animation Sig!
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@endnode
@node IML-576 " MSG-576 Subject: Re: Imagine 3 for AmigaFormat readers ?"
Subject: Re: Imagine 3 for AmigaFormat readers ?
Date: Sun, 22 May 94 13:23:50 PDT
From: ua197@freenet.victoria.bc.ca (Christopher Stewart)
>Hi all lucky Imagine 3 users,
>Since I don't know a good way to contact Impulse people, I think here's a good
place for me to seek help. Are there any other guys ordered the AmiagFormat Ima
gine upgrade and have received the package ? I paid the upgrade in last Christm
s around 6 mont
hs ago, and what I have received so far is a pack of Imagine 2.9 and some papers
which I cannot start animating with.
>I hope if Impulse peeople see thhis message, please help me to check if my orde
r will ever be delivered. I am wondering if such deal is legal or not ..... adv
ertize an upgrade is available, and made you pay, and then let you wait for 6 mo
nths. Anyway,
I just want to know when or if I will receive the Imagine 3.0.
>Desparate Imagine newcomer.
>Mike.
>Hong Kong.
Best to call them. I'm in the same situation up here. Everyone else
has recieved 3.0 except me (in Canada). I'm gonna call on Monday. The
number's in the manual (you can't use the 1-800, btw).
Christopher
"I wish there was a knob on the TV ua197@freenet.victoria.bc.ca
to turn up the intelligence. cs833@cleveland.freenet.edu
There's a knob called `brightness',
but it doesn't work." -- Gallagher Join the Animation Sig!
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@endnode
@node IML-577 " MSG-577 Subject: 3.0 RayTrace Problems"
Subject: 3.0 RayTrace Problems
Date: Sun, 22 May 1994 16:15:15 -0400 (EDT)
From: Kenny Carlson <ind00028@pegasus.cc.ucf.edu>
First, I would like to thank the people who responded to my earlier
font problem queries. However, I have a completely new and improved problem
involving system lock-ups/crashes when rendering (scanline & raytrace) using
the Amiga FP version of IMAGINE 3.0.
The problem seems to appear when glass objects are used. Once
IMAGINE reaches the point where it should render a glass object the
program fails miserably. This problem appears to be periodic in nature.
Does anyone have a clue what's going on???
BACKGROUND INFO: I'm rendering on an Amiga 3000 (WB 2.1) with 10MB of RAM.
---------------------------------------------------------------------------
| K E N N Y C A R L S O N | |
| University of Central Florida | "This is not a secret code" |
| Orlando, Florida USA | |
---------------------------------------------------------------------------
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@endnode
@node IML-578 " MSG-578 Subject: Re: Imagine PC free with book?"
Subject: Re: Imagine PC free with book?
Date: Sun, 22 May 94 13:40:54 PDT
From: ua197@freenet.victoria.bc.ca (Christopher Stewart)
> This book has two IBM PC disks in it. These disks contain the Impluse Imagine
> 3D Modeler, and Picture Man for Windows (which is a shareware
> image processing program).
Greg, any idea which version of Imagine is on the disk? I've been
eyeing PC's for render-farming.....
"I wish there was a knob on the TV ua197@freenet.victoria.bc.ca
to turn up the intelligence. cs833@cleveland.freenet.edu
There's a knob called `brightness',
but it doesn't work." -- Gallagher Join the Animation Sig!
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@endnode
@node IML-579 " MSG-579 Subject: Re: 3.0 FONTS"
Subject: Re: 3.0 FONTS
Date: Sun, 22 May 94 13:37:57 PDT
From: ua197@freenet.victoria.bc.ca (Christopher Stewart)
>I know that the Spline Editor allows the importation of PostScript
>fonts... That's nice, but I don't have any PS fonts.
>My only solution so far is to import IFF brushes of pre-made text and
>extrude them :(
>If someone can tell me what I'm doing wrong -or- tell me where I can get
>PostScript fonts for the Amiga I will buy the assets of Commodore (HA!).
Get a CDRom or access to a machine that has one. Get Typesmith or
something else that will convert fonts (I use Pro Page). There are LOTS of
Postscript font collections on CDRom for dirt cheap. I preview them on a
Mac and write the ones I need to a IBMPC disk for transport to the Amiga.
Using this method I have access to over 500 fonts (my roomate collects
them) and a minimum of hassles. Be sure to write them as an IBM type 1
font as Imagine recognises no others.
Christopher
"I wish there was a knob on the TV ua197@freenet.victoria.bc.ca
to turn up the intelligence. cs833@cleveland.freenet.edu
There's a knob called `brightness',
but it doesn't work." -- Gallagher Join the Animation Sig!
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@endnode
@node IML-580 " MSG-580 Subject: Re: Imagine PC free with book?"
Subject: Re: Imagine PC free with book?
Date: Sun, 22 May 1994 16:11:15 -0500 (CDT)
From: Cliff Lee <cel@tenet.edu>
On Sat, 21 May 1994, Greg Pringle wrote:
> This book has two IBM PC disks in it. These disks contain the Impluse Imagine
> 3D Modeler, and Picture Man for Windows (which is a shareware
> image processing program).
> List price for the Book and SW is $39.95. I paid $34.95 at
> Powell's.
It includes Imagine 2.0 PC. It also has a coupon to upgrade to 3.0 for
$300. And it is a good deal for DOS folks. What I want to know is if
Impulse is treating Imagine 2.0 PC as shareware? This seems to be
implied with the "registration" coupon in the book. Anybody know the
specifics here?
Cliff Lee cel@tenet.edu
"You can always make up a class,
You can never make up a party!"
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@endnode
@node IML-581 " MSG-581 Subject: Re: Oldest? Dupes? Wasted Bandwidth"
Subject: Re: Oldest? Dupes? Wasted Bandwidth
Date: Sun, 22 May 94 13:32:44 PDT
From: ua197@freenet.victoria.bc.ca (Christopher Stewart)
> In Lightwave, I can generate an Alpha-channel image at the same time I
>generate the rendering. This is very handy for doing compositing with
>ADPro, etc, to overlay the animation over previously rendered images or
>over video frames. Is this feature available in Imagine 3.0?
Nope. You have to eliminate all shading from the scene and re-render
the animation (pretty quickly, thank goodness) to use the resulting frames
as a mask. I've done it often and, while not terribly convienent, isn't
that bad if automated. Alpha channel support is high on my list of Imagine
upgrades if someone is still compiling a list.
I will say, however, that the surfacing tools for Imagine are
EXCELLENT for the hobbiest (of which I am not). Forge and Essence,
combined with Imagine seems to be impressing even the SGI people I know.
Too bad about the interface (Imagine, not Forge ;-).
Christopher
"I wish there was a knob on the TV ua197@freenet.victoria.bc.ca
to turn up the intelligence. cs833@cleveland.freenet.edu
There's a knob called `brightness',
but it doesn't work." -- Gallagher Join the Animation Sig!
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@endnode
@node IML-582 " MSG-582 Subject: Re: Amiga textures?"
Subject: Re: Amiga textures?
Date: Sun, 22 May 94 15:43:44
From: "Richard Willkomm" <richard@hell.hacktic.nl>
Roger Straub wrote in a Mail about "Re: Amiga textures?":
> On Wed, 18 May 1994, Andrew P. Vogel wrote:
> > Does anyone running Imagine 3.0 on the Amiga have the Caustics.ITX or
> > PurpHaze.ITX?
> > They're not on my disks, and I've heard them discussed here a lot.
> Not on my disks, either. I wonder.....
That's because they are Essence 3.0 textures as far as I know.
Greetings.
**********************************************************************
* | Richard Willkomm ----- The Ray Freak----- *
* | -- *
* ######## #### | A500/GVP-HD+/030-33/882-50/9Mb/213MB -- *
* # # # | Gfx Co-Sysop The Hell BBS The Hague Holland *
* # ## ### | +31-70-3468783 -- *
* # # # | e-mail : richard@hell.hacktic.nl -- -- *
* # # # | NLA_net: 14:101/103.2 -- -- *
* | AMY_net: 39:153/108.2 --- *
* | *
* | The Amiga isn't dead yet....Stay tuned..... *
**********************************************************************
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@endnode
@node IML-583 " MSG-583 Subject: Re: Oldest?"
Subject: Re: Oldest?
Date: Sun, 22 May 1994 18:27:57 -0500 (EST)
From: "JOSEPH F. HART" <VISHART@ubvms.cc.buffalo.edu>
Greetings...
I think I shall be 38 in September, but I forget. BTW,
could anyone tell me what time it is ? I had it written down,
but I forgot where I left the note.
___________________________________________________________________
| Internet: VISHART@ubvms.cc.buffalo.edu
Joe Hart | /// Plink: OSS542
Niagara Falls, NY | \\\/// Ham call: WA2SND
| \XX/ AMIGA - Computers for REAL MEN
===================================================================
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@endnode
@node IML-584 " MSG-584 Subject: Animation Schools"
Subject: Animation Schools
Date: Mon, 23 May 1994 09:05:19 +1000
From: p.charuk@nepean.uws.edu.au (Peter Charuk)
>Greetings everyone,
>I only know of one school in North America that has a program in
>computer animation: the Vancouver Film School. Does anyone know of
>others I could look into and how I can contact them? Or where to look
>for a list of such schools?
>Oh yeah, please Cc: replies to me personally, as I'll have to
>unsubscribe soon.
>Thanks,
>Earl Corbin
>ecorbin@indiana.edu
earl,
New York University has an animation dept.heavily into computers. An
excellent school.
Peter c.
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@endnode
@node IML-585 " MSG-585 Subject: Re: Oldest"
Subject: Re: Oldest
Date: Sun, 22 May 1994 16:19:57 PDT
From: qala@netcom.com
I'm still waiting to see someone close ... I'm 55.
Steve
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@endnode
@node IML-586 " MSG-586 Subject: Re: Set Transition Frames"
Subject: Re: Set Transition Frames
Date: Sun, 22 May 94 20:50:22 EDT
From: "Steve J. Lombardi" <stlombo@eos.acm.rpi.edu>
> > Is it me, or has the "SET TRANSITION FRAMES" command disappeard from
> > Imagine 3.0/Amiga? I cannot find it in the Action editor under the Add
> > Actor subcommand, where it typically was.
> > Has this been moved somewhere else? HELP!
> yes, it is gone. Im not sure if there is a way to get it to come back,
No, actually the ability to morph one object to another in theaction
editor is still there- You just don't need to set the transition frame
count. At first I also thought it was gone, but after trying things
out, the functionality is still there. try this.
1. make a simple states object with two states.
2. load it into the action editor from frame 1 to 1.
3. now add it again (or use the new cut/paste) from 2 through 10.
4. set the state at frame one to your first state. set 2 through 10
to your second state.
5. render.
morphing states objects with bones kicks ass.
steve lombardi
stlombo@acm.rpi.edu
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@endnode
@node IML-587 " MSG-587 Subject: Intro to IML"
Subject: Intro to IML
Date: Mon, 23 May 1994 11:52:17 +1000 (EST)
From: "" <williamp@triode.apana.org.au>
Hi Folks,I'm yet another,lurker on here,a second hand one since for until
recently I've been reading the IML as archives passed on by
friends(thanks Nik & Kev).
I've had Imagine since it first came out several years ago and could best
be described as a hobbyist who makes a bit of money on the side.
I'm still waiting for 3.0 to arrive like the rest of the aussies but have
had Forge for a week or two now.The only thing I'd like to see improved
in it is support for the display database,otherwise it gets a 9/10.
I've been reading comments about the bones feature,but what about other
new things in 3.0 like Depth Of Field and the fog and light textures?
Any Opinions on them?
Some of my models have been put up here in the past,once I figure
uploading out I'll put some of my newer renderings and models up for
inspection.
Oh,yeah,BTW I'm 34. :)
William John Porter
williamp@triode.apana.og.au
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@endnode
@node IML-588 " MSG-588 Subject: Glass in 3.0"
Subject: Glass in 3.0
Date: Mon, 23 May 1994 00:16:05 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
Someone mentioned crashing occuring during renders of glass objects in
3.0(amiga). I just did several test renders of glass objects in DETAIL
editor. No crashes at anytime. I tried both scanline & trace. I used
varying levels of transparency & different indexes of refraction too.
My system: A3000/25Mhz.
16 Megs FAST, 2 Megs CHIP
OS2.1(magic ROMs)
hoping for an 060 by summer's end
BTW, has anyone found the locations controling screen sizes yet?
Jason K.
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@endnode
@node IML-589 " MSG-589 Subject: FINALLY! CHANGING IMAGINES SCREEN SIZE."
Subject: FINALLY! CHANGING IMAGINES SCREEN SIZE.
Date: Mon, 23 May 94 1:04:38 EDT
From: "Steve J. Lombardi" <stlombo@eos.acm.rpi.edu>
Here are the locations to change in imagine 3.0 to run on a larger screen.
Since there is no version embedded, check your file size before maiking
this change. mine is 876412. of course you will want to back up your original
before screwing around.
There seem to be a few limitations here. If anyone can get around them, or
does not encounter them, let me know. for instance my horizontal
screen size must be 640, 700, or 760. straying from these values causes
bad redraws that skew to the left. vertically, I can only get 400
and 460 to work! BUMMER. 800x600 would be nice. anyway, here they are.
to change horizontal size:
edit location D063C 2BC will yield a 700 pixel wide screen. 2f8 will give
you 760.
to change vertical size:
edit location FDA9
Note that the value you put in here must be 1/4 of the number of pixels
you want. that is 100 decimal or 64 hex will give you a 400 pixel high screen
115 " " 73 " " " " " 460 " " "
130 82 520
I could not get values greater than 460 to work!
If anyone gets around this PLEASE POST. I'd really like to run closer
to 800X600. THANKS.
steve lombardi
stlombo@acm.rpi.edu
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@endnode
@node IML-590 " MSG-590 Subject: Amiga Font Problem"
Subject: Amiga Font Problem
Date: Mon, 23 May 1994 02:51:34 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
I too have encountered this font problem. When trying to add a font
in DETAIL editor, I get the following message:
Blank image - no object created
Whatever that means. Let's hope for a quick fix.
Jason K.
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@node IML-591 " MSG-591 Subject: Sorry Could Not Find Subject!"
Date: Mon, 23 May 94 08:32:28 BST
From: c9251116@zeus.hud.ac.uk (MR. R.L.COLLIER)
15? 16? My god, how come you lads have E-Mail? Must be at some pretty
flash school somewhere? I am 20 and we only got E-mail at Uni. In
fact we only got Internet access the other day!!!
I think I am studying at the wrong place...
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@node IML-592 " MSG-592 Subject: Set Transition Frames"
Subject: Set Transition Frames
Date: Mon, 23 May 94 00:31:02 EST
From: mtucibat@cris.com (Mike Tucibat)
On 5-22, Steve Lombardi wrote:
: No, actually the ability to morph one object to another in the action
: editor is still there- You just don't need to set the transition frame
: count. At first I also thought it was gone, but after trying things
: out, the functionality is still there.
Yeah, but you have to load your object in twice -- Once for the
transition frames, and then as the completed object. I want "Set
Transition Frames" back. :(
: morphing states objects with bones kicks ass.
Sure does! 8)
-mike tucibat
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@node IML-593 " MSG-593 Subject: Re: Imagine 3 for AmigaFormat readers ? "
Subject: Re: Imagine 3 for AmigaFormat readers ?
Date: Mon, 23 May 94 09:20:11 +0100
From: gowdy@d1.ph.gla.ac.uk
I got my copy on Saturday from Amiga Format. Not had much time to play
with it yet. Boy does it eat memory! I've only 2 left after
it runs. I guess I need more, luckly its my Birthday soon. A week on
Friday I'll be 23.
regards,
Stephen.
****************************************************************************
*Stephen J Gowdy *A4000/040* High Energy Physics Group, *
* *460 MB HD* Dept Of Physics & Astronomy, *
*DECNet: 20075::GOWDY *6MEG RAM!* University of Glasgow. *
*InterNet: GOWDY@v2.ph.gla.ac.uk*It moves!* Tel: +44 (0)41 339 8855 E:5894 *
****************************************************************************
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@endnode
@node IML-594 " MSG-594 Subject: Unresolved questions"
Subject: Unresolved questions
Date: Mon, 23 May 1994 10:26:46 GMT+1
From: TESI8@novell.dima.unige.it
Soren Wind (MTV flames, 7 April):
> I need some help, making flames in Imagine, i want to raytrace the
> Heart MTV uses in one of their commercials Any Ideas' ?
> > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >
Cliff Lee (Neon and Imagine, 12 April):
> Anyone have any examples of Neon light objects in Imagine that would
> work with Imagine 2.9PC? If its not alot of trouble, would you mind
> uuencoding me a small sample?
> > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >
Gabriele Scibilia (Attribs conversion):
> I'd like know how convert Amiga attributes to the PC "red shifted" ones
> > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >
/\ These are unresolved messages posted to the list in April:
|| I hope somebody will help Soren, Cliff and me !?!
\/
/\ T-H-A-N-X
|| ae(-_^)ue
\/ _ __ ___ ______Wizard signing off
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@endnode
@node IML-595 " MSG-595 Subject: re: Oldest"
Subject: re: Oldest
Date: Mon, 23 May 94 02:15:35 PDT
From: 23-May-1994 0413 <leimberger@marbls.enet.dec.com>
Drew wrote,
> Who's the oldest person on this list? I'm not, I'm sure... I'm just 26.
Well I'm pushing 48 this september. Imagine that!
// Bill Leimberger Nahsua NH.
Imagine 3.0 on an A4000 //
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@node IML-596 " MSG-596 Subject: Re: 3.0 FONTS"
Subject: Re: 3.0 FONTS
Date: Mon, 23 May 1994 12:09:35 +0200
From: christian boetker ho/j <cbho91@control.auc.dk>
> Do all of those fonts work with Imagine now? I DLed tons of fonts only to
> find that about 1/3 worked with 2.9. The SPLINE editor would not read all
> type1 fonts.
> Jason K.
I don't know if all PS fonts will work with Imagine. I have only tried a few wit
h Imagine 2.9
Christian Hoj
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@endnode
@node IML-597 " MSG-597 Subject: renamed from oldest to Scanner"
Subject: renamed from oldest to Scanner
Date: Mon, 23 May 94 03:04:04 PDT
From: 23-May-1994 0455 <leimberger@marbls.enet.dec.com>
Christopher,
> A,hem.... on topic for a moment. I'm shopping for a scanner to pull
>imagery into Imagine for mapping and extrusion. Any suggestions? I have an
>IV24 hooked to a Hi8 camcorder which is fine for mapping but need higher
>resolution for extrusion.
I use the Epson EC800-C to do all my scanning. It is directly supported by
ADPro and will do 800dpi. However it has the ability to do 1600 dpi using
the zoom mode. I've had great results both in creating bitmaps and
two color images for importing into Pixel 3D pro. However I need to use
Pixel 3D 2.0 on occasion because something broke in the Pro version.
The Scanner cost me about 1200.00(I got one of the very first one)
and prices have dropped a little. The software to allow ADPro to use
it was $200.00 . 2.5 of ADPro may support it on it's own but I can't
say for sure. While it is a lot of money it complements all the work
you do on the computer from DTP to DTV. It scans images at 24bits
bill
// Bill Leimberger Nashua NH.
guess I need a sig.
//
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@node IML-598 " MSG-598 Subject: Sorry Could Not Find Subject!"
Date: Mon, 23 May 94 12:55:01 BST
From: c9251116@zeus.hud.ac.uk (MR. R.L.COLLIER)
Heg guys, hows this for a sad Sig??????
**********************************************************
* _____ | Amiga 4000/30 *
* / / / | 2 M Chip 4 M Fast *
* /____/ . ___ / | *
* /\ / /__ | Huddersfield Uni *
* / \ / / / \ | West Yourkshire *
* / \__/\_/\____/ / . | England *
* | *
**********************************************************
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@endnode
@node IML-599 " MSG-599 Subject: Re: Imagine 3 for AmigaFormat readers ?"
Subject: Re: Imagine 3 for AmigaFormat readers ?
Date: Mon, 23 May 94 12:51:00 0BS
From: "Desplat, Jean C" <J.C.Desplat@sheffield-hallam.ac.uk>
> >Since I don't know a good way to contact Impulse people, I think here's a
> good place for me to seek help. Are there any other guys ordered the
> AmiagFormat Imagine upgrade and have received the package ? I paid the
> upgrade in last Christms around 6 mont
> hs ago, and what I have received so far is a pack of Imagine 2.9 and some
> papers which I cannot start animating with.
I just received my copy of Imagine3 on Saturday. This unexpected delay is
due to the fact that Impulse has sent all the Imagine3 ordered through the
Amiga Format offer to Future Publishing, which had to forward them to all
its customers. People who are living in the UK should thus receive it very
soon... and the others sometime next week.
Cheers
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@node IML-600 " MSG-600 Subject: Books??"
Subject: Books??
Date: Mon, 23 May 1994 13:21:17 +0000 (GMT)
From: J.N.A.Kerridge@exeter.ac.uk
Please could anyone tell me if their are any books for imagine 2.0
that I can buy. I am a beginner who got imagine2.0 free from amiga
format and I am enjoying the tutorials they give every month but I
would like to progress alot faster if possible.
Thankyou for any help you can give me.
James Kerridge (Bsc Phys at University of Exeter)
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@node IML-601 " MSG-601 Subject: Re: Set Transition Frames"
Subject: Re: Set Transition Frames
Date: Mon, 23 May 1994 23:48:05 +1000 (EST)
From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
On Sun, 22 May 1994, Steve J. Lombardi wrote:
> No, actually the ability to morph one object to another in theaction
> editor is still there- You just don't need to set the transition frame
> count. At first I also thought it was gone, but after trying things
> out, the functionality is still there. try this.
> 1. make a simple states object with two states.
> 2. load it into the action editor from frame 1 to 1.
> 3. now add it again (or use the new cut/paste) from 2 through 10.
> 4. set the state at frame one to your first state. set 2 through 10
> to your second state.
> 5. render.
Do you now have to use States to morph objects or not ?
I can't look this up anywhere since I STILL haven't received Imagine 3!
Come on Impulse! Australia is not another planet!
By the time Imagine arrives I'll be able to buy LW!
nvukovlj@extro.ucc.su.oz.au
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@node IML-602 " MSG-602 Subject: Wanted HELP for Cycle OBJs -Imagine's Maniacs recommended!-"
Subject: Wanted HELP for Cycle OBJs -Imagine's Maniacs recommended!-
Date: Mon, 23 May 1994 18:08:21 +0300 (EET DST)
From: Foivos Kourendas <foivos@theseas.ntua.gr>
To ALL Imagine fanatics,
I have lately made a cycle object that consists of a number of
smaller objects grouped together .Whenever I would like to MORPH a specific
object item of that Cycle group , I have to CREATE a new Cycle OBJ that has
the new specific item in the place of the old one -in order to morph
between them in the action editor (By morphing the whole Cyclegroup)-.
As you understand this is a little bit disk space hassle because I
have to use the same object twice . To those fanatics of this kind , IS
there another way to do so (preferable *IN* the Cycle editor) without
having to loose disk space for NO reason ??
I am looking forward hearing an Imagine's Maniac's solution
Yours sincerely,
________
/ ' _
,-/-, o \ _ _ (
(_/ <___\/ (_)_)
Email:foivos@phgasos.ntua.gr
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@node IML-603 " MSG-603 Subject: Re: Books??"
Subject: Re: Books??
Date: Mon, 23 May 1994 17:39:47 +0200
From: christian boetker ho/j <cbho91@control.auc.dk>
> Please could anyone tell me if their are any books for imagine 2.0
> that I can buy. I am a beginner who got imagine2.0 free from amiga
> format and I am enjoying the tutorials they give every month but I
> would like to progress alot faster if possible.
> Thankyou for any help you can give me.
Get the book 'Understanding Imagine 2.0' I have heard it is VERY good.
Regards,
Christian Hoj
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@endnode
@node IML-604 " MSG-604 Subject: Imagine Professional v 1.0 ? (& LW!)"
Subject: Imagine Professional v 1.0 ? (& LW!)
Date: Mon, 23 May 1994 09:12:18 -0700 (PDT)
From: Isaac Psycho Guajardo <psycho@shell.portal.com>
Some time ago I read from someone something that left me thinking ...
"Imagine doesn't do what the user expects, you have to tweek/turn/roll
to "maybe" get what you thought it was going to do at first ... that's
great for a hobby BUT in the proffesional (sp?) market time is money!"
Well Imagine has give me rewards on the income stand point, and if
you move on the known boundaries of the program it works flawlessly
but if you try to be Imagine-ative well most of the times i end up
with frustration (not a very good creativity boost) and a lot of lost
time. Imagine is a very good program - well beyond it's price, a lot
of power is intended in it, but, more and more i can't find the time
to unleash it - and this is NOT because of a learning curve, most if
not all of the problems that i have encounter have been validated as
bugs by Impulse and some still haven't been fixed for a long time.
When i found the new depth of field feature i was thrilled, my first
rendering - the "photography book" traditional image, three chess
pieces aligned in row at some distance with the middle one in perfect
focus and the front/back blurred because of a narrow DOF, that combined
with a proper new antialiasing settings - and - wide open mouth =8-)
BUT, then it came the animation a 90 frame "camera focusing" simulation
and what i expected was a steady image of three chess pieces with the
camera focusing from the first one to the last one in 60 frames and
then focusing to the middle one while widening the DOF so everything
would be in perfect focus ... result ?, the image bounces on 5 different
frames as if the camera where "hit" by something, it's not the settings,
i have checked them !!!, if i test for strange movement in the animation
within the stage editor preview, it's rock solid (as expected). Well,
overall it "seems" to do what i was expecting except for those 5 frames
which send everything to the trashcan and again FRUSTRATION.
I like Imagine and would stick to it if there is very soon a "proffesional"
version of it - the one that does what i expect whithin its features.
Lightwave unbundled its coming next month and i have been waiting for it
for a long long time (not a lightrave fan - tnx god !) and at the same
price of Imagine - will it kill Imagine as someone said on Usenet ? well,
i know for sure i'm not the only one that was waiting for a real "LW without
a Toaster so i'm stuck with Imagine" option (i'm one of those who beleived
in C= and bought their brand new A3000 technology to be left alone in less
than a year!). Mike i know you and your people have been working very very
hard to get us a great product to be used and abused with joy by us, i
would have waited for it a few more weeks (months) to get it right - not
a rushed out product, the feeling left in me after my first impressions
with 3.0 ... would you like to share your thoughts about this on the list?
Isaac Guajardo
"How old am i? i maybe younger than the Devil (31), but hell faster than him!"
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@node IML-605 " MSG-605 Subject: Re: Set Transition Frames"
Subject: Re: Set Transition Frames
Date: Mon, 23 May 94 16:57:07 EDT
From: "Steve J. Lombardi" <stlombo@eos.acm.rpi.edu>
> Do you now have to use States to morph objects or not ?
> I can't look this up anywhere since I STILL haven't received Imagine 3!
> Come on Impulse! Australia is not another planet!
No! It will morph simple objects, state objects, states with bones...
Of course the limitation of 'similar geometry' still exists. That is
the number of points and faces... must be the same in the source
and target objects. I think it would be a programming nightmare
to morph non-similar objects. Can any program do this??
steve lombardi
stlombo@acm.rpi.edu
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@endnode
@node IML-606 " MSG-606 Subject: DOF transitions (was Re: Imagine Pro)"
Subject: DOF transitions (was Re: Imagine Pro)
Date: Mon, 23 May 1994 12:36:55 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
On Mon, 23 May 1994, Isaac Psycho Guajardo wrote:
> BUT, then it came the animation a 90 frame "camera focusing" simulation
> and what i expected was a steady image of three chess pieces with the
> camera focusing from the first one to the last one in 60 frames and
> then focusing to the middle one while widening the DOF so everything
> would be in perfect focus ... result ?, the image bounces on 5 different
> frames as if the camera where "hit" by something, it's not the settings,
I experienced this same "hit" or "bump" in an animation I created this
weekend on the PAR. I just thought it was because I started the
transition half way through the animation, but maybe it is really a bug,
perhaps in the formulas used. Impulse, have you seen this DOF transition
bump? I would be happy to send you my project.
Ed Totman
etotman@gort.ucsd.edu
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@node IML-607 " MSG-607 Subject: Re: Set Transition Frames"
Subject: Re: Set Transition Frames
Date: Mon, 23 May 1994 19:31:39 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
I set up a test anim with two different sphere objects(no states).
The textures & other attributes morphed fine without the need
for setting transition frames.
Jason K
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@endnode
@node IML-608 " MSG-608 Subject: Re: Imagine Professional v 1.0 ? (& LW!)"
Subject: Re: Imagine Professional v 1.0 ? (& LW!)
Date: Mon, 23 May 1994 16:16:31 -0700 (PDT)
From: Isaac Psycho Guajardo <psycho@shell.portal.com>
Following is Mike response, i'm posting it with my comments to the IML
because i think is for the interest of all.
> Issac,
> My only comment, is this.
> You comments are too vague, what make something "professional" and do you
> think that LW or any other program is that much better. I have them all, I
> think that you comment is something akin to the grass is greener over there.
> If you can be specific as to what constitues a pro version we would be
> glad to make it for you, you will however have to pay for it, is that another
> $100.00 or is $1000.00 OK.
> Of utmost importance is that you be specific, we can not fix
> generalities, a note of a bug is one thing, but tell us truly what you expect.
> This will help./
To me a product intended for the professional market has to have, first a
complete set of manuals, that is a "getting started" for the novice user, a
"users manual" like the one we have that goes explaining all the features
of the application in a guide-trough format, all menus and their items
with some examples or tutorials, and, a full "reference manual" the one without
the chat, just hard core information on each and everyone of the features in
full detail, this one would eliminate much of the guess work. i'm not prying
for all the answers, that would be impossible - nor tips/hints, that would
be for the users manual (as we have now, whith some excelent tips !), next
the application would perform as the documentation states, if the docs say
"... with this you can make a glass behaved object ..." and i make a glass
object it would behave as one, even if there are stars in the background or
reflective objects behind or fog objects in between. I know that there have
to be bugs in a program of this complexity and maybe limited implementations
of some features due of time constrains or priorities, but at least put a
read-me doc explaining what to expect with those, not leave them to the user
to find them and then start complaining about this and that bug, and there
fore taking valuabale time from both the user and Impulse. Last, the program
must have a version number with revisions aka v 3.1 with all the implications
of it, not just as a beauty mark (I know about the new automatic update
offer, don't know if it would know carry revs). Mike, please don't take
this as a complain or whinning (sp?) or a class of how to run your company -
just thoughts from a user, i am very happy with Impulse, you have been
helpfull when needed (even if the answer was "we know about that it will be
fixed soon") with great customer support, Imagine is a great program, in
the top ranks of 3D applications, and with a price well placed on the Amiga
market standards, but i think is not finished - every new version is full
of new and powerfull features but all of them placed over a basic
plataform with a lot of problems we all have lived with for to long. I would
like to see Imagine V4.0 with no new features but all effort placed to kill
once and for all the bugs or lack of full implementation and a full set of
manuals. And for the price, i will pay any reasonable price for what i'm
expecting (yes, $1,000 more if justified) my bussiness would take care of
the return of that investment =8-)
> As for the comment that LW will bury Imagine, I would like to remind
> everyone that I have heard that for years, I heard it about Sculpt, I have hea
> it about Real 3D. What I think is important is that we have been here, plan t
> be here and will look forward to your support. If you buy LW good for you, wh
> happens is it does not do what you want, boom $700 in the basket. Might I
> suggest that you learn Imagine, really learn it., We will continue to impove
> just as you must.
LW would not kill Imagine i think both are intended (or not) to a different
customer base, At least LW at some extent delivers what i have outlined above
as a pro-product up to be bundled with an inteligent but for me unusable
donggle (Thanks to Mark Thompson for the analogy =8-) until next month.
Mike thanks for your time, very very few companies have their president
listening to their customers, that is more valued than gold for me - it
means the support that you state above and on the right track a bright future
for Imagine and Impulse as well as their customers - hard earned. i'll
keep investing my time to "unleash the magic ..." ... just would like to
see a rabbit coming out of the hat, not a freaking tiger shi... you know ;-)
Best regards, Isaac Guajardo
"Excuse my english, my brain is left handed"
> Look forward to your suggestions.
> Mike
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@endnode
@node IML-609 " MSG-609 Subject: Re: Set Transition Frames"
Subject: Re: Set Transition Frames
Date: Mon, 23 May 1994 18:20:06 -0700
From: Lesk@cc.snow.edu (Lesk)
>> Do you now have to use States to morph objects or not ?
>> I can't look this up anywhere since I STILL haven't received Imagine 3!
>> Come on Impulse! Australia is not another planet!
>No! It will morph simple objects, state objects, states with bones...
>Of course the limitation of 'similar geometry' still exists. That is
>the number of points and faces... must be the same in the source
>and target objects. I think it would be a programming nightmare
>to morph non-similar objects. Can any program do this??
>steve lombardi
>stlombo@acm.rpi.edu
If there is a program to do this I would really like to find it!
Glenn! What are you up to these days?......
Render Ho!
Lesk
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@endnode
@node IML-610 " MSG-610 Subject: Re: Set Transition Frames"
Subject: Re: Set Transition Frames
Date: Tue, 24 May 1994 13:25:57 GMT +1200
From: "Paul Batten" <BATTENP@scico1.chchp.ac.nz>
> >No! It will morph simple objects, state objects, states with bones...
> >Of course the limitation of 'similar geometry' still exists. That is
> >the number of points and faces... must be the same in the source
> >and target objects. I think it would be a programming nightmare
> >to morph non-similar objects. Can any program do this??
> If there is a program to do this I would really like to find it!
> Glenn! What are you up to these days?......
Morphus is a package which will create tweened objects between two
dissimilar objects. The problem being to produce a smooth morph many
objects need to be created and loaded into individual frames these tweened
objects take up a lot of hard drive space ! I've only read about it, maybe
someone who owns a copy with elaborate.
Cheers
Paul.
----------------------------------------------------------------------
Paul Batten Science & Computing Dept. Christchurch Polytechnic
battenp@scico1.chchp.ac.nz Christchurch New Zealand
----------------------------------------------------------------------
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@endnode
@node IML-611 " MSG-611 Subject: Re: Unresolved questions"
Subject: Re: Unresolved questions
Date: Mon, 23 May 1994 21:52:31 -0500 (CDT)
From: Cliff Lee <cel@tenet.edu>
On Mon, 23 May 1994 TESI8@novell.dima.unige.it wrote:
> Cliff Lee (Neon and Imagine, 12 April):
> > Anyone have any examples of Neon light objects in Imagine that would
> > work with Imagine 2.9PC? If its not alot of trouble, would you mind
> > uuencoding me a small sample?
Mike H. Posted me a message indicating that I should create a path and
two concentric circles. Then extrude the circles along the path. Then
choose the outer extrusion and make it a fog object. Twiddle with the
attributes until it looks appropriate. I have fiddled with a a bit, but
work keeps getting in the way... DAMN.
Cliff Lee cel@tenet.edu
"You can always make up a class,
You can never make up a party!"
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@endnode
@node IML-612 " MSG-612 Subject: morphus, dissimilar objects"
Subject: morphus, dissimilar objects
Date: Tue, 24 May 94 02:58:00 UTC
From: w.graham6@genie.geis.com
Morphus is not a "magic bullet" that will automatically morph two objects
of completely different shape and geometry. It WILL morph two objects of
differing geometry if the two objects have a similar shape. For instance,
a sphere made of 20 triangles and a sphere made of 30 triangles. It does
this by writing an object for each frame of the animation. With Morphus,
you define volumes of deformation that can encompass or be moved through
an object. Because it writes a separate object for each frame, it will
indeed allow you to morph, say, and aeroplane to a rutabaga, but it would
not be a smooth transition. However, if you used Conform to Sphere on the
aeroplane, and Pinched it or Tapered it or whatever into the general
shape of a rutabaga, then you'd have a decent morph. I have not tried
Morphus on 3.0, but with the different way the animation is done, I would
guess the Morphus sidekick program StageGen would not work, tho I could be
wrong.
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@endnode
@node IML-613 " MSG-613 Subject: Re: Set Transition Frames"
Subject: Re: Set Transition Frames
Date: Mon, 23 May 1994 23:16:08 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> No, actually the ability to morph one object to another in theaction
> editor is still there- You just don't need to set the transition frame
> count. At first I also thought it was gone, but after trying things
> out, the functionality is still there. try this.
> 1. make a simple states object with two states.
> 2. load it into the action editor from frame 1 to 1.
> 3. now add it again (or use the new cut/paste) from 2 through 10.
> 4. set the state at frame one to your first state. set 2 through 10
> to your second state.
> 5. render.
Thanks for letting me know that it still works..I thought this was how it
should probably be done, but someone told me earlier that two differt
states won't morph a texture from one value to another, so this confused
me a bit and I haven't had a chance to go and try it myself..thanks for
clearing things up...
=RRW=
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@endnode
@node IML-614 " MSG-614 Subject: Re: 3.0 FONTS"
Subject: Re: 3.0 FONTS
Date: Mon, 23 May 1994 23:48:07 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> I don't know if all PS fonts will work with Imagine. I have only tried a few w
ith Imagine 2.9
> Christian Hoj
No not all PS fonts work..I have had problems with qiute a few..
=RRW=
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@endnode
@node IML-615 " MSG-615 Subject: Re: Lightwave Standalone"
Subject: Re: Lightwave Standalone
Date: Tue, 24 May 94 11:00:27 +0200
From: di2matha@ida.his.se (Mattias Hallberg)
> Someone just reported that NewTek stated they were releasing a
> stand-alone version of lightwave at a retail price of 695$.
> Can anyone confirm this? The price sounds to low to be true.
> Jason K.
Here in Sweden it will be released as LightRave. Cost : 13.000 skr (about $1.625
Don't know if this is the version you've heard of, but this is the version K&K (
selling...
-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-
Mattias Hallberg, Helena Christen-fan
Software Engineering 1992-1995 | email: di2matha@ida.his.se
at the University of Skovde, Sweden | (alt. duffel@ida.his.se)
-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-
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@endnode
@node IML-616 " MSG-616 Subject: Re: Set Transition Frames"
Subject: Re: Set Transition Frames
Date: Tue, 24 May 1994 07:26:30 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
On Mon, 23 May 1994, Jason B Koszarsky wrote:
> I set up a test anim with two different sphere objects(no states).
> The textures & other attributes morphed fine without the need
> for setting transition frames.
How can you tell it how many frames to make the transition? What if you
want to have it morph from frames 1-15 of your 25 frame animation? I
haven't had much time to play with it recently, so I am still missing
TRANSITION FRAMES...
===========================================================================
Drew Vogel: Admissions Officer at University of Cincinnati Undergraduate
Admissions (call 800-827-8728), SysOp of The Cafe' BBS (513-232-4895)
FidoNet 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head of
BowTie Productions, documentation author, single guy, and much, much more!
FINGER ME FOR MY PLAN... "The only way OUT is THROUGH."
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-617 " MSG-617 Subject: re 3.0 fonts"
Subject: re 3.0 fonts
Date: Tue, 24 May 94 02:17:51 PDT
From: 24-May-1994 0406 <leimberger@marbls.enet.dec.com>
> I don't know if all PS fonts will work with Imagine. I have only tried a few w
ith Imagine 2.9
> Christian Hoj
>>No not all PS fonts work..I have had problems with qiute a few..
>>=RRW=
Well I loaded a lot of the fonts on Aminet over to the system I use at work,
and spent a good part of last night moving them home. Some had a vector
missing error, some would not even be seen in the requester, and some worked
simply great. I was dissapointed, but the price was right. I unarc them at
work and pull only the .pfb file home copy it to my PSFONTS directory and
try it while the next one was coming over. Can't complain the price was right.
In the very near future I plan to get TypeSmith so that may help. I found I
could not get any fonts to show in the requester until I had at least three
loaded into the directory. This might have been I problem with the fonts
or Imagine. I did not care enough to track it down(remember some fonts never
showed, could have been the first few were like this). But once I rendered
my first word "Imagine" I was hooked. really turned out great. I find
"Imagine" makes a good test case because of the mix of letters. Of course
I kept the object Test.iob in ram so nothing was saved, but it is so easy
to do I can't see bothering to save text objects unless they are part of
a real project. Good job Impulse!
bill
// Bill leimberger Nashua NH.
//
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@endnode
@node IML-618 " MSG-618 Subject: IML Archive site"
Subject: IML Archive site
Date: Mon, 23 May 94 09:47:58 -0700
From: pringle@holly.cuug.ab.ca (Greg Pringle)
The ftp site for storing IML objects/pictures/etc doesn't
accept uploads anymore. I guess it's been this way for quite a few
months. The write permission has been disabled for the
/systems/amiga/boing/incoming directories. I've mailed wuarchive,
but haven't gotten any response. If you want to see more files,
why not email archives@wugate.wustl.edu - If enough people bitch,
-------------------------
maybe it'll get fixed.
Greg
+----------------------------+--------------------------------------------+
| Greg Pringle | |
| pringle@holly.cuug.ab.ca | "Better dead than smeg" |
| greg_pringle@mtroyal.ab.ca | |
+----------------------------+--------------------------------------------+
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@endnode
@node IML-619 " MSG-619 Subject: Imagine Promoted"
Subject: Imagine Promoted
Date: Tue, 24 May 94 00:21:29 GMT-2
From: izi@scala.ping.dk (Soren Wind)
Anyone have had any success, promoting Imagine on ANY graphics boards. please
let me know..
I Just bought a GVP Spectrum Card, and when i promote imagine to a EGS Screen,
it is VERY fast, i have never seen
anything like it, but i can't use the menus, or the buttonbars... and in 10
seconds, Imagine crashes...
Please let me know if, Picasso/Piccolo- ect... users have had any luck
promoting Imagine..?
Soren Wind - IZI/ImPACT
GFX / 3D Design / Raytrace
E-MAIL izi@scala.ping.dk
A2K/030/882/9MB/345MB/33Mhz.
TVM 3A+ SVGA/GVP Spectrum EGS 28/24
... Telix users are worth their SALT.
-- Via Xenolink 1.90
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@endnode
@node IML-620 " MSG-620 Subject: Re: Set Transition Frames"
Subject: Re: Set Transition Frames
Date: Tue, 24 May 1994 12:23:44 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
>Ok, so what happens say in a 30 frame anim... Let's say that you want one
>object to start morphing into another from frame 2 until 30. What do you
>do ?
>Do you place object 1 at frame 1 and then object 2 at frames 2 -> 30 ?
>What if for instance, you want to morph from frame 2 to 15 and then have
>object 2 as is from frame 15 onwards ?
Add object1 on frame 1. Add object2 on frames 2-15, so you will have 13
transition frames. Now you have to add a 3rd actor bar. Add object2
again from 16-30.
Jason K.
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@endnode
@node IML-621 " MSG-621 Subject: Re: Set Transition Frames"
Subject: Re: Set Transition Frames
Date: Tue, 24 May 1994 10:49:49 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
On Wed, 25 May 1994, Nikola Vukovljak wrote:
> Ok, so what happens say in a 30 frame anim... Let's say that you want one
> object to start morphing into another from frame 2 until 30. What do you
> do ?
> Do you place object 1 at frame 1 and then object 2 at frames 2 -> 30 ?
> What if for instance, you want to morph from frame 2 to 15 and then have
> object 2 as is from frame 15 onwards ?
> Nik.
> nvukovlj@extro.ucc.su.oz.au
the answer, Nik, is yes, you load in the to-be-morphed state at frame
two, through thirty. And for that last question, you'd have to load your
original state back in, at frame fifteen. (If I'm understanding you).
Any way you look at it, this is lame. There's no morph here, but
a jump, from one state to the next. It looks awful, jerky, and dumb.
I've already found myself setting things up in 3.0, then backtracking
into 2.9 to do the rendering so I can have transition frames. Lame,
lame, lame. But a great argument for never throwing anything away!
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@endnode
@node IML-622 " MSG-622 Subject: Free upgrade from APEX"
Subject: Free upgrade from APEX
Date: Tue, 24 May 94 08:30:00 PDT
From: KEN_ROBERTSON@robelle.com
Wow. What a surprise! An upgrade of Essence II popped in my mail
slot a few days ago. I didn't even have to call! Pretty neat - I like
that company.
BTW, has anyone started using Forge? I'd like to get it, from the descrip-
tion, but I don't have a co-processor in my A1200 (10 meg ram with MBX 1200
card). I'm currently doing my rendering on a A1000 Lucas/Francis hack
with an 020 and 68881 - running WB 1.3. Alas, Forge won't run under
1.3, so I have to get a co-processor for my A1200. Can I just pop in
my 68881, or would that be too slow?
\KenR
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@endnode
@node IML-623 " MSG-623 Subject: Re: Set Transition Frames"
Subject: Re: Set Transition Frames
Date: Wed, 25 May 1994 01:30:48 +1000 (EST)
From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
On Mon, 23 May 1994, Jason B Koszarsky wrote:
> I set up a test anim with two different sphere objects(no states).
> The textures & other attributes morphed fine without the need
> for setting transition frames.
> Jason K
Ok, so what happens say in a 30 frame anim... Let's say that you want one
object to start morphing into another from frame 2 until 30. What do you
Do you place object 1 at frame 1 and then object 2 at frames 2 -> 30 ?
What if for instance, you want to morph from frame 2 to 15 and then have
object 2 as is from frame 15 onwards ?
nvukovlj@extro.ucc.su.oz.au
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@endnode
@node IML-624 " MSG-624 Subject: Re: Set Transition Frames"
Subject: Re: Set Transition Frames
Date: Tue, 24 May 1994 08:37:15 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
On Tue, 24 May 1994, Andrew P. Vogel wrote:
> How can you tell it how many frames to make the transition? What if you
> want to have it morph from frames 1-15 of your 25 frame animation? I
> haven't had much time to play with it recently, so I am still missing
> TRANSITION FRAMES...
Hi Drew,
If you want to morph over different amounts of time, just change
the length of the actor bar. Let's say you have state 1 in frames 1-10
and you want to morph to state 2 in frames 11-50. Just add an actor bar
for frames 1-10 with state 1, load (or copy/paste) state 2 in 11-50. The
object will change in frames 11-50. Now if you want the transition to
happen later and faster, just make state one go from 1-30 let's say, and
state 2 from 31-50. This system is just as capable if not more flexible
than typing in a number for transition frames.
Ed Totman
etotman@gort.ucsd.edu
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@endnode
@node IML-625 " MSG-625 Subject: Re: IML Archive site"
Subject: Re: IML Archive site
Date: Tue, 24 May 94 17:01:00 BST
From: Waland J F <walaj@essex.ac.uk>
> The ftp site for storing IML objects/pictures/etc doesn't
>accept uploads anymore. I guess it's been this way for quite a few
>months. The write permission has been disabled for the
>/systems/amiga/boing/incoming directories. I've mailed wuarchive,
>but haven't gotten any response. If you want to see more files,
>why not email archives@wugate.wustl.edu - If enough people bitch,
as far as I know, boing (the archive that includes the IML archive) is being
integrated into aminet...
therefore the iml archive is not accepting uploads. (use aminet)
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@endnode
@node IML-626 " MSG-626 Subject: Re: Imagine Promoted"
Subject: Re: Imagine Promoted
Date: Wed, 25 May 1994 01:47:22 +1000 (EST)
From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
On Tue, 24 May 1994, Soren Wind wrote:
> Anyone have had any success, promoting Imagine on ANY graphics boards. please
> let me know..
> I Just bought a GVP Spectrum Card, and when i promote imagine to a EGS Screen,
> it is VERY fast, i have never seen
> anything like it, but i can't use the menus, or the buttonbars... and in 10
> seconds, Imagine crashes...
> Please let me know if, Picasso/Piccolo- ect... users have had any luck
> promoting Imagine..?
Well, success that I had has been mixed... :-(
I've got a Piccolo and using PicoRetarget, I can promote Imagine.
However, while it will work, thanks to some funny routines that Impulse
are using for screen updates, whenever the object is moved, scaled,
rotated, etc. the screen redraw has to be initiated in order for the grid
to return (the object erases it).
So, for a lot of my work promoting Imagine is impossible, so back to
DBLPAL I go...
So far, only Retina owners seem to be able to promote Imagine, but their
card uses ChipRam and I think that it's gotta do with their emulation...
nvukovlj@extro.ucc.su.oz.au
P.S. What do you use to promote the screen ?
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@endnode
@node IML-627 " MSG-627 Subject: Re: Set Transition Frames"
Subject: Re: Set Transition Frames
Date: Tue, 24 May 1994 08:53:39 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
Hey guys and guyas,
Still seems like setting transition frames was a nice touch.
States will effect a morph, but if the transition from one state to the
next is drastic, then there's a definite lurch in the morph.
I tried that gorgeous frogskin on the human head figure, and
decided to give the resulting creature eyeballs that came out on stems.
I gradually drug them out, in states, then decided to have them cross.
It was a drastic crossing of the eyes on their stems from one state to
the next.
When these states were animated, it looked all right, up till the
crossing of the eyes. Instead of gradually bending past each other, as
they would have if I could set transition frames, they jerked across each
other.
So it looks like we're stuck with actually creating each of the
transition frames, via states. Pretty tedious stuff.
If I'm missing something obvious, please lemme know.
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@endnode
@node IML-628 " MSG-628 Subject: RE: Bones lessons learned"
Subject: RE: Bones lessons learned
Date: Tue, 24 May 94 09:46:00 PDT
From: "Decker, Mark" <Decker@segaoa.COM>
Currently I use Imagine only as a hobby. Sega does do quite a bit with 3D
(all of the dinosaurs in our Genesis and SegaCD Jurassic Park games were
rendered fully i
h A
h
CMC"@
CMC"D
CMC"@
CMC"D
CMC"@
CMC"D
CMC"@
CMC"D
h e r i n e G l o
v e r b y n S a r g
e n t
A h t
10. 63 : 68 WILD-TYPE
12. 47 : 47 WILD-TYPE
33 : 33 SCUTE
13. 19 : 28 MUTANT CROSSVEINLESS
19 : 20 MUTANT
20 : 12 CROSSVEINLESS
20 : 16 WILD-TYPE
14. 12 : 22 MUTANT FUSED
16 : 21 MUTANT
22 : 16 FUSED
19 : 20 WILD-TYPE
15. 21 : 12 MUTANT VERMILION
12 : 15 MUTANT
25 : 20 VERMILION
13 : 20 WILD-TYPE
16. 69 : 68 MUTANT
GENERATION 4
-------------
CROSSES
-------
1. al x mu
2. dp x mu
3. da x mu
4. wd x mu
5. nu x mu
6. cn x mu
7. vg x mu
8. dk x mu
9. wt x mu
10. rw x mu
11. mu x cn
12. mu x nu
13. cn x mu
14. mu x wd
15. mu x vg
16. mu x wd.
RESULTS ( T= 62 B= 0 V= 0 VU= 0 )
-------
1. 76 : 73 WILD-TYPE
2. 81 : 73 WILD-TYPE
3. 87 : 73 WILD-TYPE
4. 75 : 92 WILD-TYPE
5. 71 : 69 WILD-TYPE
6. 85 : 72 WILD-TYPE
7. 70 : 81 WILD-TYPE
8. 67 : 73 WILD-TYPE
9. 84 : 78 WILD-TYPE
10. 83 : 65 WILD-TYPE
11. 70 : 65 WILD-TYPE
12. 83 : 72 WILD-TYPE
13. 79 : 74 WILD-TYPE
14. 62 : 83 WILD-TYPE
15. 84 : 74 WILD-TYPE
16. 75 : 72 WILD-TYPE
GENERATION 5
-------------
CROSSES
-------
1. +(1) x +(1)
2. +(2) x +(2)
3. +(3) x +(3)
4. +(4) x +(4)
5. +(5) x +(5)
6. +(6) x +(6)
7. +(7) x +(7)
8. +(8) x +(8)
9. +(9) x +(9)
10. +(10) x +(10)
11. +(11) x +(11)
12. +(12) x +(12)
13. +(13) x +(13)
14. +(14) x +(14)
15. +(15) x +(15)
16. +(16) x +(16).
RESULTS ( T= 78 B= 0 V= 0 VU= 0 )
-------
1. 18 : 16 MUTANT
18 : 13 ARISTALESS
49 : 52 WILD-TYPE
2. 24 : 20 MUTANT
18 : 17 DUMPY
45 : 39 WILD-TYPE
3. 20 : 16 MUTANT
22 : 18 DACHS
31 : 36 WILD-TYPE
4. 11 : 16 MUTANT
19 : 19 WAVOID
45 : 35 WILD-TYPE
5. 15 : 17 MUTANT
12 : 17 NUBBIN
32 : 40 WILD-TYPE
6. 24 : 14 MUTANT
22 : 24 CINNABAR
42 : 34 WILD-TYPE
7. 17 : 24 MUTANT
20 : 15 VESTIGIAL
41 : 35 WILD-TYPE
8. 15 : 19 MUTANT
19 : 18 DARK-EYE
36 : 36 WILD-TYPE
9. 17 : 26 MUTANT
18 : 18 WELT
43 : 43 WILD-TYPE
10. 20 : 13 MUTANT
14 : 26 RAISED-WING
33 : 46 WILD-TYPE
11. 18 : 11 MUTANT
15 : 21 CINNABAR
41 : 38 WILD-TYPE
12. 26 : 17 MUTANT
19 : 26 NUBBIN
33 : 42 WILD-TYPE
13. 19 : 18 MUTANT
16 : 19 CINNABAR
42 : 41 WILD-TYPE
14. 17 : 17 MUTANT
24 : 20 WAVOID
25 : 36 WILD-TYPE
15. 15 : 24 MUTANT
13 : 18 VESTIGIAL
35 : 42 WILD-TYPE
16. 14 : 19 MUTANT
26 : 12 WAVOID
36 : 32 WILD-TYPE
GENERATION 6
-------------
CROSSES
-------
1. mu(1) x al(1)
2. mu(2) x dp(2)
3. mu(3) x da(3)
4. mu(4) x wd(4)
5. mu(5) x nu(5)
6. mu(6) x cn(6)
7. mu(7) x vg(7)
8. mu(8) x dk(8)
9. mu(9) x wt(9)
10. mu(10) x rw(10)
11. . cn(11) x mu(11)
******** CROSS NOT PROPERLY DEFINED
RESULTS ( T= 88 B= 0 V= 0 VU= 0 )
-------
1. 84 : 74 WILD-TYPE
2. 76 : 67 WILD-TYPE
3. 69 : 79 WILD-TYPE
4. 75 : 73 WILD-TYPE
5. 69 : 80 WILD-TYPE
6. 83 : 75 WILD-TYPE
7. 40 : 34 MUTANT
44 : 39 WILD-TYPE
8. 67 : 79 WILD-TYPE
9. 78 : 78 WILD-TYPE
10. 33 : 38 RAISED-WING
34 : 41 WILD-TYPE
GENERATION 7
-------------
CROSSES
-------
1. mu x al
2. mu x dp
3. mu x Sp
******** NO SUCH STOCK AVAILABLE FOR USE AS MALE PARENT.
4. mu x da
5. mu x wd
6. mu x nu
1) Has anybody got a display program for anims?
Imagine never keeps the right speed and it alse flickers when there is
much change between the single pictures.
A quite nice thing would be the support of anims/pics >640x480 and
truecolor.
If anyone has a hint, please tell me where i can get it from.
2) How do i change speed of an object that follows a path?
I do not mean de-/acceleration in the follow path requester!
If the above questions are FAQs i would prefer direct mail.
Waiting for the sig, but it has not dropped outa my brain yet.
Mark Kress
kress@uni-muenster.de
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@endnode
@node IML-629 " MSG-629 Subject: Transition Frames, cont."
Subject: Transition Frames, cont.
Date: Wed, 25 May 94 10:31:03 EST
From: mtucibat@cris.com (Mike Tucibat)
RRW responding here:
> So it looks like we're stuck with actually creating each of the
> transition frames, via states. Pretty tedious stuff.
> If I'm missing something obvious, please lemme know.
Sounds like your missing your TRANSITION input. bumber... I use to use mine
a lot for animation work...
=RRW=
=================
Hey, guys!
You still have the same transition capability as before. It's
just done a bit differently. And it's not as handy.
Imagine, if you will, two morphable object--states or whatever--
Obj1 and Obj2. You want 1 to morph to 2 the first 10 frames, then
bounce around and do cool stuff the last 20 frames.
Load 1 in frame 1. Load 2 in frame 2-10. Load 2 *again* frame 11-20,
and make it bounce around and do cool stuff. No jerkiness, no individual
frame creation, just pure unadulturated fun.
It was much cooler, however, with the "Set Transition Frames," since
the shaded bar gave the transition info in an obvious way, and didn't
require the extra loading step.
L8R
-mikeT
mtucibat@cris.com
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@endnode
@node IML-630 " MSG-630 Subject: Re: Imagine PC free with book? (fwd)"
Subject: Re: Imagine PC free with book? (fwd)
Date: Wed, 25 May 1994 07:38:28 -0700 (MST)
From: Christopher Barger <cbarger@indirect.com>
It's 2.0
---------- Forwarded message ----------
Date: Sun, 22 May 94 13:40:54 PDT
From: Christopher Stewart <ua197@freenet.victoria.bc.ca>
To: imagine@email.sp.paramax.com
Subject: Re: Imagine PC free with book?
> This book has two IBM PC disks in it. These disks contain the Impluse Imagine
> 3D Modeler, and Picture Man for Windows (which is a shareware
> image processing program).
Greg, any idea which version of Imagine is on the disk? I've been
eyeing PC's for render-farming.....
"I wish there was a knob on the TV ua197@freenet.victoria.bc.ca
to turn up the intelligence. cs833@cleveland.freenet.edu
There's a knob called `brightness',
but it doesn't work." -- Gallagher Join the Animation Sig!
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@endnode
@node IML-631 " MSG-631 Subject: Re: Alpha-channels ??"
Subject: Re: Alpha-channels ??
Date: Wed, 25 May 94 9:52:17 CDT
From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
|Hi all Imagineers!
|I'm pretty new at graphics on computers, and I therefore have some questions.
|One is concerning alpha-channels. I have seen the term mentioned often here at
the IML and
|in conjunction with other graphic packages.
|Could someone give me an explanation of this concept and how to use it?
there is an article on Alpha channel in this months (I think it
was this months) Amiga World in the Graphics section at the back.
Dale
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@endnode
@node IML-632 " MSG-632 Subject: RE: Applique"
Subject: RE: Applique
Date: Wed, 25 May 94 07:49:00 PDT
From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
Andrew,
This is a really good idea. I have been using photo images of landscapes
but it never even occurred to me to use the VistaPro contour maps. Thanks
for the type of tip that makes this list such a great place to frequent!
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@endnode
@node IML-633 " MSG-633 Subject: Some questions"
Subject: Some questions
Date: Wed, 25 May 94 07:45:00 PDT
From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
I have an Amiga 500 with Workbench 1.3, 1 disk drive and 512K of memory.
Will I be able to run Imagine 3.0 floating point, Essence with multitasking
ADPro, VMM040 and generate 1Gigabyte animations that run at 30 frames per
second in 24-bit color 1024x800 resolution over my A520 RF modulator to my
Beta video cassette recorder? I have a deadline to produce a 30 second
commercial or about 1000 frames by next week, so I need the answers to these
questions as soon as possible. Appreciate any help you can provide. Also,
does Imagine do precognitive spline interpolation modeling?
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@endnode
@node IML-634 " MSG-634 Subject: Re: Imagine Promoted"
Subject: Re: Imagine Promoted
Date: Wed, 25 May 1994 17:42:32 -0700
From: "Robin Chytil" <robin@sgls.lausanne.sgi.com>
On May 25, 1:47am, Nikola Vukovljak wrote:
> Subject: Re: Imagine Promoted
> On Tue, 24 May 1994, Soren Wind wrote:
> > Anyone have had any success, promoting Imagine on ANY graphics boards.
please
> > let me know..
> > I Just bought a GVP Spectrum Card, and when i promote imagine to a EGS
Screen,
> > it is VERY fast, i have never seen
> > anything like it, but i can't use the menus, or the buttonbars... and in 10
> > seconds, Imagine crashes...
I can promote Imagine on a 1024x768 not interlaced on my EGS Spectrum. Works
fine (means I can use menus, buttons, ..), but I have exactly the same problem
as Nik on the Picollo : as soon as I use Scale, rotate, translate, the screen
is garbled and I need to (Amiga-R)edraw it.
To do that I use ESP but I got it from a friend and I don't know where it comes
from.
Robin
\|/
@ @
---------------------------------------------------oOO-(_)-OOo-----------
Robin Chytil, Staff Engineer Email: robin@lausanne.sgi.com
Silicon Graphics Inc. Vmail: 5-9389
Mediterranean Distribution Territory Tel: +41 21 6249737
Lausanne, Switzerland Fax : +41 21 6259184
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@endnode
@node IML-635 " MSG-635 Subject: Imagine Promoted"
Subject: Imagine Promoted
Date: Wed, 25 May 94 12:31:42 GMT-2
From: izi@scala.ping.dk (Soren Wind)
[ 25 May 94 ] [ Nikola Vukovljak <nvuko -> me ]
[Re: Imagine Promoted]
NVn> So far, only Retina owners seem to be able to promote Imagine, but
NVn> their card uses ChipRam and I think that it's gotta do with their
NVn> emulation...
Shit, in one week i wil recieve a Picasso II instead, the boss on the Pisacco
Mailing list says that Picasso can
promote without problems, the menus and Buttonbars work, but there is still
some problems when scaling and rotating
objects.
NVn> P.S. What do you use to promote the screen ?
E.S.P. EGS Screen Promoter, that comes with the Latest 6.2 upgrade.
Soren Wind - IZI/ImPACT
GFX / 3D Design / Raytrace
E-MAIL izi@scala.ping.dk
A2K/030/882/9MB/345MB/33Mhz.
TVM 3A+ SVGA/GVP Spectrum EGS 28/24
... I'd rather be lucky than good anyday!...
-- Via Xenolink 1.90
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@endnode
@node IML-636 " MSG-636 Subject: Re: Unresolved questions"
Subject: Re: Unresolved questions
Date: Wed, 25 May 1994 09:23:48 -0700 (PDT)
From: Gerard Menendez <gpm@netcom.com>
On Mon, 23 May 1994, Cliff Lee wrote:
> On Mon, 23 May 1994 TESI8@novell.dima.unige.it wrote:
> > Cliff Lee (Neon and Imagine, 12 April):
> > > Anyone have any examples of Neon light objects in Imagine that would
> > > work with Imagine 2.9PC?
> Mike H. Posted me a message indicating that I should create a path and
> two concentric circles. Then extrude the circles along the path. Then
> choose the outer extrusion and make it a fog object. Twiddle with the
> attributes until it looks appropriate. I have fiddled with a a bit, but
> work keeps getting in the way... DAMN.
This is what I tried and it turned out okay. I also put a plane behinde
it that was a dark gray (approx 50,50,50). Made the plane reflective and
started to play with bumpy textures thinking that the amount of "lucky"
reflections from the bumps would decrease with distance from the tube
simulating the effect of the neon shining on the background. It worked.
I wanted to have a difuse reflection on something that looked like shiny
black plastic but wound up with something that lookd like bumpy mylar.
Gerard
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@endnode
@node IML-637 " MSG-637 Subject: Imagine screen size posts"
Subject: Imagine screen size posts
Date: Wed, 25 May 94 09:05:00 PDT
From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
To the guys working on increasing the Imagine screen size:
I just wanted to get it clear that the screen size change are for (a) the
Amiga NTSC version and (b) the version of Imagine V3.0 after the scanline
patch has been applied? Thanks and keep up the investigations. Sounds
like something has changed with the program so it is not as easy to get
larger screen sizes but 700x460 is good enough for me right now!
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@endnode
@node IML-638 " MSG-638 Subject: Re: Alpha-channels ??"
Subject: Re: Alpha-channels ??
Date: Wed, 25 May 1994 19:40:55 +0200
From: christian boetker ho/j <cbho91@control.auc.dk>
> |Hi all Imagineers!
> |I'm pretty new at graphics on computers, and I therefore have some questions.
> |One is concerning alpha-channels. I have seen the term mentioned often here a
t the IML and
> |in conjunction with other graphic packages.
> |Could someone give me an explanation of this concept and how to use it?
> there is an article on Alpha channel in this months (I think it
> was this months) Amiga World in the Graphics section at the back.
> Dale
As I do not live in America I can't get hold of this magazine. At least I haven'
t seen it in any of the shops in this city...
Would some kind soul mind typing it in for my enlightening? (I thought not ;)
Any other info is appreciated.
Regards,
Christian Hoj
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@endnode
@node IML-639 " MSG-639 Subject: Re: 2.0,2.9 scaling bug"
Subject: Re: 2.0,2.9 scaling bug
Date: Wed, 25 May 94 18:33:10 GMT
From: Andrew Nunn <apn@moby.demon.co.uk>
Hi Jason,
> Perfect spheres must be scaled on all three axes at the same time to
> scale properly. You can't scale on just one or two axes.
I am scaling all three axes. To see what I'm getting at try the following:
Add a torus primative.Add a perfect sphere. Accept the default sizes in
both cases. This should produce a little ball in the middle ot the ring.
Pick the torus, multipick the sphere and group them so that the torus is
the parent. In group mode,with the torus+ball group picked, use the
transformation requestor and Scale 10,10,10 on all the axes. Presto, the
torus gets bigger and the sphere stays the same size!
Andrew
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@endnode
@node IML-640 " MSG-640 Subject: Re: Some questions"
Subject: Re: Some questions
Date: Wed, 25 May 1994 11:29:27 -0700 (PDT)
From: videoman@netcom.com
> Hi,
> I have an Amiga 500 with Workbench 1.3, 1 disk drive and 512K of memory.
> Will I be able to run Imagine 3.0 floating point, Essence with multitasking
> ADPro, VMM040 and generate 1Gigabyte animations that run at 30 frames per
> second in 24-bit color 1024x800 resolution over my A520 RF modulator to my
> Beta video cassette recorder? I have a deadline to produce a 30 second
> commercial or about 1000 frames by next week, so I need the answers to these
> questions as soon as possible. Appreciate any help you can provide. Also,
> does Imagine do precognitive spline interpolation modeling?
hahahahahahahahhahahahahha!
Yes! you can do all of that! all you need to do is network your A500 to a
timex sinclar and a Atari 800... and you can do it in real
time.....hahaha
-== When Dreams Become Reality ==- Illumine & Illuminati videoman@netcom.com
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@endnode
@node IML-641 " MSG-641 Subject: Re: Some questions"
Subject: Re: Some questions
Date: Wed, 25 May 94 14:46:03 EDT
From: jgoldman@acs.bu.edu (Jeffrey Goldman)
> Hi,
> I have an Amiga 500 with Workbench 1.3, 1 disk drive and 512K of memory.
> Will I be able to run Imagine 3.0 floating point, Essence with multitasking
> ADPro, VMM040 and generate 1Gigabyte animations that run at 30 frames per
> second in 24-bit color 1024x800 resolution over my A520 RF modulator to my
> Beta video cassette recorder?
yes...
J.---->
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@endnode
@node IML-642 " MSG-642 Subject: Bones and stuff"
Subject: Bones and stuff
Date: Wed, 25 May 94 14:23:09 CDT
From: setzer@comm.mot.com (Thomas Setzer)
Well, I finally caught back up. Just took 2 1/2 days off and came back to
have to wade through buckets of CRAP in the IML. Amazing. I thought after
3.0 came out we'd have plenty to talk about. Oh well.
I played with bones, trying to achieve a flag or table cloth or curtain
effect. No go. When you put bones side by side they do wierd things.
Their effects are additive. If you overlap a number of faces, those over
lapping faces will add the effects of the bones. If they don't overlap,
then the boarder between the two won't move when you move the bones. I
need to play a little more, but I think bones may be limited to doing
them in a line, like the fingers in a hand. I wanted to do a jellyfish
using bones, but....
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a genius, so people are naturally drawn to my fiery
intellect. Their admiration overwhelms their envy!" - Calvin
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@endnode
@node IML-643 " MSG-643 Subject: Re: Some questions"
Subject: Re: Some questions
Date: Wed, 25 May 1994 14:13:51 -0700
From: Lesk@cc.snow.edu (Lesk)
> I have an Amiga 500 with Workbench 1.3, 1 disk drive and 512K of memory.
> Will I be able to run Imagine 3.0 floating point, Essence with multitasking
> ADPro, VMM040 and generate 1Gigabyte animations that run at 30 frames per
>second in 24-bit color 1024x800 resolution over my A520 RF modulator to my
>Beta video cassette recorder?
yes! with several thousand bucks, and overnight shipping you might be able
to upgrade it with a color card, an fpu accellorator a hard drive 2.x roms
and lots of ram. Your first call might be to microbotics! I think They have
a card with an 030 at 50 Mhz and 128meg ram with a scsii 2 controller and
6882 fpu. The biggest problem is the color! Perhaps you could lease
something or borrow a friends 4000.
> I have a deadline to produce a 30 second
>commercial or about 1000 frames by next week, so I need the answers to these
>questions as soon as possible. Appreciate any help you can provide. Also,
>does Imagine do precognitive spline interpolation modeling?
only on speckomaculitive intermedium, I think!.......mmmmmmmm anyone else?
Well, Good Luck
Render Ho!
Lesk
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@endnode
@node IML-644 " MSG-644 Subject: Re: APEX..What is FORGE anyway ?"
Subject: Re: APEX..What is FORGE anyway ?
Date: Wed, 25 May 94 15:25:35 CDT
From: setzer@comm.mot.com (Thomas Setzer)
> I keep reading about a package for imagine called FODGE .What is that
> anyway ?
Actually, its called FUDGE. No...FORAGE...no, its FORGE, yeah.
It is a program that allows you to fiddle with the algorithmic textures
called Essence I & II. It allows you to mess with the parameters in
"real time" and output the results in numerous formats for use with...
well, just about anything.
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a genius, so people are naturally drawn to my fiery
intellect. Their admiration overwhelms their envy!" - Calvin
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@endnode
@node IML-645 " MSG-645 Subject: Re: Bones!!!!!!"
Subject: Re: Bones!!!!!!
Date: Wed, 25 May 94 15:25:30 CDT
From: setzer@comm.mot.com (Thomas Setzer)
> This is one of the drawbacks of the current LW bones implementations.
> If you have an object that has an arm hanging down at its side, moving
> a bone that is placed in the arm will create a drag on the object's side
> as well (although the force is diminished over the distance from the bone).
> Currently, there are a few ways to combat this problem: model appendages
> pointing out from the character, use additional pinning bones near critical
> surfaces to prevent effects from other bone forces, or specify a distance
> for the offending bones beyond which they have no effect. For complex
> characters, you almost need a combination or hybrid of bones and deformation
> lattices (like in Caligari).
Wow. So if you wanted to do a twittling thumbs anim, where the hand was on the
lap of the twittler, the nearby fingers and possibly the lap may jiggle up and
down with the twittling? Can you set the level of the "force" you talked about?
Hmmm, sounds like Imagine is not too far off.
Heres what I would like to see. I like getting to choose the big and small
subgroups, indicating which faces to move and which to bend. I HATE having
to name all those damn subgroups. So, why not have a "bones subgrouping"
function. You would click on a bone(in pick object mode). Then select
bones subgrouping from the menu(or hot key). This would put you into the
pick faces mode. Select your faces for the big subgroup, hit a special
key when you are done. Now select your faces for the small subgroup, hit a
special key when you are done. You are then returned to pick object mode.
When you select a bones that already has the subgroups identified, you could
change them using the same method, only difference being there would already
be faces selected when you enter that mode. The main things this would do
are: 1) eliminate the need to type(YUCK I HATE TO HAVE TO GO FROM MOUSE TO
KEYBOARD TO MOUSE ETC), and 2) eliminate the need to track the names of all
the subgroups (this would get tedious and troublesome on a monster with 10
arms and 50 fingers).
Just a thought.
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a genius, so people are naturally drawn to my fiery
intellect. Their admiration overwhelms their envy!" - Calvin
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@endnode
@node IML-646 " MSG-646 Subject: TEXTURES AND FX , DAMN IT!!!!!!"
Subject: TEXTURES AND FX , DAMN IT!!!!!!
Date: Wed, 25 May 94 15:34:06 CDT
From: setzer@comm.mot.com (Thomas Setzer)
Well, I've asked nicely twice. I've seen others ask. Still no response.
I know Mike and gang are listening. Heck, Mike even replied to one of my
messages.
So why no word on texture and FX information? You guys said you would
release this info when 3.0 was released. I don't mind if you changed your
mind, but don't leave me hanging. Let me know something. PLEASE!?!?!
I'll make this easy...
Check the response that applies:
__ Yes, we will send out this info. What was your address again?
__ It's in the mail.
__ No, we changed our minds because you keep asking.
__ We are working on gathering the info into something presentable.
__ Go to hell, Setzer. You know we don't like you.
__ Other:_____________________________________________________________
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a genius, so people are naturally drawn to my fiery
intellect. Their admiration overwhelms their envy!" - Calvin
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@endnode
@node IML-647 " MSG-647 Subject: Re: Some questions"
Subject: Re: Some questions
Date: Wed, 25 May 1994 13:29:25 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
On Wed, 25 May 1994, Stethem Ted 5721 wrote:
> Hi,
> I have an Amiga 500 with Workbench 1.3, 1 disk drive and 512K of memory.
> Will I be able to run Imagine 3.0 floating point, Essence with multitasking
> ADPro, VMM040 and generate 1Gigabyte animations that run at 30 frames per
> second in 24-bit color 1024x800 resolution over my A520 RF modulator to my
> Beta video cassette recorder? I have a deadline to produce a 30 second
> commercial or about 1000 frames by next week, so I need the answers to these
Sure no problem. You might want to get another floppy drive to store all
those frames. Might as well splurge and get a High Density. Do you
really think you need that much ram? ;)
> questions as soon as possible. Appreciate any help you can provide. Also,
> does Imagine do precognitive spline interpolation modeling?
According to the most recent newsletter, impulse has a "draw it in the air"
spline curve generation device in the works, although it would require a
bit more work to implement precognitive capability. I don't know, maybe
it's just a compile option like -ai or -psi.
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@endnode
@node IML-648 " MSG-648 Subject: Re: Some questions "
Subject: Re: Some questions
Date: Wed, 25 May 94 16:55:47 EDT
From: Mark Thompson <mark@westford.ccur.com>
Stethem Ted writes:
> I have an Amiga 500 with Workbench 1.3, 1 disk drive and 512K of memory.
> Will I be able to run Imagine 3.0 floating point, Essence with multitasking
> ADPro, VMM040 and generate 1Gigabyte animations that run at 30 frames per
> second in 24-bit color 1024x800 resolution over my A520 RF modulator to my
> Beta video cassette recorder?
Errr, I don't mean to sound rude or anything, but is this a joke? And if
not, can I presume that you have never done a commercial job before?
1) 512K of memory is not enough to do anything useful.
2) Even if virtual memory can successfully run within 512K, it will be
painfully slow.
3) You didn't mention an accelerator. Figure over 1/2 year rendering time
if you don't.
4) How do you expect to run 30 fps full color animations? No stock Amiga
is capable of this.
5) The only device capable of running 24-bit color 1024x800 anims in
real-time is the GVP EGS-110, and it would not have enough memory for
even 2 seconds of animation.
6) 1024x800 resolution? No such video resolution in existance. 752x480 maybe.
7) The A520 RF modulator is a toy only suitable for amusement purposes.
8) Beta video as in Betamax? No broadcast outfit would accept a 30 second
commercial on such a low quality video format. Now BetacamSP would be
dandy, but based on the rest of the post, I didn't think that was what
you were refering to.
> I have a deadline to produce a 30 second
> commercial or about 1000 frames by next week
Only the very most simplistic 30sec animation could be setup in one week.
And even then, you would be lucky to get it all rendered even on the
fastest Amiga available. Forget about a 500 with virtual memory.
> Also, does Imagine do precognitive spline interpolation modeling?
Huh? What buzzword book did this come out of?
This must be a very belated April fools joke. The only reason I didn't
completely dismiss the whole post as humor is because I have seen very
similar questions asked before.
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' 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 %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@endnode
@node IML-649 " MSG-649 Subject: Forge and attr contest"
Subject: Forge and attr contest
Date: Wed, 25 May 94 16:29:52 CDT
From: setzer@comm.mot.com (Thomas Setzer)
Did anyone notice figure 6.2(I think) in the Forge manual. I just skimmed
through, looking for some funny comment Steve might have made about this
Raliegh(sp?) distribution chart(or what ever). Did I miss it, or was this
truely a printing mistake?
Also, in the Apex newsletter they proposed a contest for Imagine attributes.
Is this open for people who don't own any Apex products? I would guess
the more participants, the better.
Maybe Apex could make an official contest announcement here(hint hint, Steve
or Glenn).
Also, can we turn our entries in via ftp, e-mail, etc?
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a genius, so people are naturally drawn to my fiery
intellect. Their admiration overwhelms their envy!" - Calvin
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@endnode
@node IML-650 " MSG-650 Subject: Lot's of Aussie replies!"
Subject: Lot's of Aussie replies!
Date: Thu, 26 May 94 07:51:28 +1000
From: JOHN ROWE <jrowe@ozemail.com.au>
Thanks to all the Aussie's who replied!
Good to see so many on the IML!
We're all still waiting for Imagine 3.0 to fly (swim, drift!?) across to this si
de of the Pacific! :-(
What about it Impulse??? We want to play with the new toy too! :-)
John Rowe Animation -> Christian <-
Toowoomba Qld. Reg.CBM Developer, 3D Animator, Programmer
AUSTRALIA Aussie Amiga Keyboard Overlays
EMail:jrowe@ozemail.com.au
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@endnode
@node IML-651 " MSG-651 Subject: RE: Bones lessons learned"
Subject: RE: Bones lessons learned
Date: Wed, 25 May 94 10:19:18 EST
From: db119s7449@sycom.mi.org (Doug Brooks)
>Mark,
> Thanks for the very detailed explanation of subgrouping in bones. It
>was helpful for me.
> I see you are a Software Engineer for Sega of America. Are you using
>Imagine professionally or as a hobby? This is interesting to me,
>especially
If anyone captured the original Bones subgroup message, I would appreciate an
emailed copy. Just got back on the list and seemed to have missed this one.
What's worse is after fedex gets here with 3.0, i've got to whip up a test
for approval on a 4.5 min character animation (to be done by tues). Bones are
going to be an essential part of this piece and I've got to pick it up quick!
Any tricks would be very very helpful.
Also, has anyone tried using the Destage and Restage PD programs with 3.0?I
really like the ability to edit the scene files ala Lightwave.
Thanks.... good to see everyone again :)
.... ....
........ Doug Brooks (810) 380-3047 ........
.......... db119s7449@sycom.mi.org ...........
...... ANIMAGIC tel: 810.442.9860 .......
... fax: 810.442.9870 ..
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@endnode
@node IML-652 " MSG-652 Subject: Re: Some questions"
Subject: Re: Some questions
Date: Wed, 25 May 1994 14:50:23 -0800
From: bmolsen@bvu-lads.loral.com (Brad Molsen)
>For starters, your Amiga-500 won't display 24 bit colour, never mind
>the large memory requirements of Imagine and ADPro. (What is VMM040?)
>Is the '1 disk drive' a 1-Gigabyte hard drive? Hmmm.
>IMHO, you may need more memory, more disk, an RTG display, and
>probably a 4000 tower.
>\KenR
Not to mention a more than passing acquaintance with reality!!!!
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
JUST SAY NO, TO GUNS!!!
Brad Molsen c/o LORAL bmolsen@bvu-lads.loral.com
13810 SE Eastgate Way Suite 500 (206) 957-3230
Bellevue, Wa 98005 Fax: (206) 746-1335
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@endnode
@node IML-653 " MSG-653 Subject: What's the name of that book!"
Subject: What's the name of that book!
Date: Wed, 25 May 1994 16:21:56 -0700
From: dedwards@scs.unr.edu (Daniel T. Edwards)
I missed the first few posts on that book that comes with Imagine PC.
What is the name of that book? Where can I get it?
____________________________________________________________
/ \
| bEZTIUW - 90WHN James R. Walker |
| bCI PU5 dedwards@tonto.scs.unr.edu |
| 16WP RVW ______________________________________________|
| 420 WB HVRD / |
| O5\2 | This .sig is under reconstruction. |
\____________________________________________________________/
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@endnode
@node IML-654 " MSG-654 Subject: Moire problems!"
Subject: Moire problems!
Date: Thu, 26 May 94 09:48:21 +1000
From: JOHN ROWE <jrowe@ozemail.com.au>
Hi All!
I'm working on a house object and trying to add a corrugated aluminium image map
to its roof.
I'm using Forge (an absolutely indespensible tool! :->) with Essence stripes and
then generating a repeating brushmap which I map onto the roof in Imagine 2.9.
The problem is because the corrugations are so close together and repeating, whe
n viewed from any reasonable distance (i.e. anything other than super closeup) t
he repeating identical nature of the stripes creates a moire pattern on the roof
that looks really dumb!
I've tried turning off anti-aliasing EDLE = 255 and turning it to maximum EDLE =
0. Neither really fixes the problem.
Any Ideas??
P.S. I'm also finding that 2.9 will about every 8th frame mess up the brick map
on the walls and instead render the walls white. ERK!
John Rowe Animation -> Christian <-
Toowoomba Qld. Reg.CBM Developer, 3D Animator, Programmer
AUSTRALIA Aussie Amiga Keyboard Overlays
EMail:jrowe@ozemail.com.au
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@endnode
@node IML-655 " MSG-655 Subject: Re: Imagine screen size posts"
Subject: Re: Imagine screen size posts
Date: Wed, 25 May 1994 16:54:38 -0700
From: kkalnasy@bvu-lads.loral.com (Kent Kalnasy)
At 9:05 AM 5/25/94 -0700, Stethem Ted 5721 wrote:
>To the guys working on increasing the Imagine screen size:
> I just wanted to get it clear that the screen size change are for (a) the
>Amiga NTSC version and (b) the version of Imagine V3.0 after the scanline
>patch has been applied? Thanks and keep up the investigations. Sounds
>like something has changed with the program so it is not as easy to get
>larger screen sizes but 700x460 is good enough for me right now!
Well, now that the locations have been posted, and the info about entering
1/4 of the value you want for the vertical dimension, I've quite easily
patched my NTSC version of Imagine.fp to run at 716x480, which is the max
that my FlickerFixer will show. BTW, this works whether you've applied
the reflectance patch or not. Thanks!
------------------------------------------------------------------------------
Kent Kalnasy (speaking only for me) kkalnasy@bvu-lads.loral.com
Loral Advanced Distributed Simulation, Inc. Bellevue, Washington
------------------------------------------------------------------------------
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@endnode
@node IML-656 " MSG-656 Subject: Re: Alpha-channels ??"
Subject: Re: Alpha-channels ??
Date: Wed, 25 May 1994 18:27:09 -0600 (MDT)
From: Roger Straub <straub@csn.org>
On Wed, 25 May 1994, christian boetker ho/j wrote:
> Hi all Imagineers!
> I'm pretty new at graphics on computers, and I therefore have some questions.
> One is concerning alpha-channels. I have seen the term mentioned often here at
the IML and
> in conjunction with other graphic packages.
> Could someone give me an explanation of this concept and how to use it?
>From what I understand, the Alpha Channel is sort of like a transparency
mask for images. The picture is stored with an extra 8 bits (256 colors,
usually greyscale) and can be easily overlaid onto a background.
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@endnode
@node IML-657 " MSG-657 Subject: Re: APEX..What is FORGE anyway ?"
Subject: Re: APEX..What is FORGE anyway ?
Date: Wed, 25 May 1994 18:29:53 -0600 (MDT)
From: Roger Straub <straub@csn.org>
On Wed, 25 May 1994, Foivos Kourendas wrote:
> I keep reading about a package for imagine called FODGE .What is that
> anyway ?
Forge is a program from Apex that lets you interactively alter the values
of one of their Essence textures and see the results without having to
render a complete image.
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@endnode
@node IML-658 " MSG-658 Subject: Hex Editor, anyone?"
Subject: Hex Editor, anyone?
Date: Wed, 25 May 1994 18:44:32 -0600 (MDT)
From: Roger Straub <straub@csn.org>
I would be very grateful if someone would tell me where to get a hex
editor so I can change my Imagine screen size.
See ya,
Roger
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@endnode
@node IML-659 " MSG-659 Subject: Re: Forge and attr contest"
Subject: Re: Forge and attr contest
Date: Wed, 25 May 94 20:10:51
From: djm2@isis.msstate.edu@ra.msstate.edu (Dan Murrell Jr.)
Thomas Setzer said on May 25 :
> Did anyone notice figure 6.2(I think) in the Forge manual. I just skimmed
> through, looking for some funny comment Steve might have made about this
> Raliegh(sp?) distribution chart(or what ever). Did I miss it, or was this
> truely a printing mistake?
Steve's manuals are as much fun as his software. :) That county map of
Michigan has nothing whatsoever to do with it's caption, and neither have
anything to do with Forge. I believe he was just playing around there. :)
Another such gem was in the 'Help!' section pertaining to car finding
chances on Let's Make a Deal. :)
__
Sent from Danimal's AmiTCP-ing Amiga 500// Amigas!/Saturday morning Wrestling/
Dan Murrell Jr. IRC's Danimal __ /// James Taylor/Pink Floyd/Roger>Dave!/
djm2@ra.msstate.edu \\\/// Imagine/Essence/AmiTCP/AMosaic/3Dgfx/
http://www.msstate.edu/~djm2 \XX/ ImageMasterRT/Wavefront under-achiever
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@node IML-660 " MSG-660 Subject: Image/Texture tacking.. demo wanted.."
Subject: Image/Texture tacking.. demo wanted..
Date: Wed, 25 May 1994 21:56:25 -0600 (MDT)
From: kholland@polaris.unm.edu (Kiernan Holland)
Does anyone who has the 3.0 version of image plan on doing a
demo of the image tacking feature (supposed to be implemented)
along with the bones.. Like get a dinosaur or a cerial bow
or something, make it move with an Image tacked to it's body...
I want to see how realistic Imagine 3.0 is with this...
Kiernan
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@node IML-661 " MSG-661 Subject: Re: 2.0,2.9 scaling bug"
Subject: Re: 2.0,2.9 scaling bug
Date: Wed, 25 May 1994 23:57:47 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
>I am scaling all three axes. To see what I'm getting at try the following:
>Add a torus primative.Add a perfect sphere. Accept the default sizes in
>both cases. This should produce a little ball in the middle ot the ring.
>Pick the torus, multipick the sphere and group them so that the torus is
>the parent. In group mode,with the torus+ball group picked, use the
>transformation requestor and Scale 10,10,10 on all the axes. Presto, the
>torus gets bigger and the sphere stays the same size!
I tried this a couple different ways. The first as you suggest results
only in the torus growing, the sphere remains the same.
If you try this again but inside the transformation requester you tell
it WORLD axes instead of LOCAL, it will scale both objects up.
It will also scale both objects up if you use the interactive scaling
method.
Jason K.
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@node IML-662 " MSG-662 Subject: Re: What's the name of that book!"
Subject: Re: What's the name of that book!
Date: Thu, 26 May 1994 00:28:13 -0400 (EDT)
From: Lamar Milligan <lamarm@moe.coe.uga.edu>
On Wed, 25 May 1994, Daniel T. Edwards wrote:
> I missed the first few posts on that book that comes with Imagine PC.
> What is the name of that book? Where can I get it?
> ____________________________________________________________
> / \
> | bEZTIUW - 90WHN James R. Walker |
> | bCI PU5 dedwards@tonto.scs.unr.edu |
> | 16WP RVW ______________________________________________|
> | 420 WB HVRD / |
> | O5\2 | This .sig is under reconstruction. |
> \____________________________________________________________/
Yes, Please let me know too! I have DIRE NEED of such a thing as
speed! (pc at 486dx2/80 compared to 030 at 40mhz)
Benjamin Milligan
lamarm@moe.coe.uga.edu
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@node IML-663 " MSG-663 Subject: simple utilities of interest, hints.."
Subject: simple utilities of interest, hints..
Date: Wed, 25 May 1994 22:31:03 -0600 (MDT)
From: kholland@polaris.unm.edu (Kiernan Holland)
I was wondering what would be a good a utility for Imagine users
or users in general.. I finally got a compiler for my Amiga and
I know I'm not going to work any miracles or anything but I'm looking
for a summer project aside from working as a computer consultant
until I can get a REAL job (summer blues, ughh!!). So, if anyone
has any ideas, could post them here for me and whoever else is looking
for a summer project.. I can't say that I'd program your ideas, but
I will give it a thought. I was also wondering if any of the programmers
here had any suggestions for learning how to create Amiga specific
applications. I've been looking at the header files for the exec,
tasks, processes, message protocols, etc.. It kinda reminds me of
an event driven simulation I coded once, but I'm confused
about the structure and the way to do things on the Amiga. In effect
I'm wondering how the heck anyone ever got an application up and running
without some kind of tutoring on amiga applications design.. It seems
to me a lot of this came from programmers with experience elsewhere,
like from UNIX.. What I'm looking for is a Dumby's Guide to writing
applications for the Amiga. Any hints?? Or should I take this to
comp.sys.amiga.programming..
Thanks much,
Kiernan
"Yellow Lori Slow No Place To Go" - John Lennon
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@node IML-664 " MSG-664 Subject: IM3.0/PicassoII Problems!!"
Subject: IM3.0/PicassoII Problems!!
Date: Tue, 24 May 94 16:17:12 PDT
From: DonH@cup.portal.com
I just received Imagine 3.0. However, when I promote IM3.0 to
640x480, I can not see any of the anims generated with quickrender
in the stage editor. Also, after using the detail editor a few
mins, the dropdown menus for Object and Function become invisible
(though you can still move the mouse to the correct level and activate
the function if you know the correct postion). Everything works fine
if I use the default screen mode for the program (not nice).
Anyone also have this problem? Is there a way to change the program
to the default screen after it has been running and toggle back after
the anim plays? Activating PicassoSwitch just gives me a grey screen.
Any help would be appreciated.
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@node IML-665 " MSG-665 Subject: 2.0,2.9 scaling bug"
Subject: 2.0,2.9 scaling bug
Date: Thu, 26 May 1994 07:47:30 GMT+1
From: "PC386 studenti n.2" <TESI2@novell.dima.unige.it>
Andrew Nunn:
> I've found what I feel is a very annoying 'feature'. If you create a
> grouped object, which has parts comprised of the sphere primative (ie
> the non faceted one),and try to scale the grouped object in either the
> Detail or Stage editors, everything scales except the spheres (actually
> subpart axis sizes dont either).Does this still happen in 3? Are there
> any workarounds?
> > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >
/\ Exiting from Imagine.....
|| .....entering dummy dos command line....
\/
sorry Andrew my Imagine 2.0 versions (both PC and Amiga) seem to
/\ be not affected of the 'scaling bug' Ya say. Notice that math
|| sphere (function/add/sphere option) cannot be scaled in only
\/ one axis. Hope this could help Ya.
BTW I'm waiting for an uuencoded object (the one Ya've
/\ problem), if Ya want!!! TESI2@NOVELL.DIMA.UNIGE.IT
|| ae(-_^)ue
\/ _ __ ___ ______Wizard signing off
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@node IML-666 " MSG-666 Subject: Re: Some questions"
Subject: Re: Some questions
Date: Wed, 25 May 1994 23:23:50 -0700 (PDT)
From: videoman@netcom.com
> Errr, I don't mean to sound rude or anything, but is this a joke? And if
GAd's! I can't belive people took this serious! I supose if it was i'm a
fool.. but this is a joke, it has to be.. sheesh.. still nice to see
people here are helpful.. but answering this seriously is a waist of time
IMHO.
> This must be a very belated April fools joke. The only reason I didn't
> completely dismiss the whole post as humor is because I have seen very
> similar questions asked before.
I've heard dumb stuff too... seems 90% of the IBM users out there can't
tell the ram chips from the hard drive, but there is to much knowledge ..
and two many things that not just anyone would know to make this a stupid
user question, nope.. this is some guys Idea of a funny....
-== When Dreams Become Reality ==- Illumine & Illuminati videoman@netcom.com
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@node IML-667 " MSG-667 Subject: A proposition... For redirecting IML to new Media.."
Subject: A proposition... For redirecting IML to new Media..
Date: Wed, 25 May 1994 23:28:10 -0600 (MDT)
From: kholland@polaris.unm.edu (Kiernan Holland)
I know many here don't have telnet access still, but I'm proposing
something that probably hasn't been though about..
Somebody talked about getting users up on the IRC's, some suggested
USENET, some mentioned Mosaic, now I have an Idea,
MUD's!!
"Your crazy!"
I read a story on a MUD that a group at Xerox PARC was working on called
LambdaMOO, and how NASA was developing a system using it to
bring professional astronomers together into a cyber-community
that could remain on a high level of tech-speak without
having to resort to explaining to a newbie the fundamentals
of thier discussion. Although what NASA was doing was providing
more than just textual communication (read the paper it is fascinating)
it expressed an idea that is not often considered nor obvious..
In the spirit of this, someone could set up a Imagine MUD.. Not for game
playing, but for discussions between Imagine users, active discussions,
that are more productive and resuire less text. Face it, when you send
Email to someone they are required to either reply to your letter completely,
spending time writing between paragraph quotes, reply to a part
(rendering most of that time you spent writing, a waste), or completely
ignoring you because there is 30 other posts that from the looks
of the "To:" description seem to talk about nothing much of interest..
In this case a real-time conversation is helpful.. Although, by using
a MUD, you are not giving up the Email approach, because MUD's
have Mail-Rooms within them where you can send long letters to whoever
you want.
Having an Imagine MUD would also be useful for those helping others to use
Imagine. Imagine this, rather than giving a full-blown tutorial covering
everything that happens, you could give somebody or a whole group
a tutorial in real-time and if any problems occur, they'll be resolved in
descussion rather than through a weeks worth of posts.. You could open
your terminal software, get on the modem, get on the Imagine mud, ask a
question, get an instant response, try it out on Imagine, come back
with a result, work on it, until you get the problem solved, then
a logg of the discussion you had could probably be captured by an online
program written in the MUD's language and saved to a file for others
to read. It would be more productive!
That is another thing, most MUD's have thier own programming language,
designed for game use but not for game use only.. The programming
language allows one to create his/her own things.. rooms, universes..
Kinda like the universes we create in Imagine. When someone
wants to describe an object, they could describe the details
in textual form as a program, or just as a general description of a
plain object, then others could pick it up, examine it and learn
from it.. For instance, say you want to make a cup in Imagine,
you make your brush, lathe it, and figure out how to perfect it.
You get on the Imagine MUD and make a similar object for examination
that contains a description of its parts, handling it would casue an
action to occur and a description of how it was made to be given..
Then somewhere in the details you may want to provide a FTP address
where the object is stored or any additional information including the
author who created it. You could carry it around the rooms with you..
If someone asked youhow you made it, you could give them the object
and they'd be informed on how to make the object and where to get a
copy of it..
A MUD would also let users talk about things other than Imagine without
disrupting others. The Imagine MUD could be runned in parallel to
the listserv with all memberships granted through the listserv
moderator to make sure that only Imagine users would have access and
not non-Imagine-users.. I really think that a MUD for Imagine users
would lead to greater IMAGINations as well as a more productive
environment.
Thanks for considering it,
Kiernan
PS- I learned that abermud began its life on Amiga's.. I've
been trying to learn (at least while I can get access to the sites)
LPC when I can, it is the programming language that is
interpreted within LPmud, it is like a combination of C++, LISP and
Smalltalk and is pretty amazing considering LPmud was designed for
gamers.
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@node IML-668 " MSG-668 Subject: How to change 3.0 Imagin"
Subject: How to change 3.0 Imagin
Date: Tue, 24 May 94 16:58:00 -0700
From: jeff.saffold@lookout.com (Jeff Saffold)
TO: kkalnasy@bvu-lads.loral.com
(Kent Kalnasy)
KK> Well, since no one else has posted the info, I spend the better part of
KK> a Saturday doing hex edits of Imagine 3.0. I found the location for
KK> changing the horizontal screen size, but for the life of me, I couldn't
KK> find the location controlling vertical size. I tested every location
KK> which contained the hex equivalent of 200 and 400 to no avail. Still,
KK> it's better than nothing.
KK> To change the horizontal screen size for the Amiga version of
KK> Imagine.fp,
KK> go to position D063C and change the value from 0280 to (in my case)
KK> 02CC.
KK> This changes the horizontal screen size from 640 to 716, which is the
KK> max that my FlickerFixer board can handle. You, of course, would
KK> substitute the appropriate hex value for your system.
While I (And I'm sure many others) appreciate this, could you please
tell us what hex editor you used??? This does noone any good, as I'm
sure we all use different editors, and it seems that none of them have
the same readout...
Q-Blue 1.0
...Does war decide who's right? Only who's left.
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@node IML-669 " MSG-669 Subject: Re: APEX..What is FORGE anyway ?"
Subject: Re: APEX..What is FORGE anyway ?
Date: Thu, 26 May 1994 17:11:39 +1000 (EST)
From: "" <williamp@triode.apana.org.au>
> On Wed, 25 May 1994, Foivos Kourendas wrote:
> > I keep reading about a package for imagine called FODGE .What is that
> > anyway ?
> Forge is a program from Apex that lets you interactively alter the values
> of one of their Essence textures and see the results without having to
Up to nine textures at a time actually. :) Which is really nice for
seeing how they mix and match,but a bit slow at rendering the preview.
> render a complete image.
But you do have that nice shaded sphere or flat plane rendered.Beats
having to set up a stage though.Or even go through constant quickrenders.
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@endnode
@node IML-670 " MSG-670 Subject: Re: Any Aussies got Imagine 3.0 yet???"
Subject: Re: Any Aussies got Imagine 3.0 yet???
Date: Wed, 25 May 94 16:27:32 GMT
From: pducker@weynet.demon.co.uk (Peter G Ducker)
Don't feel too isolated - I still haven't received mine in the UK yet!
Peter G Ducker email: pducker@weynet.demon.co.uk
voice: 44-0305-770453
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@node IML-671 " MSG-671 Subject: Re: Moire problems!"
Subject: Re: Moire problems!
Date: Thu, 26 May 1994 17:20:39 +1000 (EST)
From: "" <williamp@triode.apana.org.au>
> The problem is because the corrugations are so close together and repeating, w
hen viewed from any reasonable distance (i.e. anything other than super closeup)
the repeating identical nature of the stripes creates a moire pattern on the ro
of that looks r
eally dumb!
> I've tried turning off anti-aliasing EDLE = 255 and turning it to maximum EDLE
= 0. Neither really fixes the problem.
The main thing I can think of is some kind of post-processing
perhaps.Using a mild smoothing operator with Imagemaster,ImageFX or ADPro.
Or maybe change the colours on the roof to be a bit closer together in
their shading.
> P.S. I'm also finding that 2.9 will about every 8th frame mess up the brick ma
p on the walls and instead render the walls white. ERK!
Darn.No,I haven't encountered this before with the brick texture.
William John Porter
williamp@triode.apana.org.au
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@node IML-672 " MSG-672 Subject: Screen Sizes!"
Subject: Screen Sizes!
Date: Thu, 26 May 94 04:01:00 EST
From: mtucibat@cris.com (Mike Tucibat)
Well thank you, Steve Lombardi!!
I'm now running a 736x480 3.0! I don't know what to tell
you about your difficulties with the sizes you mention. I'm
running it on an A3000, max overscan.
Gotta go. I'm up way too late!
-mikeT
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@node IML-673 " MSG-673 Subject: Re: Transition Frames, cont."
Subject: Re: Transition Frames, cont.
Date: Thu, 26 May 1994 01:55:44 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> Hey, guys!
>
> You still have the same transition capability as before. It's
> just done a bit differently. And it's not as handy.
>
> It was much cooler, however, with the "Set Transition Frames," since
> the shaded bar gave the transition info in an obvious way, and didn't
> require the extra loading step.
>
> L8R
yes I know you can still do a awork around for it and agree with you about
the transitions...
=RRW=
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@node IML-674 " MSG-674 Subject: 3.0 in France..."
Subject: 3.0 in France...
Date: Thu, 26 May 1994 12:39:17 +0100 (MET DST)
From: Stanis <gp178@alpha.univ-lille1.fr>
I just got my copy of Imagine 3.0. I'm in France, and I purchased
the offer by Future Publishing (AFormat) I try it at once...
Stanis
gp178@alpha.univ-lille1.fr
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@node IML-675 " MSG-675 Subject: # faces in spline font objects"
Subject: # faces in spline font objects
Date: Thu, 26 May 1994 08:20:29 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
If you are creating flying logo videos, then you know that the number of
faces in the font objects the spline editor creates can quickly get out of
hand. In one test I ran, Four eight letter words = over 40k faces. You
can reduce the number of faces the spline editor creates by interactively
scaling each letter's axis up (shift s) to anything over 20x before you
use the "add points" option. This will reduce face count by about 20-30%.
If you scale the axis up over 20x you still get a 20-30% reduction only.
To increase the number of faces generated, scale the axis down.
I just wish there was a way to scale all letter axes at once, so I don't
have to go to each one individually.
Ed Totman
etotman@gort.ucsd.edu
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@node IML-676 " MSG-676 Subject: Imagine 3.0"
Subject: Imagine 3.0
Date: Thu, 26 May 1994 10:26:56 -0700 (PDT)
From: Steve <link@u.washington.edu>
I'm new to this mailing list, so sorry if this has been covered many
times over, but I've been (and still am) using Imagine 2.0, and I'd like
to upgrade to Imagine 3.0, but I was wondering if they changed the system
requirements. I have a 68000 and with 1 meg chip and 2 megs fast (yeah,
yeah I know I should upgrade my computer, but I want to see what's going
to happen to the Amiga line of computers first)... thanx!
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@node IML-677 " MSG-677 Subject: Re: A proposition... For redirecting IML to new Media.."
Subject: Re: A proposition... For redirecting IML to new Media..
Date: Thu, 26 May 1994 09:27:50 -0700 (PDT)
From: Gerard Menendez <gpm@netcom.com>
I don't think I'd be any help setting such a thing up, but I would
be interested in participating. I too have read of MUD's being
used for non-gaming purposes. BTW, what paper did your message
refer to?
Gerard Menendez
Seattle, WA
I'm more interesting than my .sig might indicate.
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@node IML-678 " MSG-678 Subject: Re: simple utilities of interest, hints.."
Subject: Re: simple utilities of interest, hints..
Date: Thu, 26 May 1994 10:22:15 -0700 (PDT)
From: Steve <link@u.washington.edu>
On Wed, 25 May 1994, Kiernan Holland wrote:
> I'm wondering how the heck anyone ever got an application up and running
> without some kind of tutoring on amiga applications design.. It seems
> to me a lot of this came from programmers with experience elsewhere,
> like from UNIX.. What I'm looking for is a Dumby's Guide to writing
> applications for the Amiga. Any hints?? Or should I take this to
> comp.sys.amiga.programming..
c.s.a.p would get some of your questions answered, but a good source of
info is in ACE (Amiga 'C' Encyclopedia), which is available on Aminet,
which has text files and source code on how to specifically program the
Amiga.
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@node IML-679 " MSG-679 Subject: Re: Image/Texture tacking.. demo wanted.."
Subject: Re: Image/Texture tacking.. demo wanted..
Date: Thu, 26 May 1994 07:56:35 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
On Wed, 25 May 1994, Kiernan Holland wrote:
> Does anyone who has the 3.0 version of image plan on doing a
> demo of the image tacking feature (supposed to be implemented)
> along with the bones.. Like get a dinosaur or a cerial bow
> or something, make it move with an Image tacked to it's body...
> I want to see how realistic Imagine 3.0 is with this...
> Kiernan
I put one up a few weeks ago. It's on aminet gfx/anim/bonesanm.lha.
Ed Totman
etotman@gort.ucsd.edu
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@node IML-680 " MSG-680 Subject: Sorry Could Not Find Subject!"
Date: Fri, 27 May 1994 13:22:58 +1000
From: imagine-relay@email.sp.paramax.com
Here's a diagram of a cycle object I'm using to simulate a piston and
cylinder. X is a rotation point.
/
X
/ \ <-- piston
/ \
arm /
/ \\\
/ \\\ <-- cylinder
X________________X______
arm
This works ok but I have to be absolutely sure that I have the piston and
cylinder rotations correct otherwise it doesn't look right. Can you
think of a better way so that piston and cylinder are aligned automatically?
I tried bones but it didn't really work the way I wanted it to.
Email me if you can do this easily using some other software package.
Thanks,
Ed Totman
etotman@gort.ucsd.edu
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@node IML-681 " MSG-681 Subject: Sorry Could Not Find Subject!"
Date: Fri, 27 May 1994 13:28:00 +1000
From: imagine-relay@email.sp.paramax.com
>From my limited understanding of computer graphics: alpha channels are
used to quickly approximate transparency. For example, some hardware &
software claim to support 32bit color; this amounts to 4,294,967,296
colors - doesn't sound practical, huh?-. Well it isn't! Only the first
24bits are used for actual representation (16,777,216 colors) with the
extra 8bits (256 colors) used for transparency purposes (0 often being
completely transparent and 255 being opaque). Some display hardware can
take advantage of an alpha channel, freeing up the software from having to
do pixel-by-pixel calculations for transparency. However, a more common
use for alpha channels is for masking images (rub-throughs, etc.).
-- this was mostly conjecture.
---------------------------------------------------------------------------
| K E N N Y C A R L S O N | |
| University of Central Florida | "This is not a secret code" |
| Orlando, Florida USA | |
---------------------------------------------------------------------------
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@node IML-682 " MSG-682 Subject: Hex Editor"
Subject: Hex Editor
Date: Thu, 26 May 1994 15:34:17 -0700 (PDT)
From: Eric Kilkenny <erick@efn.org>
Hellooooo Everyone! 8-)
Curious: To know if anyone could suggest a Good Hex Editor To me.
Preferably One that is PD or Shareware. But Any suggestions would Be
appreciated. Also I you suggest one that is on the Internet somewhere.
Like Aminet or something. Please give me the whole Directory structure
if you can. Thanks!
- Eric
erick@efn.org
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@node IML-683 " MSG-683 Subject: Re: Imagine Promoted"
Subject: Re: Imagine Promoted
Date: Wed, 25 May 94 22:22:42 MET
From: boinger@myamy.hacktic.nl (Paul Kolenbrander)
Hello Soren Wind,On 24 MAY 1994 00:21:29 you said regarding Imagine Promoted:
> Anyone have had any success, promoting Imagine on ANY graphics boards. please
> let me know..
> I Just bought a GVP Spectrum Card, and when i promote imagine to a EGS Screen,
> it is VERY fast, i have never seen
> anything like it, but i can't use the menus, or the buttonbars... and in 10
> seconds, Imagine crashes...
> Please let me know if, Picasso/Piccolo- ect... users have had any luck
> promoting Imagine..?
Well, I've used Imagine 2.0 on an EGS Piccolo under both 800x600x256 and
now 1024x768x256 promotion fairly painlessly. The only irritation is that
the grid gets messed up when doing a move, rotate or such. But the Redraw
menu option fixes that. Nice on the create a gadget of. ;-) I've no idea
what 3.0 does as I've not yet upgraded. I've been playing with Real and it
isn't bad either. And just for hobby, buying two programs is to expensive.
----------------------- E-mail Only -> boinger@myamy.hacktic.nl -
-- Paul Kolenbrander -- UUEncoded -> paulk@stack.urc.tue.nl ---
----------------------- C= adspe -> paul@ecl042.adsp.sub.org -
- (ECL042) Amiga&CD32 -------------------------------------------
----------------------- Volume EMPTY is FULL?? Only Amiga... ;) -
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@node IML-684 " MSG-684 Subject: Major problem with Imagine 3.0...HELP"
Subject: Major problem with Imagine 3.0...HELP
Date: Thu, 26 May 94 14:27 BST
From: "Everywhere i look you're all i see Just a fading reminder of who i used t
o be...." <SE18@VMS.BRIGHTON.AC.UK>
I'm new to this 3d stuff, but i got imagine 2.0 on the amiga format
coverdisk and immediately fell in love with it... I sent the 95 pounds for
the upgrade and am now the proud owner of version 3.... ITS DRIVING ME NUTS!
I create a flat plane from the primitives, make it a light source, Arrange
the z axis so that it is at right angles to the object,make sure the object
is in the camera view,go to the action editor select the fx1 bar for the
plane object,select lensflar, save changes, back to the stage editor,
CAN'T FIND CAMERA.... what the hell does this mean, the plane object
i wanted as a lensflare has disapeared,.
Look in the manual, I can't find one reference to either haze or lensflare
in the manual, especialy the effects section where i would presume them to be
i've tried everything i can think of, depth of field, moving the camera
point blank in front of the plane......
THIS IS BUGGING THE HELL OUT OF ME..... I WANT LENSFLARES !!!!!
if anyone has successfully got lensflare working please let me know as this
is really irritating..
Simon
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@node IML-685 " MSG-685 Subject: "inverse shadows" in Imagine 2?"
Subject: "inverse shadows" in Imagine 2?
Date: Thu, 26 May 94 23:21:37 BST
From: sthompso@mcs.dundee.ac.uk (Scott Thompson)
Can anyone help me, as I'm desperate to produce "inverse shadows" for a logo.
I can't think how to describe them sensibly(tried in comp.sys.ammiga.graphics
and failed), but UK readers can see what I mean in the latest Persil ad.
I am still using Imagine 2, as 3 won't quite run on my setup :-(.
THANX
_____________________ _____________________________________________
| _ _ | |
| | | | | | "With your permission, lord, I will write |
| | | | | | you more balls than you can imagine..." |
| | | | | | Didactylus - Small Gods |
| | |____ ____| | | |
| |______| |______| | E-mail c/o sthompso@mcs.dundee.ac.uk |
|_____________________|_____________________________________________|
*** Commodore may die, but the Amiga lives on ***
----------------------- Volume EMPTY is FULL?? Only Amiga... ;) -
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@endnode
@node IML-686 " MSG-686 Subject: Bones and stuff"
Subject: Bones and stuff
Date: Thu, 26 May 94 18:12:40 CDT
From: setzer@comm.mot.com (Thomas Setzer)
Mike H. sent this to me. I thought it had some useful info about bones...
----- Begin Included Message -----
BOnes will do the flag thing as well as a jelly fish and almost anything
that you can think up ( i resisted the standard "anything you can imagine")/
It seems that people dont get the really simple thing with bones.
The small part of the bones or small subgroup is the part that will be
the least affected by the bending of the object, the large part of the bones
defines the area that is the total amount of trinagles that will bend. THE area
between the two is the place where there will be the most compression or
decompression of the trinangles as the morph occurs.
THe hand.bon object shows that when you deal with the whole finger, the
big subgroup of the finger is the whole finger and the next subgroup for that
bone at the bottom of the finger includes all of the trinagles just above the
area that you would say in the joint of the finger or the first knucle.
As you use this in other ways you will have to think about how to place
the bones properly and what sub groups to assing to what bones. You can overlap
them its fine, but as you said you might get wierd results if there is too much
overlap.
I have been having a great time making faces and then making them "talk"
or express some form of emotion, the bones are all over the face, the more I put
and the more I assing better groups to the bones the more life like it becomes.
Because Imagine only uses trinagles you will not get things busting up or
distorting, this is aproblem with programs that use (n) sided polygons, here the
area distorts and looks terrible whenanimated.
There are of course other techniques used for different things like flag
waving, use the deform tool, set different states and just do a simple morph,
you will need more morph targets but the results can be better than bones.
Finally, bones was intended for animating characters, it has more work to
be done on it to make it more friendly, like AUTO BONE, which will try an figure
out what to do so you dont have to, but then we also want Precognative Ray
Tracing, so all you have to do is think it and it goes directly to a VCR for
viewing, Now that will be a great set of code.
HOpe that helps.,
Mike
----- End Included Message -----
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@node IML-687 " MSG-687 Subject: Oooops..."
Subject: Oooops...
Date: Thu, 26 May 1994 17:14:45 -0500 (CDT)
From: kirvan@SSESCO.com
Greetings,
- Tom Setzer
>I played with bones, trying to achieve a flag or table cloth or curtain
>effect. No go When you put bones side by side they do wierd things.
>Their effects are additive. If you ovelap a number of faces, those over
>lapping faces will add the effects of the bones. If tey don't overlap,
>then the boarder between the two won't move when you move the bones...
I've been using bones to do this - overlapping subgroups and all
and haven't had any problems.
Keep trying - need more details to know what you're doing wrong.
- Andrew Nunn
>...In group mode,with the torus+ball group picked, use the
>transformatin requestor and Scale 10,10,10 on all the axes. Presto, the
>torus gets bigger and the spere stays the same size!
Click on "World" instead of "Local" scaling and this will work for you.
- Tom Setzer
>I know Mike and gang are listening. Heck, Mike even replied to one of my
>messages.
>So why no word on texture and FX information? You guys said you would
>release this info when .0 was released. I don't mind if you changed your
>mind, but don't leave me hanging. Le me know something. PLEASE!?!?!
Gees - stop being so fuckin' whinney. If you need an answer that only
Impulse can give you - call Impulse. I'm the only one here with an
internet account, and I think Mike only gets fragments of stuff from this
list. You're cluttering the net by writing notes to Impulse on the net.
I haven't had any time to be on the IML answering questions lately -
Why? - maybe I'm working...
Anyway, to answer your question - The texture and object info were just
finished and will probably be released on Friday or Monday. We haven't
decided wether or not to release the FX info since the FX handling in
Imagine isn't very mature or locked down yet (one of the things we
anticipated getting done before V3.0, but that fell off the priority
list). We may release some of the safer stuff, but the FX handling is
pretty limited so far (and so complex that I'm not sure how to go about
documenting it).
P.S. Go to hell, Setzer. You know we don't like you :->
- James R.Walker
>I missed the first few posts on that book that comes with Imagine PC.
>What is the name of that bok? Where can I get it?
It's called "3D Modelling Lab" - by Phillip Shaddock
Published by The Waite Group
ISBN 1-878739-52-2
- Ed Totman
>I just wish there was a way to scale all lette axes at once, so I don't
>have to go to each one individually.
In the spline editor - switch to object mode (alt-2) - Delelte the parent
axis - multipick all the letters - select "join" form the menus. There,
now you've got one axis for the whole logo.
later... sk...
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@node IML-688 " MSG-688 Subject: HALVE the time to render!"
Subject: HALVE the time to render!
Date: Fri, 27 May 94 09:01:29 CST
From: mor@mod.dsto.gov.au (Matthew O'Reilly)
Okay, now that I have your attention ...:-)
Yesterday I downloaded an archive of replacement maths libraries from my
local bbs, I guess they were initially sourced from AMINET.
The files name is: (or similar)
fmath403.lha 18604bytes
-----------------------------------------------------------------
AUTHOR:
Martin Berndt
Fr.-Alfred-Str. 115
47226 Duisburg
Germany
E-Mail: m_berndt@tron.gun.de UseNet
M_BERNDT@WANDERER.ZER Zerberus
martin berndt 2:2433/20.10 Fido
------------------------------------------------------------------
It is a shareware product, but has not been crippled. From, my initial tests
lastnight it is *WELL* worth the money ($20US).
Savings in render time vary on image content. I'm using IMAGINE fp version
on a a4000/40, but there are libraries for 68882/1 also.
The 040 math libraries make calls DIRECTLY to the FPU in the 040, no overhead
in going thru the 68040.library and exception.
Some stats:
old time new time
comet 2 project, frame 321, 640x400, trace.
1h20m 0H25m
Yes, thats 1 hour 20 m to 25 minutes!
several other experimental projects I have.
2m14s 1m04s
35m13 17m23
11m26s 7m31
48m34 28m12
As you can see, some MAJOR time savings to be had, I still have a few tests
to carry out, but my initial impressions are that these libraries are well
worth installing, trialing, and registering.
Please, can other people install these libraries and report to me their
impressions. (dont forget to reboot after installing them :-)
--Matthew
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@node IML-689 " MSG-689 Subject: Tools to complement Imagine PC ?"
Subject: Tools to complement Imagine PC ?
Date: Fri, 27 May 94 12:53:44 EST
From: ganga@abc.gov.au (Ganga Varatharajan)
Hi Imagine PC users,
I know that Amiga users have Essence, Dpaint, etc. all of which
can be used to complement Imagine. What programes do PC users have ?
I have deliberately left this as an open question. I don't have any particular
task in mind to accomplish in Imagine. I am just looking for ideas.
Thanks.
Ganga.
PS: I have never used Imagine. I want to get into computer animation and
Imagine is the front runner so far.
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@endnode
@node IML-690 " MSG-690 Subject: Re: HALVE the time to render!"
Subject: Re: HALVE the time to render!
Date: Fri, 27 May 1994 13:35:33 +1000 (EST)
From: MiKE <cheng@sun.mech.uq.oz.au>
On Fri, 27 May 1994, Matthew O'Reilly wrote:
> The files name is: (or similar)
> fmath403.lha 18604bytes
Yes, its on aminet. util/libs/FMath403.lha
> old time new time
> comet 2 project, frame 321, 640x400, trace.
> 1h20m 0H25m
> Yes, thats 1 hour 20 m to 25 minutes!
Verrry Niiice....
cheng@sun.mech.uq.oz.au The Uni of Queensland. Brisbane. Australia
"I don't stand on ceremony; he never stood on me."
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@endnode
@node IML-691 " MSG-691 Subject: Re: 2.0,2.9 scaling bug"
Subject: Re: 2.0,2.9 scaling bug
Date: Thu, 26 May 94 19:18:29 GMT
From: Andrew Nunn <apn@moby.demon.co.uk>
Hi Jason,
> >transformation requestor and Scale 10,10,10 on all the axes. Presto, the
> >torus gets bigger and the sphere stays the same size!
> I tried this a couple different ways. The first as you suggest results
> only in the torus growing, the sphere remains the same.
> If you try this again but inside the transformation requester you tell
> it WORLD axes instead of LOCAL, it will scale both objects up.
Eureka! I'm not entirely sure why, but it certainly works. Thanks to
all those who replied. The thought of having to individually scale 40
little spheres was not a good one.
Andrew
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@node IML-692 " MSG-692 Subject: Sorry Could Not Find Subject!"
Date: Thu, 26 May 1994 23:56:50 -0600 (MDT)
From: Jeremy Williams <Jeremy.Williams@m.cc.utah.edu>
Subject: Re: Tools to complement Imagine PC ?
On Fri, 27 May 1994, Ganga Varatharajan wrote:
> Hi Imagine PC users,
> I know that Amiga users have Essence, Dpaint, etc. all of which
> can be used to complement Imagine. What programes do PC users have?
I have a 486PC and am currently using DPaint II Enhanced, VistaPro 3.0,
and Imagine 3.0 all integrated very nicely. I originally came from these
Amiga programs and I had to search a while before I found them on the PC.
Maybe one day FORGE and ESSENCE will come to the PC, we can only wish....
Jeremy Williams
Jeremy.Williams@m.cc.utah.edu
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@node IML-693 " MSG-693 Subject: Re: HALVE the time to render!"
Subject: Re: HALVE the time to render!
Date: Thu, 26 May 1994 22:47:48 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
Hey Matt,
As a matter of fact, I also nabbed these libs yesterday, for my
A3000. Though I haven't actually benchmarked them, I did see a
noticeable speedup. I'm so busy rendering, I didn't bother doing a
before and after thing. I like the after so well, why go back to the
before?
These libs really are incredible--and well worth the registration
price. I've tried all sorts of speedups, like a powercache, a scssi
re-address tool, priorities, etc, and all of them usually result in MAJOR
crashes. These libs came with their own gui installer, and they WORK.
And it seems like all of them are under a kilobyte in size, at least for
my 68882 versions.
This is a very exciting event in the rendering world. Thanks,
Matt, for bringing it to everyone's attention here on IML. I'm afraid I
was so buys USING them, I forgot to share . . .
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@endnode
@node IML-694 " MSG-694 Subject: Re: A proposition... For redirecting IML to new Media.."
Subject: Re: A proposition... For redirecting IML to new Media..
Date: Fri, 27 May 94 07:52:17 GMT
From: Andrew Nunn <apn@moby.demon.co.uk>
Hi Kiernan,
> Somebody talked about getting users up on the IRC's, some suggested
> USENET, some mentioned Mosaic, now I have an Idea, MUD's!!
I can see it now.. :)
*You have encountered a 2.4th level Real 3D User
?Hit it with magic Bones Tool
*It swings at you and misses, due to a minor bug that will be fixed in
*the next release
?Use ASL-AREXX of Xerxes weapon
*You dont appear to be carrying it!
Andrew :)
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@endnode
@node IML-695 " MSG-695 Subject: How to change 3.0 Imagin"
Subject: How to change 3.0 Imagin
Date: Tue, 24 May 94 16:58:00 -0700
From: jeff.saffold@lookout.com (Jeff Saffold)
TO: kkalnasy@bvu-lads.loral.com
(Kent Kalnasy)
KK> Well, since no one else has posted the info, I spend the better part of
KK> a Saturday doing hex edits of Imagine 3.0. I found the location for
KK> changing the horizontal screen size, but for the life of me, I couldn't
KK> find the location controlling vertical size. I tested every location
KK> which contained the hex equivalent of 200 and 400 to no avail. Still,
KK> it's better than nothing.
KK> To change the horizontal screen size for the Amiga version of
KK> Imagine.fp,
KK> go to position D063C and change the value from 0280 to (in my case)
KK> 02CC.
KK> This changes the horizontal screen size from 640 to 716, which is the
KK> max that my FlickerFixer board can handle. You, of course, would
KK> substitute the appropriate hex value for your system.
While I (And I'm sure many others) appreciate this, could you please
tell us what hex editor you used??? This does noone any good, as I'm
sure we all use different editors, and it seems that none of them have
the same readout...
Q-Blue 1.0
...Does war decide who's right? Only who's left.
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@endnode
@node IML-696 " MSG-696 Subject: Re: Imagine 3.0"
Subject: Re: Imagine 3.0
Date: Fri, 27 May 94 09:29:07 +0200
From: di2matha@ida.his.se (Mattias Hallberg)
> I'm new to this mailing list, so sorry if this has been covered many
> times over, but I've been (and still am) using Imagine 2.0, and I'd like
> to upgrade to Imagine 3.0, but I was wondering if they changed the system
> requirements. I have a 68000 and with 1 meg chip and 2 megs fast (yeah,
> yeah I know I should upgrade my computer, but I want to see what's going
> to happen to the Amiga line of computers first)... thanx!
As far as I am concerned, the only system req is 3Mb free ram...
-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-
Mattias Hallberg, Helena Christen-fan
Software Engineering 1992-1995 | email: di2matha@ida.his.se
at the University of Skovde | (alt. duffel@ida.his.se)
SWEDEN url: http://www.his.se/ida/~di2matha
-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-=+#+=-
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@endnode
@node IML-697 " MSG-697 Subject: Re: Tools to complement Imagine PC ?"
Subject: Re: Tools to complement Imagine PC ?
Date: Fri, 27 May 1994 17:40:59 +1000 (EST)
From: "" <williamp@triode.apana.org.au>
> I know that Amiga users have Essence, Dpaint, etc. all of which
> can be used to complement Imagine. What programes do PC users have ?
A friend of mine uses Adobe Photoshop and Adobe Premiere for a start.
Photoshop for it's plug-in effects and Premiere for it's animation
compiling capabilities.
I still have my amiga for now though.
William John Porter
williamp@triode.apana.org.au
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@endnode
@node IML-698 " MSG-698 Subject: Math Library"
Subject: Math Library
Date: Fri, 27 May 94 08:50:59 BST
From: c9251116@zeus.hud.ac.uk (MR. R.L.COLLIER)
can one of you guys be more specific on where in the amninet this library is as
I would very much like to get it!!
Cheerz
RIch.
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@endnode
@node IML-699 " MSG-699 Subject: Re: Major problem with Imagine 3.0...HELP"
Subject: Re: Major problem with Imagine 3.0...HELP
Date: Fri, 27 May 1994 09:58:48 +0000
From: calumb@logcam.co.uk (Calum Benson)
At 2:27 pm 26/5/94 +0100, "Everywhere i look you're all i see Just a
fading reminder of w wrote:
>Look in the manual, I can't find one reference to either haze or lensflare
>in the manual, especialy the effects section where i would presume them to be
>i've tried everything i can think of, depth of field, moving the camera
>point blank in front of the plane......
Haven't used lensflare, but might I suggest reading the docs which came on
disk, which is where I suspect you might find lensflare, haze et al.
Slainte,
Calum
+---------------------------------------+----------------------------+
|Calum Benson | email: calumb@logcam.co.uk |
|Logica Cambridge (User Interface Div.) | Tel: (+44) 223 66343 x4825 |
|Betjeman House +------------------+----------------------------|
|104 Hills Road | " I just wouldn't know a single word to say |
|Cambridge CB2 1LQ | If I flattened all my vowels and I threw |
|UK | the R away." (The Proclaimers) |
+--------------------+-----------------------------------------------+
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@endnode
@node IML-700 " MSG-700 Subject: Re: Hex Editor"
Subject: Re: Hex Editor
Date: Fri, 27 May 1994 09:39:34 +0000
From: calumb@logcam.co.uk (Calum Benson)
At 3:34 pm 26/5/94 -0700, Eric Kilkenny wrote:
>Curious: To know if anyone could suggest a Good Hex Editor To me.
>Preferably One that is PD or Shareware. But Any suggestions would Be
>appreciated. Also I you suggest one that is on the Internet somewhere.
>Like Aminet or something. Please give me the whole Directory structure
>if you can. Thanks!
Well, don't know about 'good', but NewZAP gets the job done. Pretty basic,
but it has text and hex search (not to mention an Undo button :-), and it
should be available on the net somewhere. But I don't know where.
Slainte,
Calum.
+---------------------------------------+----------------------------+
|Calum Benson | email: calumb@logcam.co.uk |
|Logica Cambridge (User Interface Div.) | Tel: (+44) 223 66343 x4825 |
|Betjeman House +------------------+----------------------------|
|104 Hills Road | " I just wouldn't know a single word to say |
|Cambridge CB2 1LQ | If I flattened all my vowels and I threw |
|UK | the R away." (The Proclaimers) |
+--------------------+-----------------------------------------------+
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@endnode
@node IML-701 " MSG-701 Subject: Re: A proposition... For redirecting IML to new Media.."
Subject: Re: A proposition... For redirecting IML to new Media..
Date: Fri, 27 May 1994 19:18:13 +1100
From: markc@wnet.edex.edu.au (Mark A. Constable)
Hi Gerard, on May 26 you wrote:
I don't think I'd be any help setting such a thing up, but I would
be interested in participating. I too have read of MUD's being
used for non-gaming purposes. BTW, what paper did your message
refer to?
I should have replied to the original poster but the article re-cycled
before I got to it. I have an email server that can deliver files and
respond to certain commands and would be very interested in following thru
with any *distributed* modeling/rendering projects.
It's a pity Imagine (because of the PC port I guess) has ignored any Arexx
support as this would make an email interface to the program rather easy
but still it would not be too hard to co-work on a literal level and
manually apply any decisive instructions.
If anyone is interested in such things or has any ideas please email me.
BTW to the mailing list ppl, how come a reply doesn't point back to the
IML, it's annoying to have to type in the IML mail ID. A group reply means
the original sender will get the response twice whereas a simple Reply-To
added to the headers would do the trick just fine.
. Regards, . . . .
: Mark Constable : markc@edex.edu.au : Virtual : vox+61 66 802622 :
: Digital Mail Service : Village : f/m+61 66 802584 :
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@endnode
@node IML-702 " MSG-702 Subject: Re: # faces in spline font objects"
Subject: Re: # faces in spline font objects
Date: Fri, 27 May 1994 08:54:35 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
On Thu, 26 May 1994, Ed Totman wrote:
> If you are creating flying logo videos, then you know that the number of
> faces in the font objects the spline editor creates can quickly get out of
> hand. In one test I ran, Four eight letter words = over 40k faces. You
> can reduce the number of faces the spline editor creates by interactively
> scaling each letter's axis up (shift s) to anything over 20x before you
> use the "add points" option. This will reduce face count by about 20-30%.
> If you scale the axis up over 20x you still get a 20-30% reduction only.
> To increase the number of faces generated, scale the axis down.
Thanks for the tip, Ed... This is a handy one for those of us that do
flying logos, and would also make an excellent addition to the FAQ list...
> I just wish there was a way to scale all letter axes at once, so I don't
> have to go to each one individually.
Just as long as you can still scale them individually... For instance,
some letters would benefit from the greater number of faces while others
may not need the extra faces to make them look acceptable...
===========================================================================
Drew Vogel: Admissions Officer at University of Cincinnati Undergraduate
Admissions (call 800-827-8728), SysOp of The Cafe' BBS (513-232-4895)
FidoNet 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head of
BowTie Productions, documentation author, single guy, and much, much more!
FINGER ME FOR MY PLAN... "The only way OUT is THROUGH."
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@endnode
@node IML-703 " MSG-703 Subject: Re: Math Library"
Subject: Re: Math Library
Date: Fri, 27 May 94 13:17:48 +0100
From: "Steve Essery" <sessery@uk.oracle.com>
In-Reply-To: PYR2:imagine-relay@email.sp.paramax.com's message of 05-27-94 08:50
> can one of you guys be more specific on where in the amninet this library is
> as I would very much like to get it!!
pub/aminet/util/libs/FMath403.readme
pub/aminet/util/libs/FMath403.lha
I found them with no trouble from the info they gave...
================================================================================
Steve Essery Unix Support, Oracle UK Hello, my name is Inigo Montoya,
you killed my father, prepare to die.
Tel: +44 (0)344 860066 ext 4572 What you don't know is that I too
Tel: +44 (0)344 860222 am not left-handed!
===============================================================================
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@endnode
@node IML-704 " MSG-704 Subject: Particles Question / Help"
Subject: Particles Question / Help
Date: Fri, 27 May 1994 08:05:19 -0700
From: Lesk@cc.snow.edu (Lesk)
>To: lesk@cc.snow.edu
>Subject: Particles Question / Help
>From: rosario.salfi@canrem.com (Rosario Salfi)
>Date: Fri, 27 May 1994 02:31:00 -0400
>Organization: CRS Online (Toronto, Ontario)
>Hey Lesk! If you can't help me with this, how about posting this to the
>IML for some additional brainpower.
>I want to render a very simple particle animation. Using a sphere
>(which represents a pinata), I want to hvae the polygons "fall" off the
>sphere where they are, affected only by gravity. I'd also like them to
>bounce a little. Here's what I'm thinking:
>Sphere object, size 50,50,50, set at coordinates 0,0,100
>Ground coordinate to be 0
>No wind or any other horizontal motion...strictly vertical (gravity).
>Object axis is at the bottom of the object. The delayed button in the
>particle requester is set.
>Any help?
>Paul
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@node IML-705 " MSG-705 Subject: Re: Bones!!!!!! "
Subject: Re: Bones!!!!!!
Date: Fri, 27 May 94 10:39:24 EDT
From: Mark Thompson <mark@westford.ccur.com>
Thomas Setzer <setzer@comm.mot.com> writes:
> > This is one of the drawbacks of the current LW bones implementations.
> So if you wanted to do a twittling thumbs anim, where the hand was on the
> lap of the twittler, the nearby fingers and possibly the lap may jiggle
> with the twittling?
If you are not careful, yes.
> Can you set the level of the "force" you talked about?
The size of the bone determines the force it exerts. The force has a gaussian
roll-off in strength so that the farther away a point is, the less influence
the bone will have. There is also a setting for each bone that allows you
to set a pill-shaped radius beyond which the bone will have zero influence.
While the current implementation makes it somewhat difficult to precisely
animate complex articulated characters, they are superior for giving life
to simpler inanimate objects. For example, I have a test animation of a vase
walking that is reminiscent of the broomsticks in Disney's Sorcerer's
Apprentise. This is where LW bones really excel.
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' 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 %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@endnode
@node IML-706 " MSG-706 Subject: Re: Tools to complement Imagine PC ?"
Subject: Re: Tools to complement Imagine PC ?
Date: Fri, 27 May 1994 08:04:44 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
On Thu, 26 May 1994, Jeremy Williams wrote:
> I have a 486PC and am currently using DPaint II Enhanced, VistaPro 3.0,
> and Imagine 3.0 all integrated very nicely. I originally came from these
> Amiga programs and I had to search a while before I found them on the PC.
> Maybe one day FORGE and ESSENCE will come to the PC, we can only wish....
> Jeremy Williams
> Jeremy.Williams@m.cc.utah.edu
Apex is working on the PC version. May be ready in a few months.
Ed Totman
etotman@gort.ucsd.edu
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@endnode
@node IML-707 " MSG-707 Subject: Re: Major problem with Imagine 3.0...HELP"
Subject: Re: Major problem with Imagine 3.0...HELP
Date: Fri, 27 May 1994 07:51:29 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
You must copy lensflar.itx and haze.itx from disk1 to effects/global.
The documentation for these should be on the disk too.
Ed Totman
etotman@gort.ucsd.edu
On Thu, 26 May 1994, Everywhere i look you're all i see Just a fading reminder o
f who i used to be.... wrote:
> I'm new to this 3d stuff, but i got imagine 2.0 on the amiga format
> coverdisk and immediately fell in love with it... I sent the 95 pounds for
> the upgrade and am now the proud owner of version 3.... ITS DRIVING ME NUTS!
> I create a flat plane from the primitives, make it a light source, Arrange
> the z axis so that it is at right angles to the object,make sure the object
> is in the camera view,go to the action editor select the fx1 bar for the
> plane object,select lensflar, save changes, back to the stage editor,
> CAN'T FIND CAMERA.... what the hell does this mean, the plane object
> i wanted as a lensflare has disapeared,.
> Look in the manual, I can't find one reference to either haze or lensflare
> in the manual, especialy the effects section where i would presume them to be
> i've tried everything i can think of, depth of field, moving the camera
> point blank in front of the plane......
> THIS IS BUGGING THE HELL OUT OF ME..... I WANT LENSFLARES !!!!!
> if anyone has successfully got lensflare working please let me know as this
> is really irritating..
> Simon
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@endnode
@node IML-708 " MSG-708 Subject: Re: Oooops..."
Subject: Re: Oooops...
Date: Fri, 27 May 94 10:12:50 CDT
From: setzer@comm.mot.com (Thomas Setzer)
> - Tom Setzer
> >I know Mike and gang are listening. Heck, Mike even replied to one of my
> >messages.
> >So why no word on texture and FX information? You guys said you would
> >release this info when .0 was released. I don't mind if you changed your
> >mind, but don't leave me hanging. Le me know something. PLEASE!?!?!
> Gees - stop being so fuckin' whinney.
Blow me. Whos whinning, I'm bitching.
> If you need an answer that only
> Impulse can give you - call Impulse. I'm the only one here with an
> internet account, and I think Mike only gets fragments of stuff from this
> list.
Mikes already answered, thank you.
> You're cluttering the net by writing notes to Impulse on the net.
Oh yeah, lets get back to "I'm 12" and "Yeah I got my copy" or maybe
I should post a bunch of duplicates so everyone in unison can say
"Hey, are you getting duplicates?" (Geez, I'm beginning to sound like
Mr. Foust;)
> I haven't had any time to be on the IML answering questions lately -
> Why? - maybe I'm working...
Glad to here it(although you sound a little whinney).
> Anyway, to answer your question - The texture and object info were just
> finished and will probably be released on Friday or Monday. We haven't
> decided wether or not to release the FX info since the FX handling in
> Imagine isn't very mature or locked down yet (one of the things we
> anticipated getting done before V3.0, but that fell off the priority
> list). We may release some of the safer stuff, but the FX handling is
> pretty limited so far (and so complex that I'm not sure how to go about
> documenting it).
Thats all I wanted to know. Thank you. The reason I posted here was a) make
it a *little* more "official" and b) I knew other people here were
interested.
> P.S. Go to hell, Setzer. You know we don't like you :->
Phew, I was beginning to think you guys did [like me] ;)
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a genius, so people are naturally drawn to my fiery
intellect. Their admiration overwhelms their envy!" - Calvin
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@endnode
@node IML-709 " MSG-709 Subject: stage editor problem"
Subject: stage editor problem
Date: Fri, 27 May 1994 09:06:01 -0700
From: jrowens@ix.netcom.com (Jeff Owens)
Sorry if this has already been covered (I get phenomenal amounts of mail).
Is anyone besides me having trouble with scaling objects in the stage
editor? What has happened is that I have a scene I've been working on
for the past few days. Now whenever I load an object and scale it and
then save changes, it doesn't save the scaling. It saves the fact that
the object is there, just not that it is scaled to a certain size.
I've got a 2 layer scene with MOST of the objects in layer 0. They're
REALLY simple objects with textures.
Thanks!
Jeff Owens
(jrowens@netcom.com)
P.S. Thanks to those who replied concerning the problems I was having
with 3.0 crashing. Mike H. from Impulse nailed it with increasing the
stack size. Thanks Mike!!
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@endnode
@node IML-710 " MSG-710 Subject: Re: Oooops..."
Subject: Re: Oooops...
Date: Fri, 27 May 94 10:09:14 CDT
From: setzer@comm.mot.com (Thomas Setzer)
> - Tom Setzer
> >...
> >I played with bones, trying to achieve a flag or table cloth or curtain
> >effect. No go When you put bones side by side they do wierd things.
> >Their effects are additive. If you ovelap a number of faces, those over
> >lapping faces will add the effects of the bones. If tey don't overlap,
> >then the boarder between the two won't move when you move the bones...
> I've been using bones to do this - overlapping subgroups and all
> and haven't had any problems.
> Keep trying - need more details to know what you're doing wrong.
Heres my attempt to explain this using ascii.... The X represents the
axes, the ~ shows the z axis.
___________________________________________________________
| = * |
| = * |
| = * |
| = * |
| X~ X~ = * X~ |
| = * |
| = *******************|
| +=+=+=+=+=+=+=+=+=+=+=+|
| + *******************|
| + * |
| X~ X~ + * X~ |
| + * |
| + * |
| + * |
| + * |
___________________________________________________________
The + outlines the big subgroup, the = outlines the big subgroup for the top,
The * represent the one end of the each small subgroup (there are two, I just
got lazy for this ascii drawing). I tried varing combinations, like
having the two big subgrps overlap and the small subgrps share a common
edge. I also tried having the big subgrps share an edge and the small subgrps
not touching. Different things had different effects(like a raised edge along
the +=+=+=+= when I used the first combination mentioned, seemingly the effects
of bones are additive (not that thats wrong, just trying to understand)).
Any hints and/or tips, clues, ideas, would be great. Thanks.
As to the questions(I've gotten several) of why not use disturb FX, I want
more control. The control that bones gives. And basically, I was
experimenting. Thats whats cool about Imagine, it doesn't limit you to
whats not written in the manual.;)
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a genius, so people are naturally drawn to my fiery
intellect. Their admiration overwhelms their envy!" - Calvin
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@endnode
@node IML-711 " MSG-711 Subject: RE: Major problem with Imagine 3.0...HELP"
Subject: RE: Major problem with Imagine 3.0...HELP
Date: Fri, 27 May 94 08:02:00 PDT
From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
You are having the same problem practically everybody new to Imagine has.
In the stage editor, it would be intuitive to assume Save Changes saves all
changes. It does not. If you move your plane object, you have to use the
Save Position or if you change the alignment, you have to use Save
Alignment, while the object is selected. Also, you will still have to have
a Light Source in the Stage even if your object is a light source. As for
your camera, it sounds like you somehow deleted it. The docs for the Lens
flare effect are on the disk.
----------
From: imagine-relay
To: IMAGINE
Subject: Major problem with Imagine 3.0...HELP
Date: Thursday, May 26, 1994 2:27PM
I'm new to this 3d stuff, but i got imagine 2.0 on the amiga format
coverdisk and immediately fell in love with it... I sent the 95 pounds for
the upgrade and am now the proud owner of version 3.... ITS DRIVING ME NUTS!
I create a flat plane from the primitives, make it a light source, Arrange
the z axis so that it is at right angles to the object,make sure the object
is in the camera view,go to the action editor select the fx1 bar for the
plane object,select lensflar, save changes, back to the stage editor,
CAN'T FIND CAMERA.... what the hell does this mean, the plane object
i wanted as a lensflare has disapeared,.
Look in the manual, I can't find one reference to either haze or lensflare
in the manual, especialy the effects section where i would presume them to
i've tried everything i can think of, depth of field, moving the camera
point blank in front of the plane......
THIS IS BUGGING THE HELL OUT OF ME..... I WANT LENSFLARES !!!!!
if anyone has successfully got lensflare working please let me know as this
is really irritating..
Simon
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@endnode
@node IML-712 " MSG-712 Subject: Scaling the Camera Problem"
Subject: Scaling the Camera Problem
Date: Fri, 27 May 1994 13:25:41 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
i've been trying to scale the camera on its local y interactively
without success. I can interactively scale all 3 local axes but
not just one or two axes.
The only way I found around it is to use the transformation
requester. But I really wish it worked interactively like it used
to work.
Jason K.
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@endnode
@node IML-713 " MSG-713 Subject: Re: Oooops... Enough!"
Subject: Re: Oooops... Enough!
Date: Fri, 27 May 1994 13:22:10 -0700
From: Lesk@cc.snow.edu (Lesk)
>> Gees - stop being so xxxxxx' whinney.
>Blow me. Whos whinning, I'm bitching.
>> P.S. Go to hell, Setzer. You know we don't like you :->
>Phew, I was beginning to think you guys did [like me] ;)
Yep! I am real impressed by you both! two points I want to cover...
1). I like you both, and appreciate your comments, but this is getting out
of hand! And is a poor reflection on both of you. I like a good argument
but there is a time to stop!
2) The difference between genius and stupidity, is genius has it's limits!
(Don't recall who's sig this was but I think it very applicable!)
Now! who is going to respond to my last post from paul about particles?
Or are you just to busy flogging each other to have enough real sense to
answer a reasonable question?
Lesk
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@endnode
@node IML-714 " MSG-714 Subject: Re: Tools to complement Imagine PC ?"
Subject: Re: Tools to complement Imagine PC ?
Date: Fri, 27 May 94 18:26:57 GMT
From: "Glenn M. Lewis - ICD ~" <glewis@pcocd2.intel.com>
Ed> On Thu, 26 May 1994, Jeremy Williams wrote:
>> I have a 486PC and am currently using DPaint II Enhanced, VistaPro
>> 3.0, and Imagine 3.0 all integrated very nicely. I originally came
>> from these Amiga programs and I had to search a while before I
>> found them on the PC. Maybe one day FORGE and ESSENCE will come to
>> the PC, we can only wish....
>> Jeremy Williams Jeremy.Williams@m.cc.utah.edu
Ed> Apex is working on the PC version. May be ready in a few months.
Ed> Ed Totman etotman@gort.ucsd.edu
Well, I thought you might like to hear out of the horse's
mouth that I will not be working on a PC version of Essence at least
until I get some developer's information from Impulse. I spent about
1 man-month of effort on it, and got pretty close, but the textures
and/or ImaginePC would crash too frequently. So this project has been
on hold for months now until I get some information. (And boy was it
ugly what steps I had to perform to get that close!)
As for Forge PC, there are currently no plans to port it.
Maybe if Essence PC got released, it might make sense to port Forge.
But we are making NO promises that *either* Essence PC *or* Forge PC
will ever be delivered.
-- Glenn Lewis
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@endnode
@node IML-715 " MSG-715 Subject: Lock joints? "
Subject: Lock joints?
Date: Fri, 27 May 1994 14:27:37 -0400
From: "rob (r.d.) hounsell" <hounsell@bnr.ca>
Folks,
I've seen the "lock joints" button in the (I think) Freeze requestor, but
haven't experimented with it. Anyone used it? How is it used?
Also, what is the effect of clicking the "looping" gadget in the upper left
of the action editor? So far, the only result I noticed was that it warned me
in the stage editor that an object was in a different position in the first and
last frames of an anim when I was moving it around.
+-----------------------------------------------------------------------------+
| Rob Hounsell BNR WAN: HOUNSELL@BMERHB63 |
| Team Leader: UNIX INTERNET: HOUNSELL@BNR.CA |
| DMS System Performance Development PHONE: (613) 765-2904 |
| Dept. 7D23 ESN: 395-2904 |
| Bell Northern Research |
+-----------------------------------------------------------------------------+
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@endnode
@node IML-716 " MSG-716 Subject: Re: Hex Editor, anyone?"
Subject: Re: Hex Editor, anyone?
Date: Thu, 26 May 1994 11:27:56 -0700
From: kkalnasy@bvu-lads.loral.com (Kent Kalnasy)
At 6:44 PM 5/25/94 -0600, Roger Straub wrote:
>I would be very grateful if someone would tell me where to get a hex
>editor so I can change my Imagine screen size.
At 4:58 PM 5/24/94 -0700, Jeff Saffold wrote:
>While I (And I'm sure many others) appreciate this, could you please
>tell us what hex editor you used??? This does noone any good, as I'm
>sure we all use different editors, and it seems that none of them have
>the same readout...
You're right. I remember having the same frustration when I patched
the 2.0 executable. I resorted to trying every hex editor I had until
the locations made sense with one of them, which turned out to be the
editor, Hex. I got Hex from BIX and assumed it was on Aminet, but a
quick search shows that it's not. I'll try to upload it over the next
few days, but in the mean time, here's a list of some other (untested)
hex editors on Aminet:
disk/moni/azap_v220.lha
disk/moni/BEAV.lha
disk/moni/zap244.lha
disk/moni/zaphod.lha
util/misc/filex11.lha
I believe that zap and azap use a different method of indicating
position in a file -- something like a location within a block, so
they may not be helpful. I haven't tried the others. You can also
do hex edits in TurboText, CygnusEd Pro and EMACS (with the appropriate
mode), but I'm not sure how the indicate position in a file.
------------------------------------------------------------------------------
Kent Kalnasy (speaking only for me) kkalnasy@bvu-lads.loral.com
Loral Advanced Distributed Simulation, Inc. Bellevue, Washington
------------------------------------------------------------------------------
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@endnode
@node IML-717 " MSG-717 Subject: Re: Tools to complement Imagi..."
Subject: Re: Tools to complement Imagi...
Date: Fri, 27 May 94 17:08:18 EDT
From: CaptKurt@aol.com
Probably the single best compliment to Imagine PC is the image processing
program Paint Shop Pro. It is better than ADPro, or Photoshop, and is
shareware. I think that registration is only about $60.
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@endnode
@node IML-718 " MSG-718 Subject: Re: A proposition... For redirecting IML to new Media.."
Subject: Re: A proposition... For redirecting IML to new Media..
Date: Fri, 27 May 1994 13:53:09 -0700 (PDT)
From: Gerard Menendez <gpm@netcom.com>
Mark,
I too regret no AREXX. People seem to think we wouldn't use it but
I have something to accomplish once a week that could have used AREXX.
A distributed project is an interesting idea. My situation is this;
I've donated my better machine (2000/030 9meg) to our incense shop and
have a stock 2000 with 3 meg at home for telecom. At our store I am
frustrated at the lack of time I have. Although I'm building a nice
model of the mall. To render others projects would be an excellent way
for me to keep up some Imagine activity. I also build good objects but
do not have Forge/Essence (an issue for a cooperative project!). Anyway,
I can bring my modem to the shop to do large transfers so if there's
any interest I'm willing to help render.
Gerard Menendez
Seattle, WA
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@endnode
@node IML-719 " MSG-719 Subject: Re: stage editor problem"
Subject: Re: stage editor problem
Date: Fri, 27 May 94 16:47:57 EDT
From: jgoldman@acs.bu.edu (Jeffrey Goldman)
> Is anyone besides me having trouble with scaling objects in the stage
> editor? What has happened is that I have a scene I've been working on
> for the past few days. Now whenever I load an object and scale it and
> then save changes, it doesn't save the scaling. It saves the fact that
> the object is there, just not that it is scaled to a certain size.
Yes, this is a problem. There are two ways that I know of to
work around it...
First way: Scale with 's' as normal, but before you freeze the
change with spacebar remember the scale value (upper right screen).
Press spacebar, and undo the scale you just did. Rescale the object
using the transformation menu and the scale value you've got in your
mind. Select the Size Bar menu option to translate changes to action
editor.
Second way: Choose 's' for scale and 'l' for local. This
scales the object on its local axis. Press spacebar to freeze changes.
Select Size Bar menu option to translate changes to action editor.
I know the first method works (even though it can be a pain).
Imagine is not available for me to tinker with at the moment, but I
believe the second (easier) method works just as well...
J.---->
E-Mail: jgoldman@acs.bu.edu
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@endnode
@node IML-720 " MSG-720 Subject: Re: Scaling the Camera Problem"
Subject: Re: Scaling the Camera Problem
Date: Fri, 27 May 94 17:04:04 EDT
From: jgoldman@acs.bu.edu (Jeffrey Goldman)
> i've been trying to scale the camera on its local y interactively
> without success. I can interactively scale all 3 local axes but
> not just one or two axes.
I haven't had a problem with this. I'm sure you're doing it,
but remember to press 'l' for a local scale...
What I really like about the new Perspective window is that
the A,Z, and P buttons work interactively with the camera when in
Camera View mode. So, if you don't like a certain focal length instead
of messing with numerical values you just hit Z and change your focal
length. Same thing with the Field of View. Just hit P to interactively
throw your camera back while retaining frame size. You know that
real-world camera trick of dollying in while zooming out? Using P is
like the same thing. It's great. Don't like that angle? select A and
interactively move the camera in relation to the track object...
Sweet...
J.---->
E-Mail: jgoldman@acs.bu.edu
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@endnode
@node IML-721 " MSG-721 Subject: Timeline Paste"
Subject: Timeline Paste
Date: Fri, 27 May 1994 14:29:26 -0700
From: kkalnasy@bvu-lads.loral.com (Kent Kalnasy)
Has anyone besides me had trouble using the paste function for timelines
in the Action Editor? The copy function seems to be working, prompting me
to hit the mouse where I want the copy to end, but when I go farther down
the timeline and try to paste my supposed copy in position, I click the
mouse at the point of insertion and nothing happens! When making a copy,
can I start it anywhere or must I start right before or after a key frame as
indicated by a blank spot on the line? Does this have something to do with
why it's not working or is just my setup (or God forbid a bug)?!!
regards,
------------------------------------------------------------------------------
Kent Kalnasy (speaking only for me) kkalnasy@bvu-lads.loral.com
Loral Advanced Distributed Simulation, Inc. Bellevue, Washington
------------------------------------------------------------------------------
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@endnode
@node IML-722 " MSG-722 Subject: LW user meeting but..."
Subject: LW user meeting but...
Date: Fri, 27 May 94 15:54:14 PDT
From: 27-May-1994 1735 <leimberger@marbls.enet.dec.com>
There is a LW user group meeting coming up at System Eyes
Computer store in Nashua NH. The reason I bring this up is
because the door prize will be a copy of Essence II, and
Forge! Anybody in the New England area may want to drop
in for a visit. I dropped in last night and a guy had two
a4000's rendering an Animation in Imagine. The frames he had
completed were running on the PAR. It was fun getting together
with other renderers. Anybody Interested in attending can call
System Eyes at (603)889-1234 . BTW System Eyes did not donate
the door prize, nor did I. I only got involved in an effort to
support my local dealer. they knew nothing about the idea until
I mentioned it. I will be showing forge to those attending.
While titled a LW user group many subjects are discussed some
centered around Video ect.
// Bill Leimberger Nashua NH.
//
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@endnode
@node IML-723 " MSG-723 Subject: re book"
Subject: re book
Date: Fri, 27 May 94 15:34:43 PDT
From: 27-May-1994 1729 <leimberger@marbls.enet.dec.com>
I went to the local Barnes and Noble today. The book 3D Modeling Lab
was on the shielf and when I looked through it I fond no mention of
Imagine. It was based on POV and a few other shareware programs.
It stated that these were on disk but not a word about Imagine. I
own many versions of Imagine and was hoping that it would be neat
to read. It may be of interest to some but0My time is better spent
reading the Imagine Manual.
bill
// Bill Leimberger Nashua N.H.
//
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@endnode
@node IML-724 " MSG-724 Subject: re book"
Subject: re book
Date: Fri, 27 May 94 18:02:51 PDT
From: 27-May-1994 2001 <leimberger@marbls.enet.dec.com>
Well I have to retract my mail message about the book 3D modeling Lab.
I went back to Barnes and Nobles and for sure it is based on Imagine.
Sorry about the confusion.
// Bill leimberger Nashua Nh.
//
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@endnode
@node IML-725 " MSG-725 Subject: Pffffft..."
Subject: Pffffft...
Date: Fri, 27 May 1994 18:02:37 -0500 (CDT)
From: kirvan@SSESCO.com
Greetings -
Today on the "Ask Captain Video Show"...
- Ed Totman
>Here's a diagram of a cycle object I'm using to simulate a pistonand
>cylinder.
>...Can you
>think of abetter way so that piston and cylinder are aligned automatically?
>I tried bones but it didn't realy work the way I wanted it to.
Bones isn't intended for doing things like this. Bones is more for doing
character animation with contiguous (as opposed to grouped) objects.
I have done something similar with constraints and states that works well,
but it does have some drawbacks (I'll get to those later).
Add an axis and move it to the edge of your work area - this will be a
parent axis for the group you are about to make. Add a primative disk.
Add another axis and put it on the periphery of the disk (this will be the
pivot point for the cylinder). Add a tube (piston), scale it down, and
move and rotate it to the right (posative X) side of the disk you already
added.
Now group these all together - parent axis to disk, disk to pivot axis,
pivot axis to piston.
Now you have to set up the constraints by freezing parts of this group.
Freeze the parent axis in X,Y,and Z world position and rotation. Freeze
the disk in X and Z world rotation (you can still rotate it around Y).
Freeze the piston in X,Y and Z world rotation and in Y and Z world
position (the piston can still move in X).
Now, turn on constraints. Switch to object mode, and rotate the disk around
Y - voila - you should get the piston moving properly. Now use states to
come up with tween positions (the transformation requester can be used to
get the rotation angle precise).
The group needs the parent axis because the parent object is automatically
frozen, and I don't think you can rotate it. Also, you will have to create
a lot of tweens, because the constraint info isn't used in animation, and
the piston will take short cuts between key frames.
- Lesk and Paul
>I want to rende a very simple particle animation. Using a sphere
>(which represents a pinata), I want o hvae the polygons "fall" off the
>sphere where they are, affected only by gravity. I'd also lie them to
>bounce a little. Here's what I'm thinking:
>Sphere object, size 50,50,50 set at coordinates 0,0,100
>Ground coordinate to be 0
>No wind or any other horiontal motion...strictly vertical (gravity).
>Object axis is at the bottom of the object. The elayed button in the
>particle requester is set.
I don't remember exactly how I did this, but here is some things that
come to mind:
- keep the explode distance small
- set the time to terminal velocities to something very small (0)
- crank up the gravity until the particles move fast enough
If this doesn't help, ask again and I'll try to find some more definative
numbers for you.
- Jeff Owens
>Is anyone besides me havng trouble with scaling objects in the stage
>editor? What has happened is that I have a scene I'e been working on
>for the past few days. Now whenever I load an object and scale it and
>then save changes, it doesn't save the scaling. It saves the fact that
>the object is tere, just not that it is scaled to a certain size.
The axis of the object has to be scaled for the stage editor to "take" the
changes. Do your scaling with "Loc" (local) turned on. This only happens
when you scale independantly in different axes.
- Tom Setzer
> ...[ bones - tablecloth / flag / curtain, etc] ...
You may not have enough faces in the areas between the big and small
subgroups.
I hate ascii pix, but here goes...
|-------b1------------|
|--s1--|
|-------b2------------|
|--s2--|
_____________________________________
| |
| |
| z z |
| | y | |
| | | | |
| | +-x | |
| | object axis | |
| | | |
| +y +y |
| |
| bone2 bone1 |
|_____________________________________|
Make the plane, like, 20x20 faces. You can move/rotate the bones anywhere
you want. Rotate bone1 around its Z axis, and the region of b1 that isn't
part of s1 gets changed into an S curve - region s1 stays flat. You may
want to make the s1/s2 groups only one face wide.
Hope this makes some sense.
- Jason K.
>i've been trying to scale the camera on its local y interactively
>without success. I ca interactively scale all 3 local axes but
>not just one or two axes.
>The only way I found aroun it is to use the transformation
>requester. But I really wish it worked interactively ike it used
>to work.
It still does. Turn on camera lines - select the camers - hit s - hit l -
then drag the mouse around - it scales.
Later - sorry so long again.
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@node IML-726 " MSG-726 Subject: Imagine BESTED!?!"
Subject: Imagine BESTED!?!
Date: Fri, 27 May 1994 21:51:19 -0400 (EDT)
From: Lamar Milligan <lamarm@moe.coe.uga.edu>
Hi all!
Just dropping a line 'cause I just got back from Comdex,
where I had the pleasure of bumping into the Caligari trueSpace booth.
This slick new 3D rendering package, one step up from its predecessors on
the Amiga, blew my socks right off!
I ran home straight away, and checked my stash of cash to
find I just barely had enough to cover the Comdex special price of $399!
So I called and ordered the thing.
My plight is this: The package doesn't begin shipping
till next Friday, and I need to know if it is really worth the money.
Has anyone else seen Caligari trueSpace? If so, how does it compare to
Imagine 3.0?
Please, any comments are welcomed. After all- It's $400
at stake, and I can't afford Imagine 3 if I get this one.
At least, not for awhile......
Pre-thanx
Benjamin Milligan
lamarm@moe.coe.uga.edu
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@node IML-727 " MSG-727 Subject: New Spline Modeler"
Subject: New Spline Modeler
Date: Fri, 27 May 1994 22:57:58 -0400 (edt)
From: Victor Buttaro <enigma@dorsai.dorsai.org>
There's a really great 3D Bspline modeler that just came out. It outputs to
1.Lightwave
2.Imagine
3.Real3d2
4.Caligary
5.Aladdin 4D
Its called FreeForm. There's a working demo of it (latest version 1.6)on
AMINET, COMPUSERVE, and some other sites. The modeler is many times
faster than Real3D2's, and it can preview render in grayscale 20 times
faster than Real3D2's enviroment mode. It can also create objects really
easy, that are next to impossible to make in Real3D2. It has a rotating
Caligary-like interface, realtime modeling functions, realtime bones(that
are automatically created for you) to use in modeling, rail extrudes(
smiliar to 3D Studios's) and a whole bunch of other stuff; and its only
$64.90. Check it out.
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@node IML-728 " MSG-728 Subject: It's Useless SCALING.."
Subject: It's Useless SCALING..
Date: Sat, 28 May 1994 08:52:57 +0300 (EET DST)
From: Foivos Kourendas <foivos@theseas.ntua.gr>
I have lately been informed about HOW to scale the size of IMAGINE.
Its is really C00L to use the bigger screen mode while developing in 3D.
Well in fact my graphics accelerator card..-MERLIN-..can do it TOO much better
It can open ANY screen at resolution UP to 2048x2048 (While still having a
1024x768 s56 colour WB...WITH ONLY 4MB VRam) ..Even if this is really good ..
..ONCE AGAIN...Impulse has made its STUPIDness .Just look WHAT is going to
happen when you go to project's OR action's screens .NO scaling at all to fit
in your screen .I guess that impulse hasn't made IMAGINE for a larger screen
sizes than the original..and that scaling is JUST a hack to the prog .
BUT...the question STILL remains...WHY..the heck the object/stage/cycle/forms
editors are using the extra screen and the above mentioned two simply don't .
???Don't you thing this is a little bit crazy ???
NOT to mention..-ONCE AGAIN-..that IMPULSE is heading to the FALSE way.
It really wants to be a two clones company BUT..it could just TAKE UP THE
ADVANTAGES of each platform and use them .THAT IS THE WAY it can make the REALL
profit from such an INCREDIBLE prog which in AMIGA side uses less than NOTHING
from AMIGADOS magic!!!
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@endnode
@node IML-729 " MSG-729 Subject: Re: Image/Texture tacking.. demo wanted.."
Subject: Re: Image/Texture tacking.. demo wanted..
Date: Sat, 28 May 1994 02:32:05 -0600 (MDT)
From: kholland@polaris.unm.edu (Kiernan Holland)
as Mike Halvorson said,
< Do it yourself, it easy, just make a default state of the object, in the
<brush or texture box, type in the name default or what ever you called the
<state, in the lockstate data box and boom you are done. Oh yeah, make sure whe
<you make the state that you click on all the buttons for the state, grouping,
<properties and shape.
<Mike
Mike.. I don't own Imagine 3.0... in fact, I was one of the ones who
waited until it arrived... I'm now debating whether I should buy or
wait.. I have 2.0 and I still don't know how to use it very well,
but I'm planning to buy a PowerPC and there was some mention in the last
newsletter that Imagine might be ported.. so I'm debating
"should I buy for the Amiga" or should I wait for the "PowerPC version".
I'll probably do both, but I want to see what I gain if I upgrade..
And is Impulse sticking to thier 100 dollar upgrade?? (You're the president
right?? or am I getting you confused??)
Kiernan
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@endnode
@node IML-730 " MSG-730 Subject: Re: Math Library"
Subject: Re: Math Library
Date: Sat, 28 May 1994 18:25:34 +1000 (EST)
From: MiKE <cheng@sun.mech.uq.oz.au>
On Fri, 27 May 1994, MR. R.L.COLLIER wrote:
> can one of you guys be more specific on where in the amninet this library is a
s I would very much like to get it!!
aminet: util/libs (I think)
For those that care, I ran the benchmarks for the libraries on my a1200
(4Mb Fast,'881 co-pro, vanilla '020)
I'll just list the total times (in seconds) , as it does about 15 different
functions
The old versions of my libraris were 37.1 as supplied with WB3.0
The new libraries are v40.3
before after
mathdoubtranstest 208.38s 184.87s
(tests mathsieeedoubtrans.library)
mathsingtrantest 142.08 120.49
mathtranstest 591.97 143.82
The speedups in the mathdoubtranstest and the mathsingtest were almost
toatlly due to speed up in the 'pow' function. (which I asume is powers).
before after
ie mathdoubtrans DPPow 44.65 24.02
mathsingtrans SPPow 27.49 5.61
Would anyone with knowledge of how these functions relate to ray-tracing
algorithms, please tell me whether I can expect any decrease in rendering
times with these improvements. I suspect that only the doubtrans li\brary
is important and that the Pow function is not heavily used with ray
tracing; so overall I don't expect better Imagine render times.
(I only have the INT version from AF, so I can't test render times)
cheng@sun.mech.uq.oz.au The Uni of Queensland. Brisbane. Australia
"I don't stand on ceremony; he never stood on me."
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@endnode
@node IML-731 " MSG-731 Subject: Re: HALVE the time to render!"
Subject: Re: HALVE the time to render!
Date: Sat, 28 May 1994 12:11:02 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> These libs really are incredible--and well worth the registration
> price. I've tried all sorts of speedups, like a powercache, a scssi
> re-address tool, priorities, etc, and all of them usually result in MAJOR
> crashes. These libs came with their own gui installer, and they WORK.
> And it seems like all of them are under a kilobyte in size, at least for
> my 68882 versions.
> This is a very exciting event in the rendering world. Thanks,
> Matt, for bringing it to everyone's attention here on IML. I'm afraid I
> was so buys USING them, I forgot to share . . .
Well, must have missed something...what libs are you talking about? I'm
sure Im not the only one who is interested..THANKS in advance.
=RRW=
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@endnode
@node IML-732 " MSG-732 Subject: Re: Major problem with Imagine 3.0...HELP"
Subject: Re: Major problem with Imagine 3.0...HELP
Date: Sat, 28 May 1994 12:18:20 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> >Look in the manual, I can't find one reference to either haze or lensflare
> >in the manual, especialy the effects section where i would presume them to be
> >i've tried everything i can think of, depth of field, moving the camera
> >point blank in front of the plane......
there not in the manual..
> Haven't used lensflare, but might I suggest reading the docs which came on
> disk, which is where I suspect you might find lensflare, haze et al.
> Slainte,
> Calum
These docs aren't really what I would call docs, more of an explanation
of the effects and what it does, but it does not tell haow to use it or
what actor to use them on...I have been having a problem with these
effects and can't get 3.0 to recognize them at all..starting to thing I
have a bad version of Imagine or something..whenever I use them I get
errors..no matter what I try..and I have tried it all..Well all that I
can think of...I really don't think even good documentation would help me
as I think something is wrong somewere...But at least if there was good
documentation I would know for sure that its not what I'm doing..But the
documentation isn't and so I continue to struggle with this...NOT MUCH HELP.
=RRW=
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@endnode
@node IML-733 " MSG-733 Subject: Re: Particles Question / Help"
Subject: Re: Particles Question / Help
Date: Sat, 28 May 1994 12:36:01 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> >I want to render a very simple particle animation. Using a sphere
> >(which represents a pinata), I want to hvae the polygons "fall" off the
> >sphere where they are, affected only by gravity. I'd also like them to
> >bounce a little. Here's what I'm thinking:
> >Sphere object, size 50,50,50, set at coordinates 0,0,100
> >Ground coordinate to be 0
> >No wind or any other horizontal motion...strictly vertical (gravity).
> >Object axis is at the bottom of the object. The delayed button in the
> >particle requester is set.
> >Any help?
> >Paul
Hi Paul, I have done a similar project myself already when I had
2.9..though I used a logo and had shpere particles assigned to the
logo...didn't look as good as I had hoped but thats was because the
particles would only get applied to the faces and not at mesured distances..
The actual particle effect worked great though! all the shperes fell off
the logo making the logo fall apart and then they hit the ground and
bounce...I set the Elasticity to 50 which caused them to bounce when they
hit the ground which was set at 0...you also should remember to set the
"time to terminal Z and H velosity to the amount of frames you wish for
the effect to take place..these control the amount of frames it takes for
the effect to take its full effect..at least as far as your particle
distribution is concerned. I used Delayed/bounce and set the travel
distance to 500 as my logo was that high above the ground..you would want
100 for what you are talking about.. hope this helps you out a bit..all
of the other settings are at your discretion...
=RRW=
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@endnode
@node IML-734 " MSG-734 Subject: Re: Major problem with Imagine 3.0...HELP"
Subject: Re: Major problem with Imagine 3.0...HELP
Date: Sat, 28 May 1994 12:57:29 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> > I create a flat plane from the primitives, make it a light source, Arrange
> > the z axis so that it is at right angles to the object,make sure the object
> > is in the camera view,go to the action editor select the fx1 bar for the
> > plane object,select lensflar, save changes, back to the stage editor,
> > CAN'T FIND CAMERA.... what the hell does this mean, the plane object
> > i wanted as a lensflare has disapeared,.
> > i've tried everything i can think of, depth of field, moving the camera
> > point blank in front of the plane......
> > THIS IS BUGGING THE HELL OUT OF ME..... I WANT LENSFLARES !!!!!
> > if anyone has successfully got lensflare working please let me know as this
> > is really irritating..
Hmmm..well its nice to see that Im not the only one with this problem,
I have tried what you did as well as just adding the effect to the global
actor, camera and even lights.. it won't let me add it to the global
actor(error message) and it seams to work fine on the camera, till I go
to the STAGE, then I get the same error you do CAN'T FIND CAMERA and some
kind of effects error? I am pretty much out of ideas..sorry I can't help ya..
=RRW=
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@endnode
@node IML-735 " MSG-735 Subject: Re: HALVE the time to render!"
Subject: Re: HALVE the time to render!
Date: Sat, 28 May 1994 14:16:35 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
Thanks Mike.
I found them on the net and am going to give them a try..thanks for
rementioning them...as well as a quick response..
=RRW=
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@endnode
@node IML-736 " MSG-736 Subject: RE: Major problem with Imagine 3.0...HELP"
Subject: RE: Major problem with Imagine 3.0...HELP
Date: Sat, 28 May 1994 13:12:00 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> You are having the same problem practically everybody new to Imagine has.
> In the stage editor, it would be intuitive to assume Save Changes saves all
> changes. It does not. If you move your plane object, you have to use the
> Save Position or if you change the alignment, you have to use Save
> Alignment, while the object is selected.
yes this is true and in Stethem's case he needs to go to the Object menu
and select Size Bar and then save his changes. Which of course you were
leading him to...just thought I'd through it in..
> As for
> your camera, it sounds like you somehow deleted it. The docs for the Lens
> flare effect are on the disk.
Well, this problem I am having too, and I can assure you he is not
deleting the camera, but can't tell you what he is doing wrong because I
am obviously doing it to...I have tried it the way someone else told me
to as well as many others and it still doesn't work...I am starting to
believe its a bug in the version I have, or the effect got messed up in
tranfer or something like that?
=RRW=
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@endnode
@node IML-737 " MSG-737 Subject: RE: Major problem with Imagine 3.0...HELP"
Subject: RE: Major problem with Imagine 3.0...HELP
Date: Sat, 28 May 1994 14:36:20 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> yes this is true and in Stethem's case he needs to go to the Object menu
oops! sorry about using your name here...
> > As for
> > your camera, it sounds like you somehow deleted it. The docs for the Lens
> > flare effect are on the disk.
> Well, this problem I am having too, and I can assure you he is not
> deleting the camera, but can't tell you what he is doing wrong because I
> am obviously doing it to...I have tried it the way someone else told me
> to as well as many others and it still doesn't work...I am starting to
> believe its a bug in the version I have, or the effect got messed up in
> tranfer or something like that?
> =RRW=
Well I fixed the problem...it was the effects file itself...when I
recopied it to my global/effects director it corrected the problem and
now works fine...Thank Goodness! I didn't think it was something I was
doing wrong....anyways I forgot who else was having this problem so if you
can relay the message to him for me it would be appreciated...Thanks! Im
sure he'll be happy to find out the problem...I was.
=RRW=
don't know why I didn't try it earlier?
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@endnode
@node IML-738 " MSG-738 Subject: Global f/x"
Subject: Global f/x
Date: Sat, 28 May 94 22:00:00 UTC
From: w.graham6@genie.geis.com
On Disk 1 of the distribution disks, you'll find two f/x files named
Lens Flare and Haze. These are not the ones installed when you install
Imagine, however. They are there so you can manually replace the ones
installed. They are the same file size, and I thought that they were
simply redundant, but a call to Impulse helped. Once you've replaced the
two f/x files, make sure you add an F/X bar to the Globals only. The ones
that are installed initially will indeed make things dissapear from the
Stage and stuff. Good Luck!.......Bill
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@endnode
@node IML-739 " MSG-739 Subject: Re: Major problem with Imagine 3.0...HELP"
Subject: Re: Major problem with Imagine 3.0...HELP
Date: Sat, 28 May 1994 18:29:41 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
>it won't let me add it to the global actor(error message) and it
First, check disk1. Some versions of Imagine 3 had a buggy Flare & Haze
installed. The patched versions are found on disk 1. Simply replace
the bad ones with those on disk 1.
Only add them to GLOBAL's FX in ACTION. To determine whether a light will
have flares, check the light's actor. Default is for Flare on.
One prob|em to note is that flares are not blocked by other objects. So
if you have a lightsource move behind a wall or something, the flare will
still(unfortunately) show up.
I've also tried to morph lense flare attributes and it doesn't seem to work
so far.
Jason K.
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@endnode
@node IML-740 " MSG-740 Subject: Re[1]: Forge and attr contest"
Subject: Re[1]: Forge and attr contest
Date: Sun, 29 May 94 08:07:36 +1000
From: JOHN ROWE <jrowe@ozemail.com.au>
>Steve's manuals are as much fun as his software. :) That county map of
>Michigan has nothing whatsoever to do with it's caption, and neither have
>anything to do with Forge. I believe he was just playing around there. :)
>Another such gem was in the 'Help!' section pertaining to car finding
>chances on Let's Make a Deal. :)
I like the Index in the Essence 1 Addendum which contains but one entry:
Essence Addendum, 1-14
This naturally being the entire length of the Addendum Manual :-)
John Rowe Animation -> Christian <-
Toowoomba Qld. Reg.CBM Developer, 3D Animator, Programmer
AUSTRALIA Aussie Amiga Keyboard Overlays
EMail:jrowe@ozemail.com.au
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@endnode
@node IML-741 " MSG-741 Subject: aminet upload"
Subject: aminet upload
Date: Sat, 28 May 1994 20:10:00 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
Hey guys, and guyas,
Finally tried uploading something to Aminet. It's that human
head figure you'll all recognize, only I gave him a frogskin, and nicer
eyes. He's looking out at us, while behind him, in the vuport of his
craft, we see the approaching earth.
32 frames from a 270-frame piece that's part of a commercial
we're working on for a local ToadFood--sorry Tofu--company. It's called
TotallyOddsome.lha, and it's in the aminet/gfx/anim section--that is it
should be, if all goes well. A test upload I tried a couple of days ago,
of an earlier Imagine object flying through a DeluxePaint starfield, came
up fine, as ShipIncoming.lha, in the same section. So hopefully,
TotallyOddsome will make it.
If any of you have time to check it out, I'd appreciate your
advice and suggestions. (Flames, expressions of nausea, letter bombs,
all cheerfully accepted).
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@endnode
@node IML-742 " MSG-742 Subject: Zoom & Perspective"
Subject: Zoom & Perspective
Date: Sun, 29 May 94 05:01:09 EST
From: mtucibat@cris.com (Mike Tucibat)
I.M.L.
Hi All!
I'd like to ask anyone interested their thoughts on the functioning of
the Zoom and Perspective features of Imagine.
These features are programmed to carry the settings over from one editor
to the next. That means, say, that if I'm zoomed way out to see my whole
scene in Stage, I usually have to reset when I go to Detail. Then, if I
zoom in to work in Detail, I must reset when I go to Spline and add fonts.
Resets are also usually necessary if adjustments are made to Perspective
settings. An additional problem with Perspective Settings, in all the
Editors except Stage, is that if you adjust the zoom factor to work in
one of the tri-view windows, it also changes the zoom in the Perspective
window.
Additionally, whatever your Zoom and Perspective settings are when you
close a Project, if you open another Project without quitting Imagine, the
new Project will open with the same Zoom and Perspective settings.
If you do frequent switching among Editors, this is inconvenient If you're
a new user, I can see how it could be pretty confusing.
I don't want the settings to transfer between Editors, but I'm not sure
whether it would be better to have them open at the default settings or
the last settings used in that Editor. And I'd like Zoom changes in the
tri-view windows to not change the Perspective view. Of course, when I'm
*really* working, I have two copies of Imagine running with one open to
Stage. That helps somewhat.
Lemme know what you think.
-mikeT
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@endnode
@node IML-743 " MSG-743 Subject: RE: Anim display on PC"
Subject: RE: Anim display on PC
Date: Fri, 27 May 1994 16:42:09 GMT+1
From: "PC386 studenti n.2" <TESI2@novell.dima.unige.it>
Mark Kress:
> Hello everyone,
> I'm a hobbyist on Imagine and listen to the IML for a few weeks now.
> And this is my first apearance on the list, so ...
> Since the first days of Imagine i'm with it, but switched to PC half a
> year ago. Gladly Impulse ported Imagine to this platform (though i do miss
> multitasking alot:(.
> Currently i am still using 2.9, because the german distributer writes a
> translated version of the documentation. Hope this doesn't take too long.
> I am really waiting for 3.0 (or has anyone else got his Imagine yet?).
> My questions:
> 1) Has anybody got a display program for anims?
> Imagine never keeps the right speed and it alse flickers when there is
> much change between the single pictures.
> A quite nice thing would be the support of anims/pics >640x480 and
> truecolor.
> If anyone has a hint, please tell me where i can get it from.
/\ I use the player of Autodesk Animator Pro ][ perhaps
|| I dont know if it supports truecolor anim (or just ham) coz
\/ I've a stupid ET4000 svga (32k color!?!? who supports it???)
/\ / Hey Nik how about IML archiving? It's a full time job! --\
|| \__ Thi's my 5th posted to IML today! /
/\
|| ae(-_^)ue
\/ _ __ ___ ______Wizard signing off
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@endnode
@node IML-744 " MSG-744 Subject: Some questions"
Subject: Some questions
Date: Fri, 27 May 1994 16:40:20 GMT+1
From: "PC386 studenti n.2" <TESI2@novell.dima.unige.it>
Stethem Ted:
> Hi,
> I have an Amiga 500 with Workbench 1.3, 1 disk drive and 512K of memory.
> Will I be able to run Imagine 3.0 floating point, Essence with multitaskin
> ADPro, VMM040 and generate 1Gigabyte animations that run at 30 frames per
> second in 24-bit color 1024x800 resolution over my A520 RF modulator to my
> Beta video cassette recorder? I have a deadline to produce a 30 second
> commercial or about 1000frames by next week,so I need the answers to these
> questions as soon as possible. Appreciate any help you can provide.
/\ I've and Amiga 500, kickstart 1.2, 2 drives, 512 chip & 512 fast
|| and I've not got any problem (until now)....
/\
|| ae(-_^)ue
\/ _ __ ___ ______Wizard signing off
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@endnode
@node IML-745 " MSG-745 Subject: 2.0,2.9 scaling bug"
Subject: 2.0,2.9 scaling bug
Date: Fri, 27 May 1994 16:39:54 GMT+1
From: "PC386 studenti n.2" <TESI2@novell.dima.unige.it>
Andrew Nunn:
> I am scaling all three axes. To see what I'm getting at try the following:
> Add a torus primative.Add a perfect sphere. Accept the default sizes in
> both cases. This should produce a little ball in the middle ot the ring.
> Pick the torus, multipick the sphere and group them so that the torus is
> the parent. In group mode,with the torus+ball group picked, use the
> transformation requestor and Scale 10,10,10 on all the axes. Presto, the
> torus gets bigger and the sphere stays the same size!
> > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >
/\ Exiting dummy dos command line......
|| .....entering Imagine PC....
-adding torus.....
/\ -adding sphere.....
|| -grouping sphere to torus.....
\/ -picking grouped objs.....
-entering tranformation requester......
/\ -scaling.........
|| -task completed in 30 seconds......
Imagine 2.0PC report: NO ERRORS FOUND!!!
|| ae(-_^)ue
\/ _ __ ___ ______Wizard signing off
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@endnode
@node IML-746 " MSG-746 Subject: Message to JOHN SPENCER"
Subject: Message to JOHN SPENCER
Date: Fri, 27 May 1994 16:41:32 GMT+1
From: "PC386 studenti n.2" <TESI2@novell.dima.unige.it>
/\ Hi John R. Spencer,
|| have You uploaded Your animation (comet collision to
\/ Jupiter) to Aminet or to other FTP sites? If Ya need some
help to build .mpeg or .anim (or .flic, why not?) email me
/\ (tesi2@novell.dima.unige.it)
/\ T-H-A-N-X
|| ae(-_^)ue
\/ _ __ ___ ______Wizard signing off
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@endnode
@node IML-747 " MSG-747 Subject: Undersea shadows"
Subject: Undersea shadows
Date: Fri, 27 May 1994 16:40:50 GMT+1
From: "PC386 studenti n.2" <TESI2@novell.dima.unige.it>
/\ I'm just trying setting up an undersea animation, just
|| like the one mentioned some months ago Stethem Ted (BTW hey
\/ Ted, have Ya got something right? Can You uuencode me a sample
still frame, or anim, of Your project? Thanx). This is my
/\ problem: doing the ''distorted'' animated shadow on the sea abyss.
/\ T-H-A-N-X
|| ae(-_^)ue
\/ _ __ ___ ______Wizard signing off
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@endnode
@node IML-748 " MSG-748 Subject: Re: Major problem with Imagine 3.0...HELP"
Subject: Re: Major problem with Imagine 3.0...HELP
Date: Sat, 28 May 1994 22:13:40 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> First, check disk1. Some versions of Imagine 3 had a buggy Flare & Haze
> installed. The patched versions are found on disk 1. Simply replace
> the bad ones with those on disk 1.
Thanks again....yes this is the problem..I finally ran out of ideas and
recopied them as a last resort...which as you know worked.
> Only add them to GLOBAL's FX in ACTION. To determine whether a light will
> have flares, check the light's actor. Default is for Flare on.
yes now that I have the good ones, it is easy to get them to work. I am
aware of the flares button in the light requesters..
> One prob|em to note is that flares are not blocked by other objects. So
> if you have a lightsource move behind a wall or something, the flare will
> still(unfortunately) show up.
Hmmm, what a drag, this could give off some neat effects if it worked.
> I've also tried to morph lense flare attributes and it doesn't seem to work
> so far.
> Jason K.
This sounds like a neat idea..and I would think you could do it...Hmmm?
have to try it out...now that it works that is...hehehe
=RRW=
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@endnode
@node IML-749 " MSG-749 Subject: Imagine bested update.."
Subject: Imagine bested update..
Date: Sun, 29 May 1994 00:21:54 -0400 (EDT)
From: Lamar Milligan <lamarm@moe.coe.uga.edu>
Hi there again!
I have received E-mail concerning my original post; It
seems that in my haste for answers, I failed to mention that trueSpace is
available ONLY for the PC platform. Sorry to all those Amiga users (yes,
I own Amigas AND PC's) whos hopes I may have just trampled in the dirt.
Please, anyone with info on trueSpace, E-mail me as soon
as is convenient--I only have so long in which to cancel my order if it
is not quite up to par....
Benjamin Milligan
lamarm@moe.coe.uga.edu
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@endnode
@node IML-750 " MSG-750 Subject: Slicing Xtraveganza"
Subject: Slicing Xtraveganza
Date: Sat, 28 May 1994 21:24:08 -0700 (PDT)
From: Gerard Menendez <gpm@netcom.com>
I couln't begin to think of a clear subject line for this question.
For awhile I've been thinking about making cardboard models of the
objects we have available. Some of you may have some ideas. What
hasen't worked very well is slicing an object into many little planes and
then rendering them one by one with the camera on the Z axis. The goal
being to make patterns to print and lay on the cardboard. It took forever
and since I really want many, many slices without AREXX to help it's not
the way to go.
Any thoughts? With cardboard being +/- 1/8" thick you can see that I'm
considering some big objects. But cardboard I got.
I'm also hunting for a model of the Coliseum in Rome, with or without a
solution to my chalenge.
Thanks,
Gerard Menendez
Seattle, WA
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@endnode
@node IML-751 " MSG-751 Subject: Re: Global f/x"
Subject: Re: Global f/x
Date: Sat, 28 May 1994 22:28:58 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> On Disk 1 of the distribution disks, you'll find two f/x files named
> Lens Flare and Haze. These are not the ones installed when you install
> Imagine, however. They are there so you can manually replace the ones
> installed. They are the same file size, and I thought that they were
> simply redundant, but a call to Impulse helped. Once you've replaced the
> two f/x files, make sure you add an F/X bar to the Globals only. The ones
> that are installed initially will indeed make things dissapear from the
> Stage and stuff. Good Luck!.......Bill
Thanks..though its a bit late.. I already pulled my hair out. And in the
process figured it out...hehehe
=RRW=
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@endnode
@node IML-752 " MSG-752 Subject: Re: Math Library"
Subject: Re: Math Library
Date: Sun, 29 May 1994 00:34:34 -0400 (EDT)
From: Lamar Milligan <lamarm@moe.coe.uga.edu>
On Sat, 28 May 1994, MiKE wrote:
> On Fri, 27 May 1994, MR. R.L.COLLIER wrote:
> > can one of you guys be more specific on where in the amninet this library is
as I would very much like to get it!!
> aminet: util/libs (I think)
> For those that care, I ran the benchmarks for the libraries on my a1200
> (4Mb Fast,'881 co-pro, vanilla '020)
> I'll just list the total times (in seconds) , as it does about 15 different
> functions
> The old versions of my libraris were 37.1 as supplied with WB3.0
> The new libraries are v40.3
> before after
> mathdoubtranstest 208.38s 184.87s
> (tests mathsieeedoubtrans.library)
> mathsingtrantest 142.08 120.49
> mathtranstest 591.97 143.82
> The speedups in the mathdoubtranstest and the mathsingtest were almost
> toatlly due to speed up in the 'pow' function. (which I asume is powers).
> before after
> ie mathdoubtrans DPPow 44.65 24.02
> mathsingtrans SPPow 27.49 5.61
> Would anyone with knowledge of how these functions relate to ray-tracing
> algorithms, please tell me whether I can expect any decrease in rendering
> times with these improvements. I suspect that only the doubtrans li\brary
> is important and that the Pow function is not heavily used with ray
> tracing; so overall I don't expect better Imagine render times.
> (I only have the INT version from AF, so I can't test render times)
> MiKE
> cheng@sun.mech.uq.oz.au The Uni of Queensland. Brisbane. Australia
> "I don't stand on ceremony; he never stood on me."
Better yet, could someone post some -rendering- times with
before-and-after figures? This would be of much more practical use.
I assume these libraries are for use on any 1200 or higher Amiga?
Benjamin Milligan
lamarm@moe.coe.uga.edu
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@endnode
@node IML-753 " MSG-753 Subject: Questions about states for grouped objects"
Subject: Questions about states for grouped objects
Date: Sun, 29 May 1994 12:30:33 -0500 (EST)
From: Wesley Jacocks <wes@pinn.net>
I have a problem. I am trying to create an animated oil pump type
grouped object with a piston, a center axis of rotation, and a lower axis
of rotation like shown below:
3----------4-----------5
| | |
| | |
2 | |
\1 | |
| |
| 6
| |
Axis 1 is allowed to rotate.
Axis 2 is attached to axis 1.
Axis 3 can move.
Axis 4 can only rotate.
Axis 5 can move.
Axis 6 can move vertically only.
Using the constraints, I can get the various parts to operate properly.
If I rotate Axis 1, the whole assembly operates like a pistoning oil pump.
I have then tried saving different orientations as individual states.
When I try to set the group/objects to a particular state, the whole
group ends up rotating and not following the constraints set up. I seem
to be sooo close, but I cannot get the states to work right. Can anyone
help me here? The answer to this problem may need to be very specific
because I have tried may different states options already.
Thanks
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@endnode
@node IML-754 " MSG-754 Subject: Re: Math Library"
Subject: Re: Math Library
Date: Sun, 29 May 1994 14:10:36 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
I did some minor testing on a series of frames in a current project.
With the old libs, the frames took on average 18 minutes to render
in 368x482x24 Scanline on my 3000/25. After installing the new libs,
the times dropped an average of about 1 minute per frame. Hardly
the dramatic improvement I had hoped for but still a little faster,
and that's better than nothing. Perhaps further testing under different
circumstances will yeild better results.
Jason K.
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@endnode
@node IML-755 " MSG-755 Subject: Re: Zoom & Perspective"
Subject: Re: Zoom & Perspective
Date: Sun, 29 May 1994 14:16:25 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
>I don't want the settings to transfer between Editors, but I'm not sure
>whether it would be better to have them open at the default settings or
>the last settings used in that Editor. And I'd like Zoom changes in the
>tri-view windows to not change the Perspective view. Of course, when I'm
>*really* working, I have two copies of Imagine running with one open to
>Stage. That helps somewhat.
I would prefer to have the 'last-used' settings retained for each of the
individual editors. Or at least the ability to define in PREFERENCES
which method to use, this one or the current one.
Jason K.
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@endnode
@node IML-756 " MSG-756 Subject: Re: Zoom & Perspective"
Subject: Re: Zoom & Perspective
Date: Mon, 30 May 1994 05:54:52 +1000 (EST)
From: "" <williamp@triode.apana.org.au>
In regards to the settings in the quad view carrying over from all the
editors and project to project I'd prefer just a T or F setting in the
preferences editor to turn the function on or off.
Then folks could either use it or not.
William John Porter
williamp@triode.apana.org.au
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@endnode
@node IML-757 " MSG-757 Subject: Re: Pffffft..."
Subject: Re: Pffffft...
Date: Sun, 29 May 1994 15:42:47 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
On Fri, 27 May 1994 kirvan@SSESCO.com wrote:
<stuff deleted>
> Now, turn on constraints. Switch to object mode, and rotate the disk around
> Y - voila - you should get the piston moving properly. Now use states to
> come up with tween positions (the transformation requester can be used to
> get the rotation angle precise).
> The group needs the parent axis because the parent object is automatically
> frozen, and I don't think you can rotate it. Also, you will have to create
> a lot of tweens, because the constraint info isn't used in animation, and
> the piston will take short cuts between key frames.
Au contraire, Imagine DOES use constraints in animation. I've already
created several representations of complex mechanical systems including a
backhoe (tractor scoop) semi-complete with hydraulic pistons and a steam
locomotive drive assembly. What's great about this is that one can use
constraints in combination with local translation and positioning to align
various parts like the piston and cylinder. Also, I created the drive
assembly with only 4 states defined.
One problem I see is that the constraints information is not saved with
the object for future editing. It IS animated correctly but not saved.
This can be a major problem with complex movement. Am I missing a step?
Thanks for the mini tutorial, got me going in the right direction!
Ed Totman
etotman@gort.ucsd.edu
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@endnode
@node IML-758 " MSG-758 Subject: Sorry Could Not Find Subject!"
Subject: Re: Math Library
Date: Mon, 30 May 94 08:57:52 CST
From: mor@mod.dsto.gov.au (Matthew O'Reilly)
> From imagine-relay@email.sp.paramax.com Mon May 30 05:22:10 1994
> To: imagine@email.sp.paramax.com, lamarm@moe.coe.uga.edu
> Subject: Re: Math Library
> Date: Sun, 29 May 1994 14:10:36 -0400
> Content-Length: 465
> X-Lines: 9
> I did some minor testing on a series of frames in a current project.
> With the old libs, the frames took on average 18 minutes to render
> in 368x482x24 Scanline on my 3000/25. After installing the new libs,
> the times dropped an average of about 1 minute per frame. Hardly
> the dramatic improvement I had hoped for but still a little faster,
> and that's better than nothing. Perhaps further testing under different
> circumstances will yeild better results.
> Jason K.
LIke I said in my original post, the reduction in render times depended on
image content, and render mode (trace/scanline), but I still had an _Average_
improvement of 30%, which can't be sneezed at.
Also, I have an 040, and remember the 040 has to deal with 68882 instructions
thru an exception handler in normal circumstances, these libraries eliminate
that overhead.
Can anyone else with an 040 comment?
--Matthew
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@endnode
@node IML-759 " MSG-759 Subject: Re: Math Library"
Subject: Re: Math Library
Date: Sun, 29 May 94 21:57:24 +0200
From: Mikael_Ostergren@p36.anet.bbs.bad.se (Mikael Ostergren)
Hej Lamar! I ett meddelande fr}n 29-May-94 skrev du:
LM> Better yet, could someone post some -rendering- times with
LM> before-and-after figures? This would be of much more practical use. I
LM> assume these libraries are for use on any 1200 or higher Amiga?
Scene: Checkered floor & a red ball with some texture one.
Mode: Trace, 320x256xHAM8
And now to the results... :-(
With the new FMath403-libs.
2 min and 32 sec
With the original libs.
2 min and 32 sec.
The test was done on an A4000/040/16MB. Imagine doesn't seem to care about
the math'libs... I used ARTM to see which libs that were open, Imagine doesn't
seem to open any math librarys.
__
______///\_________________________________________________________________
__ /// / __
///\/// /\ |\/| | / __ /\ InterNet: Mikael_Ostergren@p36.anet.bbs.bad.se
\\\ \/ />>\ | | | \__| />>\ FidoNet: 2:201/411.36, AmigaNet: 39:164/100.36
\\\ /4000/040 Voice & Fax: +46 8 580 101 89
>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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@endnode
@node IML-760 " MSG-760 Subject: Re: Zoom & Perspective"
Subject: Re: Zoom & Perspective
Date: Sun, 29 May 1994 19:20:06 -0700 (PDT)
From: Mischa David Goldberg-Lockton <mischa@cats.ucsc.edu>
personally, I like how the Zoom in perspective changes when
you zoom in or out.
but I agree that each editor should save its own settings instead
of them being universal. this has always annoyed me.
-------------------------------------------------------------------
Mischa Goldberg-Lockton
mischa@cats.ucsc.edu 1-800-208-6344
-------------------------------------------------------------------
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@endnode
@node IML-761 " MSG-761 Subject: Re: Math Library"
Subject: Re: Math Library
Date: Sun, 29 May 94 20:54:58 -0700
From: pringle@holly.cuug.ab.ca (Greg Pringle)
>in 368x482x24 Scanline on my 3000/25. After installing the new libs,
>the times dropped an average of about 1 minute per frame. Hardly
>the dramatic improvement I had hoped for but still a little faster,
>Jason K.
I also installed the libraries on a 3000T/25 '030 with burst, cache
enabled and the VBR moved to fast ram. I ran a scene I've used to
benchmark imagine in both scanline and raytrace, and the improvement
was so small as to hardly be significant (about 1 minute on a 105
minute trace)
Greg
+----------------------------------+--------------------------------------+
| Greg Pringle - email for PGP key | |
| pringle@holly.cuug.ab.ca | "Better dead than smeg" |
| greg_pringle@mtroyal.ab.ca | |
+----------------------------------+--------------------------------------+
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@endnode
@node IML-762 " MSG-762 Subject: 3d sea-shell"
Subject: 3d sea-shell
Date: Mon, 30 May 1994 08:02:01 GMT+1
From: "PC386 studenti n.2" <TESI2@novell.dima.unige.it>
/\ Hello evrywhere,
|| can anybody explain me how make 3d sea-shell in Imagine?
\/
/\ T-H-A-N-X
|| ae(-_^)ue
\/ _ __ ___ ______Wizard (NOT TESI2) signing off
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@endnode
@node IML-763 " MSG-763 Subject: Simulating clouds"
Subject: Simulating clouds
Date: Mon, 30 May 1994 07:58:04 GMT+1
From: "PC386 studenti n.2" <TESI2@novell.dima.unige.it>
/\ Hello evrywhere,
|| I'm wondering if somebody has got good results
\/ simulating clouds (3d or 2d) using Imagine 2.0 without
Essence I/][
/\
|| (HEY LISTERS! I'M "WIZARD" NOT "TESI2"!!! OK???)
\/ \
\
/\ \ T-H-A-N-X
|| _\| ae(-_^)ue
\/ _ __ ___ ______Wizard (NOT TESI2) signing off
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@endnode
@node IML-764 " MSG-764 Subject: Attribs conversion: NOW U CAN!!!"
Subject: Attribs conversion: NOW U CAN!!!
Date: Mon, 30 May 1994 07:58:43 GMT+1
From: "PC386 studenti n.2" <TESI2@novell.dima.unige.it>
/\ Hello evrywhere,
|| coz noone reply to my message about converting Amiga
\/ attributes to PC (red shift bug), I'm glad to announce to all
dummy PC users that I have wrote down a piece of code to
/\ convert attributes.
|| Da Ya want it? E-mail me and I'll be so clement to
\/ uuencode it to Ya.
/\ PLEASE NOTE THAT I'M DEEP-ROOTED DISAPPOINTED: THIS
|| ISNT A FLAME LIST, JUST A <censored!> ONE............
\/ -=- PC users? Where are they sleeping? -=-
A T T S C O N V E R S I O N : N O W U C A N ! !
|| T-H-A-N-X
|| ae(-_^)ue
\/ _ __ ___ ______Wizard (NOT TESI2) signing off
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@endnode
@node IML-765 " MSG-765 Subject: Messages"
Subject: Messages
Date: Mon, 30 May 1994 07:57:06 GMT+1
From: "PC386 studenti n.2" <TESI2@novell.dima.unige.it>
These following messages seem to be unsent so I'll repost it:
>>> 2.0,2.9 scaling bug:
Andrew Nunn:
> I've found what I feel is a very annoying 'feature'. If you create a
> grouped object, which has parts comprised of the sphere primative (ie
> the non faceted one),and try to scale the grouped object in either the
> Detail or Stage editors, everything scales except the spheres (actually
> subpart axis sizes dont either).Does this still happen in 3? Are there
> any workarounds?
> > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >
/\ Exiting from Imagine.....
|| .....entering dummy dos command line....
\/
sorry Andrew my Imagine 2.0 versions (both PC and Amiga) seem to
/\ be not affected of the 'scaling bug' Ya say. Notice that math
|| sphere (function/add/sphere option) cannot be scaled in only
\/ one axis. Hope this could help Ya.
BTW I'm waiting for an uuencoded object (the one Ya've
/\ problem), if Ya want!!! TESI2@NOVELL.DIMA.UNIGE.IT
|| ae(-_^)ue
\/ _ __ ___ ______Wizard signing off
>>> 2.0,2.9 scaling bug:
Andrew Nunn:
> I am scaling all three axes. To see what I'm getting at try the following:
> Add a torus primative.Add a perfect sphere. Accept the default sizes in
> both cases. This should produce a little ball in the middle ot the ring.
> Pick the torus, multipick the sphere and group them so that the torus is
> the parent. In group mode,with the torus+ball group picked, use the
> transformation requestor and Scale 10,10,10 on all the axes. Presto, the
> torus gets bigger and the sphere stays the same size!
> > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >
/\ Exiting dummy dos command line......
|| .....entering Imagine PC....
-adding torus.....
/\ -adding sphere.....
|| -grouping sphere to torus.....
\/ -picking grouped objs.....
-entering tranformation requester......
/\ -scaling.........
|| -task completed in 30 seconds......
\/ Imagine 2.0PC report: NO ERRORS FOUND!!!
|| ae(-_^)ue
\/ _ __ ___ ______Wizard signing off
>>> Some questions:
Stethem Ted:
> Hi,
> I have an Amiga 500 with Workbench 1.3, 1 disk drive and 512K of memory.
> Will I be able to run Imagine 3.0 floating point, Essence with multitaskin
> ADPro, VMM040 and generate 1Gigabyte animations that run at 30 frames per
> second in 24-bit color 1024x800 resolution over my A520 RF modulator to my
> Beta video cassette recorder? I have a deadline to produce a 30 second
> commercial or about 1000frames by next week,so I need the answers to these
> questions as soon as possible. Appreciate any help you can provide.
/\ I've and Amiga 500, kickstart 1.2, 2 drives, 512 chip & 512 fast
|| and I've not got any problem (until now)....
/\
|| ae(-_^)ue
\/ _ __ ___ ______Wizard signing off
>>> Undersea shadows:
/\ I'm just trying setting up an undersea animation, just
|| like the one mentioned some months ago Stethem Ted (BTW hey
\/ Ted, have Ya got something right? Can You uuencode me a sample
still frame, or anim, of Your project? Thanx). This is my
/\ problem: doing the ''distorted'' animated shadow on the sea abyss.
/\ T-H-A-N-X
|| ae(-_^)ue
\/ _ __ ___ ______Wizard signing off
>>> Message to JOHN SPENCER:
/\ Hi John R. Spencer,
|| have You uploaded Your animation (comet collision to
\/ Jupiter) to Aminet or to other FTP sites? If Ya need some
help to build .mpeg or .anim (or .flic, why not?) email me
/\ (tesi2@novell.dima.unige.it)
/\ T-H-A-N-X
|| ae(-_^)ue
\/ _ __ ___ ______Wizard signing off
>>> PC anim viewer:
Mark Kress:
> Hello everyone,
> I'm a hobbyist on Imagine and listen to the IML for a few weeks now.
> And this is my first apearance on the list, so ...
> Since the first days of Imagine i'm with it, but switched to PC half a
> year ago. Gladly Impulse ported Imagine to this platform (though i do miss
> multitasking alot:(.
> Currently i am still using 2.9, because the german distributer writes a
> translated version of the documentation. Hope this doesn't take too long.
> I am really waiting for 3.0 (or has anyone else got his Imagine yet?).
> My questions:
> 1) Has anybody got a display program for anims?
> Imagine never keeps the right speed and it alse flickers when there is
> much change between the single pictures.
> A quite nice thing would be the support of anims/pics >640x480 and
> truecolor.
> If anyone has a hint, please tell me where i can get it from.
/\ I use the player of Autodesk Animator Pro ][ perhaps
|| I dont know if it supports truecolor anim (or just ham) coz
\/ I've a stupid ET4000 svga (32k color!?!? who supports it???)
/\
|| ae(-_^)ue
\/ _ __ ___ ______Wizard signing off
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@endnode
@node IML-766 " MSG-766 Subject: Anti-Aliasing in I3.0"
Subject: Anti-Aliasing in I3.0
Date: Mon, 30 May 1994 15:41:57 -0700
From: "Robin Chytil" <robin@sgls.lausanne.sgi.com>
I don't understand what is the way to set up anti-aliasing in Imagine3.0.
First, I understand that you have to put F(alse) for "use old antialiasing"
flag. But then, there are 2 settings : "Maximum number of rays" and "Threshold"
(something like that).
In order to improve the anti-aliasing quality, what would be a good setting ?
If i remember well, I left 255 for max number of rays and lowered the thershold
from 30 (default) to 10, got a good anti-aliasing (checkered ground) in ray
trace (of course, as as I understood it AA it not working in Scanline), but the
time was very long. Actually I was testing the DOF (very nice), put 3 king
chess pieces on a checkered ground, and wanted to improve the image quality.
The time was long maybe because of the DOF feature, but they say in the text
relative to DOF that using this feature does not increase rendering time so
much.
Anybody knows, anybody experienced anything ?
Robin
\|/
@ @
---------------------------------------------------oOO-(_)-OOo-----------
Robin Chytil, Staff Engineer Email: robin@lausanne.sgi.com
Silicon Graphics Inc. Vmail: 5-9389
Mediterranean Distribution Territory Tel: +41 21 6249737
Lausanne, Switzerland Fax : +41 21 6259184
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@endnode
@node IML-767 " MSG-767 Subject: Help me! Hilfe! Ratunku!"
Subject: Help me! Hilfe! Ratunku!
Date: Mon, 30 May 1994 16:28:33 GMT+2
From: SZULD@ucinvl.uci.agh.edu.pl
Hi all imagineers,
I have a little problem with Detail Editor:
I'd like to extrude a close (open) shape along closed path, but after
extruding there are four wrong places. You will be able to see it when
you look at left-upper part of Detail Editor. Rings made in that way
seems to be cut by an axe.... :(
How to do it correctly?
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@endnode
@node IML-768 " MSG-768 Subject: Math Libs"
Subject: Math Libs
Date: Mon, 30 May 1994 09:08:26 -0600 (MDT)
From: rudd@plk.af.mil (Douglas Rudd)
I've seen a mixed bag of results on the list. Most seem to share my
experience; that is to say, no speed up what so ever - scanline or
ray trace. I've tested these libs on my GVP 040 (A2000) and GVP 030/50
(A1200) with much the same disapointing results. On a very long ray trace
(6+ hours), the stock libs are actually a couple minutes faster than the
040 libs with the 882 libs falling in between.
More exhaustive testing may seem to be in order, but to date, the only speed
improvement I see with these libs in on the benchmark tests.
Some of you are having more luck, perhaps you could share more info about
your set ups. I am not a programer, but it occures to me that different
apps running in the background, different H/W, etc may all interplay with
differing results.
D. Rudd
---------------------------------------------------------------------------
The Amiga Guide to the Galaxy referes to Commodore's management as "A bunch
of mindless jerks who will be the first to be up against the wall and shot
when the revolution comes."
---------------------------------------------------------------------------
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@endnode
@node IML-769 " MSG-769 Subject: Re: Scaling the Camera Problem "
Subject: Re: Scaling the Camera Problem
Date: Mon, 30 May 1994 09:23:41 -0400
From: "rob (r.d.) hounsell" <hounsell@bnr.ca>
Jgoldman,
> What I really like about the new Perspective window is that
> the A,Z, and P buttons work interactively with the camera when in
> Camera View mode. So, if you don't like a certain focal length instead
> of messing with numerical values you just hit Z and change your focal
> length. Same thing with the Field of View. Just hit P to interactively
> throw your camera back while retaining frame size. You know that
> real-world camera trick of dollying in while zooming out? Using P is
> like the same thing. It's great. Don't like that angle? select A and
> interactively move the camera in relation to the track object...
> Sweet...
I'm not clear on the use of the "P" (POV?) vs. the Zoom button in the
perspective window. Can you possibly summarize the difference, and when one
would use P? Having a wireframe cow eyeball me from my monitor wasn't terribly
informative.
+-----------------------------------------------------------------------------+
| Rob Hounsell BNR WAN: HOUNSELL@BMERHB63 |
| Team Leader: UNIX INTERNET: HOUNSELL@BNR.CA |
| DMS System Performance Development PHONE: (613) 765-2904 |
| Dept. 7D23 ESN: 395-2904 |
| Bell Northern Research |
+-----------------------------------------------------------------------------+
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@endnode
@node IML-770 " MSG-770 Subject: States function"
Subject: States function
Date: Mon, 30 May 94 13:15:00 +0000
From: paul.rance@portofc.org (Paul Rance)
Message to Impulse
Can you tell me if this is a bug or limitation in the states function.
I want to create a states object and assign a texture, I want the texture to
change between 2 states (colour for instance). The problem is the texture
information isnt changed between states it always resorts back to the last
setting you
gave it whatever state your on. The only way around it is to create
two seperate objects with different texture settings and morph the two
objects. Surely this could be added to States easily, it would save time
and memory if it could.
Thanks
Paul Rance
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@endnode
@node IML-771 " MSG-771 Subject: Re: Help me! Hilfe! Ratunku!"
Subject: Re: Help me! Hilfe! Ratunku!
Date: Mon, 30 May 94 12:27:15
From: djm2@isis.msstate.edu@ra.msstate.edu (Dan Murrell Jr.)
SZULD said on May 30 :
> Hi all imagineers,
> I have a little problem with Detail Editor:
> I'd like to extrude a close (open) shape along closed path, but after
> extruding there are four wrong places. You will be able to see it when
> you look at left-upper part of Detail Editor. Rings made in that way
> seems to be cut by an axe.... :(
> How to do it correctly?
Extruding to a path is one of my favorite functions in Imagine. Make sure
you turn on 'align Y to path,' and you may need to add a couple more sections
when you extrude. If you have some unusually harsh kinks in the path,
it's probably not going to help very much, unless you smooth those out into
a little more of a curve.
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@endnode
@node IML-772 " MSG-772 Subject: Imagine Bested Update II"
Subject: Imagine Bested Update II
Date: Mon, 30 May 1994 13:22:30 -0400 (EDT)
From: Lamar Milligan <lamarm@moe.coe.uga.edu>
Hi all, once again....
I have gotten quite a few responses re my Caligari trueSpace
dilemma. And although many have said basically the same thing, I thought
I would place a summary of trueSpace here, as I have been requested to do
by some IML readers.
Caligari trueSpace is either, depending on who you listen
to, a PC port of Caligari Broadcast on the Amiga, or, as Caligari Corp.
claims, one step above that. It has an ultra-fast modeling and rendering
engine, organic deformation a-la Caligari Amiga, VERY flexible surface
textures(i.e. being able to take a paintbrush and -paint- the surface of
your object with different textures), and is definitely worth the money I
spent. Supposedly.
The demo I saw at COMDex was running on a 486 ??mhz box,
and could render an object out of the scene about two inches-by four
inches, in about four seconds. In addition to single-object rendering,
you can do single-polygon rendering, or field rendering. This makes it
very handy for testing the effects of lights on a single object, etc.
TrueSpace also uses an organic deformation lattice which
you can place within the scenery of your render, which can remain
invisible, but warp any object which passes through it.
If anyone is interested, I have a couple sheets of
trueSpace propoganda which I could attempt to scan and uuencode out. It
would be my first uuencoding, but I'll be happy to give it a go!!
Once again, thanx everybody for the great response.
Benjamin Milligan
lamarm@moe.coe.uga.edu
BTW, A scanned image may be too big. I could possible OCR the sheets....
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@endnode
@node IML-773 " MSG-773 Subject: Australia"
Subject: Australia
Date: 30 May 94 14:03:44 EDT
From: John Foust - Syndesis Corporation <76004.1763@CompuServe.COM>
To: Imagine
I'm entirely sympathetic to the complaints from Oz regarding the slow
shipment of 3.0, but PLEASE keep in mind:
The Imagine mailing list is not a direct line to Impulse.
It is not Impulse technical support.
It is not the Impulse sales department.
Please do not expect it to function as such.
If you didn't specify or Impulse didn't explicitly specify the method
of shipping from Minneapolis to Australia when you ordered, then I
suppose you're at Impulse's mercy.
They could ship via surface mail, which might take three months. They
could ship via conventional air mail, which might take seven to ten
days. They could ship via "international express," a service of the
US Postal Service which tends to cost about half as much as UPS or
Fed Ex, and gets there faster than conventional air mail, typically
two to three days anywhere in the world. If you wanted special
service, ask for it at the time of your order, NOT ten days after
it's left on the slow boat to Rongotea.
I wholeheartedly discourage the use of public message systems as a
new way to throw a temper tantrum, or as a way to blackmail a vendor
into giving you what you want. It's not fair. You get to present
your side of the story, and when and if the vendor tries to respond
in public, they have little chance of satisfying you, and a great
chance of starting a flame war. That's why this isn't the Impulse
tech support line or the sales department.
If you've communicated with a vendor using conventional means (post,
phone, fax, direct contact e-mail if available, etc.) and *then*
they've screwed you, then please speak up, tell the list about your
experiences with a vendor, and please try to present both sides of
the story - but don't expect "Hey, come on" postings to the Imagine
mailing list to do anything except make you feel better for ten
minutes.
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@endnode
@node IML-774 " MSG-774 Subject: OCR is best"
Subject: OCR is best
Date: Mon, 30 May 94 13:39:00 PDT
From: KEN_ROBERTSON@robelle.com
You're right, a scanned uuencode would be huge. Try ascii - it's cheaper.
----------------------------------------------------------------------------
ASCII silly question, get a silly ANSI.
----------------------------------------------------------------------------
\KenR
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@endnode
@node IML-775 " MSG-775 Subject: Re: Anti-Aliasing in I3.0"
Subject: Re: Anti-Aliasing in I3.0
Date: Tue, 31 May 1994 09:25:00 GMT +1200
From: "Paul Batten" <BATTENP@scico1.chchp.ac.nz>
> I don't understand what is the way to set up anti-aliasing in Imagine3.0.
> First, I understand that you have to put F(alse) for "use old antialiasing"
> flag. But then, there are 2 settings : "Maximum number of rays" and "Threshold
> (something like that).
> In order to improve the anti-aliasing quality, what would be a good setting ?
> If i remember well, I left 255 for max number of rays and lowered the thershol
> from 30 (default) to 10, got a good anti-aliasing (checkered ground) in ray
> trace (of course, as as I understood it AA it not working in Scanline), but th
> time was very long.
The AA was one of the fisrt parameters i played with when i received V3.0
two days ago. I traced the same scene with varying combinations of Rays and
AA quality and found that even when the AA was set fairly low ~10 I could
achieve a render time consistent with a ~35 setting by lowering the Max
Rays to ~30. The end result was less jaggies for the same render time. The
test was only with a simple sphere, so the Max Rays setting may have more
effect with complicated scenes. All i can suggest is to experiment with a
few settings prior to rendering, it could save a lot of time for large
animations.
Cheers
Paul.
----------------------------------------------------------------------
Paul Batten Science & Computing Dept. Christchurch Polytechnic
battenp@scico1.chchp.ac.nz Christchurch New Zealand
----------------------------------------------------------------------
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@node IML-776 " MSG-776 Subject: Imagine Mis-features"
Subject: Imagine Mis-features
Date: Mon, 30 May 94 16:16:38 CDT
From: wilks@lbm.com (Stephen Wilkinson)
Foivos Kourendas <foivos@theseas.ntua.gr> "remarked:"
[enthusiastic problem statement snipped]
> NOT to mention..-ONCE AGAIN-..that IMPULSE is heading to the
> FALSE way. It really wants to be a two clones company BUT..it could
> just TAKE UP THE ADVANTAGES of each platform and use them.THAT IS THE
> WAY it can make the REALL profit from such an INCREDIBLE prog which in
> AMIGA side uses less than NOTHING from AMIGADOS magic!!!
I just got 3.0 here in Oklahoma. It's amazing, but I can't help noticing
a few things. 1) No AREXX. As a programmer, I know that AREXX can be
a relatively easy thing to put in a program. Why didn't Impulse?
2) ASL Support. This would have been TRIVIAL to add. Why didn't Impulse?
3) There is a sidebar in the Detail Editor section of the (quite nice)
manual stating that TIFF and TGA files cannot be loaded by the Amiga
version of Imagine. Why? Did the code not compile on the Amiga? NetPBM
does fine on my machine. Very odd. I can't figure this one out.
BTW, Bones is great. I can't quite get my head around particles, but
they seem neat too. And as a non-Essence person, I find the 100 or so
textures that came with 3.0 a REAL bonus... Great stuff (Gas Giant is
super!). Oh, BTW, that leads to 4) All the textures are named in 8.3
notation: "RdDthStr" why not "RadialDethStar"?? I've got room on the
Amiga?? I don't have to type the name, just click on it, so It's not
a "help the user" feature. Surely more characters couldn't be hard to
do?? And finally, it looks like the Texture.txt and other doc files
would be well-suited for AmigaGuide. Any takers?
BTW, those math libraries sped up my '40 about DblTrans
267 -> 46 sec and MathTrans 103 -> 54 but not very much on my 3000
at home.
Stephen "I-gotta-work-on-Memorial-Day-so-I'm-grumpy" Wilkinson
____________________________________
Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
Software Engineer reward for doing it well is the
LB&M Associates opportunity to do it again."
____________________________________
#define OPINION (myown)
#define COMPANYOPINION (~myown)
This message created using 87% recycled neuro-transmitters
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@endnode
@node IML-777 " MSG-777 Subject: Re: HALVE the time to render! CRAP!!!!!"
Subject: Re: HALVE the time to render! CRAP!!!!!
Date: Tue, 31 May 94 08:57:39 CST
From: mor@mod.dsto.gov.au (Matthew O'Reilly)
well after 3 days of trialing, i have come to the conclusion that the
FMATH403.lha libraries do NOTHING AT ALL WHAT-SO-EVER to speedup Imagine(fp),
they even took LONGER on some pics.
Well, thats on an a4000/40 anyway.
I was the original poster, it did halve the render times of some of my old scene
but I guess they were rendered in partial chip ram, not sure, but new tests
comfirmed NO SPEED UP At ALL :-(, guess imagine uses NONE of the
amigas maths libraries....?
--Matthew
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@endnode
@node IML-778 " MSG-778 Subject: Re: Simulating clouds"
Subject: Re: Simulating clouds
Date: Mon, 30 May 1994 16:03:17 -0700 (PDT)
From: Jeremy White <jwhite@efn.org>
On Mon, 30 May 1994, PC386 studenti n.2 wrote:
> /\ Hello evrywhere,
> || I'm wondering if somebody has got good results
> \/ simulating clouds (3d or 2d) using Imagine 2.0 without
> Essence I/][
No, but I have several good brushmaps that I made in Vista Pro by
pointing the camera above the ground.
I also stole some from other clip art.
-Jeremy white
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@endnode
@node IML-779 " MSG-779 Subject: Re: Attribs conversion: NOW U CAN!!!"
Subject: Re: Attribs conversion: NOW U CAN!!!
Date: Mon, 30 May 1994 16:04:31 -0700 (PDT)
From: Jeremy White <jwhite@efn.org>
On Mon, 30 May 1994, PC386 studenti n.2 wrote:
> /\ Hello evrywhere,
> || coz noone reply to my message about converting Amiga
> \/ attributes to PC (red shift bug), I'm glad to announce to all
> dummy PC users that I have wrote down a piece of code to
> /\ convert attributes.
> || Da Ya want it? E-mail me and I'll be so clement to
> \/ uuencode it to Ya.
Yes I would like it. Could you mail it to me. (gasp, 3 messages to you
in 10 minutes :-) )
-Jeremy White
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@endnode
@node IML-780 " MSG-780 Subject: Re: 3d sea-shell"
Subject: Re: 3d sea-shell
Date: Mon, 30 May 1994 16:01:46 -0700 (PDT)
From: Jeremy White <jwhite@efn.org>
On Mon, 30 May 1994, PC386 studenti n.2 wrote:
> /\ Hello evrywhere,
> || can anybody explain me how make 3d sea-shell in Imagine?
This is how I made a 3-d snail shell.
1.) Create a spiral path
a.) Add an axis with a point in the x direction.
z
|
y---x . <-point
b.) Extrude to a VERY small distance along the y axis, while
scaling up and rotating several multiples of 360 degrees.
This should give you a spiral path, try playing around with how
much you scale and rotate the extrusion.
3.) Create an extude template
a.) Create a disk primative
b.) Delete the center point.
(I also made an edge flat, so that I could overlap the shell rings
better.)
c.) Make sure that the y-axis is pointing up through the disk (x
and z to the sides of the disk)
4.) Extrude the disk along the path (1) (Scale it bigger through the
extrusion if you desire this effect.)
-Jeremy White
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@endnode
@node IML-781 " MSG-781 Subject: Sticky Stars"
Subject: Sticky Stars
Date: Mon, 30 May 94 19:49 EDT
From: "Ryan Johnson" <SSARPJ@MVS.SAS.COM>
I've done a small animation in 3.0 consisting of a planet, space
ship, twinkle obj, a light source, global lens flare and global stars
Every thing works fine including the lens flare...BUT.....when I move
the camera the stars are stuck! (don't pan with the camera)
Why???
Tanks in a trance.
Ryan.
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@endnode
@node IML-782 " MSG-782 Subject: Re: Math Libs"
Subject: Re: Math Libs
Date: Mon, 30 May 94 17:39:21 CDT
From: wilks@lbm.com (Stephen Wilkinson)
rudd@plk.af.mil (Douglas Rudd) said:
> I've seen a mixed bag of results on the list. Most seem to share my
> experience; that is to say, no speed up what so ever - scanline or
> ray trace. I've tested these libs on my GVP 040 (A2000) and GVP 030/50
> (A1200) with much the same disapointing results. On a very long ray trace
> (6+ hours), the stock libs are actually a couple minutes faster than the
> 040 libs with the 882 libs falling in between.
[snip]
I would hazard a guess that Impulse compile Imagine to have the 68881/2
calls directly in the code, rather than opening the system libraries.
Your time difference (on a '30) would be mostly due to drift from the
system tasks and other system loads. The upshot of this would be that
Imagine won't be any faster with new libs. This is what I see on my
A3000 at home. Anybody got SNOOP-DOS to verify this?
Stephen
____________________________________
Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
Software Engineer reward for doing it well is the
LB&M Associates opportunity to do it again."
____________________________________
#define OPINION (myown)
#define COMPANYOPINION (~myown)
This message created using 87% recycled neuro-transmitters
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@endnode
@node IML-783 " MSG-783 Subject: Re: Australia"
Subject: Re: Australia
Date: Tue, 31 May 1994 10:54:01 +1000 (EST)
From: Leo Hamulczyk <LEHAM1@vcp.monash.edu.au>
When I ordered Imagine 3.0, they didn't have an option on the thing about how
they would send it to me. All it said was US$20 for the postage.
LeoH
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@endnode
@node IML-784 " MSG-784 Subject: Re: 3d sea-shell"
Subject: Re: 3d sea-shell
Date: Mon, 30 May 94 18:37:33 PDT
From: ua197@freenet.victoria.bc.ca (Christopher Stewart)
>/\ Hello evrywhere,
>|| can anybody explain me how make 3d sea-shell in Imagine?
Grab a utility called Shelly off aminet. It does a wonderful job.
Christopher
"I wish there was a knob on the TV ua197@freenet.victoria.bc.ca
to turn up the intelligence. cs833@cleveland.freenet.edu
There's a knob called `brightness',
but it doesn't work." -- Gallagher Join the Animation Sig!
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@endnode
@node IML-785 " MSG-785 Subject: Re: Math Libs (fwd)"
Subject: Re: Math Libs (fwd)
Date: Mon, 30 May 1994 19:31:04 -0600 (MDT)
From: rudd@plk.af.mil (Douglas Rudd)
Forwarded message:
> From wilks@lbm.com Mon May 30 18:04:21 1994
> Date: Mon, 30 May 94 17:39:21 CDT
> From: wilks@lbm.com (Stephen Wilkinson)
> Message-Id: <9405302239.AA19861@lbm.com>
> To: rudd@plk.af.mil
> Subject: Re: Math Libs
> Cc: imagine@email.sp.paramax.com
> rudd@plk.af.mil (Douglas Rudd) said:
> > I've seen a mixed bag of results on the list. Most seem to share my
> > experience; that is to say, no speed up what so ever - scanline or
> > ray trace. I've tested these libs on my GVP 040 (A2000) and GVP 030/50
> > (A1200) with much the same disapointing results. On a very long ray trace
> > (6+ hours), the stock libs are actually a couple minutes faster than the
> > 040 libs with the 882 libs falling in between.
> [snip]
> I would hazard a guess that Impulse compile Imagine to have the 68881/2
> calls directly in the code, rather than opening the system libraries.
> Your time difference (on a '30) would be mostly due to drift from the
> system tasks and other system loads. The upshot of this would be that
> Imagine won't be any faster with new libs. This is what I see on my
> A3000 at home. Anybody got SNOOP-DOS to verify this?
> Stephen
> ____________________________________
> Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
> Software Engineer reward for doing it well is the
> LB&M Associates opportunity to do it again."
> ____________________________________
> #define OPINION (myown)
> #define COMPANYOPINION (~myown)
> This message created using 87% recycled neuro-transmitters
Actually, I think I have confirmed that Imagine.fp does't use these libs. I used
a less than elegant technique - I removed all four from the Libs directory, the
n rebooted. I found a copy of ARTM and used that to confirm the absence of the m
ath libs. I then ran Imagine.fp with no problems, same rendering times.
In fact, VistaPro, Image-FX, ADPro all seem to run without these libs. My guess
is that only a program like MapleV might make a call to them and infact MapleV d
oing a BorroRing 3D Plot didn't call any of these libs. If the Libs were availab
le to Maple would it use them? Well that's for the Math.Symbolic Newsgroup.
Can anyone tell me how these libs are used or are they redundant?
D. Rudd
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@endnode
@node IML-786 " MSG-786 Subject: Re: Simulating clouds"
Subject: Re: Simulating clouds
Date: Mon, 30 May 1994 18:56:10 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
Hey guys,
I think one of the actual Impulsives, maybe Mike Halvorson, gave
a neat tutorial on simulating a cloudy sky, back a couple of months ago.
It had to do with brushmapping a cloud pic onto the ground and then
raising the ground up into the sky. Worked great for me, so thanks Mike,
if you ever see this.
You guys check your mail, and if you can't find that tutorial
string, I'll post it up here. It was a neat trick.
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@endnode
@node IML-787 " MSG-787 Subject: Re: 3d sea-shell"
Subject: Re: 3d sea-shell
Date: Tue, 31 May 1994 14:04:32 +1000 (EST)
From: MiKE <cheng@sun.mech.uq.oz.au>
With regards to the other message about reallistic clouds, you might want
to have a look at a program called CloudsAGA on aminet. It creates
fractal clouds which don't look half bad.
cheng@sun.mech.uq.oz.au The Uni of Queensland. Brisbane. Australia
"I don't stand on ceremony; he never stood on me."
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@endnode
@node IML-788 " MSG-788 Subject: Re: Math Libs (fwd)"
Subject: Re: Math Libs (fwd)
Date: Tue, 31 May 1994 01:06:11 -0400 (EDT)
From: Udo K Schuermann <walrus@wam.umd.edu>
> Actually, I think I have confirmed that Imagine.fp does't use these libs. I
> used a less than elegant technique - I removed all four from the Libs
Nice one. I would have guessed that the .fp version won't use the libs.
The integer version, though, might use them. Try that and let us know,
please. It would certainly be an interesting result if the integer version
with fmath libs ran quicker than the .fp version, eh? ;-)
> Can anyone tell me how these libs are used or are they redundant?
If you wanted to write only one single version of a program but the math
portion was not important enough to make you want to maintain separate
co-processor versions, then you'd use the math libraries and THEY will
either emulate the calls or go to the co-processor, depending on what you
have inside your box.
Any program, like Imagine, that wants to squeeze every last gram of speed
out of the math will probably want to go directly to the co-processor.
That is why there are two copies of Imagine, one .fp version and one
without. I would wager that the .fp version will go down in flames if you
run it on a machine that doesn't have a math co-processor.
._. Udo Schuermann
( ) walrus@wam.umd.edu
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@endnode
@node IML-789 " MSG-789 Subject: Re: Attribs conversion: NOW U CAN!!!"
Subject: Re: Attribs conversion: NOW U CAN!!!
Date: Tue, 31 May 1994 07:58:22 GMT+1
From: "Wizard" <TESI2@novell.dima.unige.it>
> From: Jason B Koszarsky <kozarsky@cse.psu.edu>
> To: TESI2@novell.dima.unige.it
> Subject: Re: Attribs conversion: NOW U CAN!!!
> Date sent: Mon, 30 May 1994 21:34:35 -0400
> Wasn't that bug squashed already by Impulse?
> Jason K.
/\ Have You Imagine PC version 2.0 (!!!! buggy one)?????
|| Otherwise if Ya've 2.9 or 3.0 it was fixed!!!!!
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@endnode
@node IML-790 " MSG-790 Subject: Re: Scaling the Camera Problem"
Subject: Re: Scaling the Camera Problem
Date: Tue, 31 May 94 2:05:23 EDT
From: jgoldman@acs.bu.edu (Jeffrey Goldman)
> I'm not clear on the use of the "P" (POV?) vs. the Zoom button in the
> perspective window. Can you possibly summarize the difference, and when one
> would use P? Having a wireframe cow eyeball me from my monitor wasn't terribly
> informative.
(Z)oom would change the focal length of your camera while (P)?
would change the point of view per se...
For instance, put an object in the Stage Editor and track the
camera to it. Turn on Camera Lines. You now get a cone representing
the camera's field of vision.
You'll notice that using "Z" zooms the 'lens' in and out while
retaining the same camera position (ie. the camera itself never
moves). The larger end of the cone moves back and forth. Essentially
you're changing the focal length of the lens...
If you use "P" you'll notice that the physical location of the
camera will change yet the frame stays the same. As you move "P" one
way your camera moves closer to its frame thereby decreasing the focal
length of the lens. If you move "P" the other direction the camera
will physically move away from the object (while retaining frame size)
thereby increasing the focal length. The effect is akin to dollying in
and out while keeping the frame the same by relatively changing focal
lengths.
My technical description will probably be way off now. You may
see the effect in commercials or 'dream/wierd' sequences in movies.
What happens is that the object on or near the focal plane (the
base/end of the field of vision cone/pyramid) will stay relatively the
same size while the amount of background will increase and decrease.
Say you shoot a beachball with a wide angle (28mm) lens. The
beachball fills %50 of the frame. Physically take the camera and move
it 100 feet away. With the wide angle lens the beachball now seems to
occupy substantially less of the frame (perhaps %5). If you use a
telephoto lens (210mm) you are now 'zoomed' in on the beachball. The
beachball will once again occupy %50 of the frame even though the
camera is 100 feet away from its original position. This is what "P"
does in Imagine. The result is that with a 28mm lens you have much
more depth of field as compared to a 210mm lens. Using "P" makes it
easy to increase of decrease the DOF of a scene...
Hope that when you wake up after that longer than necessary
explanation it helps... :-)
J.---->
E-Mail: jgoldman@acs.bu.edu
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@node IML-791 " MSG-791 Subject: **REALL** Clouds PIC wanted ???"
Subject: **REALL** Clouds PIC wanted ???
Date: Tue, 31 May 1994 10:26:09 +0300 (EET DST)
From: Foivos Kourendas <foivos@theseas.ntua.gr>
To ALL,
There is to much lately talk about CLOUDS matters .There are even tips
for VECTOR/DIGITAL Clouds textures around .
HEY.., that is ALL REALLy c00l BUT WHAT ABOUT REAL PICTURE CLOUD!!!?!?!
IS there ONE AVAILABLE . A REALL NEAT ONE **NOT** like the output that the above
programmes/methods givong results . I would like to be NOT REPEATED one .Usuall
y the above mentioned methods give just a AxA repeated version on a 640x512
screen . I would like to find one that is IN WHOLE RESOLUTION **UN**Repeated!!!
Is there one in AMinet ??.Has ANYONE got such a C00L pic ?
*****ANYBODY WHO CAN HELP???*****
THANK you in advance,
________
/ ' _
,-/-, o \ _ _ (
(_/ <___\/ (_)_)
Email:foivos@phgasos.ntua.gr
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@endnode
@node IML-792 " MSG-792 Subject: Re: Sticky Stars"
Subject: Re: Sticky Stars
Date: Tue, 31 May 1994 00:56:14 -0700 (PDT)
From: Ed Totman <etotman@gort.ucsd.edu>
On Mon, 30 May 1994, Ryan Johnson wrote:
> I've done a small animation in 3.0 consisting of a planet, space
> ship, twinkle obj, a light source, global lens flare and global stars
> Every thing works fine including the lens flare...BUT.....when I move
> the camera the stars are stuck! (don't pan with the camera)
> Why???
> Tanks in a trance.
> Ryan.
You're going to have to create the stars manually as objects. Imagine
doesn't pan global stars.
Ed Totman
etotman@gort.ucsd.edu
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@endnode
@node IML-793 " MSG-793 Subject: re: Simulating Clouds"
Subject: re: Simulating Clouds
Date: Tue, 31 May 94 09:35:04 +0200
From: cristian@Italy.Sun.COM (Cristian Gavazzeni - Sorint)
There are two very good landscape Generators. Vista Pro & Scenery Animator 4.
I suggest you to use Scenery animator to create fractal/clouds images and
then use them as backdrop picture in GLOBALS (ACTION EDITOR).
Cristian Gavazzeni - SUN Microsystems Italy -
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@endnode
@node IML-794 " MSG-794 Subject: Re: Sticky Stars"
Subject: Re: Sticky Stars
Date: Tue, 31 May 1994 00:33:34 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> I've done a small animation in 3.0 consisting of a planet, space
> ship, twinkle obj, a light source, global lens flare and global stars
> Every thing works fine including the lens flare...BUT.....when I move
> the camera the stars are stuck! (don't pan with the camera)
> Why???
> Ryan.
actually Imagine has always worked like this, if you only pan the
camera..you need to rotate the camera and have your objects stay within
the screen at the same time , or move the camera and slowly rotate it at
the same time, never really undersood why, but this will work. Or you can
make a plan and make a star map to place on the plan and use it as a
background object in the stage, with this method you can pan just fine.
hope this helps?
=RRW=
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@endnode
@node IML-795 " MSG-795 Subject: Re: States function"
Subject: Re: States function
Date: Tue, 31 May 1994 10:28:26 -0700
From: "Robin Chytil" <robin@sgls.lausanne.sgi.com>
On May 30, 1:15pm, Paul Rance wrote:
> I want to create a states object and assign a texture, I want the texture to
> change between 2 states (colour for instance). The problem is the texture
> information isnt changed between states it always resorts back to the last
> setting you
> gave it whatever state your on. The only way around it is to create
> two seperate objects with different texture settings and morph the two
> objects. Surely this could be added to States easily, it would save time
> and memory if it could.
I thought this was exactly feasible with states. I cannot try it now, but, what
if you create a state, then change the attributes and create a second state ?
Then, in the action editor, you make the morph between the two states ?
Am I wrong ?
Robin
\|/
@ @
---------------------------------------------------oOO-(_)-OOo-----------
Robin Chytil, Staff Engineer Email: robin@lausanne.sgi.com
Silicon Graphics Inc. Vmail: 5-9389
Mediterranean Distribution Territory Tel: +41 21 6249737
Lausanne, Switzerland Fax : +41 21 6259184
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@endnode
@node IML-796 " MSG-796 Subject: TrueSpace demo"
Subject: TrueSpace demo
Date: Tue, 31 May 94 13:29:24 +0200
From: VICTOR@afrodita.fcu.um.es
Hi, Renderfolk!
For those of you interested in Caligari TrueSpace for Windows, there's a
freely distributable demo version. Regrettably, I don't know where it is
stored, but you can search it through Archie (so I'll do when I have time).
The name is TSDEMO.ZIP. It is fully functional, except for the disabled
save features. I have seen this in comp.graphics.animation newsgroup, and
I repeat it for those without Usenet access.
--------------------------------------------------------------------------
Disclaimer: I am not the owner of this account. Opinions expressed are
only those of mine, of course.
||| Ruben Martinez
/~ ~\ ruben@fc.um.es
@ 0 0 @ ruben@fac3.dif.um.es
\\_// (preferred)
--oOOo-------oOOo---------------------------------------------------------
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@endnode
@node IML-797 " MSG-797 Subject: Well FAQ me!"
Subject: Well FAQ me!
Date: Tue, 31 May 94 12:03:16 BST
From: ked@mfltd.co.uk (Kevin Digweed)
Hi Guys. I've been lurking on the IML for ages now (I got Imagine 2.0 bundled
with my OpalVision card about 8 months ago) and have only just (like, this
weekend!) spent any real time with Imagine (I've used Caligari a fair amount).
Anyway, now I'm getting into Imagine, I need to find the FAQ. I've tried
rtfm.mit.edu, but can't find anything there, and I don't recall ever seeing
one posted to the IML.
I'm getting stuck doing some really fundamental things (the manual really
doesn't help), and I'd rather get a FAQ before sending newbie questions to the
list. Alternatively, if anyone is keen to help me with trivial things via
email, please drop me a line.
Cheers,
Kevin Digweed, 32-bit RTS development. (ked@mfltd.co.uk)
+---------------------------------------------------------------------------+
| Telephone: (0635)32646 (Switchboard) : (0635)565317 (Direct) |
| Smail: Micro Focus Ltd, 26 West St, Newbury, Berkshire, England, RG13 1JT |
+---------------------------------------------------------------------------+
Was a time when we were young that any man was judged by what he'd done,
But now you pick them on a screen - what they look like; where they've been.
Keep an eye on your soul, and your hand on your heart.
-- David Bowie, "Somebody up there likes me"
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@endnode
@node IML-798 " MSG-798 Subject: Attribs conversion"
Subject: Attribs conversion
Date: Tue, 31 May 1994 11:30:07 GMT+1
From: "Wizard" <TESI2@novell.dima.unige.it>
Peter Bugla <bugla@informatik.tu-muenchen.de>( Tue, 31 May 1994):
>> /\ Hello evrywhere,
>> || coz noone reply to my message about converting Amiga
>> \/ attributes to PC (red shift bug), I'm glad to announce to all
>> dummy PC users that I have wrote down a piece of code to
>> /\ convert attributes.
>> || Da Ya want it? E-mail me and I'll be so clement to
>> \/ uuencode it to Ya.
>Yes, i would like it!
>Is it written for both directions (PC->Amiga, Amiga->PC)?
>On which platform is it running (PC, Amiga, both)?
>CU Peter
/\ Hi Ya Pete,
|| my executable (da ya want source?) is compiled on
\/ PC (aahhhhh shitty machine!!!! I love Amiga!!!), I can
also do an Amiga version (I'm short in time perhaps!).
/\ This first version converts PC -2- Amiga, I'll
|| extend this Amiga -2- PC very soon (first my Math exam....)
\/ on Amiga and PC version, ok?
/\ T-H-A-N-X
|| ae(-_^)ue
\/ _ __ ___ ______Wizard (NOT TESI2) signing off
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@endnode
@node IML-799 " MSG-799 Subject: Re:Large Spline objects"
Subject: Re:Large Spline objects
Date: Fri, 27 May 1994 14:33:18 +1000 (EST)
From: "" <williamp@triode.apana.org.au>
> To increase the number of faces generated, scale the axis down.
> I just wish there was a way to scale all letter axes at once, so I don't
> have to go to each one individually.
There is,sort of.Just ungroup them,then join all the spline objects into one.
In the Spline editor.Then scale the single axis.This works fine unless you
need a multi-object group with something like the tumble FX.
William John Porter
williamp@triode.apana.org.au
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@endnode
@node IML-800 " MSG-800 Subject: Re: HALVE the time to render!"
Subject: Re: HALVE the time to render!
Date: Tue, 31 May 1994 08:23:04 -0400
From: janthony@greatwall.cctt.com (Jude Anthony - DMC)
I just got these for my 3000. I did some tests:
BEFORE AFTER
scanline trace scanline trace
40:25 6:29:11 40:29 6:28:11
Quite annoying. Am I missing something? The installation seemed too easy;
I just double-clicked the install icon, it said it had installed the 881/882
libraries, and I rebooted.
Information for replies: A3000, 6MB RAM, Gigamem (10 MB partition), Imagine
2.0. Thanks for any suggestions!
Jude Anthony
-----------------------------------------------------------------------
ASCII a silly question, get a silly ANSI.
-----------------------------------------------------------------------
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@endnode
@node IML-801 " MSG-801 Subject: Is it possible?"
Subject: Is it possible?
Date: Tue, 31 May 1994 14:18:10 GMT+2
From: SZULD@ucinvl.uci.agh.edu.pl
How to get motion bluring in animation?
How to get soft shadows?
How to use Boing effect? (What does ~Boing~ mean? I was not able to
find that word in my dictionary.... {=) ).
Warm greetings!
Krzysztof Korski
SZULD@ucinvl.uci.agh.edu.pl
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@endnode
@node IML-802 " MSG-802 Subject: Re: Stick Stars"
Subject: Re: Stick Stars
Date: Tue, 31 May 1994 15:09:18 +0200
From: perkins@ensinfo.uvsq.fr (Sebastien PERKINS)
yeah, i've just had the same problem ! how to get around it ... hmm dunno ...
does anybody have a good ftp-site out there with dozens of wonderful pictures wi
th ebulae, stars, galaxies, and so on ? I'm on !
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@endnode
@node IML-803 " MSG-803 Subject: Bones and texture mapping"
Subject: Bones and texture mapping
Date: Tue, 31 May 1994 15:02:14 +0200 (MES)
From: kress@uni-muenster.de
Hello folks,
i just received 3.0 and had some nice things done with bones.
I wanted to tack a texture to one state and morph the object to another
state. Finally it worked for me, but I had to click on Shape, Properties and
Grouping when creating a state. As Shape saves all positions of the points
(as i read from the manual) of all existing states, it makes the object
file quite large on bigger objects.
Is there something i have lost, or which options do i have to mark when
creating the states.
Thanks
Mark Kress
kress@uni-muenster.de
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@endnode
@node IML-804 " MSG-804 Subject: Problem with ATTRIBUTES in GROUPED Objects"
Subject: Problem with ATTRIBUTES in GROUPED Objects
Date: Tue, 31 May 1994 16:21:55 +0300 (EET DST)
From: Foivos Kourendas <foivos@theseas.ntua.gr>
To ALL,
HOW can I apply an attribute in a grouped object WITHOUT joining it NOR
Breaking its grouping ??????HELP!!!!
Thank you in advance,
________
/ ' _
,-/-, o \ _ _ (
(_/ <___\/ (_)_)
Email:foivos@phgasos.ntua.gr
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@endnode
@node IML-805 " MSG-805 Subject: Re: HALVE the time to render!"
Subject: Re: HALVE the time to render!
Date: Tue, 31 May 1994 07:42:24 -0400 (EDT)
From: Mike Bandy <bandy@aplcomm.jhuapl.edu>
On Sat, 28 May 1994, Mike McCool wrote:
> Matthew posted a couple of days ago, about some shareware libs.
> They're rewritten versions of all the math libs, for 030 and 040 systems,
> and they're great. Delicious increases in speed.
Has anybody bothered to check whether we're giving up anything by using
these libraries - like maybe mathematical accuracy? How do they get the
speed increases without the lose of anything important? Any problems with
the more mathematically intensive aspects of rendering, like Essence's
fractal noise?
Just wondering...
Mike
Mike Bandy bandy@aplcomm.jhuapl.edu
Johns Hopkins University / Applied Physics Laboratory
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@endnode
@node IML-806 " MSG-806 Subject: Imagine 3.0 !!!"
Subject: Imagine 3.0 !!!
Date: Tue, 31 May 1994 15:28:31 +0200
From: perkins@ensinfo.uvsq.fr (Sebastien PERKINS)
well, here it is in France !!! Via future publishing of course, soo with two day
s to our finals we've decided to skip ... no not study time but sleep !!!
anyway, here are a few comments about initial contact :
the whole interface seems just slightly faster (more responsive i should say)
haze and lensflare look good, but why doesn't the post-processor put rays and so
on on top of a halo around the light source ? Do we need twinkle every time ? j
ust a way to get around the problem i suppose ...
why is there only one attribute file !?!?!?! (oakwood.attr) im2.0 had quite a lo
t of them and not everybody has access to Internet ! And there's about 300k left
on the 3rd disk ! where they forgotten ?
i like the new effects (especially baloon !!!) but how does sway work ? any docu
mentation about them ???
a great new tip about blurring an bump-map image not only does it work but it wo
rks beautifully !!! Good One !
Textures are great. I'm serious. Combine them with mapping, Essence, and the new
piroity system for maps/textures and you have a real killer for surface attribu
tes !!!! I'm impressed !
just a personal problem is that im3.0 can save fli/flc but only on the pc, could
be an idea to implement it on amiga, so that we can show these guys what we're
doing ! and a few more thing besides, like there are so many pc's out there that
at least one or two have genlocks !
excellent idea all these browsing windows, don't have to remember a 600 word lon
g path name any more, nor a state name !!! And including a quick movie render in
the detail editor for states is an excellent idea.
The only REAL critics i could have after a few hours of testing would be the fol
lowing :
- No scanline shadows ! but let's see how trace works without refraction, edge
level and reflection turned on !
- CSG sphere still ain't working in scanline ... i'm sure it worked in Silver !
I'll go and try it out soon ...
- No direct FLI/FLC for amiga players, sounds silly but considering that Imagin
e exists on PC ... how can we get both anims together ? Maybe even put anim on t
he pc !!
nevertheless it's good, pretty good, still a couple of quirks here and there but
i'll still keep to imagine for some time ... until SoftImage of Alias are porte
d to Amiga that is !!!!
Right let's go and see these bones ...
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@endnode
@node IML-807 " MSG-807 Subject: Re: Re[1]: Forge and attr contest"
Subject: Re: Re[1]: Forge and attr contest
Date: Tue, 31 May 1994 07:48:08 -0400 (EDT)
From: Mike Bandy <bandy@aplcomm.jhuapl.edu>
> >Steve's manuals are as much fun as his software. :) That county map of
> >Michigan has nothing whatsoever to do with it's caption, and neither have
> >anything to do with Forge. I believe he was just playing around there. :)
> >Another such gem was in the 'Help!' section pertaining to car finding
> >chances on Let's Make a Deal. :)
> I like the Index in the Essence 1 Addendum which contains but one entry:
> Essence Addendum, 1-14
> This naturally being the entire length of the Addendum Manual :-)
Anybody catch the reference in the Forge manual to his sister getting
bitten by a moose?
Mike
Mike Bandy bandy@aplcomm.jhuapl.edu
Johns Hopkins University / Applied Physics Laboratory
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@endnode
@node IML-808 " MSG-808 Subject: Re: States function"
Subject: Re: States function
Date: Tue, 31 May 1994 10:31:02 -0400 (EDT)
From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
On Mon, 30 May 1994, Paul Rance wrote:
> I want to create a states object and assign a texture, I want the texture to
> change between 2 states (colour for instance). The problem is the texture
> information isnt changed between states it always resorts back to the last
> setting you
> gave it whatever state your on. The only way around it is to create
> two seperate objects with different texture settings and morph the two
> objects. Surely this could be added to States easily, it would save time
> and memory if it could.
Hi Paul. The States function currently doesn't support texture
morphing... Impulse knows about this limitation, and said that they will
fix it.
===========================================================================
Drew Vogel: Admissions Officer at University of Cincinnati Undergraduate
Admissions (call 800-827-8728), SysOp of The Cafe' BBS (513-232-4895)
FidoNet 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head of
BowTie Productions, documentation author, single guy, and much, much more!
FINGER ME FOR MY PLAN... "The only way OUT is THROUGH."
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@endnode
@node IML-809 " MSG-809 Subject: Re: 3d sea-shell"
Subject: Re: 3d sea-shell
Date: Wed, 1 Jun 1994 00:40:11 +1000 (EST)
From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
On Mon, 30 May 1994, Jeremy White wrote:
> On Mon, 30 May 1994, PC386 studenti n.2 wrote:
> > /\ Hello evrywhere,
> > || can anybody explain me how make 3d sea-shell in Imagine?
Here's an easy way, although I can't take credit for it as a brilliant
artist, Louis Markoya (whatever happened to him ?) wrote this tutorial a
few years ago in Amiga World.
Add a primitive tube. Accept the defaults. Go into pick points mode and
delete the top row of points.
Then, move the axis(only) by 50 units in X direction only. Then scale the
object in x by 1.5x.
Extrude the object as following. To length 1-10 (or more, it is up to you).
No. of sections - 36. Y-rotation 720 (or more), X scaling - .1.
This should give you the right shape. To make it 'bent' use Conform to
Sphere option.
Hope this helps. Sometimes, the tools in Imagine can be used very
differently to the way they were designed.
nvukovlj@extro.ucc.su.oz.au
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@endnode
@node IML-810 " MSG-810 Subject: Consumer concerns"
Subject: Consumer concerns
Date: Tue, 31 May 1994 08:36:56 -0400
From: "amanda l. osborne" <alo@shore.net>
John Foust writes:
>I wholeheartedly discourage the use of public message systems as a
>new way to throw a temper tantrum, or as a way to blackmail a vendor
>into giving you what you want. It's not fair. You get to present
>your side of the story, and when and if the vendor tries to respond
>in public, they have little chance of satisfying you, and a great
>chance of starting a flame war. That's why this isn't the Impulse
>tech support line or the sales department.
I disagree pretty strongly here. A consumer needs as much information
as possible when making a buying decision: part of that information is
indeed how people are treated once they make a major (to them, certainly)
decision such as which Tracing and Animation program to choose to buy,
learn and invest lots of personal time and energy in. I bought Imagine
because it offered me a great creative tool at a great price. However,
since that time I've seen them fail to gain my trust (I placed my order
for 3.0 last October and was told it was "a few days" from shipping),
fail to listen to the very real worries of their customers (bugs go
unfixed, minor changes that would make lives' easier get pushed aside).
I also have rather grave worries about Impulse's attitude about the
whole thing. I consider myself a beginner with their product and, though
the new manual is an improvement over the old one, it is still unclear
and rushed where I most need it to be crystal clear and concise. I've
had no luck phoning Impulse: they were abrasive and rude on all but one
call. Frankly, the posts of Halvorson to this list are abrasive and rude
as well (if you want temper tantrums, look there first).
>If you've communicated with a vendor using conventional means (post,
>phone, fax, direct contact e-mail if available, etc.) and *then*
>they've screwed you, then please speak up, tell the list about your
>experiences with a vendor, and please try to present both sides of
>the story - but don't expect "Hey, come on" postings to the Imagine
>mailing list to do anything except make you feel better for ten
>minutes.
Nik's post did more than make her feel better for ten minutes, it will
help me make my decision about Impulse's support contract. But, in
mentioning communication, Mr. Foust reminded me of something that I
looked over my notes to confirm. Many weeks ago I was attempting to
garner as much information as possible about 3d object converter programs
and Syndesis was one of the numbers I phoned. Whomever answered the
call took my name and number and told me to expect a call in a couple
of hours ... Well, actually I'm still waiting and it's been months now.
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@endnode
@node IML-811 " MSG-811 Subject: Re: Re[1]: Forge and attr contest (fwd)"
Subject: Re: Re[1]: Forge and attr contest (fwd)
Date: Tue, 31 May 1994 10:50:23 -0400 (EDT)
From: Udo K Schuermann <walrus@wam.umd.edu>
> > >Steve's manuals are as much fun as his software. :) That county map of
> > >Michigan has nothing whatsoever to do with it's caption, and neither have
> > >anything to do with Forge. I believe he was just playing around there. :)
> > >Another such gem was in the 'Help!' section pertaining to car finding
> > >chances on Let's Make a Deal. :)
> > I like the Index in the Essence 1 Addendum which contains but one entry:
> > Essence Addendum, 1-14
> > This naturally being the entire length of the Addendum Manual :-)
> Anybody catch the reference in the Forge manual to his sister getting
> bitten by a moose?
Was she carving her initials in its leg?
._. Udo Schuermann Is this getting silly, or what?
( ) walrus@wam.umd.edu ...Lincoln is the capital of Nebraska...
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@endnode
@node IML-812 " MSG-812 Subject: re: Is It possible"
Subject: re: Is It possible
Date: Tue, 31 May 1994 13:33:48 -0400
From: "Paul Wehner" <usr9110a@TSO.UC.EDU>
Worley's book has a nice couple of paragraphs on motion blurring. The trick to
the effect is to think of motion blurring as a very slow animation. Render the
seperate frames and composite them in your image processor. This works for
stills. For an animation of 100 frames render 200 and composite those together.
thats my .02.
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@endnode
@node IML-813 " MSG-813 Subject: re: Simulating Clouds"
Subject: re: Simulating Clouds
Date: Tue, 31 May 1994 09:19:13 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
Maybe you've gotten better results out of this than I, but these pix
invariably look fakey, or else lack the depth that Mike Halvorson's
Ground-as-Cloudy-Sky trick creates. I'll post that tutorial back up
here, as no one seems to have kept it. (Thanks for the reminder,
Cristian, as I have both these programs and should keep at it with the
clouds. Maybe I'll come up with better results).
On Tue, 31 May 1994, Cristian Gavazzeni - Sorint wrote:
> There are two very good landscape Generators. Vista Pro & Scenery Animator 4.
> I suggest you to use Scenery animator to create fractal/clouds images and
> then use them as backdrop picture in GLOBALS (ACTION EDITOR).
> Cristian Gavazzeni - SUN Microsystems Italy -
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@endnode
@node IML-814 " MSG-814 Subject: AHD"
Subject: AHD
Date: Tue, 31 May 94 11:58:20 CDT
From: setzer@comm.mot.com (Thomas Setzer)
Is Andrew Denton here on the list? I was checking out some of his pics from
aminet (in /pub/aminet/pix/guard for those ftp by mail people). They
are done with Imagine and done very nicely, I might add. Check 'em out.
Lots o dragons and spiders and whales and stuff.
BattleJPG.lha is my favorite. What texture(s) did you use for the red dragon?
Have you done any anims with those dragons? It
sure would be nice to see one animated with bones.
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a genius, so people are naturally drawn to my fiery
intellect. Their admiration overwhelms their envy!" - Calvin
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@endnode
@node IML-815 " MSG-815 Subject: Re: Problem with ATTRIBUTES in GROUPED Objects"
Subject: Re: Problem with ATTRIBUTES in GROUPED Objects
Date: Tue, 31 May 1994 15:17:45 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
If you have Imagine 3.0, use the APPLY function.
Or you can save the attributes of the object you like & load
them back for each of the other objects in the group.
Jason K.
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@endnode
@node IML-816 " MSG-816 Subject: Re: Scaling the Camera Problem "
Subject: Re: Scaling the Camera Problem
Date: Tue, 31 May 1994 12:36:21 -0600 (MDT)
From: Roger Straub <straub@csn.org>
On Mon, 30 May 1994, rob (r.d.) hounsell wrote:
> I'm not clear on the use of the "P" (POV?) vs. the Zoom button in the
> perspective window. Can you possibly summarize the difference, and when one
> would use P? Having a wireframe cow eyeball me from my monitor wasn't terribly
> informative.
Clicking the "P" button and then click-and-holding and movint to the left
gives you a far-and-away type of look with less foreshortening. Moving to
the right gives you an extreme-close-up view with foreshortening increased.
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@endnode
@node IML-817 " MSG-817 Subject: FMath Libs . . ."
Subject: FMath Libs . . .
Date: Tue, 31 May 1994 14:20:45 -0400
From: Jason B Koszarsky <kozarsky@cse.psu.edu>
Maybe we should file the FMath libraries away with the SoftAGA prg.
Both have accomplished the same thing.
Jason K.
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@endnode
@node IML-818 " MSG-818 Subject: Re: some questions"
Subject: Re: some questions
Date: Tue, 31 May 94 07:50:00 PDT
From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
>> Hi,
>> I have an Amiga 500 with Workbench 1.3, 1 disk drive and 512K of
memory.
>> Will I be able to run Imagine 3.0 floating point, Essence with
multitasking
>> ADPro, VMM040 and generate 1Gigabyte animations that run at 30 frames
>> second in 24-bit color 1024x800 resolution over my A520 RF modulator to
>> Beta video cassette recorder? I have a deadline to produce a 30 second
>> commercial or about 1000 frames by next week, so I need the answers to
these
>> questions as soon as possible. Appreciate any help you can provide.
Also,
>> does Imagine do precognitive spline interpolation modeling?
>hahahahahahahahhahahahahha!
>Yes! you can do all of that! all you need to do is network your A500 to a
>timex sinclar and a Atari 800... and you can do it in real
>time.....hahaha
>-== When Dreams Become Reality ==- Illumine & Illuminati
videoman@netcom.com
I want to thank everybody for all their great suggestions. This one
seems like the best idea.
However, I did not know that Impulse had ported Imagine to the Timex
Sinclair and the Atari 800.
I know they are planning Imagine as a cross-platform program but this
sure seems like a good step to cover all areas. I would suggest porting
over to the TRS-80 and the VIC-20 to stay ahead of the competition.
Now, Impulse (I know you can hear me because you are omniscient and you
are listening to my innermost thoughts), I have heard that you are working
on a Precognitive Ray Tracer which will allow the user to just Imagine
(notice the clever wordplay here) a scene and it will be recorded to
videotape. How long are we going to have to wait for this one? Don't you
know that we Imagine users are very busy and we cannot wait forever for
these features? Also, why do you impose such a limitation on the PRT such
as recording Imaginations to videotape? The PRT should record directly to
Compact Disk-ROM as this is the wave of the future. And I hope you do not
release the PRT with some bug like recording somebody else's Imaginations!!!
That would not be pleasant.
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@endnode
@node IML-819 " MSG-819 Subject: ..A3000/25Mhz.----> 50 Mhz FPU!! (fwd)"
Subject: ..A3000/25Mhz.----> 50 Mhz FPU!! (fwd)
Date: Tue, 31 May 1994 09:07:08 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
what about it, guys and guyas. Anybody tried this solder hack? I wanted
some positive feedback before I went slashing on my mommie's board.
---------- Forwarded message ----------
Date: Tue, 31 May 1994 09:22:42 +0300 (EET DST)
From: Foivos Kourendas <foivos@theseas.ntua.gr>
To: mikemcoo@efn.org
Subject: ..A3000/25Mhz.----> 50 Mhz FPU!!
Mr Mike McCool,
I have read a mail of yours in an archive concerning the "FPU solder hack for A
3000's at Fri, 4 Feb 1994 10:02:18 .
Is your amiga STILL working???(;^)...Have you HAD/HAVE ANY problems with it? Is
the discription of the above mentioned date correctly written ??
Thank you in advance,
________
/ ' _
,-/-, o \ _ _ (
(_/ <___\/ (_)_)
Email:foivos@phgasos.ntua.gr
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@endnode
@node IML-820 " MSG-820 Subject: Re: Problem with ATTRIBUTES in GROUPED Objects"
Subject: Re: Problem with ATTRIBUTES in GROUPED Objects
Date: Tue, 31 May 94 21:30:15 GMT
From: Andrew Nunn <apn@moby.demon.co.uk>
Hi Foivos,
> HOW can I apply an attribute in a grouped object WITHOUT joining it
> NOR Breaking its grouping ??????HELP!!!!
If its a texture, apply it to the parent object and use Apply to Children.
If its colour etc then you need to set all the sub objects individully
UNLESS you have Essence I which has a utility texture Solid that copies
the Colour,Reflect and Filter settings to sub objects suing the Apply to
Children trick.
Andrew
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@endnode
@node IML-821 " MSG-821 Subject: Texture Example Pictures?"
Subject: Texture Example Pictures?
Date: Tue, 31 May 94 13:31:37 PDT
From: DonH@cup.portal.com
Many people who have gotten Imagine 3.0 would like to see examples of
pictures of all the default textures included. It would have been nice
if something like this was included with the disks. It is very time con-
suming to have to render each of the texture just to see what they are and if
they are useful. If anyone has rendered all the textures to let say a sphere
object, could they produce a set of maybe 20 images per page and upload them
to a ftp site or here? Everyone would greatly appreciate this. Thanks in
advance.
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@endnode
@node IML-822 " MSG-822 Subject: Re: Sticky Stars"
Subject: Re: Sticky Stars
Date: Tue, 31 May 94 15:56:05
From: djm2@isis.msstate.edu@ra.msstate.edu (Dan Murrell Jr.)
Ed Totman said on May 31 :
> On Mon, 30 May 1994, Ryan Johnson wrote:
> > Every thing works fine including the lens flare...BUT.....when I move
> > the camera the stars are stuck! (don't pan with the camera)
> You're going to have to create the stars manually as objects. Imagine
> doesn't pan global stars.
The best method I know of creating a really cool starfield, perfect for
panning is to:
1) make a small face, or a 4 pointed, 3 faced object,
2) make a huge, as big as your world allows, sphere with a ton of points,
3) then, mold->replicate the face object using that sphere as your path,
maybe giving a random rotation angle or slight offset or something. Make a
really high number of copies. You might also want to deform the sphere a
little bit too if you want.
4) Delete the sphere, and what you have left
is a big sphere-shaped collection of faces, perfect for a starfield.
Does any other package allow you to use an object as a path?
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-823 " MSG-823 Subject: Re: States function"
Subject: Re: States function
Date: Tue, 31 May 94 20:33:34 GMT
From: Andrew Nunn <apn@moby.demon.co.uk>
Hi Paul,
> The problem is the texture information isnt changed between states it
> always resorts back to the last setting you gave it whatever state your
> on. The only way around it is to create two seperate objects with
> different texture settings and morph the two objects.
I just tried this, and you're right,it doesn't seem to work. I was able
to morph a State sphere from red to blue by varying the colour. I then
tried applying a checks texture and varying the size as the colour
morphed, with the result you described. I somehow get the feeling that
texture states is meant more for tacking than morphing?
Andrew
--------------------------------------------------------------------------
Name that tune-
"Imagine 3 for the UK,It's coming sometime,maybe.."
--------------------------------------------------------------------------
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@endnode
@node IML-824 " MSG-824 Subject: Mike's Clouds tutorial"
Subject: Mike's Clouds tutorial
Date: Tue, 31 May 1994 11:24:46 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
This is an excerpt from Mike Halverson's longer tutorial.
(And btw, I said it was a brushmapped cloud pic. Turns out it's easier
still: it's a texture map).
Ground as Clouds
Set the texture's filter values to whites and blacks (doesn't really matter
[NOTE: the texture referred to is FilNoiz2 in the 2.9 textures]
which ones you set to what), mess with the noise parameters to try and get
the shapes you want, and set the scaling parameters to something big and
more equivalent than the defaults (maybe 200x200x200). Put the textured
ground up in the sky and tweek the numbers until it looks like what you
want. This won't give you cumulo nimbus type clouds, but will do a light
whispy, hazy, overcast look. (to do smoke, copy the cloud-plane, and paste
the copy a little below (underneath) the cloud-plane. Now change the color
of the lower plane to a gray and you got smoke).
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@endnode
@node IML-825 " MSG-825 Subject: Re: Simulating clouds"
Subject: Re: Simulating clouds
Date: Tue, 31 May 94 21:16:40 GMT
From: Andrew Nunn <apn@moby.demon.co.uk>
Hi Jeremy,
> > /\ Hello evrywhere,
> > || I'm wondering if somebody has got good results
> > \/ simulating clouds (3d or 2d) using Imagine 2.0 without
> > Essence I/][
> No, but I have several good brushmaps that I made in Vista Pro by=20
> pointing the camera above the ground.
I tried this recently: Generate some fractal clouds in Vista. With
the landscape flat, position the camera at the very centre. Render
four pictures with the camera positioned in the four corners ensuring
that the pitch is set the same in each. Then use ADPro (or whatever) to
composite the pictures together side by side in the same rotational
order as they were rendered. The joins do show (just) but could be
ironed out with a suitable Superbitmap capable paint program.
Back in Imagine, create a hemisphere by adding a Primitive sphere and
deleting half the points (z<0).Apply the large brush as a cylinder wrap
(wrap Z) and set the Bright attribute. Position all your other objects,
lights etc inside the dome. The effect is especially good if the camera
moves because the the clouds also move around. The Bright setting ensures=
that no shadows get cast on the sky!
Andrew
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-826 " MSG-826 Subject: Re: Problem with ATTRIBUTES in GROUPED Objects"
Subject: Re: Problem with ATTRIBUTES in GROUPED Objects
Date: Tue, 31 May 94 18:29:50 EDT
From: jgoldman@acs.bu.edu (Jeffrey Goldman)
> To ALL,
> HOW can I apply an attribute in a grouped object WITHOUT joining it NOR
> Breaking its grouping ??????HELP!!!!
1. Create a texture on the parent axis and select 'apply to
children' in the Texture Info menu. Texture info will be passed to
every child object off of the parent axis.
2. Enter Pick Objects Mode, select the parent object, and then
the child/other objects. Select menu item Apply to apply the textures
of the first selected object to successive objects.
A word. Using method #2 works only in 3.0 (as the function
only exists in 3.0). It passes all the texture information to
successive objects. This includes all basic information (color,
reflection, filter, specular, etc.) as well as algorithmic/brush
information.
Using method #1 works in 1.1->3.0 but it only passes the
algorithmic/brush information to the child objects. The only way to
pass the basic information to the child object is to manual enter it,
save the info and manually load it into each individual child object,
or use the Essence texture 'Solid'...
At least, I think those are the only ways...
J.---->
E-Mail: jgoldman@acs.bu.edu
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@endnode
@node IML-827 " MSG-827 Subject: Re: Well FAQ me!"
Subject: Re: Well FAQ me!
Date: Wed, 1 Jun 1994 10:13:34 +1000 (EST)
From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
On Tue, 31 May 1994, Kevin Digweed wrote:
> Hi Guys. I've been lurking on the IML for ages now (I got Imagine 2.0 bundled
> with my OpalVision card about 8 months ago) and have only just (like, this
> weekend!) spent any real time with Imagine (I've used Caligari a fair amount).
> Anyway, now I'm getting into Imagine, I need to find the FAQ. I've tried
> rtfm.mit.edu, but can't find anything there, and I don't recall ever seeing
> one posted to the IML.
The latest FAQ (#5) is up on Aminet in /gfx/3d directory. Look for
ImagFAQ5.lha.
nvukovlj@extro.ucc.su.oz.au
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@endnode
@node IML-828 " MSG-828 Subject: IMAGINE BESTED UPDATE. (fwd)"
Subject: IMAGINE BESTED UPDATE. (fwd)
Date: Tue, 31 May 1994 19:32:19 -0400 (EDT)
From: Lamar Milligan <lamarm@moe.coe.uga.edu>
---------- Forwarded message ----------
Date: Tue, 31 May 94 15:33:55 -0300
From:greg.tsadilas@hofbbs.com
To: lamarm@moe.coe.uga.edu
Subject: IMAGINE BESTED UPDATE.
>TrueSpace....first looks look inpressive. Once I spent about a half an hour
>with it I was amazed at the lack of control over an object when it came to
>editing. There is a Demo of TrueSpace (save disabled) on Compuserve in the
>GRAPHDEV forum. CHeck it out. -or- You can get the demo for $19 from
>Caligari to check it out.
>-GreG
>As a long time Imagine user (7+ years), I found TrueSpace very
>cumbersome, and
>not very easy to handle when it came to CREATING objects. It does look
>pretty,
>but so what. PLUS...it operates under Windows....and if you do not have
>a very fast Video Card....the screen redraws take forever!! I use a
>486DX2/66Mhz.....above average video card (STB Powergraph), and the refresh
>made me want to kick in my monitor! :)
I don't know what kind of card was in the 486 ??mhz machine at COMDex,
but the refresh was perfect. Possibly a PCI board?
This is one more reason to get the DEMO. Test Caligari on your own
system to see the performance you get before you buy.
Thanx for the continued input, everyone. I would send off for
the demo direct from Caligari ($19 dollars, from what I hear), but I
would have the real thing by the time it got here.
Benjamin Milligan
lamarm@moe.coe.uga.edu
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@endnode
@node IML-829 " MSG-829 Subject: Re: Imagine Bested Update II"
Subject: Re: Imagine Bested Update II
Date: Tue, 31 May 1994 19:15:22 -0400 (EDT)
From: Lamar Milligan <lamarm@moe.coe.uga.edu>
> Now in all these pots you forgot to mention one thing!!!! THE
> PRICE!!!!!
> yes Caligary truspace is nice on the PC.. but at what cost. Last I heard
> it was $2800 or so via Mailorder. I am sorry but considering that
> Lightwave is out in standalone soon for Amiga. And will be out for PC
> shortly (I assume that) and since both Imagine and LIghtwave standalone
> are at around the same range $500-$800 or so. I think that Caligary
> Truspace can occupy someone elses system. Besides I always liked Lightwave
> alot better then Caligary anyway and renderings are just as fast on
> Imaigne and LIghtwave as on Caligary.
> -------------------------------------------------------------------
> Yury German yury@bknight.jpr.com
> Blue Knight Productions blue-Knight@genie.geis.com
> Graphics Design, 3D Animation blueknight@online.apple.com
> CD-ROM Development (718)321-0998
Whoaa!!! No WAY!!! I paid $399.00 (four hundred dollars) for
Truespace at the COMDex special price, but Man. Sugg. Retail is only
$795.00!!
You are supposed to be able to purchase it mail-order from Caligari
Corp. themselves for $499.00 - $599.00, or retail for $499.00 - $599.00!
Please, one reason I brought this up is that trueSpace could compete
with Imagine on a price basis. I have the OFFICIAL Caligari Propoganda
sheets, including a re-printed review from PC Magazine (May 31, 1994-Volume
13, Number 10).
Caligari trueSpace (the t is supposed to be lower case) is not an
over-priced package. Considering what it can do (reputedly), it is or should
be well worth the green you lay out for it. Discount or no.
Benjamin Milligan
lamarm@moe.coe.uga.edu
BTW- This reply not intended to be hostile. Hope it isn't taken
as such. I was once told Imagine 2.0 was priced at $1999.00.
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@endnode
@node IML-830 " MSG-830 Subject: Brushmaps and textures"
Subject: Brushmaps and textures
Date: Wed, 25 May 94 12:08:10 +0200
From: Anders_Lattermann@p24.anet.bbs.bad.se (Anders Lattermann)
How does one do the trick to put a brush upon a surface that already has
texture on it? My brushes "drown" in the texture.
Also if I put a brush on a reflecting object, the brush gets half transparent.
Any way around this?
/Anders Lattermann
FidoNet: 2:201/411.24 ! PointBreak - Bg-St-Maurice - France
AmigaNet: 39:164/100.24 ! A3000/14/105 + SQ88C & 17xSQ800
InterNet: Latte@p24.anet.bbs.bad.se ! I feel the need, the need 4 speed!
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-831 " MSG-831 Subject: Lights and objects"
Subject: Lights and objects
Date: Wed, 25 May 94 12:07:17 +0200
From: Anders_Lattermann@p24.anet.bbs.bad.se (Anders Lattermann)
I've been trying to get lights "in" objects. I'm using a box and in the
Atributes requester i tell it to be a light. I want this for spotlight on a
car I've made. It lights up the suroundings in scanline but it doesn't give
any light at all in raytrace.
The object sends light out, but it is dark if you look at it from the front (
like a black object sending light out). Strange...
Anybody care to light me up?
/Anders Lattermann
FidoNet: 2:201/411.24 ! PointBreak - Bg-St-Maurice - France
AmigaNet: 39:164/100.24 ! A3000/14/105 + SQ88C & 17xSQ800
InterNet: Latte@p24.anet.bbs.bad.se ! I feel the need, the need 4 speed!
@{" -=> RETURN TO CONTENTS!<=- " link contents}
@endnode
@node IML-832 " MSG-832 Subject: Re: AHD"
Subject: Re: AHD
Date: Tue, 31 May 94 21:23:35
From: djm2@isis.msstate.edu@ra.msstate.edu (Dan Murrell Jr.)
Thomas Setzer said on May 31 :
> Is Andrew Denton here on the list? I was checking out some of his pics from
> aminet (in /pub/aminet/pix/guard for those ftp by mail people). They
> are done with Imagine and done very nicely, I might add. Check 'em out.
Not anymore, no. He made a big dramatic exit when he finally tired of
Impulse, and went Lightwave. That was over a year ago, I think. His LW
creations are just as amazing, and I think he uses Forge created textures
so he's still using Essence. He is a regular on the IRC channel #amiga,
so you can see him, and probably download his latest pic from him there.
Also, you may recognize some of his work on the Alien vs. the Predator
Atari Jaguar game. I haven't seen anything from it, but he has done a lot
of graphics and promotional material for it. I'm pretty sure he did the
cover to the box.
__
Sent from Danimal's AmiTCP-ing Amiga 500// Amigas!/Saturday morning Wrestling/
Dan Murrell Jr. IRC's Danimal __ /// James Taylor/Pink Floyd/Roger>Dave!/
djm2@ra.msstate.edu \\\/// Imagine/Essence/AmiTCP/AMosaic/3Dgfx/
http://www.msstate.edu/~djm2 \XX/ ImageMasterRT/Wavefront under-achiever
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@endnode
@node IML-833 " MSG-833 Subject: Re: Simulating clouds"
Subject: Re: Simulating clouds
Date: Tue, 31 May 94 21:34:13
From: djm2@isis.msstate.edu@ra.msstate.edu (Dan Murrell Jr.)
Andrew Nunn said on May 31 :
> Back in Imagine, create a hemisphere by adding a Primitive sphere and
> deleting half the points (z<0).Apply the large brush as a cylinder wrap
> (wrap Z) and set the Bright attribute. Position all your other objects,
> lights etc inside the dome. The effect is especially good if the camera
> moves because the the clouds also move around. The Bright setting ensures
> that no shadows get cast on the sky!
Actually, an even better technique I've seen used with Wavefront involved
a very large grid (plane for us, with plenty of sections) with all the
corners and edges of the plane bent downward, and a cloudscape mapped onto
that. That will give the distanced look where the clouds get thinner the
farther away they get from the camera. So, to visualize this, it's kinda
like a gigantic net cast over your 'world' with it's corners tacked down,
thus pulling all the boundaries down as well.
Another technique that was recently discussed was Mike's suggestion to map
clouds onto a raised ground plane. That gives you the distance look easily,
and extends infinitely in your view. The latest enhanced version of Essence
volume I now includes a clouds attribute, which looks quite good, and would
be perfect for a seamless mapping on that ground plane.
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@endnode
@node IML-834 " MSG-834 Subject: Re: Slicing Xtraveganza"
Subject: Re: Slicing Xtraveganza
Date: Tue, 31 May 1994 21:12:33 -0700 (PDT)
From: Gerard Menendez <gpm@netcom.com>
Your first message described what I was doing and then saving one good
slice segment at a time. I gave up pretty quickly because it was taking
quite awhile to accumulate a useful number of slices and then set up a
scene to render for each slice.
I must have been unconscious when people talked about ISL before. That's
a shareware/PD package?
Thanks for the reply Thomas,
Gerard
On Tue, 31 May 1994, Thomas Setzer wrote:
> Whoops, heres a little more. Once you have all of your slices, you could
> use ISL(Imagine Staging Language) to set up a stage, one slice per
> frame in an animation.
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@endnode
@node IML-835 " MSG-835 Subject: Math libraries"
Subject: Math libraries
Date: Wed, 1 Jun 94 10:32:45 +0200
From: VICTOR@afrodita.fcu.um.es
I have seen a lot ot talk lately about the math libraries replacement.
Let's get a few things fixed:
- The libraries are actually faster than Commodore's. If you have a 68040,
the improvement is even bigger.
- Quite obviously, only programs which use the OS libraries will take
advantage of this. The original libs were so badly written that few
compilers make programs which depend on them. When you use, say, SAS C
to compile a FP program, you have to explicitly require it to use
the OS libs; instead it'll use inline code.
- Imagine.FP and the vast majority of 3D rendering programs use inline
code to to their math calculations. They can even run without 'any'
libs.
- MAYBE the integer version of some of these progs is using the OS libs.
I have not tested it. If that's the case, any such program will benefit
from the library change. Whether the "improved" int version will be
better than the FP one, I don't know; but here's a good guess: if you
have a 040 AND a FP program uses 68040.library, there's a good chance
that its integer version will run faster than it, provided that:
* The integer version USES the libs.
* The integer version HEAVILY USES the libs.
* er... anybody to check this out?
Just my guesses.
--------------------------------------------------------------------------
Disclaimer: I am not the owner of this account (VICTOR@afrodita.fcu.um.es).
Opinions expressed are only those of mine, of course.
||| Ruben Martinez
/~ ~\ ruben@fc.um.es
@ 0 0 @ ruben@fac3.dif.um.es
\\_// (preferred)
--oOOo-------oOOo---------------------------------------------------------
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@endnode
@node IML-836 " MSG-836 Subject: Re: Problem with ATTRIBUTES in GROUPED Objects"
Subject: Re: Problem with ATTRIBUTES in GROUPED Objects
Date: Wed, 1 Jun 1994 01:42:22 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> HOW can I apply an attribute in a grouped object WITHOUT joining it NOR
> Breaking its grouping ??????HELP!!!!
either use subgroups or apply to children in the texture requester...not
really sure what you are trying to do..Owe an attribute while save it and
then just load it onto all the other objects in the group...
=RRW=
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@endnode
@node IML-837 " MSG-837 Subject: Re: States function"
Subject: Re: States function
Date: Wed, 1 Jun 1994 01:47:33 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> Hi Paul. The States function currently doesn't support texture
> morphing... Impulse knows about this limitation, and said that they will
> fix it.
yes and I made the mistake of thinking the manual was right without checking
it myself and posted that it would to someone..learned not to speek so
quickly without checking.
=RRW=
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@endnode
@node IML-838 " MSG-838 Subject: Re: Sticky Stars"
Subject: Re: Sticky Stars
Date: Wed, 1 Jun 1994 02:01:09 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> The best method I know of creating a really cool starfield, perfect for
> panning is to:
> 1) make a small face, or a 4 pointed, 3 faced object,
> 2) make a huge, as big as your world allows, sphere with a ton of points,
> 3) then, mold->replicate the face object using that sphere as your path,
> maybe giving a random rotation angle or slight offset or something. Make a
> really high number of copies. You might also want to deform the sphere a
> little bit too if you want.
> 4) Delete the sphere, and what you have left
> is a big sphere-shaped collection of faces, perfect for a starfield.
> Dan
Does he then need to add particles to this or a brush map? I can't quite see
how it works otherwise. Just wondering?
=RRW=
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@endnode
@node IML-839 " MSG-839 Subject: Re: Bones and texture mapping"
Subject: Re: Bones and texture mapping
Date: Wed, 1 Jun 1994 01:31:25 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> state. Finally it worked for me, but I had to click on Shape, Properties and
> Grouping when creating a state. As Shape saves all positions of the points
> (as i read from the manual) of all existing states, it makes the object
> file quite large on bigger objects.
> Is there something i have lost, or which options do i have to mark when
> creating the states.
> Mark Kress
I haven't tried this yet, but think that if you want to see them in the
detail editor you do need to click all three; shapes, properties and
grouping, but once you have it the way you like go back and unclick the
shapes for all but the default state by updating them,then save it..this
way it will
still keep the grouping and texture and I hope that's all the Stage
editor needs to actually manipulate the skin with the bones..as I said I
have not tried this yet, but if the manual is correct then this would
have to be true. but then the manual is not always correct..
=RRW=
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@endnode
@node IML-840 " MSG-840 Subject: Re: Lights and objects"
Subject: Re: Lights and objects
Date: Wed, 1 Jun 1994 02:22:46 -0700 (PDT)
From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
> I've been trying to get lights "in" objects. I'm using a box and in the
> Atributes requester i tell it to be a light. I want this for spotlight on a
> car I've made. It lights up the suroundings in scanline but it doesn't give
> any light at all in raytrace.
> The object sends light out, but it is dark if you look at it from the front (
> like a black object sending light out). Strange...
> Anybody care to light me up?
> /Anders Lattermann
Sure, click bright in the attributes requester for the object as well as
light. But if your looking for a beam of light to shine from the light
let me know and I'll send a tutorial I wrote for someone on how to make a
really cool spotlight, one which raytraces well too.
=RRW=
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@endnode
@node IML-841 " MSG-841 Subject: Re: Sticky Stars"
Subject: Re: Sticky Stars
Date: Wed, 1 Jun 94 04:49:20
From: djm2@isis.msstate.edu@ra.msstate.edu (Dan Murrell Jr.)
Randy R. Wall said on Jun 1 :
> > 4) Delete the sphere, and what you have left
> > is a big sphere-shaped collection of faces, perfect for a starfield.
> Does he then need to add particles to this or a brush map? I can't quite see
> how it works otherwise. Just wondering?
Nothing at all. I guess I forgot to say to make it a bright object, colored
white. There won't be any shading, and with the faces so far away, it'll
render as points. But there's no need for either particles or a brushmap,
although the exact same thing MAY be possible with particles, but it may
not appear random enough. The faces will just be out there, not connected in
any way, and in the general shape of the giant sphere (which would encircle
your 'universe.')
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@node IML-842 " MSG-842 Subject: Imagine 4 Everybody - Results version 0.5!"
Subject: Imagine 4 Everybody - Results version 0.5!
Date: Wed, 25 May 94 21:30:03 +0200
From: Anders_Lattermann@p24.anet.bbs.bad.se (Anders Lattermann)
********************************************************************
**** Imagine 4 everybody! ****
**** Your chance to make your suggestions in the next release! ****
**** ****
TS, RESULTS, RESULTS, RESULTS, RESULTS, RESULTS, RESULTS, RESULTS, RESULTS,
**** Results Version 0.5 ****
********************************************************************
Ok, guys this is the input so far that have reached me 1994-05-25. Remember
that my email goes on disk to and from sweden, so it normally takes some time.
Well enough blah blah, read and send me the missing stuff, okey?
-----------------------------------------------------------------------------
Ideas
-----
*** Project Editor, Ideas ***
# A rendering-spooler! What I would really like is a requester asking which
projects that are in the qeue and in which order they should render. This
Could be a Rendering engine with option to set priority on the rendering and
maby also networking.
# I would like that Imagine could trigger some program when it's done
rendering. Like it's now, I often have to flip screen to see if it ready or
not. A "boing", screenflash or some words from the speech-synth, would be
great.
# Possibility to see how much memory a project will need to render. This way
you can optimise VMem so you will have, say, 1 MB Fastmem to do other things
with.
# Built in VMem (like ImageFX), where you can specify how much fastmem you
want left for other programs. And some good intelligens that swaps things it
doesn't use to VMem and counts in fastmem.
# I would like to have morphable brushmaps. What I mean is that I would like
to apply an anim or series of pictures as my map, the quantity of which match
the frame count of the object etc. in the action editor.
# How about a button or something that would let me set how many frames right
here instead of having to go to the action editor to set the frame count.
# I want multitasking from the project editor! I would like to be able to
start a project and then have control of imagine again to do other things.
#aI would like to have Iconify in the project editor. So I could reduce it
while I use other memory intensive stuff.
# Again. Modularity. Have a menu-like directory to select from a variety of
many more renderers. The hyper-realistic ray-tracer with radiosity variables.
The quick effective scanline with(out) shadows. The wire frame. The solid
frame or shaded frame.
# How about an even quicker rendered to display just a quick estimate of
textures/brushes/colors? How about something quick for use with 2-d style
animation? Let the Imagine program be able to incorporate renders created by
other programmers. It would make rendering to the IBM or other platform eaiser!
# A slick database for all the info to what format to render to. EG: Size x:
320 Aspect x: 6 Colors: 24 mil (selected from a menu of color choices) Size y:
400 Aspect y: 7
# Set Pallete: (No for each pallete seperate, or from a menu of palletes, or "
previous" for previous frame's pall.)
# Dump the anim format stuff. Use a shareware to just compile an anim format
from files produced. Hell, make one with a feature to add each frame to an
anim file inbetween renderings to save memory constraints. But such a program
within the program is very wasteful.
# Don't forget some thing that is VERY useful. CLIP MAPPING!!! Being able to
have an object have clipped edges based off a brush map..Tho a transparency
map can provide an idea of the same thing, there should ALSO be a way to
visualize the clip on the object from the detail editor (other editors too)
because waiting until after a "quick" render is TOO LONG! How about an outline
of the clipp map on the object?
# Another mapping should be displacement mapping. Having the object deform
based off a texture/brush. It would be much more accurate.
*** Detail Editor, Ideas ***
# Better slice function that doesn't give those: "Error - an edge is to near
too an edge or near too a face". If difficult to make better, an explanation
exact where the problem is could also help.
# A possibility to hunt through an object and change an attribute to another
or texture. Like Find/Replace in a wordprocessor.
# That Imagine doesn't flip screen and ask if I wan't to delete the
quickrender, when I'm working with something else during the rendering. And
also the possibilty to see the quickrender directly from Imagine, like a view
quickrender again buttom.
# That newloaded objects in the detail editor and also primitives pops up
where you are, so you can see them in the window and possition you are at for
the moment, and not at some default point. It's so irritating to need to zoom
out every time to find them.
# The possibility to hide objects. Should speed up redrawing when you work
with Grouped objects and also make it easier to see what you are doing.
# That the detail editor requests that there are unsaved objects left. I've
lost objects so many times by going in to the detail editor quickly to just
change an attribute on one object in a grouped object with the result that
only the highlighted newly changed object got saved....
# Possibility to see how many points an object contains.
# I Would like to be able to "link" objects in the detail editor and load them
in the stage there after under just one name and that the stage editor keeps
thier internal position to each other. Example: A driver and a car, you don't
want to group them, but they do go together.
# I want some simple measuring method. There are already cordinates, but I
want to be able to set my own zero point and just measure how long an object
is without needing to count everytime.
# Have all textures in a directory-like window of its own, with maybe an icon
of how each texture might look for quick access (also for brushmaps and maybe
even macros and predetermined objects!). Similar to how ADPRo NOW sets up its
operators.
# Better way to pick colors for each object (maybe a window?) and its
attributes. How about setting a pop-up menu near the BOTTOM of the screen
instead of the middle? How about a icon or display to "preview" how the
attributes would affect an object (say on a globe or square?) (If this is all
on a Workbench-like screen with windows open, it would be easy to have the "
preview" window open or not.)
# To create fog/clouds/fire/water, maybe there's a way to create an object
whose mesh is actually a container for one-point particles to flow in like
gaseous or liguid substances to create non-linear fog/fire/different clouds...
Imagine THAT as a base for particle animation with variables for fluidity,
turbidity, etc. At 100% "filled", the particles could mimic a true "solid"
object. (Of course, there should be a way to make this feasible w/o too much
memory taken or speed taken while rendering).
# There must be a way to create a faster quickscan just to see how colors and
textures will be set, especially now that textures can be tacked. So long as
textures are tacked, can there be a way to show via a "mode" a quick and dirty
version of the tacked texture/brush?
# Splines..There's got to be a way to define spline-based objects in Imagine.
Maybe because everything is defined in triangles is a problem, but can't there
be a way to define a spline and then define how many points divide each spline,
but also re-edit that spline to have more subdivisions or a different shape
even being gone thru the Detail Editor? Would be very interesting.
# More primitives. How about an effective bowl shape or hyperbole or whatever.
If these predetermined objects can be defined via an external file with the
ability to have programmers create more files of mathmatetically based
pretermined object. Then as more files are created, they can be "added" to the
directory of predefined shapes (Look above for that sort of idea of having
directory-like windows). Imagine with MODULARITY! Imagine a predefined object
to create a tree shaped object or starflakes, given defined variables. WOW!
# A Freeform object based off a lasso-like sketch (or a trace using a Wacom
tablet) would be interesting..
*** Forms Editor, Ideas ***
*** Cycle Editor, Ideas ***
*** Stage Editor, Ideas ***
# Think if it was possibly to put a reference mark on the wheels of a car for
instance and Imagine makes shure that the car doesn't sink through the ground.
Would be extremly nice for anims where the car follows a bumpy terrain.
# I want to be able to choose which type of light i just added without needing
to go to the action editor.
# Possibility to chose just a piece of the screen to render. But with the same
other preferences I have put in the project editor. And also the possibilty to
pick an area and just rerender that area and keep the old pixels from the
previous rendering. Very good when you are playing with different attributes/
textures.
# The stage editor interface SHOULD differe from the detail editor interface.
Combine the stage editor interface with the action editor. Have a "Get Info"
feature for each object with the stage editor that opens a menu that tells the
time chart for that object and all that info that is there via the stage
editor. It's BETTER than CONSTANTLY switching from the different editors (
stage/action)
# F/X Modularity!! With an icon explaining what that F/X might do. Also any
way to let other programmers create F/X, like MELT object; IMPLODE; SHRIVEL;
how about TWIST? (twist the object into a corkscrew-like shape) or VIBRATE (
have the object be able to rattle). A better way to EXPLODE or BLOB (to create
blobs like in they were in 0-g)
# Also, the F/X should not just be an object modifier; it should be able to
differ the way Imagine renders an object..(F/X for MOTION BLUR or F/X for LENS
FLARE (this light with this f/x will produce a lens flare!) or F/X to create
an object to "sweat/bleed" ! or an F/X to randomly stretch and squish the
texture or brush on that object..) F/X should describe special F/X! (How F/X
to create "Wind blur" on an object?)
# Depth of Field is always good, but what about filters for the camera? Set u
in a menu directory, of course, how about applying a reddish filter or
postering filter or "antique" filter..or f/x? to mimic maybe a person trying
to hold the camera like a consumer portable cam (shaky and loose)..Back to
filters, a backlight inducing filter (to produce halos?) or a soft filter (to
produce faded image). Again, modularity.
# How about smooting effects on brushmaps to fade the edging..
# Creating Animation: Imagine always seemed to WANTED to go towards creating
very character-like animation (DinoSkin with texture tacking..smells like a
Jurassic thing) so, how's about revolutionary ideas. MODULARITY!
# If you are going to produce physics-like effects, like gravity and collision
detection, you should be able to select which objects will be affected, then
jump into a "Physics Editor", in which you can choerograph how the collisions
will be via physics for the objects selects then, Imagine will calculate all
the paths/positions/rotations for each object and ask the user to save those
calculations for the stage editor. This ALSO includes all the new paths, any
new objects that an object must "morph" to via the physics of it being made of
concrete or glass or rubber or silly putty (such physical properties should be
modular too so any programmer can add on more and more! for plastic being
scratched or dented, or meta being crushed..)..gRanted, the physics editor
will probably make A LOT of new objects and/or paths, but having seen Morpheus
and similar programs, a "physics editor" seems feasible....
# Something also neat about the physics editor idea is to use it for the cycle
editor too (if you wanted to create an a man juggling, physics is involved, so
why make the cycle editor flawed to not take advatange of physics?)
# More better BONES! How can you animate a 3-d object for facial expressions?
Be able to selct points not only so bones can bend from there but create
wrinkles from that point to simulate a lips and sheeks stretching to make a
smile, or clothes folding underneath a crotch area..
# Better use of global backgrounds. Be able to zoom back/zoom in from it. That
includes the starfield. (The mesh as a container idea would make up for a cool
starfield.)
*** Action Editor, Ideas ***
# Possibility to preset your default: Global.map, ambient light, camera
position, lights and so on.
# It's possible to set a star density, fine, but down on earth you'll need
clouds. Density and type of cloud could be nice.
# For lights it's only possible to set "Dimish", I'd like filtering for the
type of diffuse light that comes through the clouds a cloudy day.
*** Spline Editor, Ideas ***
*** Misc, Ideas ***
# New interface: If you've seen ADPro's revision of interface from buttons on
its custom screen to a workbench-like interface, Imagine I think should go
under similar changes. Have different points of view in different windows on
either its custom screen or Workbench screen.
# ASL Requesters for screenmode and directories
# Add arexx, I would like built in requestors and buildable buttons for arexx
routines so I can access the functions of other programs automatically through
an arexx port. for example wihile rendering I would like to select a
deformation type of dither and see how it will look on the first couple of
frames etc.
# rexx, rexx, and more rexx
# I would like to see either screen display database support so that Imagine
can be opened on any 'reasonable' screen size or at least allowing for easy
retargetability of Imagine. Right now, Imagine cannot be retargeted due to
some of the routines being used for displaying and updating objects. Redraw
button has to be repeatedly used if one wants to use one of the new WB
emulation 24 bit cards. Impulse, get one of these cards (e.g. Picasso or EGS
cards) and see for yourselves what I mean.
* Better implementation of DEMs. The same quality as from Vista, so the
objects really looks like they are in the same world as the DEM.
*** Wanted Textures/Attributes ***
# Why isn't test rendering of textures an automated process?. Like pop up a
requester and multiselect the textures or attributes you want to study. Push
the "Go!" button and go to sleep. Wake up in the morning and voila! And think
if we could get the program to put 4-9 spheres/planes on one picture with the
name of the used attributes/textures under. I guess one could cook this up
with ARexx or another macro language. But then again, Imagine doesn't have any.
# A texture that does the look of paint that has lost some flakes. Like a
yellow paint on a metal surface and on some places the paint is gone and you
can see the metal underneath.
# Lot's of good pre-made attributes like, snow, skin, etc, etc
< Amiga >
*** Project Editor ***
*** Detail Editor ***
# "Cycletranforms" wrongly spellt in the menu, should say "CycleTransforms"?
*** Forms Editor ***
*** Cycle Editor ***
*** Stage Editor ***
*** Action Editor ***
*** Spline Editor ***
*** Misc ***
< PC >
*** Project Editor ***
*** Detail Editor ***
*** Forms Editor ***
*** Cycle Editor ***
*** Stage Editor ***
*** Action Editor ***
*** Spline Editor ***
*** Misc ***
New Products we want to see from Impulse
----------------------------------------
The users says "hi" to Impulse
------------------------------
Best 3D-program i ever used! / Anders Lattermann
/Anders Lattermann
FidoNet: 2:201/411.24 ! PointBreak - Bg-St-Maurice - France
AmigaNet: 39:164/100.24 ! A3000/14/105 + SQ88C & 17xSQ800
InterNet: Latte@p24.anet.bbs.bad.se ! I feel the need, the need 4 speed!
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@node IML-843 " MSG-843 Subject: Re: Lights and objects"
Subject: Re: Lights and objects
Date: Wed, 1 Jun 1994 12:18:27 +0200
From: Peter Bugla <bugla@informatik.tu-muenchen.de>
Hi Anders!
> I've been trying to get lights "in" objects. I'm using a box and in the
> Atributes requester i tell it to be a light. I want this for spotlight on a
> car I've made. It lights up the suroundings in scanline but it doesn't give
> any light at all in raytrace.
> The object sends light out, but it is dark if you look at it from the front (
> like a black object sending light out). Strange...
Now this one's easy: Assigning the light attribute does not effect the color
of the light-object, the object-color is changed (like on any other object) with
the RGB-value-sliders in the attributes-requester. The light-color is changed in
the pop-up-requester which appears when you click on the light button.
> /Anders Lattermann
Why do you want to see this object anyway? I thought you wanted it for a
spotlight, and not for a lamp?
If you want an invisble spotlight, why don't you try using a normal light-source
close to the objects surface to highlight the area you want (but don't forget
to have at least one light far away, or your scene will be dark).
If you want a spotlight like a "real" spotlight-object from a photo-studio
try to add these little panels which direct the light in the exact direction
you like.
To the no light in trace: I don't know, why.
CU Peter
--------------------------------------------------------------------------------
#include <disclaimer.h> | "If architects built buildings the way
| programmers write programs the first
| woodpecker that came along would
Peter Bugla | destroy civilization"
e-mail: bugla@informatik.tu-muenchen.de | -- Murphy's Law of Computers
snail-mail: Peter Bugla, Morsering 26, |
80937 Muenchen, Germany |
--------------------------------------------------------------------------------
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@node IML-844 " MSG-844 Subject: Atts conv: NEW AMIGA&PC VERSION"
Subject: Atts conv: NEW AMIGA&PC VERSION
Date: Wed, 1 Jun 1994 07:47:09 GMT+1
From: "Wizard" <TESI2@novell.dima.unige.it>
>>> /\ Hello evrywhere,
>>> || coz noone reply to my message about converting Amiga
>>> \/ attributes to PC (red shift bug), I'm glad to announce to all
>>> dummy PC users that I have wrote down a piece of code to
>>> /\ convert attributes.
>>> || Da Ya want it? E-mail me and I'll be so clement to
>>> \/ uuencode it to Ya.
>>Yes, i would like it!
>>Is it written for both directions (PC->Amiga, Amiga->PC)?
>>On which platform is it running (PC, Amiga, both)?
>>CU Peter
>/\ Hi folks,
>|| my executable (da ya want source?) is compiled on
>\/ PC (aahhhhh shitty machine!!!! I love Amiga!!!), I can
> also do an Amiga version (I'm short in time perhaps!).
>/\ Well v1.1 is now compiled and linked (PC version)
>|| and it supports bidirectional conversion PC --to--> Amiga,
>\/ Amiga --to--> PC, ok?
> Please wait, I'll spend some of my time for
>/\ the porting to Amiga, IF AMIGA USERS (hey I'm one) WANT IT.
/\ Yaba daba doo again,
|| the previous message was a joke!!!
\/ Amiga users here???? Then if Ya all want the
Amiga version of my attributes converter, just ask for it:
/\ I've done it right now!!!
||
\/ Are Amiga users ready for the uuencoding?????? Warp!!!!!!
(I'm also waiting for PCs who want to upgrade to v1.1)
|| ae(-_^)ue
\/ _ __ ___ ______Wizard (NOT TESI2) signing off
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