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- Date: Tuesday, 01 August 1995 01:15:00
- Subject: Quick attribute prob
- From: m.rubin9@genie.geis.com
-
-
- ----------------------------------------------------------------------------
-
-
- I just tried using Quick Attributes (Amiga 3.3) for the first time.
- It tells me that it "can't open object file" and then "error opening
- attribute file."
-
- The attribute files appear to be there - is this a known bug or is
- there some kind of config gymnastics that I need to perform?
-
- Floater
-
- Date: Tuesday, 01 August 1995 01:31:06
- Subject: Re: Motion Blur Trick
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-30 13:51:29 EDT, you write:
-
- >Is it possible for us non compu$erve members to get this flc?
- >
- >If Jay sets up that ftp site he offered to, maybe some kind compu$erve
- member
- >would upload all these goodies there, so the rest of the Imagineers can
- drool
- >over them as well..
-
- If we get a common site where all can share I'd be happy to send some of this
- stuff. I tried uploading one of the Impulse motion blur pics done with the
- 4.0 beta to AOL but they seemed not interested in posting it. AOL seems to
- have some abitrary standards for what they will or won't display and they
- don't even leave mail on why they won't put something up. But for all the
- Imagineers out there, GreG tsadillas's prop.flc is something you gotta see.
- If you know a CIS member personally get them to download it for you.
-
- Bob.........
-
-
- Date: Tuesday, 01 August 1995 02:24:57
- Subject: Animated map requestor problems
- From: David Nix <WRNIX@uga.cc.uga.edu>
-
-
- ----------------------------------------------------------------------------
-
- Ok, so I dont always listen when it isnt my problem.
-
- Would some kind soul please refresh my memory on how you get a sequence of
- files to work as an animated map in the Attribute requestor? I seem to
- recall some wierd workaround. Im using v.3.3 on the Amiga.
-
- Global backdrop animations work fine, the prob is just in the Attribute
- requestor.
-
- Thanks,
-
- Dave
-
- Date: Tuesday, 01 August 1995 02:32:00
- Subject: Aspect ratio
- From: w.graham6@genie.geis.com
-
-
- ----------------------------------------------------------------------------
-
- Keep your pixel aspect ratio at 1:1, the other post was correct, film recorders
- do need square pixels. But much of the software driving those recorders cannot
- deal with imagery in sizes other than that of slides, i.e., 5x3, or any
- multiple of 5x3. So you may have to matte your rendered pix into a 1000x600 or
- whatever solid colored bitmap to satisfy the service bureau. At least, that's
- what I usually do when having my Amiga output to film. Most of those places
- around here are Mac based, and I suspect a user problem, but I could be wrong.
- Some service bureaus have Photoshop capable people who can matte your picture
- for you, but they usually charge for that service. Good luck!...Bill Graham
-
- Date: Tuesday, 01 August 1995 03:41:34
- Subject: Re: Re[2]: lensflare
- From: jprusins@cybergrafix.com (John Prusinski)
-
-
- ----------------------------------------------------------------------------
-
- >
- > I don't think it's so ironic that we like to create lensflares on our
- > digital images.
-
- I agree; the ironic thing is that since we now have such a long tradition of
- accepting photography as a "realistic" depiction of the phenomenal world, we
- have come to see the artifacts of photography as visual authentication of
- the reality of a subject. That's why effects like lens flares and
- depth-of-field seem to add that touch that make our invented worlds more
- believable.
- Want to bet that the day will come when artists deliberately add "computer
- graphics" artifacts to a picture to increase the sense of realism?
-
- John
- ________________________________________________
- | "The next great step toward a planetary holism is a |
- | partial merging of the technologically transformed |
- | human world with the archaic matrix of vegetable |
- | intelligence that is the Overmind of the planet." |
- | -Terence McKenna |
- |_______________________________________________|
-
-
- Date: Tuesday, 01 August 1995 03:50:31
- Subject: LOCK TO STATE
- From: ALorence@aol.com
-
-
- ----------------------------------------------------------------------------
-
- >> Is there an easy way (or ANY way) to keep a texture or brush from changing
- as
- >> parts of the object move?
-
- I had tried the LOCK TO STATE option before, but it didn't work. I didn't
- realize that it had to be locked to the FIRST state. Works fine when I do it
- that way. Thanks to all who replied.
-
- Alan.
-
- Date: Tuesday, 01 August 1995 04:01:46
- Subject: Group can't be colored
- From: ALorence@aol.com
-
-
- ----------------------------------------------------------------------------
-
- I've just experienced a very frustrating problem: I created 2 spline objects
- using LOAD FONT, then added points to extrude them, saved the points (2
- separate objects), went to the detail editor, loaded the objects, added an
- axis, and grouped everything with the axis as the parent. I then started
- messing with the attributes. Everything was fine: I changed base color,
- added/dropped textures, quickrendered many times, then all of a sudden, the
- object would no longer hold its color. Textures showed up colored, but
- without a texture the objects were white!
-
- If I select an individual letter I can change it's color ok, but the whole
- thing -- nothing! I tried reloading the group, quitting and restarting
- Imagine, but it's always white. What happened?
-
- I'm using PC v3.3. Thanks.
-
- Alan.
-
-
- Date: Tuesday, 01 August 1995 05:15:12
- Subject: More Feminine Female
- From: Broctune@aol.com
-
-
- ----------------------------------------------------------------------------
-
- To all those who have Crestline's Humanoid package, and who don't really like
- the face of the female, here are a few tips I have come up with to make it
- look better.
-
- First the skin, I like to use the quick attribute flesh than turn down the
- specularity so it's not so shiny. Next make the lips a nice red, and eyeliner
- a dark blue or black.
- Next comes the eyebrows. Go into pick point mode and multi select the two
- eyebrow subgroups and scale them down a bit, now that they are small, rescale
- them out lenghtwise to get that thin eyebrow look. now pick just the left one
- and rotate it in about 11.40 degrees and move it in place to where it looks
- good. Do this also to the right one.
- Now the lips. pick the subgroup lips scale it down, then sscale it up
- lenghtwise, not too much though. Now move it forward a little. After this is
- done pick the two points in the subgroup at the top of the lips that form the
- arch by the bottom of the cleft pallette. move these up to give the lips that
- full look like lipstick was applied. Now you may want to tweak the dip
- between these to points by using smoth fracture or somthing.
- Next the nose. The nose is kind of hard because I can't really explain it
- that well. but you want to make it smaller but not on the verticle axis. also
- you want to move some points around to get the nostrils to come out a little
- more.and make it have a more defined shape.
-
- On the eyebrows I like to use a fuzz texture with a big Z and X axis.
- Hope this helps.
-
- P.S. Save your work between the modifications in case you mess up.
-
- Date: Tuesday, 01 August 1995 07:49:48
- Subject: Re: Quick attribute prob
- From: Scott F Tracy <sftracy@winternet.com>
-
-
- ----------------------------------------------------------------------------
-
- >
- >
- > I just tried using Quick Attributes (Amiga 3.3) for the first time.
- > It tells me that it "can't open object file" and then "error opening
- > attribute file."
- >
- > The attribute files appear to be there - is this a known bug or is
- > there some kind of config gymnastics that I need to perform?
- >
- > Floater
- >
-
- My guess is your using an Amiga? If thats the case go into Preferences go
- down to the attributes path "ATPT" line, click on the line and change it
- from "attribs\quick" to "attribs/quick". Had the same problem when I got
- 3.3 :-)
-
-
- Date: Tuesday, 01 August 1995 10:13:44
- Subject: CD model/textures libraries
- From: wilkinso@cambridge.scr.slb.com (Simon Wilkinson)
-
-
- ----------------------------------------------------------------------------
-
- Hi.
-
- Does anyone know of any CD-ROM texture or model libraries for Imagine that are
- any good?
-
-
- Thanks.
-
- Si.
-
- Date: Tuesday, 01 August 1995 10:32:17
- Subject: Re: Quick attribute prob
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >
- >I just tried using Quick Attributes (Amiga 3.3) for the first time.
- >It tells me that it "can't open object file" and then "error opening
- >attribute file."
- >
- >The attribute files appear to be there - is this a known bug or is
- >there some kind of config gymnastics that I need to perform?
- >
- >Floater
- >
- Check the prefs file. Some of the paths had \ (PC) instead of / (Amiga)
- It's almost certainly the path that's the problem, anyway.
-
- Bill Boyce
-
-
- Date: Tuesday, 01 August 1995 10:40:29
- Subject: Re: Re[2]: lensflare
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >>
- >> I don't think it's so ironic that we like to create lensflares on our
- >> digital images.
- >
- >I agree; the ironic thing is that since we now have such a long tradition of
- >accepting photography as a "realistic" depiction of the phenomenal world, we
- >have come to see the artifacts of photography as visual authentication of
- >the reality of a subject. That's why effects like lens flares and
- >depth-of-field seem to add that touch that make our invented worlds more
- >believable.
- >Want to bet that the day will come when artists deliberately add "computer
- >graphics" artifacts to a picture to increase the sense of realism?
- >
- >John
-
- Ahh, but some artifacts are actually inherent in the human eye, or of natural
- causes - halo/ring around bright lights, either caused by ice crystals or
- haze, and star effects, caused by eyelashes.
- So it's not all artificial, or 'photographic'.
-
- Oh, and depth of field is also inherent in human vision. Hold you finger in
- front of your eye and focus on your monitor. Viola. Blurry finger.
-
- Bill Boyce
-
-
- Date: Tuesday, 01 August 1995 10:44:09
- Subject: Re: group can't be colored
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >I've just experienced a very frustrating problem: I created 2 spline objects
- >using LOAD FONT, then added points to extrude them, saved the points (2
- >separate objects), went to the detail editor, loaded the objects, added an
- >axis, and grouped everything with the axis as the parent. I then started
- >messing with the attributes. Everything was fine: I changed base color,
- >added/dropped textures, quickrendered many times, then all of a sudden, the
- >object would no longer hold its color. Textures showed up colored, but
- >without a texture the objects were white!
- >
- >If I select an individual letter I can change it's color ok, but the whole
- >thing -- nothing! I tried reloading the group, quitting and restarting
- >Imagine, but it's always white. What happened?
- >
- >I'm using PC v3.3. Thanks.
- >
- >Alan.
- >
- I suspect you're just colouring (sorry - coloring) the parent axis. This won't
- affect the children. When you select a group and do Attributes, you're actually
- only changing the parent axis. Use 'Apply' once you've set the parent.
-
- Bill Boyce
-
-
- Date: Tuesday, 01 August 1995 11:55:05
- Subject: Re: Question for PC users
- From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
-
-
- ----------------------------------------------------------------------------
-
- AL> Question for PC users: Has anyone noticed a 'problem' with mouse
- AL> movement in
-
- AL> v3.2 and 3.3? The 'problem' I'm seeing is the cursor pauses and
- AL> skips. This
-
- Problems like this are usually caused by heavy CPU activity. On the PC ,
- all I/O is channed through the one processor. If it is busy working on
- somthing else, it doesn't update the screen as quickly as it should.
- (the amiga uses seperate processors so now jumpy mice :-)
-
- Darryl
-
- -- Via DLG Pro v1.0
-
- #####\ _ /#####
- #( )# | _( )__ | #( )#
- ##### | /_ / | #####
- #" "# | ___m/I_ //_____ | #" "#
- # O # |____#-x.\ /++m\ /.x-#____| # O #
- #m.m# | /" \ ///###\\\ / "\ | #m.m#
- #####/ ######/ \###### \#####
-
- Date: Tuesday, 01 August 1995 12:14:22
- Subject: Re: ANIMATION PLAYER
- From: tome@next.com.au (Tom Ellard)
-
-
- ----------------------------------------------------------------------------
-
- >could someone tell me please what is the CHEAPEST animation recorder for
- >the PC since I'm hoping to get a pentium pretty soon and do some good
- >stuff on it. Something that of course campres to the PAR in quality of
- >the picture...we're talking about 736 by 482 (I think) in 24bit, 30
- >fraMES PER second.
-
- Ooh you like it both ways :-) Cheap & Good.
-
- OK I have a PAR and a MOVIE MACHINE. The PAR is beautiful, the MM is only OK
- but it's still tonnes (metric) better than everything else I've looked at.
- There's a new MM version 2 that has the specs you require. I saw it at
- SMPTE, it was again no PAR, but quite desirable.
-
- It has SVHS / Composite in/out.
- It mixes two video channels, with 2d effects.
- It records (here) 50 fields a second, 736 by 580, 4:2:2 at 13:1 compression.
- Contact FAST Electronic in the USA.
-
-
- Tom Ellard, Severed Communications Australia tome@next.com.au
-
-
- Date: Tuesday, 01 August 1995 12:54:35
- Subject: Re: Tear Drop Quickie
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Thu, 27 Jul 1995, Robert Byrne wrote:
-
- > Hello Fernando, on Jul 26 you wrote:
- >
- > > > > Just found a QUICKY way to make a tear drop (water drop) shape. ...
- >
- > > Well, do a drop is relatively easy. Hard to do is the effect of
- > > the drop hitting the water (at least in 2.0 version). :( . Could
- > > someone help me to create this easily?
- >
- > There are some old tutorials called The Imagine Compendium by Steve Worley
- > and others on the LightROM CD. One of them is a tutorial on the Forms
- > Editor and as it happens he describes how to make a water splash.
- >
- > I'll email it to you. If anyone else wants it and there are no objections
- > I can post it here in a couple of days. It's about 4Kb uuencoded.
- >
- > -- Bob
- >
-
- Yes, PLEASE!
-
-
- ~Rick Heidebrecht~
-
-
-
- Date: Tuesday, 01 August 1995 13:55:58
- Subject: Run Imagine under W95
- From: spack@mv.us.adobe.com
-
-
- ----------------------------------------------------------------------------
-
- Hi All,
-
- I struggled with getting Imagine to run under Windows 95 using the
- vague instructions someone posted from Compuserve. So here is a
- detailed, step by step tutorial!
-
- Running PC Imagine under Windows 95
- 8/1/95
-
- This document describes the steps necessary for setting up Imagine 2.x
- or 3.x to run under Microsoft Windows 95. The information contained
- herein worked for me, your results may vary (unlikely), but do so at
- your own risk.
-
- Under Win 3.1, the user had one choice of a DOS box which could not be
- significantly modified by the user to allow Imagine to run. Windows
- 95 is much more flexible in handling the DOS environment, allowing
- several types of DOS boxes and the ability to configure the DOS box's
- attributes as well as environment (drivers, environment variables,
- etc). The latter is the key to running Imagine under Windows 95. At
- this time it is not possible for Imagine to run in a DOS box while
- Windows 95 is also running. This is because Imagine does not conform
- to the DPMI memory standard for DOS applications. Instead, Imagine
- must be run using Windows 95 DOS compatibility mode, which requires
- that Windows 95 be exited. This eliminates the potential Imagine
- specific boot diskette or multi-boot DOS configuration, but does not
- allow multitasking.
-
- Steps: (Assumes Windows 95 and Imagine are installed)
- 1. Navigate to the directory Imagine.exe is located in, using
- Explorer or the MyComputer icon.
-
- 2. Click on the file 'Imagine' using the left mouse button. Then
- click the right mouse button. Move down the menu that appears and
- click on the 'Properties' menu item.
-
- 3. You will be presented with a window that contains several 'panes'.
- Click the 'Program' pane.
-
- 4. In the 'Cmd line:' field enter - "c:\command.com".
-
- 5. In the 'Working:' field enter the path to Imagine. Everything
- else can be left as it is.
-
- 6. Click on the 'Advanced' button at the bottom of the pane.
-
- 7. The 'Advanced Program Settings' dialog will appear. Here is where
- we will setup the DOS environemnt for Imagine.
-
- 8. Click the 'MS-DOS mode' checkbox.
-
- 9. Click the 'Specify a new MS-DOS configuration' checkbox. The
- 'CONFIG.SYS for MS-DOS mode' and 'AUTOEXEC.BAT for MS-DOS mode'
- listboxes will now be filled with a suggested DOS environment.
- This may require editing, depending upon how your system was
- configured before installing Win95 (default environment). You may
- need to add lines as well depending on your hardware, i.e. a mouse
- or univesa display driver. What I list in the following steps is
- my own requirements and are for all purposes should be considered
- a minimum in order to get Imagine running.
-
- 10. In the "CONFIG.SYS" listbox, enter or edit to obtain the following
- (your paths may vary):
- DOS=HIGH,UMB
- DEVICE=C:\WIN95\HIMEM.SYS
-
- 11. In the "AUTOEXEC.BAT" listbox, enter or edit to obtain the
- following (again, your paths may vary):
- SET PROMPT=$p$g
- SET PATH=C:\WIN95\COMMAND;C:\IM33;
- C:\MOUSE\MOUSE.COM
- CD C:\IM33
-
- 12. Click 'OK'. Click 'OK' again.
-
- You have completed the necessary steps to creating a suitable DOS
- environment for Imagine! To run Imagine, double-click the 'Imagine'
- file. Windows 95 will quit and the DOS mode will be entered. Type
- "Imagine" and press 'return' to launch the actual application. You
- can also add the 'Imagine' icon to the Start menu for convenience.
- Consult the Windows 95 online help for assistance with this.
-
- As I stated previously, these steps worked for me. You may have a
- different environment and hardware needs that require
- additional/different editing of your config.sys or autoexec.bat files.
- You should be realize that all may not work as expected the first time
- and that some 'tweaking' may need to be done. Good luck!
-
- -Scott
- spack@adobe.com
-
-
- Date: Tuesday, 01 August 1995 14:12:16
- Subject: Re: CD model/textures libraries
- From: Cedric Georges Chang <changc9@rpi.edu>
-
-
- ----------------------------------------------------------------------------
-
- On Aug 1, 9:13am, Simon Wilkinson wrote:
- >
- > Does anyone know of any CD-ROM texture or model libraries for Imagine that
- > are any good?
- >
-
- o Light ROM has about 100MB worth of PD Imagine objects of varying quality.
- o 3DROM vol. 1&2 are two CD's compiled by Syndesis which include Imagine
- objects. I don't have these CD's, so I can't comment on the quality of
- the objects.
- o Light Works is a CD of science fiction objects. I don't have this CD either
- but Amiga Computing gave it a good review.
-
- There's an abundance of texture CD's out there. I have Texture City 100 which
- I bought at a closeout price from Creative Computers. It has 100 high quality
- textures, though none of them are set up to be used as repeatable brushmaps.
- I have used them mostly as backdrops for title screens.
-
- Cedric
- --
- ---------------------------------------------------------------------------
- Cedric Chang Mechanical Engineer // Amiga 3000 '040
- changc9@rpi.edu Rensselaer Polytechnic Institute \X/ CgFx/EGS Piccolo
- ---------------------------------------------------------------------------
-
- Date: Tuesday, 01 August 1995 15:43:00
- Subject: Single sided mapping
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- Say, anyone know if there is a way to map only one side of aplane? If you rotate
- a flat plane, the inverse mapped image ison the back. Do I really need to extru
- de the plane first, thenmap?Is everything double sided polygons in Imagine?=2E.j
- ust checking if I'm missing the obvious somewhere? /--------------------------
- ---- ___ ___ ___ ___ | Mike van der Sommen /
- __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ /
- / / / \ | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-138
- 8) | "Irony can make revenge a welcome alternative" \______________
- _______________________________________________--- =FE InterNet - GraFX Haus BBS
- - Santa Barbara, Ca - (805) 683-1388
-
- Date: Tuesday, 01 August 1995 16:20:57
- Subject: Re: texture preview
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
- >PS: I just RTFM and I guess that you do have to have an AGA machine
- >or a Retina. This definitely puts me into the whining and complaining
-
- That is not very cool. Opalvision puts out such a good API that I wish
- Impulse would make use of. You know, I haven't gone from 3.0 to 3.3
- yet....... Maybe I'll just D/L texturestudio.
-
- Date: Tuesday, 01 August 1995 17:09:03
- Subject: Re: Re[2]: lensflare
- From: jprusins@cybergrafix.com (John Prusinski)
-
-
- ----------------------------------------------------------------------------
-
- >X-UIDL: 807292705.016
- >Date: Tue, 1 Aug 1995 21:40:29 +1200
- >X-Sender: bilboyce@iconz.co.nz
- >To: imagine@email.sp.paramax.com
- >From: bilboyce@iconz.co.nz (Bill Boyce)
- >Subject: Re: Re[2]: lensflare
- >
- >>>
- >>> I don't think it's so ironic that we like to create lensflares on our
- >>> digital images.
- >>
- >>I agree; the ironic thing is that since we now have such a long tradition of
- >>accepting photography as a "realistic" depiction of the phenomenal world, we
- >>have come to see the artifacts of photography as visual authentication of
- >>the reality of a subject. That's why effects like lens flares and
- >>depth-of-field seem to add that touch that make our invented worlds more
- >>believable.
- >>Want to bet that the day will come when artists deliberately add "computer
- >>graphics" artifacts to a picture to increase the sense of realism?
- >>
- >>John
- >
- >Ahh, but some artifacts are actually inherent in the human eye, or of natural
- >causes - halo/ring around bright lights, either caused by ice crystals or
- >haze, and star effects, caused by eyelashes.
- >So it's not all artificial, or 'photographic'.
- >
- >Oh, and depth of field is also inherent in human vision. Hold you finger in
- >front of your eye and focus on your monitor. Viola. Blurry finger.
- >
- >Bill Boyce
- >
-
- Touche on the DOF point, although it seems to me that that effect is
- generally more noticeable in photographs than in "reality". But what about
- motion blur, the latest hot "artifact"?
- Anyway, my point was really directed at those (notably Crowbar) who have
- maintained that they can't understand why anyone would want to deliberately
- introduce artifacts into computer renderings that are commonly considered
- undesirable in other media. The reason is obviously that there is no such
- thing as an inherently "undesirable" artifact; it depends solely on the
- effect the artist is trying to achieve. And as a fairly common goal of 3D
- computer graphics is to achieve a "photographic" appearance of reality,
- photographic artifacts can in some cases be highly desirable. Ditto for
- purely optical effects such as those you describe above.
-
- John.
-
-
- Date: Tuesday, 01 August 1995 20:05:00
- Subject: Re: Quick attribute prob
- From: m.rubin9@genie.geis.com
-
-
- ----------------------------------------------------------------------------
-
-
- >>I just tried using Quick Attributes (Amiga 3.3) for the first time.
- >>It tells me that it "can't open object file" and then "error opening
- >>attribute file."
-
- >>
- >Check the prefs file. Some of the paths had \ (PC) instead of / (Amiga)
- >It's almost certainly the path that's the problem, anyway.
-
- Yup, my version had the backslash. Thanks.
-
- Floater
-
- Date: Tuesday, 01 August 1995 20:06:00
- Subject: Texture preview
- From: m.rubin9@genie.geis.com
-
-
- ----------------------------------------------------------------------------
-
-
- Am I correct that with a standard ECS Amiga there is no way to see
- any kind of texture preview in the new attributes requestor?
- Everything remains ghosted for me. I do have both Picasso and Opal
- boards, but they are definitely not supported for previewing. I can't
- believe Impulse wouldn't default to 32 colors in that little window!
-
- Floater
-
- PS: I just RTFM and I guess that you do have to have an AGA machine
- or a Retina. This definitely puts me into the whining and complaining
- mood, since I already have 2 widely supported Amiga display boards.
-
- Date: Tuesday, 01 August 1995 21:16:07
- Subject: Win95
- From: augioh4b@ibmmail.com
-
-
- ----------------------------------------------------------------------------
-
- --- Received from GITD.PSG024 4523 02AUG95 10.12
- -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM
-
-
- spack@mv.us.adobe.com,
-
- Thanx for your informative proceedure for running Imagine in
- Win95however I have always been curious wether rinning Win95
- allow you to have virtual memory...any idea?
-
- Also, I have noticed a posting from previous that imagine (V2.0
- and probably V3.0+) can be run with the switch: /noxms ... (or is
- it /noems ???). Have you tried this in Win95, it may allow you
- for multitasking?
-
- Thanx
- Vic
-
- Date: Tuesday, 01 August 1995 23:08:32
- Subject: Re: JPEG Pictures!!!{
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- I wouldn't mind small JPGs. What the hell, with 350 messages waiting for
- me today, a few _little_ jpgs wouldn't hurt.
- I've been on Compuserve a bit lately, and most of my time was spent
- downloading the coolest renders by the likes of GreG tsdalis and Steve
- Blackmon. Charles and others that also spend money with Compuspend could
- only agree that seeing renders by legends, and other skilled
- "renderbrants" (sorry Tom 8->) makes you want to go home, if your not
- there already and try a few of your own renders. Hands up who has been
- inspired by GreG's "Creation" or "Communion" or "Rage"!
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
-
- Date: Tuesday, 01 August 1995 23:18:00
- Subject: Contests
- From: gareth.qually@tinder.iaccess.za (Gareth Qually)
-
-
- ----------------------------------------------------------------------------
-
-
- I have just recieved the competition forms for the
- Pixel Art Expo' Roma '95. It is a Italian competition
- (obviously). The letter is a bit long to send, but here
- is the address:
-
- ASSOCIAZIONE CULTURALE TECNOPOLIS
- Via L.V. Bertarelli n.27
- 00159 ROMA
- ITALY
-
- Basically you send in any animation, picture or music piece
- you have on disks or video tape.
-
- If anyone wants more info, call me.
-
- Chow...
-
- gareth.qually@tinder.iafrica.com
- * AmyBW v2.11 *
- .... And where were YOU on 1 Aug 1995 around 23:47:40?
-
- Date: Tuesday, 01 August 1995 23:36:21
- Subject: Re: A message from Mike...
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- Hi Ted and all,
- I agree that opening up to third party support only makes programmes
- stronger. Working in the Mac/pre-press area, I have seen programmes like
- Photoshop & Quark go from strength to strength with open plug-in set-up.
- Undoubtably the top programmes of their field, with many, many people
- outside their respective organisations helping to keep them there with
- great plug-ins.
- In between major releases, there are still many new things to add to
- these programmes that come from the third party people. Kais Power Tools
- was one awesome "plug-in" for Photoshop. It could have been released as a
- great programme within it's self. But implementing it as a plug-in for
- Photoshop, Power Tools gained an aliance with an already great programme.
- Could you imagine if Kais Texture explorer was a plug-in for Imagine?
- Wow!!
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
-
- Date: Wednesday, 02 August 1995 00:11:11
- Subject: Re: JPEG Pictures!!!{
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- > >inspired by GreG's "Creation" or "Communion" or "Rage"!
- >
- > GreG is simply the best there is with this program. I've seen allot of
- > people do allot of good stuff, but his and Blackmon's always seem the most
- > impressive.
-
-
- Obvious question: where can one find Creation, Communion, Rage? Are
- they down on aminet?
-
- Thanks.
-
- Date: Wednesday, 02 August 1995 01:31:24
- Subject: Re: Quick attribute prob
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-31 21:24:17 EDT, you write:
-
- >I just tried using Quick Attributes (Amiga 3.3) for the first time.
- >It tells me that it "can't open object file" and then "error opening
- >attribute file."
- >
- >The attribute files appear to be there - is this a known bug or is
- >there some kind of config gymnastics that I need to perform?
- >
- >Floater
-
- The path in the config file has to be correct for the quick attribs to work
- correctly. Check you config file and I'm sure you will find the problem.
- Bob........
-
-
-
- Date: Wednesday, 02 August 1995 01:31:27
- Subject: Re: JPEG Pictures!!!
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-31 23:43:38 EDT, you write:
-
- >I think an ideal solution would be a site for IML.art which could be
- >accessed via ftp but I don't know what would be involved in setting
- >this up. Pics could be held for a limited time then deleted, similar to
- >Aminet/pub/private.
- >
- >-- Bob
-
- Of course it would be up to the person providing the service but I think it
- would be great to keep all the art except for things specifically uploaded
- for comments and then deletion. In some cases it would be interesting to see
- as a persons skills with the program progress over a couple of years. Once
- again, this would be solely at the descretion of the person providing the
- service.
-
- Bob.............
-
-
-
- Date: Wednesday, 02 August 1995 01:31:31
- Subject: Re: JPEG Pictures!!!{
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-01 09:14:57 EDT, you write:
-
- >Hands up who has been
- >inspired by GreG's "Creation" or "Communion" or "Rage"!
-
- GreG is simply the best there is with this program. I've seen allot of
- people do allot of good stuff, but his and Blackmon's always seem the most
- impressive.
-
-
-
- Date: Wednesday, 02 August 1995 01:46:20
- Subject: Animation
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Are there any windoze based programs which will allow taking files in tif or
- tga like Imagine generates and making them into flc, fli, avi or whatever
- othere formats are out there and allowing the addition of sound at the same
- time? Approximate pricing would be appreciated as well.
-
- Bob...........
-
- Date: Wednesday, 02 August 1995 02:17:18
- Subject: Re: texture preview
- From: Cedric Georges Chang <changc9@rpi.edu>
-
-
- ----------------------------------------------------------------------------
-
- On Aug 1, 7:06pm, m.rubin9@genie.geis.com wrote:
- > Am I correct that with a standard ECS Amiga there is no way to see
- > any kind of texture preview in the new attributes requestor?
- > Everything remains ghosted for me. I do have both Picasso and Opal
- > boards, but they are definitely not supported for previewing. I can't
- > believe Impulse wouldn't default to 32 colors in that little window!
-
- Promote Imagine 3.3 to a 256 color Picasso screen and set the Imagine
- prefs options to 256 colors and you should be able to see the texture
- preview. This works for me with my Piccolo card and CyberGraphX.
- Of course screen refreshs won't occur properly when modeling, but that's
- a different story (I wonder if there is any chance for an RTG option in
- Imagine v4.0 where it would force Imagine to use legal OS calls for
- screen drawing rather than the current hack-the-hardware-for-"best"-
- perfomance method? It appears that it would be a pretty big deal to
- implement; otherwise, I assume Impulse would have done it already).
-
- For Impulse to support 32 colors in the texture preview mode on an ECS
- machine, they would have to force the editors to be displayed in a low
- res screen mode. Considering all the talk on IML about hacking
- Imagine to higher res screens, I doubt many people would go for this
- option. Impulse could have allowed for 16 color previews, but keep in
- mind four of those colors are reserved for the interface, giving
- only twelve open colors to work with. This probably isn't enough for
- the small thumbnail preview.
-
- I don't quite understand how the Opalvision card could help. I have
- always thought of the Opalvision as a 24bit framebuffer with good
- support for video work, not a general display device; hence, the video
- slot it uses rather than a Zorro slot. Wouldn't Imagine running off
- an Opalvision be slow? The texture preview is a "realtime" preview
- that is intergrated into Imagine's interface, unlike quickrender which
- generates a preview and dumps it to another screen that the
- Opalvision/Firecracker can then support.
-
- Cedric
-
- --
- ---------------------------------------------------------------------------
- Cedric Chang Mechanical Engineer // Amiga 3000 '040
- changc9@rpi.edu Rensselaer Polytechnic Institute \X/ CgFx/EGS Piccolo
- ---------------------------------------------------------------------------
-
- Date: Wednesday, 02 August 1995 02:42:09
- Subject: Re:Re:More Feminine Female
- From: Broctune@aol.com
-
-
- ----------------------------------------------------------------------------
-
- That sounds cool but will I have to buy a whole new package or will I be
- able to upgrade. I haven't really gotten any information from Crestline
- because I sent in my registration like a year ago and I still haven;t got any
- word from them. Oh well thanx anyway. I just thought it would be a good idea
- to lend my 2/100 dollar.
-
- Date: Wednesday, 02 August 1995 03:35:13
- Subject: Motion Blur...
- From: Lumbient@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Hey...I was looking at a shadow today(sounds fun huh!) and realize that
- shadows blur to! Will Imagine be able to handle blured shadows? E-MAIL me
- directly, I'm no longer on the list. :(
-
- ---Lum
-
- Date: Wednesday, 02 August 1995 04:25:29
- Subject: Re: CD model/textures libraries
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Simon, on Aug 1 you wrote:
-
- > Does anyone know of any CD-ROM texture or model libraries for Imagine that are
-
- > any good?
-
- I have LightROM Vol 1 and for the money, about AU$90, it's good value. Most
- of the objects are LWave format and I've had trouble converting some but
- the successful ones are quite good. Some have groups of faces with colours
- in tact after the conversion, eg. the Tron LightCycle.
-
- There are a limited number of pics I've used as brushmaps, backdrops etc,
- but what's there is 24-bit and very useful.
-
- An example of a good Imagine object(s) is a complete room full of
- furniture, Hi-Fi system, table etc, all in fine detail.
-
- A human hand created with a VertiSketch digitzer, I've animated this with
- States very successfully.
-
- BTW. the CD is full, 630+ Meg.
-
- -- Bob
-
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
- Date: Wednesday, 02 August 1995 05:00:43
- Subject: Re: Single sided mapping
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Mike, on Aug 1 you wrote:
-
- > Say, anyone know if there is a way to map only one side of a
- > plane? If you rotate a flat plane, the inverse mapped image is
- > on the back. Do I really need to extrude the plane first, then
- > map?
-
- Not long ago someone was making the pages of a book turn and had this
- problem with mapping. You have to extrude the plane then you can make the
- faces on one side a subgroup and restrict your map to it.
-
- > Is everything double sided polygons in Imagine?
-
- Apparently.
-
- -- Bob
-
- Date: Wednesday, 02 August 1995 05:07:07
- Subject: Re: Tear Drop Quickie
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Mike, on Jul 31 you wrote:
-
- > Hey Bob,
- >
- > Thanks, you, for that reminder about the Imagine Compendium.
- > I've had that one in the drawer for years, and I forgot what a wealth of
- > helpful info it contains.
-
- It's amazing how a lot of that material is still relevant years later.
- If anyone comes across some of Carmen Rizzolo's objects (there are some on
- Aminet), he often includes several good tutorials with them.
-
- -- Bob
-
- Date: Wednesday, 02 August 1995 05:09:01
- Subject: Re: Tear Drop Quickie
- From: Duncan <dunc@eraser.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
-
- > On Thu, 27 Jul 1995, Robert Byrne wrote:
- >
- > > Hello Fernando, on Jul 26 you wrote:
- > >
- > > > > Just found a QUICKY way to make a tear drop (water drop) shape. ...
- > >
- i tried posting this before but it failed if you add a plane (default) and
- go to the pick points (R/A 3) and select all points except the outer 2 or 3
- rows and columns (drag box) then go to the conform menu and select conform to
- sphere mess about with the values a bit you will eventually get a plane (flat
- square thing ;) with a bubble/ball/sphere/round thing in the middle
-
- this can be very handy -with a bit of experimenting you can make some 'cool
- stuff' -impulse talk
-
- Duncan
-
-
- dunc@eraser.demon.co.uk
-
-
-
-
- Date: Wednesday, 02 August 1995 05:42:57
- Subject: Water Splash (was Re: Tear Drop Quickie)
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello All,
-
- Here's that Water Splash tutorial by Steve Worley. It refers to some pics
- which I don't have but it gives you an idea of how quickly you can put an
- object together in the Forms Editor. I've made a complete monitor
- (C= 1960) object almost solely in Forms, it's a very useful tool when you
- get the hang of it.
-
- Regards, Bob
-
-
-
- --> ATTACHEMENT: Splash.lha <--
- size 2889
-
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
- Date: Wednesday, 02 August 1995 05:54:41
- Subject: Re: texture preview
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Drew_Perttula, on Aug 01 you wrote:
-
- > That is not very cool. Opalvision puts out such a good API that I wish
- > Impulse would make use of. You know, I haven't gone from 3.0 to 3.3
- > yet....... Maybe I'll just D/L texturestudio.
-
- I was hoping that the texture preview would have had the option to redirect
- to a file the same as a quickrender. Whenever a file is written as
- RAM:quickrender my Opal board displays it automatically.
-
- TextureStudio has this option, on an ECS Amiga it displays in HAM or you
- can send the render to a file and see it in 24-bit on the Opal.
- Excellent program.
-
- -- Bob
-
- Date: Wednesday, 02 August 1995 12:55:06
- Subject: Wustl archives
- From: rgreb@emmetpub.demon.co.uk (Rob Caunt)
-
-
- ----------------------------------------------------------------------------
-
- I've finally managed to access wuarchive.wustl.edu, but can't seem to find
- /systems/amiga/boing/video/imagine. The server tells me the directories
- don't exist. Am I missing something here? Is there a mirror closer to home?
- (UK). The Imperial College SunSite (src.doc.ic.ac.uk) only contains the
- Aminet.
-
- BTW, you guys generate a lot of mail... don't you have jobs to do? ;)
-
- Thanks
-
- Rob
-
-
- Date: Wednesday, 02 August 1995 13:04:53
- Subject: Re: texture preview
- From: Roger Straub <straub@csn.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Tue, 1 Aug 1995, Cedric Georges Chang wrote:
-
- >
- > I don't quite understand how the Opalvision card could help. I have
- > always thought of the Opalvision as a 24bit framebuffer with good
- > support for video work, not a general display device; hence, the video
- > slot it uses rather than a Zorro slot. Wouldn't Imagine running off
- > an Opalvision be slow? The texture preview is a "realtime" preview
- > that is intergrated into Imagine's interface, unlike quickrender which
- > generates a preview and dumps it to another screen that the
- > Opalvision/Firecracker can then support.
- >
-
- Actually, the OV developer's pack (available on Aminet, I think) includes
- sample code to render to an Opal screen(OpalBrot uses this). I'm not a
- programmer, so I don't know how much time this would take, but Impulse
- could have the texture REQUESTER open on a separate Opal screen if the
- user wants it, and render the texture in 24bit.
-
- > Cedric
- >
- > --
- > ---------------------------------------------------------------------------
- > Cedric Chang Mechanical Engineer // Amiga 3000 '040
- > changc9@rpi.edu Rensselaer Polytechnic Institute \X/ CgFx/EGS Piccolo
- > ---------------------------------------------------------------------------
- >
-
- See ya,
- Roger
-
- Date: Wednesday, 02 August 1995 13:46:40
- Subject: RE: Win95
- From: Joe Cotellese <joec@Ensoniq.COM>
-
-
- ----------------------------------------------------------------------------
-
- spack@mv.us.adobe.com, =
- =20
- =
- =20
- Thanx for your informative proceedure for running Imagine in =
- =20
- Win95however I have always been curious wether rinning Win95 =
- =20
- allow you to have virtual memory...any idea? =
- =20
-
- Windows 95 does have a virtual memory manager BUT it does NOT work with =
- Imagine. The only thing DOS compatibility mode will do for you is =
- reboot your system into DOS.
- =
- =20
- Also, I have noticed a posting from previous that imagine (V2.0 =
- =20
- and probably V3.0+) can be run with the switch: /noxms ... (or is =
- =20
- it /noems ???). Have you tried this in Win95, it may allow you =
- =20
- for multitasking? =
- =20
- =
- =20
- It isn't an EMS/XMS compatibility problem. I think the problem is that =
- Imagine has it's own DPMI host that is incompatible with Windows.
-
-
-
-
- Date: Wednesday, 02 August 1995 13:48:50
- Subject: Re[2]: texture preview
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
- All I know of the texture playground is what I recall from that posted
- screenshot, but it seems that previews on Opal could be implemented
- exactly the same as thumbnails in the opal file requester. For those
- who haven't bought their Opal cards yet :) the opal requester is a 16
- color hires screen just like imagine's (might be only 4 colors-- no
- matter) superimposed on an opal screen. The 24-bit graphics "shines
- through" holes of color 0 in the requester. Imagine could just make
- its background something other than 0 and use color 0 for the spot
- where the texture goes. Then it could just open an opal screen behind
- and draw the texture where it will be visible. uhhhh.... simple!
-
-
- ______________________________ Reply Separator _________________________________
-
- Subject: Re: texture preview
- Author: Roger Straub <straub@csn.net> at ALTERNET
- Date: 8/2/95 12:41 PM
-
-
-
- On Tue, 1 Aug 1995, Cedric Georges Chang wrote:
-
- >
- > I don't quite understand how the Opalvision card could help. I have
- > always thought of the Opalvision as a 24bit framebuffer with good
- > support for video work, not a general display device; hence, the video
- > slot it uses rather than a Zorro slot. Wouldn't Imagine running off
- > an Opalvision be slow? The texture preview is a "realtime" preview
- > that is intergrated into Imagine's interface, unlike quickrender which
- > generates a preview and dumps it to another screen that the
- > Opalvision/Firecracker can then support.
- >
-
- Actually, the OV developer's pack (available on Aminet, I think) includes
- sample code to render to an Opal screen(OpalBrot uses this). I'm not a
- programmer, so I don't know how much time this would take, but Impulse
- could have the texture REQUESTER open on a separate Opal screen if the
- user wants it, and render the texture in 24bit.
-
- > Cedric
- >
- > --
- > ---------------------------------------------------------------------------
- > Cedric Chang Mechanical Engineer // Amiga 3000 '040
- > changc9@rpi.edu Rensselaer Polytechnic Institute \X/ CgFx/EGS Piccolo
- > ---------------------------------------------------------------------------
- >
-
- See ya,
- Roger
-
-
- Date: Wednesday, 02 August 1995 14:06:00
- Subject: Animation
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> From: RobSampson@aol.com->-> Are there any windoze based programs which will
- allow taking files= in-> tga like Imagine generates and making them into flc, fl
- i, avi or w=hat-> othere formats are out there and allowing the addition of soun
- d at= th-> time? Approximate pricing would be appreciated as well.Video for Win
- dows is one. However you'll need to convert the tga ortifs to .BMP (DIB sequenci
- als) first, but the shareware PaintShop Prowill do that. VFW's also supports 24-
- bit animations and sound. If Iremember right VFW's is around $100 range.It's a p
- retty cool toy.....especially if you have a video captureboard (which I do). /
- ------------------------------ ___ ___ ___ ___ | Mike van der So
- mmen / __ /__/ /__/ /_ \ / | Santa Barbara, Ca.
- /___/ / \ / / / / \ | mike.vandersommen@caddy.uu.silcom.com
- HAUS BBS (805-683-1388) | "Irony can make revenge a welcome alte
- rnative" \_____________________________________________________________--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388
-
- Date: Wednesday, 02 August 1995 14:29:00
- Subject: Greg's Pics
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> From: Mike McCool <mikemcoo@efn.org>->-> Obvious question: where can one fin
- d Creation, Communion, Rage? =Are-> they down on aminet?Don't know the FTP site
- , but you can see GreG Tsadilas' and SteveBlackmon's stuff at Shark's Cove Web S
- ite.http://www.aloha.com/~sharky/index.htmlBon Appetit (whoever she is).... /-
- ----------------------------- ___ ___ ___ ___ | Mike van der Som
- men / __ /__/ /__/ /_ \ / | Santa Barbara, Ca.
- /___/ / \ / / / / \ | mike.vandersommen@caddy.uu.silcom.com
- HAUS BBS (805-683-1388) | "Irony can make revenge a welcome alter
- native" \_____________________________________________________________--- =FE
- InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388
-
- Date: Wednesday, 02 August 1995 14:51:00
- Subject: Feature request
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- Ok, Crowbar...and the rest of the Impulse (motorcycle) Gang. Ifyou're still read
- ing the IML I'd like to request a feature(s).How about allowing default director
- ies (ala PS Fonts) that you canconfigure in Preferences for Objects and Brushes?
- My IM3 partitionis getting so full I barely have room to render anims. It would
- be nice to default to another partition and directory withouthaving to click my
- way around the HD catacombs.Also, it would be nice to select single or double si
- ded polygonsfor an object, if that's possible to do. It would make for morereali
- stic explosions (or shreds) if maps or textures were onlyon one side of the poly
- gon.Sank youberrymuch! /------------------------------ ___ ___ __
- _ ___ | Mike van der Sommen / __ /__/ /__/ /_ \ / |
- Santa Barbara, Ca. /___/ / \ / / / / \ | mike.vander
- sommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) | "Irony can m
- ake revenge a welcome alternative" \_____________________________________________________________--- =FE InterNet - GraFX Haus BBS - Santa Bar
- bara, Ca - (805) 683-1388
-
- Date: Wednesday, 02 August 1995 15:04:00
- Subject: Shredding with brushmaps
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- I remember sometime back there was a discussion about being ableto "shred" FX an
- object and keep a brushmap intact on the pieces.If I remember right, someone sa
- id you could....another said youcouldn't.You can! And it's very impressive! I di
- d a shred of a NintendoDonkey Kong Country SNES box with brush mapping and it tu
- rnedout great!Bravo to Impulse for such a cool feature!! Now how about aShred to
- Particles FX? Whoa... :) /------------------------------ ___ ___
- ___ ___ | Mike van der Sommen / __ /__/ /__/ /_ \ /
- | Santa Barbara, Ca. /___/ / \ / / / / \ | mike.van
- dersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) | "Irony ca
- n make revenge a welcome alternative" \_______________________________________
- ______________________--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (8
- 05) 683-1388
-
- Date: Wednesday, 02 August 1995 15:10:14
- Subject: Re: Animation
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- A couple of options:
-
- I'm not sure about adding sound to a flc file, but I know it can be done.
-
- You can take an Imagine flc file and convert it to an avi file with Video for
- Windows. You then can also add and edit wav files (sound) with VfW. I
- believe it's free from their bbs or maybe their web page.
-
- VfD (Video for Dos) is a shareware program ( I think you can get it on AOL)
- that lets you do video conversions and will make either flcs or avis out of
- several differant format pics.
-
- Rick
-
- Date: Wednesday, 02 August 1995 15:23:14
- Subject: Imagine pc
- From: Steven M Powell <afn27231@freenet.ufl.edu>
-
-
- ----------------------------------------------------------------------------
-
- Could someone please tell me the site that has the imagine guide for
- windows i missplaced the note. I just unsubscibed to IML , so if you
- could email direct to me. im going on vacation, and would like it for my
- laptop. I will resubscibe when i return.
- Thanks
- Steven Powell
- afn27231@freenet.ufl.edu
-
- Render on
-
-
- Date: Wednesday, 02 August 1995 16:10:30
- Subject: Quick Drapes/Curtains
- From: Paul Thompson <shinobi@gold.interlog.com>
-
-
- ----------------------------------------------------------------------------
-
- I'm not sure if this has been covered before.
-
- If you want to create some simple yet eye-catching backgrounds try this:
-
- Create a simple plane. Colour the plane as you like. This will be the
- colour of your background. Apply the bumpnoiz texture. Make the X width
- about 5%-10% of your plane width. Make the Z height anywhere from 50% to
- 200% of your object height. Render. Adjust the bumpadj factor to your
- liking.
-
- Making drawn curtains is just as easy.
-
- Create a plane with many sections. Colour it to your liking or the
- colour of the curtains in your home. (Plaid will NOT be acceptable).
- Apply the same bumpmap trick as above. BTW, this plane will only be 1/2
- of the total curtains, the left side in this example.
-
- Create a state, tacking the texture in place and call it FLAT.
-
- Now, let's say your plane is 50 units wide by 100 units high. Go into
- Magnetism Setup. Make the radius of influence 49 units and the influence
- at radius 10%. Using drag points, grab the bottom-right point and drag
- it to the left and up a little bit. See how the "curtain" starts to
- form? Shape it to your liking.
-
- Once you've done that and you're happy with it, create another state.
- Label it DRAWN, but be sure to check the SHAPE flag.
-
- When you render the object in the DRAWN state, you see that the bumps
- follow the contour of the drape. You can animate this to reveal a logo,
- a stage, a window, whatever. Spruce it up a little as you like.
-
- Happy rendering!
-
- Paul
-
-
- Date: Wednesday, 02 August 1995 16:50:58
- Subject: PC Imagine on Laptop
- From: spack@mv.us.adobe.com
-
-
- ----------------------------------------------------------------------------
-
- Hi Ho,
-
- My laptop doesn't have a right ALT key, which makes using Imagine, well rather
- unimaginable. Does anyone else share this problem? Is there a solution?
- Perhaps a utility exists that will map the left-ALT key to the right? Please
- let me know if you have any solutions. Thanks!
-
- -Scott
- spack@adobe.com
-
-
- Date: Wednesday, 02 August 1995 17:24:18
- Subject: Re: texture preview
- From: jbk4@email.psu.edu (The Prophet)
-
-
- ----------------------------------------------------------------------------
-
- Imagine should support colour modes between 16 and 256 colours, not
- just those two, and not have options limited to only 256 mode. The
- texture preview should be available for whatever the palette number
- is, even if it is less than attractive.
-
- Jaeson K.
- ____ ____ _ _
- ( | \ ( / \ ( ) _ / )
- )| )_ __ / /_ _ __ / __ ( X_)
- ( | /~ \ /\_) /---~/ ) / )/ )/~\ /\_) / _
- )ll/ l/ \__ (/ (/ (_//__// / \__ (___)
- (____________) (___/ (___)
-
- Jaeson Koszarsky Amiga 3000+
- ---------------- -----------
- cyberprophet@psu.edu 68040/30Mhz
- jbk4@email.psu.edu 24Megs-1GIG
- jason@chaos.ezgate.com OS3.1
-
- Date: Wednesday, 02 August 1995 18:13:14
- Subject: Re: Animation
- From: Ronald_S._Harold@ccmail.anatcp.rockwell.com
-
-
- ----------------------------------------------------------------------------
-
- FROM too long. Original FROM is '"Ronald S. Harold" <Ronald_S._Harold@ccmail.ana
- tcp.rockwell.com>'
-
- ---------------------- Original Message Follows ----------------------
-
-
- >-> From: RobSampson@aol.com
- >->
- >-> Are there any windoze based programs which will allow taking files in
- >-> tga like Imagine generates and making them into flc, fli, avi or what
- >-> othere formats are out there and allowing the addition of sound at th
- >-> time? Approximate pricing would be appreciated as well.
-
- >Video for Windows is one. However you'll need to convert the tga or
- >tifs to .BMP (DIB sequencials) first, but the shareware PaintShop Pro
- >will do that. VFW's also supports 24-bit animations and sound. If I
- >remember right VFW's is around $100 range.
-
- >It's a pretty cool toy.....especially if you have a video capture
- >board (which I do).
-
- IMHO: In order of preference ...
-
- VFW developer kit ... available as part of the 5foot 10 pack about $25
- primitive but will get you there allows simple converting
- of DIB files into avi files. MS used to sell this for
-
- about $100 but they no longer do, you might contact them
-
- about current pricing. (might be cheaper than the pack).
- AVI and Sound support but nothing special..
- Imports AVI/FLI,FLC but exports only in AVI.
-
- Photomorph2 ... $70-$100 depending on the options
- (North coast SW) http://cbix.unh.edu/ncs.htm (may be down)
- No sound support but allows mixing, blue screen,
-
- chromakey, warping, color manipulation and text
-
- overlays (and more). AVI output only, direct TGA in
-
- (don't remember if it directly supports Imagines
-
- compressed format or not)
-
- ULEAD Media Studio .. ~$350 http://www.seed.net.tw/~ulead/ms2.htm
- An amazing program... audio/video mixing
- Pro quality lots of special fx, direct support for
- plug in's like Kai. Support for AVI,Quicktime
- and I think FLI/FLC. Big time support of sound
- by marking,syncing and mixing and effects.
-
- Adobe Premere .. ~ $600 http://www.adobe.com/Apps/Premiere.html
- ULEAD is close to this but if you want the best ...
-
-
- IMHO if you can afford it and want to be serious get ULEAD, if your company is
-
- buying get Adobe, if you are playing around get Photomorph and VFW (for it's
- sound mixing). Corel V has a video editing program in it also but I don't know
-
- much about it (I have heard it's pretty primative).
-
- Prices are what I've seen in California at stores you can beat some through
- mail order and swaps...
-
-
-
- ---------------------------------------------------------------
- Ronald_S._Harold@ccmail.anatcp.rockwell.com
- ---------------------------------------------------------------
-
-
-
-
- Date: Wednesday, 02 August 1995 18:38:13
- Subject: Re: JPEG Pictures!!!{
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-02 02:13:17 EDT, you write:
-
- >Obvious question: where can one find Creation, Communion, Rage? Are
- >they down on aminet?
- >
- >Thanks.
-
- Greg has a home page for which I do not have the address anymore. I'm sure
- someone on the list will post it however. If it does not show up in the next
- day or so I will ask him over on CIS again and post it here.
-
- Bob...............
-
-
-
- Date: Wednesday, 02 August 1995 19:28:56
- Subject: Re: texture preview
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: The Prophet <jbk4@email.psu.edu>
- >
- > Imagine should support colour modes between 16 and 256 colours, not
- > just those two, and not have options limited to only 256 mode. The
- > texture preview should be available for whatever the palette number
- > is, even if it is less than attractive.
-
- Agreed. Even with the lower color fidelity of a 16-color display,
- Impulse should still allow everyone access to that real-time preview.
- They may argue that this would make the preview worthless, but user
- feedback tells me the preview isn't just used to see color, but also
- texture orientation and size. The orientation bit holds strong
- educational value for Imagine newcomers, who often struggle with
- texture/object axis orientation; for them, seeing streaks on a flat
- plane where they expected bath tiles, in the real-time preview, will
- immediately warn them that something is wrong. This type of visual
- information would hold up quite well with only 16 colors. So there you
- go Mike, my humble argument why a 16-color preview would be useful.
-
-
-
- Date: Wednesday, 02 August 1995 19:36:34
- Subject: Re: Greg's Pics
- From: Sharky <sharky@websharx.com>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Wed, 2 Aug 1995, Mike Vandersommen wrote:
-
- >
- > -> From: Mike McCool <mikemcoo@efn.org>
- > ->
- > -> Obvious question: where can one find Creation, Communion, Rage? Are
- > -> they down on aminet?
- >
- > Don't know the FTP site, but you can see GreG Tsadilas' and Steve
- > Blackmon's stuff at Shark's Cove Web Site.
- >
- > http://www.aloha.com/~sharky/index.html
- >
-
- There's a link there that goes to my server that has a more extensive
- gallery of GreG's images, or go direct to his home page at
-
- http://www.websharx.com/~greg
-
- For those interested I've set up a temporary home page that has a copy of
- the prop.zip file that contains the motion blur FLC that GreG did with a
- beta version of Imagine.
-
- http://www.websharx.com/~sharky
-
- I'll try and get some of the demo images that folks have been talking
- about and put them there until I can figure out how I'd like to
- permanently house them. If you have a homepage and you are interested in
- getting linked from websharx, just go to the root page and register using
- the form available there and your link should be posted within 24 hours.
-
- Aloha,
- Sharky
-
- sharky@websharx.com __ v Home Page : http://aloha.com/~sharky
- WebSurfer & Fun Guy,Funky __/ \ >*< Home Server:http://www.websharx.com
- WWW Page Designs, ____/ ) | ^ Hawaii Related Links and Etcetera's,
- Tech. Planning /\_____/ } \ 3D Modelling & Animation Art,Objects
- ~~~~~~~~~~~~~~~(_________ALOHA!_______)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
-
-
- Date: Wednesday, 02 August 1995 19:57:08
- Subject: Re: Greg's Pics
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Hey Sharky,
-
- Thanks, you, for the tip. Unfortunately, I'm still using lynx to
- do my websurfing,--and I'm afraid I couldn't figure out how to download
- any of the files on Greg's home page. I've never had trouble with
- netscape-based homepages before. I can't see all the groovy thumbnail
- pix, but I can usually download some version of the file for viewing.
- Not this time.
-
- I know: upgrade to amosaic. But hey, it's never been that big a
- deal to me--not compared to ram and other hardware goodies much higher on
- the priority list. Today was the first time I really felt locked out.
- (Sniff).
-
- Date: Wednesday, 02 August 1995 20:03:41
- Subject: Re: Animation
- From: Jim Shinosky <tracker@en.com>
-
-
- ----------------------------------------------------------------------------
-
-
- I was looking for the same thing as you(animations with sound) and I wanted
- it relatively cheap, but there wasn't anything cheap except for version 1.0
- of Adobe Premiere which a few places advertised for around $100.
- However, when I called them they didn't have 1.0, only 4.0. So, after
- looking around for other programs, I ended up getting Premiere 4.0 for
- about $400 - $450. It does just about everything you could ever want though.
- With one exception, the PC version(as opposed to the Mac) doesn't offer a
- good animation compression scheme. You end up having to use Cinepak(real
- chunky) or Indeo(slower and a little on the lossy side). But I've hade some
- real fun with it. One other thing, it comes with version 2.5LE of Photoshop
- and even at a lower version than the latest one out(3.0) it's quite
- impressive.
-
- Jim Shinosky
-
-
- On Tue, 1 Aug 1995 RobSampson@aol.com wrote:
-
- > Are there any windoze based programs which will allow taking files in tif or
- > tga like Imagine generates and making them into flc, fli, avi or whatever
- > othere formats are out there and allowing the addition of sound at the same
- > time? Approximate pricing would be appreciated as well.
- >
- > Bob...........
- >
-
- Date: Wednesday, 02 August 1995 23:20:55
- Subject: GOODSTUFF
- From: Brian V Salisbury <bvs@viewpoint.com>
-
-
- ----------------------------------------------------------------------------
-
- On 8/1/95, RobSampson@aol.com <RobSampson@aol.com> wrote:
-
- >GreG is simply the best there is with this program. I've seen allot of
- >people do allot of good stuff, but his and Blackmon's always seem the most
- >impressive.
-
- I agree. These guys are exceptionally talented.
- I also think that Bill Graham fits into this category. I believe there is a
- directory of his images at the aminet ftp site.
-
- --
- Brian Salisbury
- bs@viewpoint.com
- (801)229-3053
-
- Date: Thursday, 03 August 1995 01:25:44
- Subject: Re[2]: texture preview
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- I asked Mike about the lack of Firecracker24 support, and he said that
- this was not an oversight on their part; the code is simply buggy at
- this point, so they released 3.3 with Texture Playground Insta-Preview
- disabled if you don't have a 256-color display. Since they're working on
- it, perhaps they'll also have Opalvision support, too, when they release
- a version of Imagine that allows FC24 displays in the texture preview.
- You may want to drop Mike a note, asking about Opalvision support.
-
-
- Date: Thursday, 03 August 1995 01:29:42
- Subject: Animation Contests
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Chris Hall <cdhall@cityscape.co.uk>
- >
- >I am an up and coming animator and I would like to enter an animation
- >contest or something. Are their any currently going on or is their a place
- >where I can find out about some.
-
- One great source of information is The Tessellation Times, a weekly
- electronic newsletter published by the same wonderful people who bring
- you 3D Artist magazine. Point your WWW browser to
- http://www.3dartist.com, I believe, and explore from there. TESS, as
- it's nicknamed, is e-mailed, so anyone can have access to it. They
- always have a section on ongoing competitions.
-
-
- Date: Thursday, 03 August 1995 01:35:21
- Subject: Re: CD model/textures libraries
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Cedric Georges Chang <changc9@rpi.edu>
- >
- > On Aug 1, 9:13am, Simon Wilkinson wrote:
- > >
- > > Does anyone know of any CD-ROM texture or model libraries for Imagine
- > that > are any good?
- > >
- >
- > o 3DROM vol. 1&2 are two CD's compiled by Syndesis which include Imagine
- > objects. I don't have these CD's, so I can't comment on the quality of
- > the objects.
-
- This month, Syndesis is having a closeout special on their CD-ROMs: get
- 3D-ROM vol. I and II, plus their Avalon archive snapshot, for $150 US.
- You must mention you saw the offer in 3D Artist magazine.
-
- The Avalon CD-ROM is being discontinued at the request of Viewpoint, who
- have acquired the archive. I don't know if 3D-ROM will be available in
- the future, although I see no reason why they shouldn't -- but since
- they are included in the special offer, why not go for all three? I'm
- giving myself a couple days' cooling-off period before I order them.
-
- Buy the way, the 3D-ROMs come with printed guides showing greyscale
- thumbnail renders of every object on the disc.
-
-
- Date: Thursday, 03 August 1995 01:43:20
- Subject: Re: Imagine 2.0: What a Discovery!
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Ron Saggers <ronsa@cix.compulink.co.uk>
- >
- > Is there an upgrade path from a /second user/ imagine 3.0?
- > I bought the version 3.0 a few months back complete with disks and
- > manual, but no reg card :}
-
- You'll have to ask Mike Halvorson directly. Since you're in the UK, I
- assume you'd rather send him free e-mail rather than phone him up. His
- address is 76004.1767@compuserve.com.
-
-
-
-
- Date: Thursday, 03 August 1995 01:48:43
- Subject: Layers
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Mike McCool <mikemcoo@efn.org>
- >
- > I'm such a know-all, I ignored the recent string about layers. Is there
- > a way to hide layers in the Project Editor?
-
- No.
-
- In Project, you automatically render everything defined in the Staging
- file. This is to prevent "oopsie", left-the-lens-cap-on-the-camera type
- errors.
-
- You can always keep a backup of your Staging file, then delete all
- unwanted layers by clicking on their name, in the Action editor's
- leftmost column, with the Delete function activated.
-
- P.S. Don't duplicate your Staging file as Staging.bak, since Imagine
- temporarily uses that filename when Saving Changes. Staging.all would be
- a good name, though.
-
-
- Date: Thursday, 03 August 1995 01:58:31
- Subject: PC Imagine on Laptop
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: spack@mv.us.adobe.com
- >
- > My laptop doesn't have a right ALT key, which makes using Imagine, well
- > rather unimaginable. Does anyone else share this problem? Is there a
- > solution? Perhaps a utility exists that will map the left-ALT key to the
- > right? Please let me know if you have any solutions. Thanks!
-
- Scott,
-
- the other Scott, the one at Impulse, just wrote on CompuServe that in
- 3.3, the right Shift key works as an Alt, because of computers like
- yours which do not have a right Alt key. Give it a try.
-
- Of course, by doing so, he got some people upset, since the right Shift
- key didn't work as a Shift key anymore. %^S
-
-
-
- Date: Thursday, 03 August 1995 02:04:59
- Subject: Phong errors, rotoscoping
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Tom Ross <rosst@unvax.union.edu>
- >
- > Can anyone explain the error message "setup phongs:weight error"? It
- > occurs when I put my object (which has a brushmap sequence) more than
- > once on the same timeline in the Action Editor, to have the sequence
- > repeat again. I can get around this by putting the object in only once
- > for the same amount of frames, but I'd rather not since this makes the
- > sequence slow and jerky. The message suggests I could revise the object
- > somehow to fix this?. . .
-
- <GASP!>
-
- I also got this error in June, and could find no way to get rid of it!
- You're the first person I've seen who has also suffered the indignities
- of that cryptic error message.
-
- The only additional info I can share is this: I had to go back to
- Imagine 3.0 to get rid of the problem; my object had no brushmap
- applied, but did have two Actor bars (non-consecutive, though); and
- finally, the PC version of Imagine 3.3 had no problem with my project.
-
- I have a possible workaround for your problem: using Cut/Paste in the
- Action editor, duplicate the entire contents of the offending object into
- a new object area at the bottom of the list; delete the second Actor bar
- from the original object, and the first Actor bar from the second object.
- Since all other settings (position, slignment...) are the same, the
- second object will behave exactly as it did when it was just an extra
- Actor bar in the first object; but since they're now two separate
- objects, Imagine shouldn't give you that Setup Phongs error anymore.
-
-
- Date: Thursday, 03 August 1995 02:07:55
- Subject: Question for PC users
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: ALorence@aol.com
- >
- > Question for PC users: Has anyone noticed a 'problem' with mouse
- > movement in v3.2 and 3.3? The 'problem' I'm seeing is the cursor
- > pauses and skips.
- >
- > I am using a Logitech MouseMan Sensa with driver v6.43.
-
- I have been told that Logitech mice do, ummm... "interesting" <g>
- low-level things that cause Imagine to throw the occasional hissy fit. I
- have also read that a user solved the problem by downloading a newer
- version of the driver; a PC-literate friend of mine also suggested that
- switching to a plain-vanilla driver, e.g. without some of the more
- exotic mouse functions, could also help.
-
- I don't have any more specific information than that, sorry. As of now,
- my PC is still vapourware.
-
-
- Date: Thursday, 03 August 1995 02:13:29
- Subject: Re: Spline Int.
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Robert Byrne <rbyrne@3dform.edex.edu.au>
- >
- > Basically, if you have set an object to move to two absolute positions
- > (B,C) over 10 frames, spline interpolation will create a smooth arc that
- > tweens between these positions.
-
- In addition, I believe that spline interpolation also has an effect
- along the time axis, making an object ease out of its "start" position
- and ease-in to its "end" position, compared with the sudden, jerky
- starts and stops associated with earlier computer animation.
-
-
- Date: Thursday, 03 August 1995 02:17:38
- Subject: Texture preview
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: m.rubin9@genie.geis.com
- >
- > Am I correct that with a standard ECS Amiga there is no way to see
- > any kind of texture preview in the new attributes requestor?
- > Everything remains ghosted for me. I do have both Picasso and Opal
- > boards, but they are definitely not supported for previewing.
-
- A few minutes ago, I wrote in a different thread that Firecracker24
- support was supposed to be in the texture preview, but was left inactive
- due to unresolved bugs. Impulse are now working on the problem. I have
- no idea whether Opalvision will be supported like the FC24; it might be
- logical to think so, since both boards are currently available for
- renders and quickrenders. However, the texture preview render is a
- different piece of code, so the fact that Opalvision is currently
- supported does not automatically mean that it will work, in a future
- version, in the texture preview. You should e-mail Mike Halvorson
- directly to get the lowdown on Opal support. (And tell the IML, of course)
-
-
- Date: Thursday, 03 August 1995 11:39:37
- Subject: Re: PC Imagine on Laptop
- From: spack@mv.us.adobe.com
-
-
- ----------------------------------------------------------------------------
-
- >> My laptop doesn't have a right ALT key, which makes using Imagine, well
- >> rather unimaginable. Does anyone else share this problem? Is there a
- >> solution? Perhaps a utility exists that will map the left-ALT key to the
- >> right? Please let me know if you have any solutions. Thanks!
-
- >Scott,
-
- >the other Scott, the one at Impulse, just wrote on CompuServe that in
- >3.3, the right Shift key works as an Alt, because of computers like
- >yours which do not have a right Alt key. Give it a try.
-
-
- YES! It works! This is the best thing since VGA. Thanks Charles, once again
- you come through with good information. All is well, the sun is shining, the
- birds are singing...
-
-
- -Scott
- spack@adobe.com
-
-
- Date: Thursday, 03 August 1995 12:42:35
- Subject: Pc help
- From: Steven M Powell <afn27231@freenet.ufl.edu>
-
-
- ----------------------------------------------------------------------------
-
- The info on the windows help for Imagine does not work, this was the path--
- uptown.turnpike.net/h/herbert
-
- The server does not have the /h/herbert. I did a search on that server
- for imagine and no info was found. could someone check this or give me an
- alternate place to find this file.
- thanks
- Steven Powell
- afn27231@freenet.ufl.edu
-
-
- Date: Thursday, 03 August 1995 13:03:26
- Subject: Pc imagine help
- From: Steven M Powell <afn27231@freenet.ufl.edu>
-
-
- ----------------------------------------------------------------------------
-
- Well I found the file I had been looking for. It is the windows guide for
- imagine. The path I had did not work , Here is how to find it.
- connect to the site-- uptown.turnpike.net
- then go to the CIVIC CENTER, then ART, then DIGITAL something I allready
- forgot. You can get it from there. The file is called Beyond.zip and is
- about 560k in size. Well hope it helps someone.
- The PHOENIX
-
-
- Date: Thursday, 03 August 1995 13:10:52
- Subject: Re: PC Imagine on Laptop
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-02 20:48:42 EDT, you write:
-
- >My laptop doesn't have a right ALT key, which makes using Imagine, well
- >rather
- >unimaginable. Does anyone else share this problem? Is there a solution?
- >Perhaps a utility exists that will map the left-ALT key to the right?
- Please
- >
- >let me know if you have any solutions. Thanks!
-
- I believe I remember reading on Compuserve that the shift key (one of them)
- would function as an alt key but don't have any of the specifics. In anycase
- it is worth a try.
- Bob..............
-
-
-
- Date: Thursday, 03 August 1995 14:29:00
- Subject: PROBLEM with viewing image
- From: lbryars@cix.compulink.co.uk (Lee Bryars)
-
-
- ----------------------------------------------------------------------------
-
-
- Hi
-
- I hope someone can help me. I've been using Imagine v.3 for a while now,
- but only recently, when I create a quickrender or a raytrace and view it
- I find that I am *zoomed* in somehow, it seems that the screen is viewing
- 320x240 pixels on the screen; so if I create a large image resolution I
- am viewing a v.small portion of it in Imagine but can view it all fine in
- PSP.
-
-
- Can anyone help????
-
- Cheers. Lee.
-
-
- lbryars@cix.compulink.co.uk
- lee-bee@dircon.co.uk
- 10260,2407@compuserve
-
-
- Date: Thursday, 03 August 1995 14:33:00
- Subject: Web browsing w/o SLIP
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> From: Mike McCool <mikemcoo@efn.org>->-> Hey Sharky,->-> Thanks, you,
- for the tip. Unfortunately, I'm still using =lyn-> do my websurfing,--and I'm
- afraid I couldn't figure out how to dow=nlo-> any of the files on Greg's home pa
- ge. I've never had trouble with-> netscape-based homepages before. I can't see
- all the groovy thumb=nai-> pix, but I can usually download some version of the
- file for viewi=ng.-> Not this time.I think it's because some Web pages require y
- ou to VIEW the picture(using Netscape) then save it once displayed. That's how G
- reg'spage works. Others just let you download it directly.If you don't have a SL
- IP account, and you have Windows, you mightwant to check out ICOMM101.ZIP. It le
- ts you graphically Web browseusing a plain old shell account. I've used it and i
- t works great!Here's the description:Full feature graphical WWW browser - SLIP/P
- PP not required.If you have a PC with Windows, a modem and an Internet shell acc
- ount,= thyou are ready to surf the Internet using I-Comm. No fancy setup need=ed.I-Comm has a "Mosaic look & feel" interface and can display pa
- ges whi=lebackground downloading images. I-Comm also has a built-in full featu=
- remodem communication program which allows user to switch between a mod=emcommun
- ication program and browser by one button click.(..if you can't find it on the W
- eb, I have it at GraFX Haus) /------------------------------ ___ _
- __ ___ ___ | Mike van der Sommen / __ /__/ /__/ /_ \
- / | Santa Barbara, Ca. /___/ / \ / / / / \ | mike.
- vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) | "Irony
- can make revenge a welcome alternative" \____________________________________
- _________________________--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca -
- (805) 683-1388
-
- Date: Thursday, 03 August 1995 14:43:20
- Subject: Re: Greg's Pics
- From: Sharky <sharky@websharx.com>
-
-
- ----------------------------------------------------------------------------
-
- On Wed, 2 Aug 1995, Mike McCool wrote:
-
- > Hey Sharky,
- >
- > Thanks, you, for the tip. Unfortunately, I'm still using lynx to
- > do my websurfing,--and I'm afraid I couldn't figure out how to download
- > any of the files on Greg's home page. I've never had trouble with
- > netscape-based homepages before. I can't see all the groovy thumbnail
- > pix, but I can usually download some version of the file for viewing.
- > Not this time.
- >
- > I know: upgrade to amosaic. But hey, it's never been that big a
- > deal to me--not compared to ram and other hardware goodies much higher on
- > the priority list. Today was the first time I really felt locked out.
- > (Sniff).
- >
-
- Hiya!
-
- Not to worry....you can skip all the good stuff and get directly to the
- files by:
-
- http://www.websharx.com/~greg/images
-
- There is no index.html file in this directory so the server will spit out
- a directory listing of the filenames only. Not quite as glitzy as
- netscrape, but you'll get direct download access to the files themselves.
-
- Hope that helps! (shhhh don't tell anyone the secret eh?) :-)
-
- Aloha,
- Sharky
-
- sharky@aloha.com/CIS#70614,2011 __ v Home Page : http://aloha.com/~sharky
- WebSurfer & Fun Guy,Funky __/ \ >*< Home Server:http://www.websharx.com
- WWW Page Designs, ____/ ) | ^ Hawaii Related Links and Etcetera's,
- Tech. Planning /\_____/ } \ 3D Modelling & Animation Art,Objects
- ~~~~~~~~~~~~~~~(_________ALOHA!_______)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- Date: Thursday, 03 August 1995 15:45:19
- Subject: Re: Animation
- From: tracker <@darhodes.demon.co.uk:tracker@en.com>
-
-
- ----------------------------------------------------------------------------
-
-
- I was looking for the same thing as you(animations with sound) and I wanted
- it relatively cheap, but there wasn't anything cheap except for version 1.0
- of Adobe Premiere which a few places advertised for around $100.
- However, when I called them they didn't have 1.0, only 4.0. So, after
- looking around for other programs, I ended up getting Premiere 4.0 for
- about $400 - $450. It does just about everything you could ever want though.
- With one exception, the PC version(as opposed to the Mac) doesn't offer a
- good animation compression scheme. You end up having to use Cinepak(real
- chunky) or Indeo(slower and a little on the lossy side). But I've hade some
- real fun with it. One other thing, it comes with version 2.5LE of Photoshop
- and even at a lower version than the latest one out(3.0) it's quite
- impressive.
-
- Jim Shinosky
-
-
- On Tue, 1 Aug 1995 RobSampson@aol.com wrote:
-
- > Are there any windoze based programs which will allow taking files in tif or
- > tga like Imagine generates and making them into flc, fli, avi or whatever
- > othere formats are out there and allowing the addition of sound at the same
- > time? Approximate pricing would be appreciated as well.
- >
- > Bob...........
- >
-
-
- Date: Thursday, 03 August 1995 17:05:09
- Subject: Re[2]: Single sided mapping
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
- it's not so bad... The effects of single sided polygons are not
- visible anyway. They're just for speed. Your exploding pieces (if I
- remember the original question correctly) would -disappear- half the
- time if they were single sided! You'd want another polygon on the back
- anyway like Robert was saying.
-
-
- ______________________________ Reply Separator _________________________________
-
- Subject: Re: Single sided mapping
- Author: rbyrne@3dform.edex.edu.au (Robert Byrne) at ALTERNET
- Date: 8/2/95 2:00 PM
-
-
- Hello Mike, on Aug 1 you wrote:
-
- > Say, anyone know if there is a way to map only one side of a
- > plane? If you rotate a flat plane, the inverse mapped image is
- > on the back. Do I really need to extrude the plane first, then
- > map?
-
- Not long ago someone was making the pages of a book turn and had this
- problem with mapping. You have to extrude the plane then you can make the
- faces on one side a subgroup and restrict your map to it.
-
- > Is everything double sided polygons in Imagine?
-
- Apparently.
-
- -- Bob
-
-
- Date: Thursday, 03 August 1995 17:06:02
- Subject: Re: Animation
- From: jprusins@cybergrafix.com (John Prusinski)
-
-
- ----------------------------------------------------------------------------
-
- >
- >>-> From: RobSampson@aol.com
- >>->
- >>-> Are there any windoze based programs which will allow taking files in
- >>-> tga like Imagine generates and making them into flc, fli, avi or what
- >>-> othere formats are out there and allowing the addition of sound at th
- >>-> time? Approximate pricing would be appreciated as well.
- >
- >
-
- My personal preference, although a bit on the pricey side at approx. $750,
- is Autodesk's Animator Studio. This will (among other things) load 24-bit
- sequential files and save them out in the .avi format of your choice; by
- default it uses RLE encoding, which is fairly lossless and looks great.
- It's also an excellent 2D animation program, including a very good 24-bit
- paint program with which you can among other things draw across frames with
- various paint tools or animated sprites (shades of Deluxe Paint) and apply
- various image processing techniques over time, which makes it great for
- adding special effects to your 3D animations. It also includes SoundLab,
- for editing music and sound effects and syncing them to your animation, and
- Scriptor, for combining several animations, stills, sounds, etc. into a
- single presentation.
-
-
- John.
-
-
- Date: Thursday, 03 August 1995 18:03:12
- Subject: Re: How To make a SUN?
- From: Dylan Neill <dylann@pcug.org.au>
-
-
- ----------------------------------------------------------------------------
-
-
- OK for all you people who wanted that sun thing, I must have deleted it
- ages ago so I don't have it anymore, but I know I got it from the IML
- archives, it is in one of these numbers 48-52. I can't get them myself so
- maybe someone else will get them and tell everyone which one it is.
-
- ---
- |\ /|
- o O
- ________________________oOO_=( ^ )=_OOo___________________________
- | ''' U ''' |
- | Gumby Death Man (Dylan Neill) Amiga 1200/6/120 486DX2-66/24/500 |
- | Email: dylann@pcug.org.au WWW: http://www.pcug.org.au/~dylann/ |
- |__________________________________________________________________|
-
-
- Date: Thursday, 03 August 1995 18:51:13
- Subject: Re: Web browsing w/o SLIP
- From: Old_Man <sea_dog@yrkpa.kias.com>
-
-
- ----------------------------------------------------------------------------
-
- You might also like to try SlipKnot , it has the same characteristics and=
- =20
- has been working well for me for six months.
-
- On Thu, 3 Aug 1995, Mike Vandersommen wrote:
-
- >=20
- > -> From: Mike McCool <mikemcoo@efn.org>
- > ->
- > -> Hey Sharky,
- > ->
- > -> Thanks, you, for the tip. Unfortunately, I'm still using lyn
- > -> do my websurfing,--and I'm afraid I couldn't figure out how to downlo
- > -> any of the files on Greg's home page. I've never had trouble with
- > -> netscape-based homepages before. I can't see all the groovy thumbnai
- > -> pix, but I can usually download some version of the file for viewing.
- > -> Not this time.
- >=20
- > I think it's because some Web pages require you to VIEW the picture
- > (using Netscape) then save it once displayed. That's how Greg's
- > page works. Others just let you download it directly.
- >=20
- > If you don't have a SLIP account, and you have Windows, you might
- > want to check out ICOMM101.ZIP. It lets you graphically Web browse
- > using a plain old shell account. I've used it and it works great!
- >=20
- > Here's the description:
- >=20
- > Full feature graphical WWW browser - SLIP/PPP not required.
- > If you have a PC with Windows, a modem and an Internet shell account, th
- > you are ready to surf the Internet using I-Comm. No fancy setup needed.
- > I-Comm has a "Mosaic look & feel" interface and can display pages while
- > background downloading images. I-Comm also has a built-in full feature
- > modem communication program which allows user to switch between a modem
- > communication program and browser by one button click.
- >=20
- > (..if you can't find it on the Web, I have it at GraFX Haus)
- >=20
- > /------------------------------ ___ ___ ___ ___
- > | Mike van der Sommen / __ /__/ /__/ /_ \ /
- > | Santa Barbara, Ca. /___/ / \ / / / / \
- > | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388)
- > | "Irony can make revenge a welcome alternative"
- > \_____________________________________________________________
- > ---
- > =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388
- >=20
-
- Date: Thursday, 03 August 1995 19:30:28
- Subject: Re: Animation
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-03 12:54:23 EDT, you write:
-
- >My personal preference, although a bit on the pricey side at approx. $750,
- >is Autodesk's Animator Studio. This will (among other things) load 24-bit
-
- Hehe thanks for the info but I don't do any of this stuff as anything more
- than a hobby. I think that price tag is a bit out of reach (perhaps because
- the old lady is chopping my arms off shorter everytime I try to make this my
- most expensive hobby yet:). I appreciate the info though.
-
- Bob..........
-
-
-
- Date: Thursday, 03 August 1995 21:00:35
- Subject: Re: phong errors, rotoscoping
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >> From: Tom Ross <rosst@unvax.union.edu>
- >>
- >> Can anyone explain the error message "setup phongs:weight error"? It
- >> occurs when I put my object (which has a brushmap sequence) more than
- >> once on the same timeline in the Action Editor, to have the sequence
- >> repeat again. I can get around this by putting the object in only once
- >> for the same amount of frames, but I'd rather not since this makes the
- >> sequence slow and jerky. The message suggests I could revise the object
- >> somehow to fix this?. . .
- >
- ><GASP!>
- >
- >I also got this error in June, and could find no way to get rid of it!
- >You're the first person I've seen who has also suffered the indignities
- >of that cryptic error message.
- >
- >The only additional info I can share is this: I had to go back to
- >Imagine 3.0 to get rid of the problem; my object had no brushmap
- >applied, but did have two Actor bars (non-consecutive, though); and
- >finally, the PC version of Imagine 3.3 had no problem with my project.
- -SNIP-
- >
-
- Brushmap sequences are definately a little buggy. I had a 136 frame sequence
- which seemed to run through randomly after it had gone through the first time
- ie after frame 136. Solution was to build the sequence up to the length of the
- animation ie my imagine project was 250 frames, so I made the brushmap sequence
- up to 250 frames.
-
- Bill
-
-
- Date: Thursday, 03 August 1995 21:11:00
- Subject: Re: Animation
- From: tmarlar@america.com (tmarlar)
-
-
- ----------------------------------------------------------------------------
-
- >In a message dated 95-08-03 12:54:23 EDT, you write:
- >
- >>My personal preference, although a bit on the pricey side at approx. $750,
- >>is Autodesk's Animator Studio. This will (among other things) load 24-bit
- >
- >Hehe thanks for the info but I don't do any of this stuff as anything more
- >than a hobby. I think that price tag is a bit out of reach (perhaps because
- >the old lady is chopping my arms off shorter everytime I try to make this my
- >most expensive hobby yet:). I appreciate the info though.
- >
- >Bob..........
-
- 3df/x from Asymetrix is relatively cheap, around $79.00 from mail order. It
- will
- import 3ds and dxf files directly and let you apply many textures and
- special effects.
- It comes with a good selection of 3d models to get you started. It also uses
- truetype
- fonts to make 3d objects so you can make some pretty impressive text. I wont
- go into
- all the features but it does animation (avi output), warping, shadow
- generation, and
- outputs in several resolutions and color depths, 1/4/8/16/24 bit. Output can
- be wire-
- frame,solid model,realistic,realistic with shadows,ray traced and ray traced
- w/shadows,
- single frame(snapshots) or animated. It uses drag and drop and,once you get
- the hang of
- it, is fun to use.
-
-
-
- Date: Thursday, 03 August 1995 21:17:50
- Subject: Re: An old challenge - How are diamonds done ?
- From: "JOSEPH F. HART" <VISHART@ubvms.cc.buffalo.edu>
-
-
- ----------------------------------------------------------------------------
-
- My thanks to Mr. Charles Blaquiere for taking the time for his
- efforts on behalf of the ongoing "Great Diamond Challenge"....
-
- > From: IN%"blaq@io.org" "Charles Blaquiere"
- > I tried to fiddle around and get something decent. I don't know if I was
- > on the right track, but I created a pseudo-diamond, with high reflect and
- > filter values, and specular at 255,255,255 for the highlights. That
- > didn't work too well
-
- This is very similar to a model I tried early on. It seems that
- if reflectivity, filter, and color are all at high values, then
- reflectivity has the highest priority. Filter has next crack at
- what is left over, and color after that. If all of them are up
- high, you get nothing but reflective attributes.
-
- > I decided to use Fakely to force the reflect value
- > to zero for faces which the camera sees fairly straight on, and increase
- > the reflect value for faces seen at a grazing angle, right up to
- > 255,255,255 for "edge-on" faces.
-
- I have not heard of Fakely. I would like to know more about this.
- I noticed that you have an index of refraction set to "1.00".
- I have been trying use the standard 2.42 value, as well as
- values closer to that of glass, along with high transparencies.
- It seems that the lower the value, the more transparent the image,
- but the less realistic the refraction.
-
- > From: IN%"gdenby@bach.helios.nd.edu"
- > I really would like to see some of your gem models. Or at least some
- > of your renders. This is a facinating topic. Think of the jeweled
- > suits that could be imaged!
-
- I have included my latest attempt at a diamond object. It's
- not what I would like, but the best I have been able to do so far.
- Perhaps we could trade a few more attempts....:-) Any more
- takers out there ?
-
- begin 644 brilldiamond.obj
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- size 2466
-
- ___________________________________________________________________
- | Internet: VISHART@ubvms.cc.buffalo.edu
- Joseph Hart | /// Plink : OSS542
- Niagara Falls, NY | \\\/// Ham call: WA2SND
- | \XX/ FreeNet : af804@freenet.buffalo.edu
- | *** AMIGA - Computers for REAL MEN ***
- ===================================================================
-
- Date: Thursday, 03 August 1995 21:19:44
- Subject: CD...
- From: augioh4b@ibmmail.com
-
-
- ----------------------------------------------------------------------------
-
- --- Received from GITD.PSG024 4523 04AUG95 10.16
- -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM
- Hi Robert Byrne,
-
- You wrote:
- >I have LightROM Vol 1 and for the money, about AU$90, it's good
- v>of the objects are LWave format and I've had trouble converting
- s>the successful ones are quite good. Some have groups of faces
- wit>
-
- I noticed that u have a converter from Lightwave to Imagine
- objects. I was wondering where u got this converter and what is
- it called? Was this from a FTP site?
-
- Thanks a Heap.
- Vic
-
- Date: Thursday, 03 August 1995 23:16:32
- Subject: Re: Single sided mapping
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- If you explode an extruded, two-sided plane, won't the front and back
- explode separately? How can you keep the 'front' and 'back' of a particular
- face together?
- Joel
-
- Date: Friday, 04 August 1995 01:40:00
- Subject: CD model/textures libraries
- From: Brian V Salisbury <bvs@viewpoint.com>
-
-
- ----------------------------------------------------------------------------
-
- > Does anyone know of any CD-ROM texture or model libraries for Imagine
- > that are any good?
-
- Viewpoint Datalabs will be introducing their new Avalon archive snapshot
- cdrom at Siggraph '95. The cost will be $19.95. After Siggraph, the cdrom
- can be purchased through Viewpoint at the same price.
-
-
- For details, check out our web site: www.viewpoint.com
- Or call 1-800-dataset.
-
- --
- Brian Salisbury
- bs@viewpoint.com
- (801)229-3053
-
- Date: Friday, 04 August 1995 04:09:24
- Subject: Re: How To make a SUN?
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Dylan, on Aug 3 you wrote:
-
- > OK for all you people who wanted that sun thing, I must have deleted it
- > ages ago so I don't have it anymore, but I know I got it from the IML
- > archives, it is in one of these numbers 48-52. I can't get them myself so
- > maybe someone else will get them and tell everyone which one it is.
-
- The archive number is 51 but it is also described in
- Aminet/pix/trace/im_sunII.jpg and im_sunII.readme. The jpeg is a profile
- view of the objects that make up the sun, 1 sphere and 3 disks which use
- Imagine and Essence textures.
- It was created by Cyrus J Kalbrener <kalb0003@gold.tc.umn.edu>
-
- -- Bob
-
- Date: Friday, 04 August 1995 04:51:02
- Subject: Re: Spline Int.
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Charles, on Aug 3 you wrote:
-
- > > From: Robert Byrne <rbyrne@3dform.edex.edu.au>
- > >
- > > Basically, if you have set an object to move to two absolute positions
- > > (B,C) over 10 frames, spline interpolation will create a smooth arc that
- > > tweens between these positions.
- >
- > In addition, I believe that spline interpolation also has an effect
- > along the time axis, making an object ease out of its "start" position
- > and ease-in to its "end" position, compared with the sudden, jerky
- > starts and stops associated with earlier computer animation.
-
- Yes, spline interpolation can be set independantly for an objects position,
- size and alignment. There is a separate setting called Velocity Scaling to
- enable ac/deceleration over a number of frames. These settings can give a
- tremendous amount of control over an objects movements. Vel Scaling is
- important for walking motion from a stationary position to a full stride,
- for example.
-
- -- Bob
-
- Date: Friday, 04 August 1995 12:07:34
- Subject: Re[2]: Single sided mapping
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
- If there was a way to make faces stick while they explode-- we'd be
- there already! Here's what I think of this puzzle: (I haven't tried
- this-- it may be impossible) Make your fronts and backs two different
- objects. Explode each object with a separate FX but make the random
- seeds the same (there -is- a seed in FX/Explode, right?) Then when a
- triangle rotates on the fronts object, the corresponding backs object
- should rotate the same way. However, this has a mathematical problem.
-
- 1 2 3 4
-
- b f b f b f
- | | <-\ \ ^ <-/ /
- | | \ \ |========| / /
- | | \ \ v / /
- | | \ \ -> / /->
- b f b f b f
-
-
- When you watch these frames from the right, the front and back never
- cross! I'm not sure whether that makes this technique inaccurate or
- useless, though........
-
-
- Date: Friday, 04 August 1995 12:48:09
- Subject: Re: An old challenge - How are diamonds done ?
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: JOSEPH F. HART <VISHART@ubvms.cc.buffalo.edu>
- >
- > > I decided to use Fakely to force the reflect value
- > > to zero for faces which the camera sees fairly straight on, and increase
- > > the reflect value for faces seen at a grazing angle, right up to
- > > 255,255,255 for "edge-on" faces.
- >
- > I have not heard of Fakely. I would like to know more about this.
-
- Fakely varies an object parameter based on the angle between the surface
- normal _and the camera_. For example, if you are looking down at a body
- of water, the area under you is quite transparent, but as you look
- further away, transparency drops and the water's surface becomes more
- and more reflective. Fakely can help create this effect. You choose
- whether the texture will affect filter, reflect, or color; the RGB
- values for Front and Side faces; and a threshold parameter to control
- where the values start to change from Front to Side.
-
- Front and Side are intuitive ways of thinking about the angle between
- the surface normal and the camera: if the angle is zero, the surface
- normal is pointing straight at the camera, meaning the face is, well,
- _facing_ the camera straight on.
-
- With Fakely, you can specify 240,240,255 as the Front Filter, and
- 100,100,100 as the Side Filter; then add another Fakely texture, varying
- Reflect from 50,50,50 at the Front, to 100,100,110 at the Side. The
- result, applied to a primitive sphere, would get you on the way to a
- realistic glass bubble.
-
- > I noticed that you have an index of refraction set to "1.00".
-
- Whoops, that's what happens when you try to create an object on the fly,
- based on a message you've just read on the IML.
-
-
- Date: Friday, 04 August 1995 13:08:05
- Subject: Re: Single sided mapping
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: NEWKIRK@delphi.com
- >
- > If you explode an extruded, two-sided plane, won't the front and back
- > explode separately? How can you keep the 'front' and 'back' of a
- > particular face together?
-
- They will explode separately, but there are steps you can take to make
- the difference between faces invisible.
-
- 1) You can extrude the plane by a minuscule amount, say 0.01 units. This
- might make face selection (to define the Front subgroup) tricky, so...
-
- 1b) ...you can build the object in the Spline editor. Create a simple
- rectangle outline, and Add Points. Again, specify 0.01 for the extrude
- length, create front and back faces, and no bevel. The big advantage is
- that Imagine will automatically create named face subgroups for you. (I
- find the Spline ed Extrude function so fully-implemented!)
-
- Either way, you can then restrict the brushmap to the Front face subgroup.
-
- 2) Since Explode uses the object axis as the explosion center, you do
- NOT want the axis to lie between the front and back faces, or else the
- back faces will explode away from the camera, while the front faces fly
- towards the camera. So, move the axis behind/in front of ALL faces.
- (e.g. translate 0.02 in +Y)
-
- 3) The closer the axis is to the faces, the more effect you'll get from
- that tiny 0.01-unit difference. If your script allows it, move the axis
- several units away from the object.
-
- 4) Unfortunately, if you use randomness, the back faces will rotate
- differently from their front partner. You may have to forego rotation
- and go for the ultra-geometric look. Sorry. B^(
-
- Anybody have other thoughts? Is there a way to somehow group/join each
- back face with its front partner?
-
-
- Date: Friday, 04 August 1995 17:36:43
- Subject: LW vs Imagine rendering times
- From: robert@cs-bbs.manawatu.gen.nz (Robert Whitaker)
-
-
- ----------------------------------------------------------------------------
-
- Hi there I once read an article in a magazine about LW vs Imagine vs Read
- 3D V2. In it they said that of the three Imagine have the slowest
- rendering times (for evivilent scenes.) Is this true????
-
- Robert Whitaker
- robert@cs-bbs.manawatu.gen.nz
-
-
- Date: Friday, 04 August 1995 20:47:00
- Subject: IMLarc64.lha on Aminet
- From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege)
-
-
- ----------------------------------------------------------------------------
-
- Hi All,
-
- I place IMLarc64.lha on Aminet today, for those of you which can't wait ftp
- to: ftp.luth.se/pub/aminet/new and get IML*
- They should show up in a day or two on the RECENT listing.
-
- Greetings Joop
-
- Date: Friday, 04 August 1995 22:56:25
- Subject: Robotech robots
- From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
-
-
- ----------------------------------------------------------------------------
-
- I've seen a number of renders lately that use robots from
- Robotech/battletech. Does anyone know where I might be able to get these
- objects?
-
- Darryl
-
- -- Via DLG Pro v1.0
-
- #####\ _ /#####
- #( )# | _( )__ | #( )#
- ##### | /_ / | #####
- #" "# | ___m/I_ //_____ | #" "#
- # O # |____#-x.\ /++m\ /.x-#____| # O #
- #m.m# | /" \ ///###\\\ / "\ | #m.m#
- #####/ ######/ \###### \#####
-
- Date: Saturday, 05 August 1995 04:29:38
- Subject: Re: CD...
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Vic, on Aug 03 you wrote:
-
- > I noticed that u have a converter from Lightwave to Imagine
- > objects. I was wondering where u got this converter and what is
- > it called? Was this from a FTP site?
-
- InterChange_Plus is the Amiga conversion program and another one is
- Pixel3d Pro which can also do some fancy extrusions. They are both
- commercial.
-
- -- Bob
-
- Date: Saturday, 05 August 1995 04:49:47
- Subject: Re: Imagine 3.3 screen sizes?
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Roger, on Aug 4 you wrote:
-
- > I just tried to set the Imagine Screen width setting in Preferences, and
- > it brings up a requester saying that I have to restart Imagine for the
- > screen changes to take place. Ok, I understand that part, but when I
- > quit out and start up again, it starts up with the original screen size
- > (640x400. Is there something that I'm missing?
-
- Did you Save the Preferences before quitting?
-
- -- Bob
-
- Date: Saturday, 05 August 1995 10:11:54
- Subject: Re: Autodesk 3D Studio - Wow!!!
- From: jbk4@email.psu.edu (The Prophet)
-
-
- ----------------------------------------------------------------------------
-
- It was used to do the cyberspace for 'Johnny Neumonic'.
- There was an article about it in a recent CineFex.
-
- Jaeson K.
- ____ ____ _ _
- ( | \ ( / \ ( ) _ / )
- )| )_ __ / /_ _ __ / __ ( X_)
- ( | /~ \ /\_) /---~/ ) / )/ )/~\ /\_) / _
- )ll/ l/ \__ (/ (/ (_//__// / \__ (___)
- (____________) (___/ (___)
-
- Jaeson Koszarsky Amiga 3000+
- ---------------- -----------
- cyberprophet@psu.edu 68040/30Mhz
- jbk4@email.psu.edu 24Megs-1GIG
- jason@chaos.ezgate.com OS3.1
-
- Date: Saturday, 05 August 1995 13:07:03
- Subject: Autodesk 3D Studio
- From: Brian V Salisbury <bvs@viewpoint.com>
-
-
- ----------------------------------------------------------------------------
-
- 3d Studio release 5 is supposed to be mind-blowing, from everything that
- I have heard about it. One of 3ds's authors is Dan Silva.
- Dpaint for the Amiga was also written by a Dan Silva. Same guy?
- I read in an article that 3ds was originally meant for the Mac or the Amiga,
- until the vga cards came out for the pc.
-
- I just got a Truespace 2 demo cd, and it is very, very cool. The new software
- 3d drivers let you rotate fully textured objects in real time. It is close
- to Sgi Indy speeds. (on a Pentium 90 with a fast video card)
-
- Lightwave, Real3d, Caligari Truespace, and Animation Master have come from the
- Amiga to other platforms and get a lot of attention. 3dstudio has tons of 3rd
- party support and market share. Softimage is supposedly coming to windows nt.
-
- I think that Imagine has more overall power under the hood than most pc and mac
- 3d programs, and gives you the most bang for the buck, but I believe Impulse
- needs to come up with a more elegant interface, and get on the ball with
- support for new operating systems and the new breed of 3d accelerators on the
- horizon to stay in the game.
-
- --
- Brian Salisbury
- bs@viewpoint.com
-
-
- Date: Saturday, 05 August 1995 13:15:41
- Subject: Re: Imagine 3.3 screen sizes?
- From: Roger Straub <straub@csn.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Sat, 5 Aug 1995, Robert Byrne wrote:
-
- >
- > Did you Save the Preferences before quitting?
- >
-
- Yes, indeedy I did.
-
- > -- Bob
- >
-
- See ya,
- Roger
-
- Date: Saturday, 05 August 1995 13:40:09
- Subject: Re: Autodesk 3D Studio - Wow!!!
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-05 05:53:50 EDT, you write:
-
- >Why do magazines give that programme such a big rap. Up against Imagine,
- >the only differences that I can see are these:
- >* 3DS costs much/alot/heaps more; and
- >* People with artistic talent spend alot less to produce top quality
- > artwork with Imagine.
-
- I agree Imagine is a better program from the standpoint of bang for the buck,
- but there are allot of packages out there that don't require rocket science
- to utilize the interface. Power is not enough. It has to be placed in a non
- child proof container. I think Imagine will really take off if the windoze
- version is done well and they do a little advertising. It will be virtually
- impossible to ignore then. Right now we don't even have a standard dos
- interface.
- "This opinion is the sole responsiblity of others, the author is in no way
- associated with it.":)
- Bob.............
-
-
-
- Date: Saturday, 05 August 1995 15:48:45
- Subject: Re: Single sided mapping
- From: "George W. deBeaumont" <76524.1561@compuserve.com>
-
-
- ----------------------------------------------------------------------------
-
- >From: NEWKIRK@delphi.com
- >If you explode an extruded, two-sided plane, won't the front and back
- >explode separately? How can you keep the 'front' and 'back' of a
- >particular face together?
-
- >From: blaq@io.org
- >Anybody have other thoughts? Is there a way to somehow group/join each
- >back face with its front partner?
-
- The basic strategy is to define back with front facial subgroups of an extruded
- plane and use the Shredder fx with the "subgroups as its parts" option enabled.
-
- Example:
-
- 1) Create a plane.
- 2) Extrude it to a very small value.
- 3) Apply a brush map. Restrict it to front faces only by using the brush
- transformation
- requestor and scaling the brush Y value by something like 0.5.
- 4) In the front view of the Detail Editor, Pick Faces mode, Multi-pick front and
-
- back
- face combinations and make them subgroups (Menu/Make/Make Subgroups). Define
-
- all front/back face combos in this manner.
- 5) Create DEFAULT and MAIN states. Make sure you've set the brush map lock state
-
- requestor and save.
- 6) Apply the Shredder fx in the Action Editor. Choose the restrict to subgroup
- option.
-
- Your anim will display an exploding plane with a brush mapped pic on one side of
-
- the
- pieces.
-
- George deBeaumont
- debeaugw@songs.sce.com
- 76524,1561@compuserve.com
-
-
- Date: Saturday, 05 August 1995 19:10:50
- Subject: Re: I need a Job!!
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- On Sat, 29 Jul 1995, Mike Vandersommen wrote:
-
- > I know a guy here at GTE who hired in 25 years ago and is about as
- > competent as a chimpanzee on acid.
- >=20
- > I'd rather be LUCKY than GOOD anyday. :)
-
-
- =AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=
- =BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB
- =AB=BB =AB=BB
- =AB=BB Nothing in the world can =AB=BB
- =AB=BB take the place of persistence. =AB=BB
- =AB=BB =AB=BB
- =AB=BB Talent will not: =AB=BB
- =AB=BB Nothing is more common than =AB=BB
- =AB=BB unsuccessful people with talent. =AB=BB
- =AB=BB =AB=BB
- =AB=BB Genius will not: =AB=BB
- =AB=BB Unrewarded genius is =AB=BB
- =AB=BB almost a proverb. =AB=BB
- =AB=BB =AB=BB
- =AB=BB Education alone will not: =AB=BB
- =AB=BB The world is full =AB=BB
- =AB=BB of educated derelicts. =AB=BB
- =AB=BB =AB=BB
- =AB=BB Persistence and determination =AB=BB
- =AB=BB alone are omnipotent. =AB=BB
- =AB=BB =AB=BB
- =AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=
- =BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB
-
- I'd like to add Mike's Luck theory to this little piece of philosophy 8^)
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
-
- Date: Saturday, 05 August 1995 19:40:23
- Subject: Autodesk 3D Studio - Wow!!!
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- OK, OK, stop sharpening your knives and igniting your flame throwers.
- My subject line is read - "Sarcastically"
-
- What do people use 3D Studio for? I had a look at a demo CD of images
- produced with 3DS, and I fell asleep. Lots of packaging type images,
- archetectural type stuff, but basically very boring and very plastic!
- I thought demos were ment to excite a prospective customers interest?
-
- Why do magazines give that programme such a big rap. Up against Imagine,
- the only differences that I can see are these:
- * 3DS costs much/alot/heaps more; and
- * People with artistic talent spend alot less to produce top quality
- artwork with Imagine.
-
- Does everybody agree?
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
-
- Date: Saturday, 05 August 1995 21:43:38
- Subject: Re: Autodesk 3D Studio - Wow!!!
- From: Adam Watkin <adam@wonderland.apana.org.au>
-
-
- ----------------------------------------------------------------------------
-
- > What do people use 3D Studio for? I had a look at a demo CD of images
- > produced with 3DS, and I fell asleep. Lots of packaging type images,
- > archetectural type stuff, but basically very boring and very plastic!
- > I thought demos were ment to excite a prospective customers interest?
- Well 3Dstudio is a pretty bloody nice program, it can produce
- some very excellent images, the trouble is that the demo CDs I have seen,
- (an official one from Animator Pro comes to mind) all show the program to
- look pretty crappy.
-
- > Why do magazines give that programme such a big rap. Up against Imagine,
- > the only differences that I can see are these:
- > * 3DS costs much/alot/heaps more; and
- $4000 for the full, comercial version. $875 for the student
- version I think. Bit of a rip off.
-
- > * People with artistic talent spend alot less to produce top quality
- > artwork with Imagine.
- The thing with 3DStudio is that for a while it was the only thing
- around, while most of us were using Sculpt3D on Amiga 500s people were
- cruising away on the PC with 3Dstudio. It had a pretty good market share,
- MTV did a fair few of those ads with the bouncing logos in the past on
- them I believe. It has evolved from a pretty simplistic program
- into a bit of an ogre, and I believe that the Autodesk guys cannot
- program to save their lives but it is still viable for use, especially
- with Rel 5 coming soon, add to that an NT version that you will be able
- to run on your nice DEC Alphas :).
-
- > Does everybody agree?
- Well no, I don't want to create a huge advocacy debate but from
- my neck of the woods both have their merits. We all know what we hate and
- love about imagine so instead I'll list the pros/cons of 3Dstudio in my
- opinion.
-
- CONS:
-
- Huge silly executable of 3+ megs
- Weird virtual memory system based on the Phar Lap dos extender
- Is as much a pain to run under windows3.1/NT/95 as it is with imagine
- Lacks any real raytrace function
- Pretty obscure menu system, need work
- Limited tools
- Hard to configure to videocards, is much better at it in Rel 4 though
- Difficult to really make realistic looking things, most things
- have a "made using 3DStudio look"
- Slower than imagine on a whole when doing a complicated realistic
- scene, simple things I believe it wins
- Object creating can be difficult for realistic objects, but
- certainly can be done
-
- PROS:
- Can be networked to make a rendering farm
- Huge 3rd party things available - glow effect is incredible
- Fast redraw of wireframes and great preview functions
- Incredibly easy path editing and animation
- Texture/map functions that leave imagine for dead, with 3D preview
- Really nice animation functions
- Virtual Memory! :)
- BMP/TGA/TIF/GIF/JPG support all included and at the click of a
- button for import and save
- More user definable rendering settings so you can optimize it better
- Much easier to get started rendering straight away
- Shadows in scanline :)
-
- Well, over all it is a nice package but I do believe Imagine wins in the
- long haul, A bit more tweaking and imagine will be terrific, version 4
- should be good. Impulse better get their act together though, WinImagine
- better not be far away, Real3D, Lightwave, 3DStudio soon and about 10
- other raytracing packages have made it onto Windows and are great, so
- like it or not they really need to be there with the rest.
-
- Adam.
-
- Date: Sunday, 06 August 1995 02:29:44
- Subject: Viewpoint Datalabs
- From: Broctune@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Has anyone out there ever published their models through viewpoint datalabs,
- if so was it worth it, how easy or hard was it.
-
- Date: Sunday, 06 August 1995 05:11:00
- Subject: Imagine 3.3 Screen Res.
- From: robert.buonincontro@canrem.com (Robert Buonincontro)
-
-
- ----------------------------------------------------------------------------
-
- Can someone please give me instructions on patching Imagine 3.3 to use a
- higher resolution!
-
- robert.buonincontro@canrem.com
-
- * Q-Blue 2.0 [NR] *
-
- Date: Sunday, 06 August 1995 05:27:44
- Subject: Global Fog animation problem
- From: RJay9@aol.com
-
-
- ----------------------------------------------------------------------------
-
- I keep having the same problem with an animation with global fog -- the first
- frame of the animation does not include the global fog. All the the other
- frames are ok. It seem to happen if I start to generate from frame 1, in
- which case the fog does not show on frame one, or some later set of frames,
- in which case the fog is mising from the first frame of the range. Anyone
- have any ideas. Oh I'm using 3.3 on a PC.
-
- Thanks
- Jay...
-
- Date: Sunday, 06 August 1995 10:49:30
- Subject: Re: robotech robots
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Don't know if this is what you had in mind,--but I recently d'loaded a
- batch of objects under the name of Mech Kit. Got them down at aminet.
- Interchangeable 3d model pieces to form different Mechs: that's how the
- author described them. (aminet/gfx/3dobj)
-
- Email him at anime@primenet.com, for specifics. Terrence Walker and Jaho
- Shikaze are the authors. Kind of a big file, which is why I didn't offer
- to uuencode you a copy.
-
- Date: Sunday, 06 August 1995 12:30:09
- Subject: Re: Global Fog animation problem
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- Jay writes:
- >I keep having the same problem with an animation with global fog -- the
- >first frame of the animationdoes not include global fog. All the other
- >frames are ok.
-
- Yes, there seems to have been a change in the way global fog is handled.
- At least if memory serves (thumping sound on side of head), a global
- horizon and zenith color didn't need to be defined. As it stands, there
- must be a color for the fog to obscure, and the strength of the fog is
- proportionate to the strength of the color. For instance, a horizon
- color of 32,32,32 will give you a very faint band of fog in the center,
- while a full 255,255,255 will show a strong, bright band of fog color.
-
- My guess is that you accepted the initial frame's global actor bar, but
- certainly added the rest. Perhaps the horizon and zenith values were not
- set in the first? By the way, I've also noticed that if you do define
- the horizon etc. in the first frame, the added frames will carry these values
- over, but not the fog settings.
-
- Hope this helps, let us know what you find. Global fog is one of my
- favorites, so I want to know its quircks.
-
- Greg Denby
- gdenby@darwin.cc.nd.edu
-
- Date: Sunday, 06 August 1995 12:43:14
- Subject: Re:Re: lensflare
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- Rod asks:
- >How do I obtain a nice sparkle offthe edge of a wine glass or chrome
- >object?
-
- I suppose you are talking about a glint durring the course of an
- anim? I don't think there is any easy way to do this. Maybe try
- running a small test anim, just to see which frames have the sharpest
- specular highlights, and then add a flared light at those points/
- frames. ??
-
- Greg Denby
-
- Date: Sunday, 06 August 1995 13:19:57
- Subject: Re: Global Fog animation (doh!)
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- MFF, mhfff, (sound of foot being extracted from mouth.)
-
- Please disregard my last post about global fog not working with no
- horizon and zenith colors in effect. I went back and looked at my
- test renders, and something just didn't seem right. I still had
- the project files, so I looked into the global actor bar and found
- that in the frame where all colors were turned off, I had inadverantly
- made the fog top and bottom at the same place.
-
- After correcting this, the fog worked fine.
-
- In the immortal words of Homer Simpson, Doh!
-
- Greg Denby
-
- Date: Sunday, 06 August 1995 14:51:13
- Subject: Re: Amiga->PC/LAN
- From: Kent Marshall Worley <mumu@america.net>
-
-
- ----------------------------------------------------------------------------
-
-
- On Sat, 29 Jul 1995, Rune Jacobsen wrote:
-
- > I use Imagine 3.0 (My 3.0->3.1->3-2->3.3 is in the mail :D) on my A4000/040
- > 18MB RAM at home, and at work we (actually, I) have just set up a LAN (Novell)
-
- > with 17 P90's and 5 P120's. "This is cool", I think to myself. Wouldn't it be
- > nice if I could model a scene on my Amiga at home (I won't bother you with
- > saying how superiour the OS is, you all know that) and then take it to work an
- d
- > let the Pentiums go to work...I mean, I would make Terminator 3 in no time! :)
-
- >
- > Rune Jacobsen
- > shitlips@bbs.oslohd.no & rune@oslohd.no
- >
- We have an amiga 3000 and a 486 pc connected via ethernet and are moving
- files at about 200kb per second. If you need to get the PC rendered files
- back to your Amiga this is the way to go. If you are just moving objects
- and staging files from the Amiga to PC a 14.400 baud modem will work fine.
- mumu@america.net
-
- Date: Sunday, 06 August 1995 16:28:25
- Subject: Re: lensflare
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- Lensflares IMHO still have a place in a render/animation. It seems
- unavoidable in some situations of real life filming, like when a camera
- is tracking a plane or a car going around a race track with the sun in
- the background. But sadly their overuse by some people in
- renders/animations has turned them into cliches.
- The same thing happened in graphic design/typeography when Macs became
- available to the general public and amatuers. At first, a lot of stuff
- being churned out contained many different fonts, just because they
- could, and everything had drop-shadows on them.
-
- Back to lensflares - well sparkles actually. How do I obtain a nice
- sparkle off the edge of a wine glass or chrome object? Help appreciated.
- Thanks.
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
-
- Date: Sunday, 06 August 1995 16:29:31
- Subject: Re: layers
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- On Mon, 31 Jul 1995, Mike McCool wrote:
-
- > I'm such a know-all, I ignored the recent string about layers. Is there
- > a way to hide layers in the Project Editor?
- >
- > Thanks.
- >
-
-
- I don't think so.
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
-
- Date: Sunday, 06 August 1995 22:25:00
- Subject: Velocity scaling
- From: gareth.qually@tinder.iaccess.za (Gareth Qually)
-
-
- ----------------------------------------------------------------------------
-
-
- Has anyone mastered the velocity scaling in the action editor. I can't find the
- logic to its operation.
- I try 0 then 1, to get acceleration. Then I try 0 and 2, also acceleration but
- aster. But 0 and 3
- creates a vastly different motion path.
-
- It seems if the numbers a attractors that exagerate the spline interpolation.
- Please if anyone could explain.
-
- Thanks. Chow...
-
- gareth.qually@tinder.iafrica.com
-
- * AmyBW v2.11 *
- .... Device NIL: is full. (R)etry (C)ancel (G)uru ?
-
- Date: Monday, 07 August 1995 01:32:28
- Subject: Re: lensflare
- From: Torgeir Holm <torgeirh@powertech.no>
-
-
- ----------------------------------------------------------------------------
-
- On 06-Aug-95 15:28:25, yrod wrote:
-
- >Lensflares IMHO still have a place in a render/animation. It seems
- >unavoidable in some situations of real life filming, like when a camera
- >is tracking a plane or a car going around a race track with the sun in
- >the background. But sadly their overuse by some people in
- >renders/animations has turned them into cliches.
-
- In my opinion you need to apply the flares very subtly, unless the flare IS
- supposed to be the main attraction...
-
- >The same thing happened in graphic design/typeography when Macs became
- >available to the general public and amatuers. At first, a lot of stuff
- >being churned out contained many different fonts, just because they
- >could, and everything had drop-shadows on them.
-
- As a fellow graphic designer, I say good comparison :) But sadly this wasn't
- just 'at first.' It's worse than ever these days, with fast pc's, Corel Draw
- and TrueType (yuck) fonts spreading like the plague..
-
- >Back to lensflares - well sparkles actually. How do I obtain a nice
- >sparkle off the edge of a wine glass or chrome object? Help appreciated.
- >Thanks.
-
- Twinkle texture or bitmap on a plane, tracked to the camera. At least that
- would be my first try..
-
-
- Torge!r
-
- Date: Monday, 07 August 1995 01:32:30
- Subject: Re: Imagine 3.3 Screen Res.
- From: Torgeir Holm <torgeirh@powertech.no>
-
-
- ----------------------------------------------------------------------------
-
- On 06-Aug-95 00:11:00, Robert Buonincontro wrote:
-
- >Can someone please give me instructions on patching Imagine 3.3 to use a
- >higher resolution!
-
- On an amiga, use NewMode or ModePro to promote imagine (works perfectly with
- ModePro here)
-
- PC: Dunno... anyone?
-
-
- Torge!r
-
- Date: Monday, 07 August 1995 03:14:10
- Subject: Re: lensflare
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello yrod, on Aug 6 you wrote:
-
- > Back to lensflares - well sparkles actually. How do I obtain a nice
- > sparkle off the edge of a wine glass or chrome object? Help appreciated.
- > Thanks.
-
- Try the Twinkle texture applied to a primitive disk and position it on the
- edge of the glass. I've only used it to create flaring stars on a black
- background so I don't know how it will react when placed in front of a
- reflective object, should work though.
-
- -- Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
- Date: Monday, 07 August 1995 06:11:00
- Subject: Viewpoint
- From: w.graham6@genie.geis.com
-
-
- ----------------------------------------------------------------------------
-
- If you do anything with Viewpoint, you are required to sign an NDA (non-
- disclosure agreement) that prohibits you from discussing particulars. But you
- can contact them and they'll send you information on object brokering, etc.
- These aren't the 'droids you're looking for.......
-
- Date: Monday, 07 August 1995 07:38:16
- Subject: Re: Global Fog animation problem
- From: williamp@triode.apana.org.au
-
-
- ----------------------------------------------------------------------------
-
- >
- > I keep having the same problem with an animation with global fog -- the first
- > frame of the animation does not include the global fog. All the the other
- > frames are ok. It seem to happen if I start to generate from frame 1, in
- > which case the fog does not show on frame one, or some later set of frames,
- > in which case the fog is mising from the first frame of the range. Anyone
- > have any ideas. Oh I'm using 3.3 on a PC.
-
- It also happens in the amiga version of 3.3.What seems to be happening is
- that Imagine "forgets" that global fog is turned on whenever you start
- rendering.It doesn't have to be frame one,just the first frame you start
- rendering in that session.Fixes for it are to either just render the
- first frame of an animation,then re-render it before doing the whole
- animation or before starting to render a whole bunch of frames go to the
- action editor and save changes,then go back to the Project editor and
- start rendering.
-
- It bugged me too till I worked out what was happening.
-
-
- William John Porter
- williamp@triode.apana.org.au
-
-
- Date: Monday, 07 August 1995 09:13:28
- Subject: Re: phong errors, rotoscoping
- From: Rick Dolishny <dolish@io.org>
-
-
- ----------------------------------------------------------------------------
-
- Hey, I was reading about 'cut and paste' and I had to share this
- secret(?) with you all. We all know cut and past can work on just one
- line, but until yesterday I did not know you could select everything
- about an object: actor, position, alignment, etc. Start by selecting the
- top corner then select the bottom right to finish the copy. Then paste away!
- ~~~~~~~~~~~~
- Hope it helps someone!
-
- Rick Dolishny dolish@io.org
- Ardee Productions - Toronto, Ontario ... a little slow perhaps!?! ;)
-
-
- Date: Monday, 07 August 1995 09:17:26
- Subject: Re: PROBLEM with viewing image
- From: Rick Dolishny <dolish@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > I hope someone can help me. I've been using Imagine v.3 for a while now,
- > but only recently, when I create a quickrender or a raytrace and view it
- > I find that I am *zoomed* in somehow, it seems that the screen is viewing
- > 320x240 pixels on the screen; so if I create a large image resolution I
- > am viewing a v.small portion of it in Imagine but can view it all fine in
- > PSP.
-
- All I can suggest is that you don't have the camera view option on when
- you select Quickrender. Your old prefs were wiped out when you received
- your 3.3 upgrade-maybe that's it.
-
- Rick Dolishny dolish@io.org
- Ardee Productions - Toronto, Ontario
-
-
- Date: Monday, 07 August 1995 09:28:24
- Subject: Re: Single sided mapping
- From: Rick Dolishny <dolish@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > Not long ago someone was making the pages of a book turn and had this
- > problem with mapping. You have to extrude the plane then you can make the
- > faces on one side a subgroup and restrict your map to it.
-
- We have just finished a pilot for the show the Outdoor Journal where we
- do just that: pages turn all through the 58 second 3D animation. Of
- course, the entire sequence was conceptualized and rendered in Imagine!
- We did the same thing: create a plane, select all faces, create a
- subgroup "face", extrude the plane just a little, select all faces,
- deselect subgroup "face", then create a new subgroup "back.face".
-
- This works way better than the Lightwave appoach of using one sided
- polygons because this let me put images on both sides of the page! Of
- course, LW users could use the same method as I outlined above for two
- sided pages.
-
- If anyone is interested, I'll be uploading images from the montage after
- it's totally finished (music and sound are being added now). You can get
- it at the Command Line BBS/Toronto (great animation and video BBS) soon at
- (416) 533-8321 but I'll have <someone> show me how to upload to Aminet...
-
- ....I'm lucky to have the one and only CHARLES BLAQUIERE in my home town!
-
-
- Rick Dolishny dolish@io.org
- Ardee Productions - Toronto, Ontario
-
-
- Date: Monday, 07 August 1995 09:47:31
- Subject: Re: Velocity scaling
- From: Rick Dolishny <dolish@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > Has anyone mastered the velocity scaling in the action editor. I can't find th
- e
- > logic to its operation.
- > I try 0 then 1, to get acceleration. Then I try 0 and 2, also acceleration but
-
- > aster. But 0 and 3
- > creates a vastly different motion path.
- >
- > It seems if the numbers a attractors that exagerate the spline interpolation.
-
- > Please if anyone could explain.
-
- Actually, I think a quick tutorial is in place too! I've had just a
- bugger of a time geting things to start out REALLY slow then shoot off,
- as an example. What on earth do the numbers do? Logically, I'd think a
- scaling value of 1 would not affect the "units per frame" where 2 would
- double the units per frame... but double of what?
-
- Any suggestions anyone?
-
-
- Rick Dolishny dolish@io.org
- Ardee Productions - Toronto, Ontario
-
-
- Date: Monday, 07 August 1995 10:34:58
- Subject: Fog
- From: augioh4b@ibmmail.com
-
-
- ----------------------------------------------------------------------------
-
- --- Received from GITD.PSG024 4523 07AUG95 23.31
- -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM
- Hi there,
-
- I'm still new with imagine...(still have V2.0) :(
- and was wondering how to get fog working in the globals
- menu...is it buggy or my pc just crashes when I change
- the values (xcept length..dunno why?).
-
- Thank you
-
- Date: Monday, 07 August 1995 12:16:51
- Subject: Q-Motions
- From: sauvp@citi.doc.ca (Patrick Sauvageau)
-
-
- ----------------------------------------------------------------------------
-
- Hi;
-
- I have just heard of a new product for the pc called Q-Motion; it's
- supposed to allow 640X480 recording and playback at 30fps direct to the hard
- disk, a la PAR, for only 500$US. It seem a fantastic bargain.
-
- Do anybody have any experience or informations on this device ?
-
-
- Thank for the help.
-
- -----
- Patrick Sauvageau
- (sauvp@citi.doc.ca)
-
-
- Date: Monday, 07 August 1995 12:26:07
- Subject: Splash
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Last week, some kind soul uu'd me a copy of Steve Worley's splash
- tutorial. Unfortunately, my copy got corrupted somewhere, and, though it
- will uu-decode properly, the resultant lha file won't unarc.
-
- Excuse my blanket-bomb post, but I didn't retain his/her address. Could
- you possibly repost?
-
- Thanks insufferably.
-
- Date: Monday, 07 August 1995 14:38:45
- Subject: Ship Textures and Lightwave Lens-Flares In Imagine
- From: Andrew@Herbert.netkonect.co.uk (Andrew Herbert)
-
-
- ----------------------------------------------------------------------------
-
- Here's a great tip for created good space ship texures, use a light "Dinoskin" t
- exture (with
- only a slight variation of your main colour applied to the object) with the bump
- iness set to
- 0%... this will give a nice colour variation on the object instead of just a pla
- in colour.
- You may have to increase the dinoskin size for various object sizes to start to
- look good.
-
- Now just apply the Dethstar texture... you need to have a big size for Dethstar
- to make it
- look good so increase the default size and take down the "dirt" and increse the
- "rust".
- Apply large amounts of specularity and hardness and there you go, a nice spacesh
- ip texture. I
- I have uploaded two pics to demonstrate (ftp to tomahawk.welch.jhu.edu
- pub/lw/framestores/ship.jpg and ship2.jpg).
-
- Ship.jpg uses the nebula texture with Imagine lens-flares to create a nice engin
- e glow. A good
- way to create Lightwave lens-flares in Imagine (as used in Ship2.JPG) is to get
- a Lightwave user
- (boo, hiss) to render a full screen lens-flare on a black background with lens-reflections off.
-
- Now convert the image from whatever format into TGA/TIF/IFF using whatever resol
- ution you want
- (the bigger the better). Use this as a brushmap TWICE on a 1x1 plane... once as
- an opacity map
- and secondly as a filter map (set to reverse image) so the darker parts with be
- see-through. Now
- make it bright and render it.... It should look like a fully fledged Lightwave l
- ens-flare in
- Imagine.
-
- To place it in a scene make sure it's aligned to the object "camera" and large e
- nough to look
- good. The lens-reflections (the coloured spots of light) can be applied to grea
- t effect by using
- a package such as PhotoStyler using a large low opacity round brush and whatever
- colour you want
- to compliment the picture (reds greens and blues are best). I've managed to suc
- cessfully trick
- my Lightwave owning friend using this technique by rendering Babylon5 type scene
- s which
- exhaustingly use lens-flares for each scene.
-
- Just a quickie to ask whether anyone has had any luck with "Beyond Imagination" for Windows ? I
- haven't had any responses back yet, but it would be nice to know whether people
- have used it and
- I would appreciate feedback to improve it.
-
- Well that's all for now
-
- Andrew Herbert
-
- BTW... Will Imagine 4 take Lightwave's example and adopt a Windows interface ?
-
-
- >> Email: Andrew@Herbert.Netkonect.Co.UK <<
- >> Beyond Imagination for Windows at...http://uptown.turnpike.Net/H/Herbert/ <<
-
-
- Date: Monday, 07 August 1995 17:31:56
- Subject: Re: Amiga->PC/LAN
- From: Dylan Neill <dylann@pcug.org.au>
-
-
- ----------------------------------------------------------------------------
-
- On Sun, 6 Aug 1995, Kent Marshall Worley wrote:
-
- >
- > On Sat, 29 Jul 1995, Rune Jacobsen wrote:
- >
- > > I use Imagine 3.0 (My 3.0->3.1->3-2->3.3 is in the mail :D) on my A4000/040
- > > 18MB RAM at home, and at work we (actually, I) have just set up a LAN (Novel
- l)
- > > with 17 P90's and 5 P120's. "This is cool", I think to myself. Wouldn't it b
- e
- > > nice if I could model a scene on my Amiga at home (I won't bother you with
- > > saying how superiour the OS is, you all know that) and then take it to work
- and
- > > let the Pentiums go to work...I mean, I would make Terminator 3 in no time!
- :)
- > >
- > > Rune Jacobsen
- > > shitlips@bbs.oslohd.no & rune@oslohd.no
- > >
- > We have an amiga 3000 and a 486 pc connected via ethernet and are moving
-
- Which network cards are you using? (on PC and Amiga)
-
- ---
- |\ /|
- o O
- ________________________oOO_=( ^ )=_OOo___________________________
- | ''' U ''' |
- | Gumby Death Man (Dylan Neill) Amiga 1200/6/120 486DX2-66/24/500 |
- | Email: dylann@pcug.org.au WWW: http://www.pcug.org.au/~dylann/ |
- |__________________________________________________________________|
-
-
- Date: Monday, 07 August 1995 17:44:56
- Subject: Re: Imagine 3.3 Screen Res.
- From: Dylan Neill <dylann@pcug.org.au>
-
-
- ----------------------------------------------------------------------------
-
- On Mon, 7 Aug 1995, Torgeir Holm wrote:
-
- > On 06-Aug-95 00:11:00, Robert Buonincontro wrote:
- >
- > >Can someone please give me instructions on patching Imagine 3.3 to use a
- > >higher resolution!
- >
- > On an amiga, use NewMode or ModePro to promote imagine (works perfectly with
- > ModePro here)
- >
- > PC: Dunno... anyone?
-
- Pc version has a preferences entry which lets you set it to 800x600,
- 1024x768 and 1280x1024 (Which is impossible to read on a 15in monitor! :)
- Where did you get those NewMode and ModePro programs?
-
- ---
- |\ /|
- o O
- ________________________oOO_=( ^ )=_OOo___________________________
- | ''' U ''' |
- | Gumby Death Man (Dylan Neill) Amiga 1200/6/120 486DX2-66/24/500 |
- | Email: dylann@pcug.org.au WWW: http://www.pcug.org.au/~dylann/ |
- |__________________________________________________________________|
-
-
- Date: Monday, 07 August 1995 19:48:38
- Subject: Re: Q-Motions
- From: Cedric Georges Chang <changc9@rpi.edu>
-
-
- ----------------------------------------------------------------------------
-
- > I have just heard of a new product for the pc called Q-Motion; it's
- > supposed to allow 640X480 recording and playback at 30fps direct to the hard
- > disk, a la PAR, for only 500$US. It seem a fantastic bargain.
- >
- > Do anybody have any experience or informations on this device ?
-
- Here are two postings I saved that were posted on rec.desktop video:
-
- ---------------------------------Post #1-------------------------------------
- From: pnush@quadrant.com (Pete Nush)
- Newsgroups: rec.video.desktop
- Subject: Re: non-linear editing
- Date: 29 Jun 1995 20:35:58 GMT
- Organization: Quadrant International, Inc.
-
- In article <3ss8un$btf@blackbeard.linux.cnu.edu>
- xr0214@cc.cnu.edu (student) writes:
-
- > I'm trying to get a relitively inexpensive non-linear editing system. I
- > already have a PC and a cd-rom. But what I'm really looking for is a
- > video capture board, video editing software, and a board to export the
- > video back to the VCR. I've looked at a package being sold by B&H
- > called Movie Machine Pro with Motion-Jpeg Option it is pretty much what
- > I'm looking for but it is $850 which is kind of steep. The product is
- > made by Fast. If anyone has any suggesstions or comments please write
- > me. Thanks.
- >
- > Steven Moore
- > e-mail:smoore@pcs.cnu.edu
-
- My company just announced the launch of our Q-Motion series of boards.
- The standard model provides Motion-JPEG video capture at resolutions up
- to 640 x 480 at 30 frames per second (60 fields per second). The
- capture is extremely high-quality because it is true 640x480, not
- 320x240 scaled up for playback.
-
- In addition, the board has a built-in encoder so you can record your
- results back out to tape without the need for an additional board.
-
- Our unique bit-rate control allows you to maximize the MJPEG quality
- for each individual frame given the bandwidth of your hard disk
- subsystem. In normal talk, you specify how fast your hard disk can
- read and write data and the MJPEG board will capture data at that
- constant rate, automatically increasing or decreasing frame quality to
- avid dropped frames. All in all an excellent technology breakthrough
- that took months to get working.
-
- The board has three inputs (2 composite and 1 S-Video) and two outputs
- (1 composite an 1 S-Video).
-
- The enhanced version includes Adobe Premiere 4.0LE (for video editing)
- and CeQuadrat PixelShrink (for conversion to MPEG movie files).
-
- Q-Motion 100 List Price: $469
- Q-Motion 100 Deluxe List Price: $649
-
- For product literature, more information, or the location of your
- nearest reseller, call us at:
-
- 1-800-700-0362 inside the U.S.
- 1-610-964-7600 outside the U.S.
- 1-610-964-8195 fax
-
- ----------------------------------------------------------------------
- Pete Nush, Marketing Manager Voice: (610) 964-7837
- Quadrant International, Inc. Fax: (610) 964-8195
- 170 South Warner Road, Suite 102 EMail: pnush@quadrant.com
- Wayne, PA 19087-2191 USA
-
-
- --------------------------------Post #2---------------------------------------
- From: Videoguy@viking.cris.com (DTV)
- Newsgroups: rec.video.desktop
- Subject: Re: Quadrant QMotion
- Date: 1 Aug 1995 22:13:45 -0400
- Organization: Concentric Internet Services
-
- Today 8/1/95 I received my first shipoment of q-motion 100 boards. I have
- taken one home for evaluation. So far I am very impressed. Unfortunately,
- I am running into the restraints on my hard drive. The q-motion has a
- very clever compression sceme. You can optimize on comression ratio,
- compressed field size, kbytes per second or bits/pixel. With all this
- control, optiimizing your capture can take a bit of time. So far I can
- get excellent 320x240 captures. At 640x480 i get a great image quality,
- but I am dropping about 10% of frames. I will call Quadrant tech support
- tommorrow, to help me optimize my compression sceme.
-
- Due to a screw up in the packaging, the units were shipped in a make do
- black&white sleeve. The quadrant people decidsed it was more important to
- ship the product, then delay it for packaging. I agree with this decision
- 100%. We are selling the Q-100 board for $499. A comnplete bundle with
- Adobe Premiere 4.0 le will be available in 2-3 weeks for $699. I still
- have a couple of units in stock. If you want to be a pioneer, call me to
- order a Q-100 while I still got em. My next shipment will be when the
- bundles are available.
-
- Ragards & happy videomaking,
- Gary Bettan
- dtv tech support
- The Electronic Mailbox
- 800 323-2325
-
-
- -------------------------------My Opinions-------------------------------------
-
- As you can see from the date of the last posting, the Q-Motion came
- out fairly recently. Unfortunatley, my school has lost its usenet
- connection a few days ago (I'm not sure exactly why; my school has
- been hit by a couple of thunderstorms lately and the computer system
- just hasn't been the same since then), so I haven't been able to see
- if there are any other reactions to the board. One thing to keep in
- mind is quality. The updated PAR (the DPS Perception, which is a PCI
- card and uses SCSI drives rather IDE) gives "broadcast" quality. It
- can do 3:1 compression, which from what I gather is practically
- loseless compression. I can't comment on QMotion's quality, but I
- know the Perception is reputed to have excellent, broadcast quality
- output. I'm more interested in animations as a hobby, so I would be
- more tempted to get a QMotion, Miro DC1 board, etc... and save myself
- over $1000, even if it isn't rated at broadcast quality. On my Amiga
- I use DCTV to record my anims to video; it's about as low end as you
- can get, but I'm satisfied with its output. But then again, with the
- DPS Perception, you know your getting one of the best systems around.
-
- Cedric
- --
- ---------------------------------------------------------------------------
- Cedric Chang Mechanical Engineer // Amiga 3000 '040
- changc9@rpi.edu Rensselaer Polytechnic Institute \X/ CgFx/EGS Piccolo
- ---------------------------------------------------------------------------
-
- Date: Monday, 07 August 1995 21:00:50
- Subject: T3dInfo beta testers
- From: G.Scibilia@Agora.stm.it
-
-
- ----------------------------------------------------------------------------
-
- GS> Yaba daba doo fellows,
-
- GS> I'm searching for Amiga/PC Imagineers to beta test a util I wrote, it
- GS> writes via stdout info about TDDD objects, it manages NAME, SHP2, SHAP,
- GS> POSI, AXIS, SIZE, BBOX, PNTS, EDGE, FACE, COLR, REFL, TRAN, SPC1, CLST,
- GS> RLST, TLST, TXT3, BRS4, FOGL, PRP1, INT1, PART, PTFN, FGR2, PTH2, FOR2,
- GS> BBSG, SBSG Imagine v2.9+ sub chunks and SHAP, TPAR, SURF, MTTR, SPEC,
- GS> PRP0, INTS, STRY, OBSV, OTRK, OSTR, FADE, SKYC, AMBI, GLB0, EXTR, MTRX,
- GS> LOAD Turbo Silver v3.0 chunks.
-
- I can uuencode PC executable, email me if You can help me; for Amiga fellows
-
- I'm still waiting for the executable from Patrick Savaugeau, many thanx Patrick!
-
-
-
- "G.Scibilia@agora.stm.it"
- "Imagine Mailing List, IML FAQer"
-
- --- Wizard signing off....
- /\_
- | | "G.Scibilia@Agora.stm.it"
- | O | "cn01@novell.dima.unige.it"
- | | "2:332/211.24@FidoNet.org"
- | O | "Imagine Mailing List,IML FAQer" ae(-_^)ue
- |___| _ __ ___ ______Wizard signing off
-
-
- Date: Monday, 07 August 1995 21:04:48
- Subject: Re: Animation
- From: jprusins@cybergrafix.com (John Prusinski)
-
-
- ----------------------------------------------------------------------------
-
- >To: dvwilson@tibalt.supernet.ab.ca (Dave Wilson)
- >From: jprusins@cybergrafix.com (John Prusinski)
- >Subject: Re: Animation
- >
- >>>My personal preference, although a bit on the pricey side at approx. $750,
- >>>is Autodesk's Animator Studio. This will (among other things) load 24-bit
- >
- >>
- >>
- >> How well does it animate 640x480 full screen 24bit
- >>animations and
- >>what are you useing for a system?
- >
- >
- >I'm using a Pentium 90 w/ 24megs of RAM, and 640x480 24-bit animation is
- definitely choppy, unless not much of the frame is moving (i.e. a still
- background with a smaller foreground object moving around). I have an ATI
- graphics card (WinTurbo Mach 64), which I dislike and plan to replace as
- soon as I have a spare $500 or so... it's slow and gives me GDI errors in
- Windows from time to time (although as an aside to another thread, it does
- seem to run Imagine just fine).
- >I don't think I've ever actually seen a desktop computer run 640x480 24-bit
- RGB animation in which the whole frame is changing (i.e. camera moves)
- smoothly. Is such a thing possible? When I need full-frame I output to the
- PAR (on the Amiga) and do it in video. I only use .avi files for tests and
- when they are destined to multimedia productions where they will be played
- in a smaller window.
- >
- >John.
- >
-
-
- Date: Tuesday, 08 August 1995 00:34:39
- Subject: Re: Imagine 3.3 Screen Res.
- From: Ian M Smith <iansmith@ncinter.net>
-
-
- ----------------------------------------------------------------------------
-
- On Tue, 8 Aug 1995, Duncan wrote:
- > Errrm i got NewMode off Aminet and it works very well in DBLPAL -No Flicker
- > with extra space for more buttons along the bottom and is ok UNTIL you/i
- > Qrender then it crashes unless i start imagine and jump back to WB and set
- > NewMode to DONOTPROMOTE then its ok -i read the docs and every thing but i can
- t
- > get it to work properly
-
- The problem with NewMode is subtle and bit me too. There is an
- easy solution however!
-
- Open up the NewMode requester, select the Imagine screen, hit Edit, and
- then Options. Make sure "Screen Name" is checkmarked! Save.
-
- The problem is that by default, NewMode only looks at the program
- opening the screen. So when Imagine tries to open a quickrender
- screen, NewMode promotes it! Some modes have fits when promoted.
- Turning on Screen Name makes NewMode check the name of tehe program
- AND the name of the screen, and leaves quickrenders alone.
-
- --
- IanSmith@ncinter.net <--- New EMail, new web page address in a day or so!
-
- Date: Tuesday, 08 August 1995 01:32:41
- Subject: Re: Autodesk 3D Studio - Wow!!!
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: The Prophet <jbk4@email.psu.edu>
- >
- > It was used to do the cyberspace for 'Johnny Neumonic'.
- > There was an article about it in a recent CineFex.
-
- Yes, Johnny Neumonic. The guy who got terabytes of compressed air pumped
- into his head. <goofy, lopsided grin>
-
- By the way, various companies produced various FX sequences using
- various software packages. So don't go see that movie if you
- expect a 3DStudio demo. (according to reviewers, don't go. Period)
-
- Date: Tuesday, 08 August 1995 01:34:40
- Subject: Re: Global Fog animation (doh!)
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: gregory denby <gdenby@bach.helios.nd.edu>
- >
- > MFF, mhfff, (sound of foot being extracted from mouth.)
-
- Hey, I didn't know Imagine supported sound effects!
-
-
- Date: Tuesday, 08 August 1995 01:44:37
- Subject: Re: Imagine 3.3 Screen Res.
- From: Duncan <dunc@eraser.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Hi Dylan,
-
- > > PC: Dunno... anyone?
- >
- > Pc version has a preferences entry which lets you set it to 800x600,
- > 1024x768 and 1280x1024 (Which is impossible to read on a 15in monitor! :)
- > Where did you get those NewMode and ModePro programs?
- >
- Errrm i got NewMode off Aminet and it works very well in DBLPAL -No Flicker
- with extra space for more buttons along the bottom and is ok UNTIL you/i
- Qrender then it crashes unless i start imagine and jump back to WB and set
- NewMode to DONOTPROMOTE then its ok -i read the docs and every thing but i cant
- get it to work properly
-
- im gonna get ModePro and try that
-
- Duncan
-
-
- dunc@eraser.demon.co.uk
-
-
-
-
- Date: Tuesday, 08 August 1995 01:56:13
- Subject: Re: Single sided mapping
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Rick Dolishny <dolish@io.org>
- >
- > If anyone is interested, I'll be uploading images from the montage after
- > it's totally finished (music and sound are being added now). You can get
- > it at the Command Line BBS/Toronto (great animation and video BBS)
- > soon at (416) 533-8321 but I'll have <someone> show me how to upload
- > to Aminet...
- >
- > ...I'm lucky to have the one and only CHARLES BLAQUIERE in my home town!
-
- <laughing> Yep! And we all know who's going to show you how to upload to
- Aminet, don't we? <laughing some more>
-
- I guess this is a good time to tell you all a bit about my buddy Rick
- here. He runs TAZA, the Toronto Animators Zoetrope Association. It's a
- fun user group for mostly-Amiga animators. He's also a real-live
- animator, who makes his living using Imagine and a PAR/IV24-equipped
- Amiga 3000. This year, after 2 years of animating underwater scenes for a
- syndicated show called "Fish'n Canada", which was his biggest client, he
- was hired outright as a staff member. He's progressed from flat, white,
- geometric facsimiles of fish, using all of 3 faces (I kid you not),
- swimming in a foggy, gridded underwater environment, to his current
- level: realistic fishies of all kinds, with tacked textures and bones and
- stuff. It's great to see the progress this guy has made. It's also great
- that there were people actually paying for his little swimming origami
- fish, 2 years ago! I don't mean it as a putdown; it's just an example
- that there's a market for _all levels_ of animation. The topic surfaces
- <oops, another fish analogy %^S > regularly on the IML: how to get work?
- Well, my work so far has been decidedly low-end, but I've sold everything
- from nicely-lit, field-rendered, 24-bit, single-framed flying logos, down
- to dopey 16-color DPaint animations being played off my 3000. There's a
- client for every quality level, and conversely, there's a quality level
- for every client's budget.
-
- Anyway, what started out as a small bio ended as today's soapbox speech.
- Ladies and gentlemen of the IML, meet Rick.
-
-
- Date: Tuesday, 08 August 1995 02:02:55
- Subject: Re: Imagine 3.3 Screen Res.
- From: Torgeir Holm <torgeirh@powertech.no>
-
-
- ----------------------------------------------------------------------------
-
- On 07-Aug-95 16:44:56, Dylan Neill wrote:
-
- >> On an amiga, use NewMode or ModePro to promote imagine (works perfectly
- >> with ModePro here)
- >>
- >> PC: Dunno... anyone?
-
- >Pc version has a preferences entry which lets you set it to 800x600,
- >1024x768 and 1280x1024 (Which is impossible to read on a 15in monitor! :)
- >Where did you get those NewMode and ModePro programs?
-
- They should both be on aminet. Don't know the directory. ModePro is
- written by one of the many Mikes on the IML (the Rivers one...), and he mailed
- it to me uuencoded.
-
- If you don't find them, let me know and I'll mail you the archive.
-
-
- Torge!r
-
- Date: Tuesday, 08 August 1995 02:03:01
- Subject: GreG
- From: Torgeir Holm <torgeirh@powertech.no>
-
-
- ----------------------------------------------------------------------------
-
-
- type http://www.websharx.com/~greg
-
- enter gallery
-
- click any form button
-
- *KLONNK* <sound of jaw hitting floor>
-
-
-
- GreG, awesome work! (can't wait for those image descriptions to come online)
-
-
-
- Torge!r
-
- Date: Tuesday, 08 August 1995 02:31:01
- Subject: Re: Velocity scaling
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- Visualize a 2-D graph, with time running at the bottom from left
- (start) to right (end), and the vertical axis representing the degree to
- which (alignment/size/position/morphing) varies, from bottom (beginning
- value or object) to top (end value or object). When you're morphing a
- value or object, what you're doing is laying down a spline curve that
- joins the bottom-left point with the top-right point:
-
- 45,0,120 | __-B
- | _--
- Align | /
- | /
- |/
- 0,0,0 A----------
- 1 10
- Frame
-
- In this diagram, we're morphing, ohhh, position from a triplet of XYZ
- values ("A" on the graph) to another ("B" on the graph), between frames 1
- and 10. At frame 1, the object's alignment is 0,0,0; at frame 10,
- it's 45,0,120. Obviously, when you lay down an Action bar, you want to
- go from 0,0,0 to 45,0,120 as time marches along; that is, you want to
- join the points marked "A" and "B" on the graph.
-
- How you join those points is where Velocity Scaling comes into play.
-
- In the Bad Old Days, the only way to join those points was with a
- straight line. Alignment would vary at the same rate in every frame,
- giving rise to the following problems:
-
- - jerky start/stop motion, as the rotational speed
- suddenly went from zero to (whatever) when the
- beginning of the bar was encountered; the same
- was true at the end of the movement.
-
- - Rotational speed, or the rate at which alignment
- changed from frame to frame, was constant. Real-
- world objects always need to _accelerate_ from a
- speed of zero to (whatever), and inertia means
- they can't decelerate to zero instantly, either.
-
- Result: totally unnatural movement.
-
- These days, the curve that joins A and B is a spline curve, which you
- can control through two parameters, the Velocity Scaling fields. Each
- one represents the _slope_ of the spline as it touches A or B. Remember
- from your geometry days: a slope of zero is horizontal; 1 is a 45-degree
- angle; 90 degrees is positive infinity. Similarly, -1 is a -45-degree
- slope, and minus infinity will give you a vertical slope, pointing
- downwards.
-
- Imagine works as if the graph, above, had the same width and height. So,
- you can simulate the Bad Old Days by setting both Velocity Scaling (VS)
- values to 1: the spline will start and end at a 45-degree angle, and
- since each end of the spline will be pointing straight towards the other
- end, there's no need to deviate. The result: a straight line.
-
- With any other VS values, the spline at one point will have a slope
- defined by that VS value; the spline will gently curve to meet the
- other endpoint at whatever VS slope is defined there.
-
- For example, since a slope of zero is horizontal, setting VS#0 to zero
- will mean the Action editor bar will start morphing slowly, and the
- transformation will pick up as time progresses. The same would be true
- of VS#1, where a value of zero would mean progressive deceleration.
-
- VS values of zero at both ends often look the most natural, if you're
- trying to model anything organic, or even artificial objects, such as a
- milk carton, which you wish to imbue with human qualities.
-
- (By the way, VS#1 values represent the slope of the spline at point B,
- rotated 180 degrees. Turn your monitor upside-down to see what I mean.)
-
- Negative values would mean the spline will briefly dip below the
- "initial value" line (VS#0) before arcing upwards towards B, or
- conversely (VS#1), create an overshoot that corrects itself quickly and
- settles at the final value, at point B.
-
- Now if a slope of 1 means an abrupt start or end to the movement,
- greater and greater values will mean even stronger initial rates of
- change, giving a cartoony effect; think of the Road Runner instantly
- disappearing after sticking out its tongue at Wile E. Coyote.
-
- ------------------------------------------------------------
-
- I'm thinking of submitting a "Velocity Scaling Lab" project to 3D
- Artist, which would use some devious tricks to show you exactly, in a
- single frame, what the spline interpolation curve would look like for a
- given pair of VS values. Until then, this written description should be
- enough for all but the most visually-challenged user. (I hope)
-
-
- Date: Tuesday, 08 August 1995 03:16:04
- Subject: Re: Velocity scaling
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Rick, on Aug 7 you wrote:
-
- > > Has anyone mastered the velocity scaling in the action editor. I can't find
- the
- > > logic to its operation.
- > > I try 0 then 1, to get acceleration. Then I try 0 and 2, also acceleration b
- ut
- > > aster. But 0 and 3
- > > creates a vastly different motion path.
- > >
- > > It seems if the numbers a attractors that exagerate the spline interpolation
- .
- > > Please if anyone could explain.
- >
- > Actually, I think a quick tutorial is in place too! I've had just a
- > bugger of a time geting things to start out REALLY slow then shoot off,
- > as an example. What on earth do the numbers do? Logically, I'd think a
- > scaling value of 1 would not affect the "units per frame" where 2 would
- > double the units per frame... but double of what?
- >
- > Any suggestions anyone?
-
- Don't confuse the speed of an object, ie. the distance it travels over a
- number of frames, with it's acceleration (Vel. Scaling). Remember that
- Spline Interpolation and Velocity can be set for four timelines, Actor,
- Position, Align and Size and each can act independantly or influence each
- other. If you set Velocity in the Actor timeline and morph from a sphere to
- a cube the rate of the morph will effect all the points in the object
- during its transition. If the object is also moving and you set Velocity in
- the Position timeline the object's axis is ac/decelerated from one key
- frame to the next.
-
- Take your example of an object starting out slow and shooting off quickly.
- Make a Position timeline over 20 frames, moving the object 150 units in X
- from its' original position with Velocity set to 0,1. Make another timeline
- from frame 21 to 40 and move the object another 500 units in X with
- Velocity set to 0,2. The distance travelled in the last 20 frames is
- greater than the first 20 and the object will "shoot off" and accelerate as
- well. I don't think the Velocity values themselves can be defined in terms
- of units travelled but rather the higher the value the greater the effect.
- Try setting velocity to 6,0 for the last 20 frames with Spline
- Interpolation turned on and you will exaggerate the spline curve so much
- the object will reverse direction in the last few frames as it decelerates.
- Strangely enough if you toggle Spline Interpolation OFF the curve is even
- more pronounced.
-
- Play around with the values and use the frame slider in the anim preview to
- step through the frames and notice how far the object travels each frame as
- it accelerates or decelerates.
-
- I think the important thing here is that these movements are spline curves,
- not linear. Trial and Error as usual. :-)
-
- -- Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
- Date: Tuesday, 08 August 1995 04:01:08
- Subject: Heightfields ?
- From: randman@interaccess.com (Randall Moore)
-
-
- ----------------------------------------------------------------------------
-
- Since this is my first post here on the IML I better preface my query by saying
- I haven't read the FAQ so,....
-
- I have been trying to generate a nice POV-like heightfield with no luck. I
- have taken
- a fractint generated DXF from a plasma image - too chunky and too many points,
- plus takes a looooooooong time to render.
- Does anyone have any suggestions ??
- I am using 3.0 on the PC.
-
- Thanks
-
- - Randy
-
-
- Date: Tuesday, 08 August 1995 05:20:34
- Subject: I'm back...
- From: lumbient@superlink.net
-
-
- ----------------------------------------------------------------------------
-
- Yes you thought I was gone, anyway along the lines of many previous note
- about GreG's homepage I found that webshark is a great resource for Imagine
- stuff. Steve Blackman is also there.
- !LuM!
-
-
- Date: Tuesday, 08 August 1995 10:17:35
- Subject: Re: Heightfields ?
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
- 'tis true, DXF files from Fractint are hard to work with-- I've tried.
- But I had a totally successful landscape by drawing a B&W plasma in
- fractint, saving the image (lo-res probably), making a detailed plane
- in IM30, and Applique'ing the plasma. The phong shading helped also.
-
- To get a water level, simply intersect a 1x1 plane of water with the
- land. You could probably also do that common POV thing where it looks
- like they took everything higher than a certain Z and flattened it.
- You could even flatten several levels for plateaus/roads. Etc, etc.
-
-
- Date: Tuesday, 08 August 1995 16:03:37
- Subject: Demo pic of upcoming Imagine soft shadows
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- After 2 weeks, I finally got through to Aminet, where I uploaded
- "AlienArt.jpg", an image that had been uploaded onto CompuServe by, I
- believe, Mike H. It shows two upcoming Imagine features: the abstract
- sculpture was modelled using metaballs, and it's casting soft shadows,
- courtesy of a new type of light object. (Warning: only works in trace mode)
-
- By the way, I spoke to Mike this week, and learned that Metaballs will
- both be a Detail editor modelling tool, _and_ an animated Action editor
- F/X, which means you'll be able to animate globuly things merging into
- each other! Coupled with some suitable organic Essence textures, this
- could lead to a new level of yuckiness.
-
- P.S. You know, I can think of worse ways to spend five bucks than to
- call Mike and talk to him. He sure has a way of getting even grizzled
- old Imagine veterans (does 3.5 years count?) excited at the program and
- its near future. I can only encourage y'all to give Mike a call some time.
-
-
- Date: Tuesday, 08 August 1995 16:36:32
- Subject: Lightwave demo on the web ...
- From: sherman@netcad.ENET.dec.com
-
-
- ----------------------------------------------------------------------------
-
- FROM too long. Original FROM is 'Steve NACAD::Sherman LKG2-A/R5 pole AA2 DTN 226
- -6992 08-Aug-1995 1533 -0400 <sherman@netcad.ENET.dec.com>'
-
- ---------------------- Original Message Follows ----------------------
-
- Just for comparison purposes, I checked this out. I still like Imagine,
- but I think it's good to look at what's out there. This is sort of a
- virtual demo of Lightwave:
-
- http://cse.unl.edu/%7Emohrt/lightwave/
-
- It lets you see what the screens look like as well as download some pics.
-
- Steve
-
- Date: Tuesday, 08 August 1995 17:28:01
- Subject: Retina problems
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- Here is a message I found on CompuServe. I told the author I'd report
- his problem to the IML, in case someone here had a solution.
-
- ------------------------------------------------------------
-
- #: 47798 S8/Rendering
- 28-Jul-95 21:47:37
- Sb: Imagine & Retina?
- Fm: Frank Dlugoleski 73577,2467
-
- Date: Tuesday, 08 August 1995 17:43:55
- Subject: Siggraph Imagine user meet!
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- #: 9512 S3/Impulse
- 07-Aug-95 01:07:54
- Sb: SIGGRAPH Imagine Meeting
- Fm: Tim Wilson [Crestline] 76432,1122
-
- Date: Tuesday, 08 August 1995 20:16:46
- Subject: Web Page Moved
- From: Ian M Smith <iansmith@ncinter.net>
-
-
- ----------------------------------------------------------------------------
-
- Well, I finally have my Imagine Web paged moved to my new account...
- give it a try if you get the chance and let me know if there are any
- problems. It should be much faster... :)
-
- -- - Imagine-ImageMaster-HP-Amiga! -
- IanSmith@ncinter.net http://www.ncinter.net/~iansmith/
-
- Date: Tuesday, 08 August 1995 21:41:42
- Subject: Re: Re[2]: lensflare
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- Is lensflare also a good way to distract the eye from sometimes unreal
- looking renders? 8^)
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
-
- Date: Tuesday, 08 August 1995 21:57:42
- Subject: Re: Fog
- From: Rick Dolishny <dolish@io.org>
-
-
- ----------------------------------------------------------------------------
-
- You were asking about Global Fog. Remember to set the upper and lower
- dimensions of the fog: for a while I was setting the Fog Length and
- assuming that if I did not set restrictions on the size that the Fog
- would affect everything: WRONG!
-
- Good luck!
-
-
- Rick Dolishny dolish@io.org
- Ardee Productions - Toronto, Ontario
-
-
- Date: Tuesday, 08 August 1995 22:18:51
- Subject: Re: Single sided mapping
- From: Rick Dolishny <dolish@io.org>
-
-
- ----------------------------------------------------------------------------
-
- On Tue, 8 Aug 1995, Charles Blaquiere wrote:
-
- > > From: Rick Dolishny <dolish@io.org>
- > >
- > > If anyone is interested, I'll be uploading images from the montage after
- > > it's totally finished (music and sound are being added now). You can get
- > > it at the Command Line BBS/Toronto (great animation and video BBS)
- > > soon at (416) 533-8321 but I'll have <someone> show me how to upload
- > > to Aminet...
- > >
- > > ...I'm lucky to have the one and only CHARLES BLAQUIERE in my home town!
- >
- > <laughing> Yep! And we all know who's going to show you how to upload to
- > Aminet, don't we? <laughing some more>
- >
- > I guess this is a good time to tell you all a bit about my buddy Rick
- > here. He runs TAZA, the Toronto Animators Zoetrope Association. It's a
- > fun user group for mostly-Amiga animators. He's also a real-live
- > animator, who makes his living using Imagine and a PAR/IV24-equipped
- > Amiga 3000. This year, after 2 years of animating underwater scenes for a
-
- <blush!>
-
- Thanks Charles! I read the Lightwave magazines and go to the 3D
- get-togethers across Ontario, and until now it's been a bit lonely:
- producing 10-60 seconds of 3D animation every week that I think looks
- pretty good - at least as good as the Lightwave stuff. But nobody
- outside Canada has heard of my show or my work. When do I get to be on a
- cover of a magazine? *
-
- * Actually, I have... Many of you are familiar with Amiga Animation
- magazine: it's a collection of PD graphics, animation, Mods and
- programs. There on the cover was my dog: fully articulated and
- animated on the enclosed disk! Included was a short tutorial on
- Bones and states. Check it out: it was issue 8.4. It's a great
- way to see what I do... I suspect the file is floating around
- Aminet too: I originally called the archive "Dog.gone.lha".
-
- So the point of all this is that it's great to be on the IML finally, to
- meet all of you Imagine animators of all skill levels. I hope that if
- you are in the Toronto area that you can make it to TAZA: we meet in the
- back room of a great restaurant with a capacity of over 60 people. I'd
- like to meet you there!
-
- It's great to be here. Now Charles, how about that ftp demo...
-
-
- Rick Dolishny dolish@io.org
- Ardee Productions - Toronto, Ontario
-
-
- Date: Tuesday, 08 August 1995 22:22:56
- Subject: Re: Velocity scaling
- From: Rick Dolishny <dolish@io.org>
-
-
- ----------------------------------------------------------------------------
-
- Charles, that Velocity scaling demo was remarkable! What I don't
- understand is why it doesn't seem to make a difference whatever the
- values are... unless I click on Discontinuous Knot. Am I wrong? What is
- this button?
-
-
- Rick Dolishny dolish@io.org
- Ardee Productions - Toronto, Ontario
-
-
- Date: Tuesday, 08 August 1995 23:07:14
- Subject: Re: An old challenge - How are diamonds done ?
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- Could you use Millan Polle's glass.itx to get the diamond right.
- The method Charles is describing with the fakely.itx sounds similar to
- what Millan's texture does. Correct me if I am wrong. I might try it on
- the diamond obj that was supplied on the list. Let you know what happens.
- Might be a bit late though. Have a few days off in the mountains betwen jobs.
-
- When I get back from the mountains I will be publishing the results of
- the Tool survey. If anyone else out there wants to be included in the
- survey please post ASAP. At the moment more Amiga users have responded
- than PC users. Tom G(renderbrant) seems to be using the most platforms
- for 3D rendering.
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
-
- Date: Tuesday, 08 August 1995 23:23:39
- Subject: Re: Imagine 3.3 Screen Res.
- From: Torgeir Holm <torgeirh@powertech.no>
-
-
- ----------------------------------------------------------------------------
-
- On 08-Aug-95 00:44:37, Duncan wrote:
- >>
- > Errrm i got NewMode off Aminet and it works very well in DBLPAL -No Flicker
- >with extra space for more buttons along the bottom and is ok UNTIL you/i
- >Qrender then it crashes unless i start imagine and jump back to WB and set
- >NewMode to DONOTPROMOTE then its ok -i read the docs and every thing but i
- >cant get it to work properly
-
- > im gonna get ModePro and try that
-
- No such problems using ModePro, it even promotes the PlayBig animation screen
- correctly.
-
-
- Torge!r
-
- Date: Tuesday, 08 August 1995 23:31:13
- Subject: Re: Velocity scaling
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Charles Blaquiere <blaq@io.org>
- >
- > 45,0,120 | __-B
- > | _--
- > Align | /
- > | /
- > |/
- > 0,0,0 A----------
- > 1 10
- > Frame
- >
- > In this diagram, we're morphing, ohhh, position from a triplet of XYZ
- > values ("A" on the graph) to another ("B" on the graph), between frames 1
-
- D'oh! As you can imagine, I started writing the tutorial using
- "Position" as the variable XYZ triplet, then went back and changed it
- all to "Align"... everywhere except in one line. Obviously, I meant that
- we're morphing _Align_, not Position. The graph is correct.
-
-
- Date: Tuesday, 08 August 1995 23:44:03
- Subject: Re: Velocity scaling
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Rick Dolishny <dolish@io.org>
- >
- > Charles, that Velocity scaling demo was remarkable! What I don't
- > understand is why it doesn't seem to make a difference whatever the
- > values are... unless I click on Discontinuous Knot. Am I wrong? What is
- > this button?
-
- Discontinuous Knot is used when you create several adjoining morph bars,
- e.g.
-
- A[########B[###C
-
- Normally, you'll want the spline curve, from A to B to C, to look
- harmonious, without any abrupt changes caused by different values to the
- left of B (Velocity Scaling #1 of first morph bar) and to the right
- of B (Velocity Scaling #0 of second morph bar). I don't know how Imagine
- does it; perhaps it plays with the values so that the first VC#1 and the
- second VC#0 won't really be what you entered, but an average of the two.
- Whatever method Imagine uses, the idea would be to force the slope of
- the spline to be the same as it arrives at B, and as it leaves B.
-
- However, if you want the spline curve to have different slopes, you
- click on the Discontinuous Knot button. This allows you to enter
- different values in the first VC#1 and the second VC#0, giving the
- effect of a break in the curve. (You get the same effect, in 2-D space,
- in the Spline editor when you change a knot from Continuous to
- Discontinuous) You're basically telling Imagine, "when computing the
- first spline interpolation, pretend that the second bar doesn't exist".
-
- Well, when you're just creating a _single_ morph bar, the second bar
- _doesn't_ exist, and for some reason I found that activating
- Discontinuous Knot really got the point across to Imagine. Without it, I
- sometimes got strange behaviour.
-
-
-
- Date: Tuesday, 08 August 1995 23:46:38
- Subject: Re:Re: lensflare
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- On Sun, 6 Aug 1995, gregory denby wrote:
-
- >
- > Rod asks:
- > >How do I obtain a nice sparkle offthe edge of a wine glass or chrome
- > >object?
- >
- > I suppose you are talking about a glint durring the course of an
- > anim? I don't think there is any easy way to do this. Maybe try
- > running a small test anim, just to see which frames have the sharpest
- > specular highlights, and then add a flared light at those points/
- > frames. ??
- >
- > Greg Denby
- >
-
- This might be a nice feature that Impulse might be able to impement.
- A global effect that reacts to a texture (or attributes button) on an obj.
- Like the way that the global lens flare reacts to lights that don't have
- the "No lens flare" switch on. Place a texture that works on specularity
- (or mabey just a button in the attributes requestor like the bright button).
- Anyway, the global effect would look for objects with that is tagged with
- the specularity texture/button, and where the specularity reaches
- 255,255,255 in a tight spot (like on an edge) it would produce a
- sparkle/lensflare like effect. Possible settings for the effect could be:
-
- Intensity before sparkle, ie: 250,250,250
- Width of bright spot (set in Imagine units), ie. if an edge of your wine
- glass was 5 Imagine units, this setting would be say: 5.
- So with these two settings you could say, "Put a sparkle/flare on any
- area where the specularity intensity is over 250,250,250 on an area less
- than 5 imagine units wide"
- Perhaps other lensflare type settings could be borrowed.
-
- Anyway, just an idea. Don't flare me 8-) if this doesn't make sense, is
- totally useless, or could never be done.
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
-
- Date: Tuesday, 08 August 1995 23:58:21
- Subject: Re: Velocity Scaling
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- to Rick Dolishny-
- Think back to college math... a discontinuity is a point at which (on a graph
- of velocity) the velocity changes abrubtly, no smooth curve. If you select
- Discontinuous Knot (knot being the control points of the spline) then you are
- telling the program to take your input value and disregard the slope approaching
-
- that point. In reverse, if you don't have a discontinuous knot, the slope in th
- e
- frame preceding the spline is probably used instead, to ensure that no
- discontinuity exists at the starting point.
- Did that make any sense? I'm half asleep...
- Joelzzzzzzzzzzzzz
-
- Date: Wednesday, 09 August 1995 00:12:10
- Subject: RE: Beyond Imagination
- From: Andrew@Herbert.Netkonect.Co.UK (Andrew Herbert)
-
-
- ----------------------------------------------------------------------------
-
- > ----- The following addresses had delivery problems -----
- ><Andrew@Herbert.Netkonect.Co.UK> (unrecoverable error)
- >
- > ----- Transcript of session follows -----
- ><Andrew@Herbert.Netkonect.Co.UK>... Deferred: Connection timed out with
- herbert.netkonect.co.uk
- >Message could not be delivered for 1 week, 2 days
- >Message will be deleted from queue
- >
- Oh dear...as you can see I had a bit of trouble recieving the message, but it go
- t to me in the
- end !
-
- >>Beyond Imagination is a On-Line help system for Imagine and includes hints,
- >tips, and tutorials
- >>on just about everything.
-
- >Just downloaded your software, and I must say I'm very impressed with the
- >time and effort you
- >obviously put into it. Although I've kept my own archives and FAQs from the
- >IML, it's great to
- >have them easily accessible all in one place. Thanks!
- >
- >Since you asked for comments, I must say that the one thing that would make
- >it even more
- >useful than it already is would be some kind of search function. Being able
- >to find every
- >reference to, say, "glass" at the click of a button would be great!
-
- Thanks for your reply.
-
- "Beyond Imagination" was a idea after using "Dare 2 Imagine" on the Amiga (and I
- have to admit
- quite a lot of the information was "aquired" from the very same archive !)
-
- I feel Imagine for the PC has never taken off in the same way it did for the Ami
- ga (certainly
- not in the UK) I hope that this will soon change, although I'd be the first to a
- dmit Imagine
- needs to make some changes in order to achieve this.
-
- Thanks to everyone who has said they liked it and found it useful, until I start
- working
- full-time with (hopefully) a computer graphics firm (interview this week - bite
- fingernails time
- !) I will constantly improve it.
-
- Thanks for your constructive critism and I'm working on a search program at the
- moment, it
- won't be much different from the Netscape searcher or Yahoo, I'm just making the
- code more
- effecient so it'll run a bit faster. I realise the on-line time costs money so I'll try and
- make it as small as possible, and give it it's own .exe so you won't have to dow
- nload the full
- program again and re-install it.
-
- That's all for now and I'll msg everyone when it's downloadable through the web
- page.
-
- Bye !
-
-
- >> Email: Andrew@Herbert.Netkonect.Co.UK <<
- >> Beyond Imagination available at http://uptown.turnpike.net/H/Herbert/ <<
-
-
- Date: Wednesday, 09 August 1995 10:52:45
- Subject: Re: Imagine 3.3 Screen Res.
- From: Mtucibat@cris.com
-
-
- ----------------------------------------------------------------------------
-
- By 8-8, lots of folks have talked about Screen Size:
-
- T> > im gonna get ModePro and try that
- T>
- T> No such problems using ModePro, it even promotes the PlayBig animation
- T> screen correctly.
- ===============
-
- I'd prefer not to have another commodity running, but still
- haven't found the locations to edit. If anyone has or could
- find them, I'd appreciate their posting.
-
- -mikeT
-
-
- * Offline Orbit 0.70a * ...Sleep is a poor substitute for Raytracing...
-
- Date: Wednesday, 09 August 1995 11:02:24
- Subject: Re: Retina problems
- From: Vance Schowalter <viking@freenet.edmonton.ab.ca>
-
-
- ----------------------------------------------------------------------------
-
- I have a Retina Z2 and Imagine 3.0. I found a utility on AmiNet (archive
- name "DCTV4RetinaV25.lha") which allows Retina users to retarget
- Imagine's rendering output (using the DCTV switch) to the Retina. I've
- tried it, and it works perfectly. You only have to register it to get a
- version that doesn't stamp a logo on your output screen.
-
-
- *******************************************
- * Vance Schowalter >>Image Master<< *
- * *
- * Internet: viking@freenet.edmonton.ab.ca *
- * *
- * "Affable little snow creature." *
- *******************************************
-
-
- Date: Wednesday, 09 August 1995 11:36:41
- Subject: Fonts
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Seems like I might have gone through this once, so excuse the
- rudundancy,--but is there something buggy in 3.0's add font object, in
- Detail?
-
- I'm not usually into the flying logo thing, but hey, cliche's
- strike even the most conceited of us. I couldn't get Detail to load any
- kind of font, not even postscript's. Ended up having to go into
- spline, which isn't too slow at all. And the manual of course was
- incredibly helpful.
-
- I'm glad I haven't deleted 2.9. Oh, and I'm on an A3000.
-
- (And also, please excuse those multiple posts yesterday about the
- watersplash tutorial. I got three of my own letters. My server's
- playing pingpong).
-
- Date: Wednesday, 09 August 1995 15:09:00
- Subject: Re: Craig Collins
- From: Paul Townend <Paul.Townend@raytech.co.uk>
-
-
- ----------------------------------------------------------------------------
-
-
- -=> Quoting Andrew@herbert.netkonect.co.uk to All <=-
-
- An> From: Andrew Herbert <Andrew@herbert.netkonect.co.uk>
-
- An> Has anyone heard of Craig Collins or any of his animations ?
-
- An> Dolphin Dreams
- An> Speed Limit
- An> Last Stand On Hoth
- An> Mean CD Machone
- An> Soldier X
- An> Tygris III
- An> Aliens III
-
- An> He also did a magazine cover for Amiga Shopper
-
- An> I have one of his videos in PAL format (The Imagine Video Collection
- An> 1) from 17 bit software and was wondering if he released any more
- An> animations or if anyone has a contact address ?
-
- Hello Andrew :-) I live a couple of miles from Craig and work part-time
- at the same place so I reckon I'm quite up on Craigs material since I
- supplied the music for his video (check out the credits).
-
- I haven't got hold of him to ask if it's OK to give You a tel number,
- but I could relay any messages..he is a bit busy though.
-
- He also did PC format and Amiga format's covers and may do some more
- in the near future (amiga format was the pixelpro2 giveaway).
-
- He now runs a pentium90 with 40 meg ram and all the trimmings! :-)
-
- If You think that video was good..You wanna see his demo reel...blows
- that away. Full 24 bit anims on svhs...stunners!
- Time to show off a bit now..:-)..I managed to get the soldier x object
- from Craig some time ago, and have sworn never to release it. Nice piece
- of work, but I really wanted the alien, however Craig spent 3 months
- off and on building that so I doubt if anything short of violence will
- prise that from his clutches:-))
-
- As far as more anims goes...no. Craig is now professional and has no
- time for PD. He recognises PD launched his career, but there comes a time
- when You cant restrict Yourself to small/free anims! People out there
- are prepared to pay good money for this kind of work, so why not join
- in?
-
- Craig's now working on a few ideas, I can't really say what, but I'll
- let You know as and when - he uses comms but doesn't really like to
- do any more than read the mail.
-
- Just thought I'd drop You a reply 'cos even though we're mates, I still
- admire his work as a pro (it seem you do too).
-
- Don't know if you wanna e-mail me back, but it would be better 'cos
- walls have ears and Craig often gets badly informed when I write about
- him....I then spend 2 or 3 hours explaining what was REALLY said to him:-)
-
-
- OK, nuff waffling, it's time 4 bed!
- Traa!
-
- .... There goes me knotted pine! (Wrong Trousers)
- |
- | Internet: Paul.Townend@raytech.co.uk
- |-------------------------------------------------------------------|
- | Gated from RAYTECH BBS - free access raytracing support in the UK |
- |------------------------- call +44 1862 83 2020 modem - 24 hours ! |
-
- Date: Wednesday, 09 August 1995 17:59:55
- Subject: Imagine 2.0
- From: Joe Piche <jpiche@freenet.calgary.ab.ca>
-
-
- ----------------------------------------------------------------------------
-
- I was wundering if there was an upgrade to imagine 2.0? Bug fix, and the
- like. I can't afford 3.0, so I'm kinda stuck with 2 <The price was
- right>. I'm also looking for a tutorial on how to use the Cycle editor.
- The book that came with imagine when I bought it, covers all the basics,
- but not the cycle ed.
-
- BTW, I'm using the PC version.
-
- Thanx, Joe
-
- Date: Wednesday, 09 August 1995 20:35:00
- Subject: Rendering Resolution
- From: horst@artemedia.DE (Horst Heberle)
-
-
- ----------------------------------------------------------------------------
-
- On Aug 10, 2:04am, William Allwell wrote:
- > Subject: Rendering Resolution
- > What is a good resolution to render in? I usually stick to 640*512,
- > rendering in 24 bit, then viewing the rendered image through Art
- > Department in AGA. I have noticed a few images in magazines rendered at
- > resolutions up to 1500*1000, which are of veryy high qaulity. What
- > resolutions do other people use???
- >
- > Bill Allwell
- >
- >-- End of excerpt from William Allwell
-
-
- I think, it depends on what you want.
- If you want an animation in Video resolution you don't need a resolution of
- your image larger than 720x576 (this is for a PAL image).
- If you want to produce a slide, you need a resolution higher than Video,
- because a slide needs a very high resolution to display your rendered image in
- the best quality (my experiences in this: 2048x1365 for a good quality), but
- remember - an image in this resolution in 24 bit is up to 8,5 mb size.
-
- You need more info in this question? Don't hesitate to ask me. I will try to
- help you. I often produce animations and slides in different resolutions with
- much success.
- Horst
-
-
-
- --
- _/_/_/ _/ _/_/_/_/ _/ Dipl. Ing. Horst Heberle
- _/ _/_/ _/ _/_/ Lindenstrasse 9 54292 Trier
- _/ _/ _/ _/_/_/_/ _/ _/ eMail heberle@trier.fh-rpl.de
-
- _/ _/ _/ _/ _/_/_/_/ Phone (0)651 47493
- _/_/_/ _/_/_/_/_/ _/_/_/_/ _/ _/ Fax (0)651 43176
-
-
- Date: Wednesday, 09 August 1995 21:17:19
- Subject: Re: Imagine upgrade
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >>I am currently using version2 of Imagine, and I'm thinking of upgrading to
- >>version3 or later. Are there many advantages to the later versions and
- >>what are to user guides like???
- >>
- >> Bill Allwell
- >>
- The user guide is much improved, as is the program.
-
- -Particles
- -Lens Flares
- -Bones / Skeletonal control, and Inverse kinematics
- -Hugely improved brush and texture map requester and settings options
- -Postscript text objects & spline editor
- And many other things. That should wet your appetite, anyway.
-
- Get it! If you can afford it, it is streets ahead of version 2.
-
-
- Date: Wednesday, 09 August 1995 21:37:11
- Subject: Amiga IFF
- From: Susan Dianne Boon <sdboon@acs.ucalgary.ca>
-
-
- ----------------------------------------------------------------------------
-
- Hi!
-
- Sorry to be slightly off topic but,are there any PD programs that
- would convert my Imagine IFF to other formats like GIFF and TIFF?
- Or even HTML????
- Keep rendering!
-
-
- --
-
- Dr. Susan D. Boon
- Department of Psychology
- University of Calgary
- 2500 University Dr. NW
- Calgary, AB T2N 1N4
- CANADA
-
- Date: Wednesday, 09 August 1995 21:38:55
- Subject: Craig Collins
- From: Andrew@Herbert.Netkonect.Co.UK (Andrew Herbert)
-
-
- ----------------------------------------------------------------------------
-
- Has anyone heard of Craig Collins or any of his animations ?
-
- Dolphin Dreams
- Speed Limit
- Last Stand On Hoth
- Mean CD Machone
- Soldier X
- Tygris III
- Aliens III
-
- He also did a magazine cover for Amiga Shopper
-
- I have one of his videos in PAL format (The Imagine Video Collection 1) from 17
- bit software and
- was wondering if he released any more animations or if anyone has a contact addr
- ess ?
-
- BTW The Beyond Imagination search engine is out now from http://uptown.turnpike.
- net/H/Herbert/
-
-
- >> Email: Andrew@Herbert.Netkonect.Co.UK <<
- >> Beyond Imagination for Windows available at http://uptown.turnpike.net/H/Herb
- ert/ <<
-
-
- Date: Wednesday, 09 August 1995 22:08:50
- Subject: Re: Creating landscapes
- From: mikael@pip.dknet.dk
-
-
- ----------------------------------------------------------------------------
-
- I found a way on how to make easy landscapes, using Fractint (I use Fractint 19.
- 2).
- Start Fractint, make Plasma, save image. From main menu select "3D transform fro
- m file"
- and select your saved image. An option screen appears. The option "coarseness" c
- ontrols the
- detail level (number of points, edges and faces). Go down to "Ray Trace out" and
- enter "7"
- for DXF output. Press enter until the computer begins to draw. Start imagine, se
- lect "load DXF"
- and Imagine will convert the DXF, this may take some time. You know have an eas
- y way of
- making landscapes objects.
-
- Yours Mikael Johannesen.
-
-
-
- Date: Wednesday, 09 August 1995 23:25:49
- Subject: Re: Creating landscapes
- From: Fredster <fredster@sapphire.netrix.net>
-
-
- ----------------------------------------------------------------------------
-
- -- [ From: Fredster * EMC.Ver #2.5.02 ] --
-
- > I found a way on how to make easy landscapes, using Fractint (I use
- Fractint
- > 19.2). Start Fractint, make Plasma, save image. From main menu select "3D
- > transform from file" and select your saved image. An option screen
- appears.
-
- Neat idea!
-
- There's a program called VistaPro, that does great landscapes that can be
- saved as dxf and imported into Imagine as well, that gives you greater
- control over the whole thing. It's pretty cheap, and very effective...
-
- --------------------
- Fred Aderhold
- fredster@netrix.net
-
- Brownies - not just for breakfast anymore!
- --------------------
-
- Date: Wednesday, 09 August 1995 23:32:53
- Subject: Re: Creating landscapes
- From: Roger Straub <straub@csn.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Wed, 9 Aug 1995 mikael@pip.dknet.dk wrote:
-
- > I found a way on how to make easy landscapes, using Fractint (I use Fractint 1
- 9.2).
-
- What is Fractint? What platforms? Shareware? How much? AAAAAAGHHHHH!!!!
-
- >
- > Yours Mikael Johannesen.
- >
- >
- >
-
- See ya,
- Roger
-
- Date: Thursday, 10 August 1995 00:06:11
- Subject: Re: Help-Im2.0
- From: Roger Straub <straub@csn.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Wed, 9 Aug 1995 NEWKIRK@delphi.com wrote:
-
- > HELP! I'm running IM 2.0, trying to 'Trace' a scene, and I keep getting
- > 'Error - World OcTree Too Large' What does it mean, what can I do?
- > This one's new to me.
-
- I think I've heard of this one. Try scaling your entire stage setup down
- below 1024(?). This should alleviate the problem, I think.
-
- > Joel
- >
-
- See ya,
- Roger
-
- Date: Thursday, 10 August 1995 00:07:23
- Subject: Help-Im2.0
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- HELP! I'm running IM 2.0, trying to 'Trace' a scene, and I keep getting
- 'Error - World OcTree Too Large' What does it mean, what can I do?
- This one's new to me.
- Also have a non-Imagine question for Amiga Imagineers: I'm running on ECS
- chips, and have noticed a strange effect - my Amiga's display bleeds into
- channel six on my TV set, ten feet away, no connections (except power, but
- each is on it's own surge protector with filters) The problem exists with
- the monitor turned off too, so I guess I've been getting irradiated for years
- sitting in front of my A2000 (it sits on the floor, on it's end, right in fron
- of my chair. Hmmm.... glad I've already had a son...)
- Joel
-
- Date: Thursday, 10 August 1995 02:05:39
- Subject: Re: Amiga IFF
- From: Vance Schowalter <viking@freenet.edmonton.ab.ca>
-
-
- ----------------------------------------------------------------------------
-
- Yes, you can get several choices of image processor(format converters)
- from your nearest AmiNet site. I've tried out GfxCon, and it works well
- and is easy to use. It will convert to and from most popular Amiga/PC
- file graphic formats.
-
- Normally, however, I use the commercial program Imagemaster R/t. It's
- bang for the buck can't be beat by competitors.
-
-
- *******************************************
- * Vance Schowalter >>Image Master<< *
- * *
- * Internet: viking@freenet.edmonton.ab.ca *
- * *
- * "Affable little snow creature." *
- *******************************************
-
-
- Date: Thursday, 10 August 1995 03:04:36
- Subject: Rendering Resolution
- From: William Allwell <bill@netspace.net.au>
-
-
- ----------------------------------------------------------------------------
-
- What is a good resolution to render in? I usually stick to 640*512,
- rendering in 24 bit, then viewing the rendered image through Art
- Department in AGA. I have noticed a few images in magazines rendered at
- resolutions up to 1500*1000, which are of veryy high qaulity. What
- resolutions do other people use???
-
- Bill Allwell
-
-
- Date: Thursday, 10 August 1995 03:11:43
- Subject: Imagine upgrade
- From: William Allwell <bill@netspace.net.au>
-
-
- ----------------------------------------------------------------------------
-
- I am currently using version2 of Imagine, and I'm thinking of upgrading to
- version3 or later. Are there many advantages to the later versions and
- what are to user guides like???
-
- Bill Allwell
-
- Date: Thursday, 10 August 1995 03:45:20
- Subject: Re: Pentax
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Greg, on Aug 9 you wrote:
-
- > I d-loaded your Pentax .iob from Aminet, and I want to congratulate
- > you on your modelling. For a change, a nice object that's not
- > a space ship. Also, I like the way you didn't use any brush maps.
- > I guess I'm a bit of a purist, but using brushes seems to be a bit
- > of a cheat.
- >
- > Now, where do I get film for this :->
-
- I'm glad you like it. I've tried to follow Carmen Rizzolo's lead and avoid
- brush maps where possible. It's a fine line between getting a detailed
- object and too many faces. The "PENTAX" logo alone is over 1400 faces, not
- to mention the Zoom and Focus rings. I was tempted to add brush maps for
- some text on the lens and aperture ring but had second thoughts, it would
- have meant rendering in a very high resolution to make them legible.
-
- I have to admit though that my next object will probably be the Deep Space
- 9 station :-) but it will be modelled from a VCR freeze frame, not a model.
-
- -- Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
- Date: Thursday, 10 August 1995 04:01:49
- Subject: Re: Rendering Resolution
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello William, on Aug 10 you wrote:
-
- > What is a good resolution to render in? I usually stick to 640*512,
- > rendering in 24 bit, then viewing the rendered image through Art
- > Department in AGA. I have noticed a few images in magazines rendered at
- > resolutions up to 1500*1000, which are of veryy high qaulity. What
- > resolutions do other people use???
- >
- > Bill Allwell
-
- I generally render to suit my default display (Workbench) size, around
- 724 x 566. A local magazine here in Australia won't accept anything less
- than 1500 x 3000 for their cover which measures 8" x 11" (A4). They need
- the higher resolutions for printing.
-
- -- Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
- Date: Thursday, 10 August 1995 04:17:09
- Subject: Re: Creating landscapes
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-09 19:53:42 EDT, you write:
-
- >There's a program called VistaPro, that does great landscapes that can be
- >saved as dxf and imported into Imagine as well, that gives you greater
- >control over the whole thing. It's pretty cheap, and very effective...
-
- I've been using Vistapro 3.1, picked it up a couple weeks ago. I now
- consider it an excellent addtion to Imagine. There are so many ways to use
- it. Export dxf terrains to Imagine. Convert dem files to 3ds with a utility
- of thiers then convert the 3ds file to Imagine with Andrey's program.
- Backdrop an Imagine render into a Vistapro landscape and then place another
- Imagine render in the foreground as long as the tga files background color is
- black. It is by itself a great program with very good tech support, in fact
- the best tech support I have come across on any product. When I had a
- question about a feature right after buying it the guy who wrote the program
- responded to my question within hours even though the post was not directed
- towards him specifically. If you have need for great terrains and
- photorealistic backdrops this is the program to get. It was $85 I believe
- direct from VRLI but can be found cheaper I'm sure.
-
- Bob...............
-
-
-
- Date: Thursday, 10 August 1995 07:22:54
- Subject: Upgrading...
- From: James Brooks <jamesb@clark.net>
-
-
- ----------------------------------------------------------------------------
-
- Hi all,
-
- (Sorry if this question have been ask before..and I know it has)
-
- I have been out of the loop (in a since) with Imagine. As you can see
- I own Imagine 3.0. I am just wondering how much will cost total not to
- get up to Imagine 3.3? I was once offer to join Impulse's upgrade club
- but I was already sucked into using Lightwave (and I love it!) but the
- features I have been hearing about Imagine has me seriously thinking
- about seeing this package and once again use it WITH LW. :)
-
- Oh is there a number (or email address) I can get to Impulse?
-
- TIA
-
- Alex
-
- ---------------------------------------------------------------
- James "Alex" Brooks Amiga 4000/040/28MHz 22MB RAM
- Lightwave 3.5 / Imagine 3.0 VideoToaster 4000 3.1
- Syquest 3.5" 270MB Bernoulli 90Pro
- NEC 3xp Triple Speed CDROM Warp Engine 4028
- Epson ES-600C Scanner E-Mail: jamesb@clark.net
- --------------------------------------------------------------
-
-
- Date: Thursday, 10 August 1995 10:33:16
- Subject: Re: Rendering Resolution
- From: Paul Rance <paul@rance.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- > From: William Allwell <bill@netspace.net.au>
- > Subject: Rendering Resolution
- > To: imagine@email.sp.paramax.com
- > Date: Thu, 10 Aug 1995 02:04:36 +1000 (EST)
-
- > What is a good resolution to render in? I usually stick to 640*512,
- > rendering in 24 bit, then viewing the rendered image through Art
- > Department in AGA. I have noticed a few images in magazines rendered at
- > resolutions up to 1500*1000, which are of veryy high qaulity. What
- > resolutions do other people use???
- >
- > Bill Allwell
-
- 640x512 is a good choice, or if you want to it to be seen on the PC`s
- do 640x480. I found that when I moved onto the PC most of my Amiga
- renderings were cut-off at the bottom.
-
- Another idea that I always used in final renderings is to render at
- 1280x1024 and then scale down 50%. This improves the quality
- of the render , as Imagines anti-aliasing has never been the best.
- I still found it quicker this way even with Imagine 3`s improved
- anti-aliasing, I just turned down the quality in Imagine and rendered
- it at twice the resolution I needed. It turned out quicker than
- using Imagine 3`s improved anti-aliasing quality which slows down
- dramatically.
-
- The reason why the magazines would use such a high
- resolution is so that it can be published without loss of quality.
- Alot of highend printing can go up to 32000.
-
- Paul R
- ---------------------------------------------------------------
- email: paul@rance.demon.co.uk
-
- gallery web page http://metro.turnpike.net/P/paulr/index.html
- ---------------------------------------------------------------
-
- Date: Thursday, 10 August 1995 10:36:55
- Subject: Re: fonts
- From: Paul Rance <paul@rance.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- > Date: Wed, 9 Aug 1995 10:36:41 -0700 (PDT)
- > From: Mike McCool <mikemcoo@efn.org>
- > To: imaginemailinglist <imagine@email.sp.paramax.com>
- > Subject: fonts
-
- > Seems like I might have gone through this once, so excuse the
- > rudundancy,--but is there something buggy in 3.0's add font object, in
- > Detail?
- >
- > I'm not usually into the flying logo thing, but hey, cliche's
- > strike even the most conceited of us. I couldn't get Detail to load any
- > kind of font, not even postscript's. Ended up having to go into
- > spline, which isn't too slow at all. And the manual of course was
- > incredibly helpful.
- >
- > I'm glad I haven't deleted 2.9. Oh, and I'm on an A3000.
- >
- > (And also, please excuse those multiple posts yesterday about the
- > watersplash tutorial. I got three of my own letters. My server's
- > playing pingpong).
- >
-
- THis has been fixed in the later versions, I think its 3.2.
- Use the spline editor its much better anyway.
-
- Paul
- ---------------------------------------------------------------
- email: paul@rance.demon.co.uk
-
- gallery web page http://metro.turnpike.net/P/paulr/index.html
- ---------------------------------------------------------------
-
- Date: Thursday, 10 August 1995 12:12:42
- Subject: Manuals please
- From: simon phillips <S.T.Phillips@canterbury.ac.uk>
-
-
- ----------------------------------------------------------------------------
-
- I got imagine 2.0 for my PC froma coverdisk. Only I have no clue how
- to use it properly as I have limited background in Amiga usage. Can
- anyone tell me where I can download a simple user guide ? If not can
- I get a cheap user manual for the pc version anywhere (cheap being
- the operative word) ?
- thanks
- Simon.
-
-
-
- Date: Thursday, 10 August 1995 12:52:52
- Subject: Field Rendering
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- A few questions:
-
- * I have not tried to do a fiel rendering yet, but i am kinda confused,
- i understand that the best time to use it is when you have objects
- moving horizontally or vertically across the screenn. Should i just use
- field rendering for ALL my animations??? and what do the individual
- frames look like?
-
-
- * When I try to align an object to the camera i get an error message,
- anyone know why?
-
- * If there is ANYONE out there with version 3.3 please E-mail me.
-
-
- -------------------------
- H"E"L"M"Y PRODUCTIONS
- -------------------------
- <3D & 2D AnImAtIoN>
- -------------------------
- E-Mail: Helmy@Voyager.Com
- -------------------------
-
-
-
- Date: Thursday, 10 August 1995 12:59:51
- Subject: Re: Beyond Imagine
- From: Ayalon Hermony <ila2024@zeus.datasrv.co.il>
-
-
- ----------------------------------------------------------------------------
-
-
- Hello,
-
- Tried FTP uptown.turnpike.net to get Beyond.zip.
- The system didn't allows me as ftp or anon or guest.
-
- Do I need http it only?
-
- TIA.
-
- How do you come back from 3D ?
- Ayalon M. Hermony, Internet: ila2024@datasrv.co.il
-
-
- Date: Thursday, 10 August 1995 15:39:04
- Subject: Re: Amiga IFF
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Look down at aminet, in the gfx directory, I don't know if it's in the
- edit directory or the 3d directory, but I think it's called Image
- Studio. (Great help, eh! I'm not sure exactly where it is, nor what
- it's called! Help like this you could do without . . . :^)
-
- On Wed, 9 Aug 1995, Susan Dianne Boon wrote:
-
- > Hi!
- >
- > Sorry to be slightly off topic but,are there any PD programs that
- > would convert my Imagine IFF to other formats like GIFF and TIFF?
- > Or even HTML????
- > Keep rendering!
- >
- >
- > --
- >
- > Dr. Susan D. Boon
- > Department of Psychology
- > University of Calgary
- > 2500 University Dr. NW
- > Calgary, AB T2N 1N4
- > CANADA
- >
-
- Date: Thursday, 10 August 1995 16:44:05
- Subject: Re: Rendering Resolution
- From: Dylan Neill <dylann@pcug.org.au>
-
-
- ----------------------------------------------------------------------------
-
- On Thu, 10 Aug 1995, William Allwell wrote:
-
- > What is a good resolution to render in? I usually stick to 640*512,
- > rendering in 24 bit, then viewing the rendered image through Art
- > Department in AGA. I have noticed a few images in magazines rendered at
- > resolutions up to 1500*1000, which are of veryy high qaulity. What
- > resolutions do other people use???
-
- Depends what you're doing it for. If your gonna make the picture for a
- magazine or something then you have to use high resolutions so the
- picture won't look too chunky. For viewing on screen just render 640x512
- or whatever the highest resolution of your system is (I've done 1280x512
- and 800x600 pictures and viewed them in AGA, looks good!)
-
-
- ---
- |\ /|
- o O
- ________________________oOO_=( ^ )=_OOo___________________________
- | ''' U ''' |
- | Gumby Death Man (Dylan Neill) Amiga 1200/6/120 486DX2-66/24/500 |
- | Email: dylann@pcug.org.au WWW: http://www.pcug.org.au/~dylann/ |
- |__________________________________________________________________|
-
-
- Date: Thursday, 10 August 1995 18:50:57
- Subject: Back From Siggraph
- From: Broctune@aol.com
-
-
- ----------------------------------------------------------------------------
-
- I just got back from siggraph and I must say it was awesome. I mean I only
- went to the exibits, cause I couldn't afford the classes and stuff but it was
- truly an experience. Someof the more interesting things were the full earth
- scaling thing-a-ma-bober, that allowed you to look at a globe, turn it around
- and go into to any city or place and fly around, it scaled from full earth
- view to like a 10 meter resolution of a place in almost real time. Another
- cool place was the Alias Wavefront exhibit. They had a guy there who was
- showing how the software was used in making fire, hair and proper speech. If
- you have never been I urge you to go sometime because you'll never forget it.
-
- Date: Thursday, 10 August 1995 21:41:52
- Subject: IML-FAQ#07 upped
- From: G.Scibilia@Agora.stm.it
-
-
- ----------------------------------------------------------------------------
-
- Hi Imagineers,
-
- >Subject: FAQ's
- >From: DAVEH47@delphi.com
- >
- >
- > Could someone post a message as soon as Imagine FAQ#7 is
- > available on aminet?
-
- I upped the latest Imagine Mailing List FAQ#07 on Aminet ftp.luth.se
- site right now, it should be available in the next days (gfx/3d/iml-faq7.lzh).
-
-
- /\_
- | | "G.Scibilia@Agora.stm.it"
- | O | "cn01@novell.dima.unige.it"
- | | "2:332/211.24@FidoNet.org"
- | O | "Imagine Mailing List,IML FAQer" ae(-_^)ue
- |___| _ __ ___ ______Wizard signing off
-
-
- Date: Thursday, 10 August 1995 22:19:12
- Subject: ModePro?
- From: Roger Straub <straub@csn.net>
-
-
- ----------------------------------------------------------------------------
-
- When I downloaded ModePro from Aminet the other day, It worked fine. I
- was running Imagine 3.3 in fully overscanned 724x482. Cool, I thought.
- Then after a couple of days, it quit. ModePro wouldn't recognize when I
- ran Imagine, and wouldn't promote the screen. =_( Uncol, I thought. Is there
- something obvious that I'm missing? ModePro works every once in a while, but I
- usually have to reboot several times. I tried adding a path to the
- program name, and I tried using the screenmode requester option; the
- requester doesn't even try to pop up. Help!?
-
- See ya,
- Roger
-
- Date: Thursday, 10 August 1995 23:19:05
- Subject: 50mhz cpu plug-in?
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Anybody heard anything about such an animal? At the local users's group
- meeting last night, some fellow mentioned a 'replacement chip' or plug-in
- type thing that goes in the cpu slot and turns your amiga into a 50mhz.
- He didn't know WHICH amiga, and someone else said it wasn't 50mhz, but 60
- or 100--but both agreed they'd heard it costs under 600 bucks.
-
- This news comes just when I was thinking of buying a warp engine. I guess
- I should pick up a magazine occasionally and thumb through it.
-
- Reminds me: last year, I got a print-out of a simple hardware hack for the
- A3000 that allegedly transforms the floating point unit into a 50mhz
- screamer. (I know, 50mhz is hardly screaming, but to a 25mhz user, it
- IS). Anybody know about this, or tried it, or fried their machine trying
- it?
-
- Thanks in a trance.
-
- Date: Friday, 11 August 1995 01:08:45
- Subject: Rendering Resolution
- From: Torgeir Holm <torgeirh@powertech.no>
-
-
- ----------------------------------------------------------------------------
-
- On 10-Aug-95 02:04:36, William Allwell wrote:
-
- >What is a good resolution to render in? I usually stick to 640*512,
- >rendering in 24 bit, then viewing the rendered image through Art
- >Department in AGA. I have noticed a few images in magazines rendered at
- >resolutions up to 1500*1000, which are of veryy high qaulity. What
- >resolutions do other people use???
-
- It depends on what the image is intended for. If it's for screen display, I
- usualy don't go above 800x600. However, if it's meant to be printed
- (offset, ie. in a magazine) It all depends on the final size of the printed
- image and the magazine's screen ruling.
-
- Example: I get a job to do a rendering as an illustration in a magazine, the
- final size is supposed to be 8"*5", and they use a 130 lpi screen (they tell
- me this, I don't have to figure that out.)
-
- I double the lpi to get the dpi = 260
- 260 * 8 = 2080
- 260 * 5 = 1300
- So I render the image at 2080*1300 at a 1:1 aspect ratio.
-
- If I render at a lower resoulution, you will start to notice pixels on the
- printed page. "lpi*2=dpi" & "dpi * x size & y size" is the basic rule when
- figuring out resolutions for print.
-
-
- Torge!r
-
- Date: Friday, 11 August 1995 02:03:14
- Subject: Re: Field Rendering
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Thu, 10 Aug 1995 pantera@voyager.com wrote:
-
- > * I have not tried to do a fiel rendering yet, but i am kinda confused,
- > i understand that the best time to use it is when you have objects
- > moving horizontally or vertically across the screenn. Should i just use
- > field rendering for ALL my animations??? and what do the individual
- > frames look like?
-
- What's field rendering? I've heard of it before, but have no idea what
- it does, would someone please enlighten me?
-
-
- ~Rick Heidebrecht~
-
-
-
- Date: Friday, 11 August 1995 03:18:23
- Subject: Blaq! away until Aug. 21
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- Since this is a long time, and I'm one of the more prolific current IML
- members, I thought I'd post a tiny notice of my absence. Hope nobody minds.
-
- ObImagine: Call Mike H. and talk to him in person! It's much better than
- trying to communicate with him online. His enthusiasm for upcoming
- Imagine developments is downright contagious.
-
-
- Date: Friday, 11 August 1995 07:35:41
- Subject: Re: 50mhz cpu plug-in?
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >Anybody heard anything about such an animal? At the local users's group
- >meeting last night, some fellow mentioned a 'replacement chip' or plug-in
- >type thing that goes in the cpu slot and turns your amiga into a 50mhz.
- >He didn't know WHICH amiga, and someone else said it wasn't 50mhz, but 60
- >or 100--but both agreed they'd heard it costs under 600 bucks.
- >
- >This news comes just when I was thinking of buying a warp engine. I guess
- >I should pick up a magazine occasionally and thumb through it.
- >
- >Reminds me: last year, I got a print-out of a simple hardware hack for the
- >A3000 that allegedly transforms the floating point unit into a 50mhz
- >screamer. (I know, 50mhz is hardly screaming, but to a 25mhz user, it
- >IS). Anybody know about this, or tried it, or fried their machine trying
- >it?
- >
- >Thanks in a trance.
- >
- Replacement chipping the 3000 would be difficult - the 030 is suface mounted
- ie soldered to the motherboard. The only real way to accelerate a 3000 is via
- the cpu slot, as used by the Warp engine.
-
-
- Date: Friday, 11 August 1995 11:04:57
- Subject: Sparkles
- From: "DEBEAUMONT, GEORGE" <debeaugw@songs.sce.com>
-
-
- ----------------------------------------------------------------------------
-
- On 8/6/95 Rod Macey wrote:
- >Back to lenseflares - well sparkles actually. How do I obtain a nice
- >sparkle off the edge of a wine glass or chrome object? Help is
- >appreciated. Thanks.
-
- Hey Rod,
-
- I've got a quick thought on how to achieve a sparkle type of effect in an
- animation. Presumably you want something less intense than a lense flare,
- but something more than a simple specular highlight...the result of what
- one would see in real life from some minor imperfection or poorly seen
- detail on a rotating reflective object.
-
- I'd approach it this way:
-
- 1) Create a primitive disk with even # of sections (lets use 12). Select
- every other point (pick points mode) and scale down (result = six point
- star).
-
- 2) Apply the Fakely texture to the sparkle object:
-
- TYPE NO. = 2 (This will affect the filter value of the object only)
- CHANGE THRESHOLD = 0.9 (This will make the sparkle object visible only when
- it directly faces the camera)
- SIDE RGB = 255,255,255
- FRONT RGB = 0,0,0
-
- 3) Group the six pointed star to the object needing the sparkles. Make sure
- to orient it such that it becomes visible (directly faces the camera) at
- the desired point in your animation. Each sparkle object will now remain
- invisible until its plane is perpendicular to the Y axis of the camera.
-
- Anyway thats the basic idea. You'd probably want to use multiple sparkle
- objects (with slightly different orientations) and keep them relatively
- small. You might want to experiment with other shapes as well.
-
- George deBeaumont
- debeaugw@songs.sce.com
-
-
- Date: Friday, 11 August 1995 14:11:13
- Subject: Texture/States problem
- From: spack@mv.us.adobe.com
-
-
- ----------------------------------------------------------------------------
-
- Hey All,
-
- I was trying to make a animation of clouds moving past, like in time-lapse
- photography, using PC IM3.3's cloud texture. I created a primitive plane
- 1000x1000 with 1 horizontal and vertical sections. I then applied the clouds
- texture and created two states for the texture's position to morph from. Here
- is a ASCII diagram:
-
- ---------------------
- | A X|
- | |
- | |
- | |
- | Z |
- | |
- | |
- | | | B
- |
- ---------------------
-
- The first state of the texture is 'tacked' at A (i.e. I edited the texture axis,
-
- moved it to A). The second state is tacked at B (again moving the texture axis
-
- to B). I would expect that when animated there should be a smooth, linear
- transition from A to B. However, this does not work! What happens is that the
-
- texture rotates around a imaginary axis located at X. Z is the object axis
- location, so this does not appear to be part of the problem.
-
- Can someone explain why the texture doesn't morph in a linear manner? Ideas on
-
- how to make it move linearly? Thanks!
-
- -Scott
- spack@adobe.com
-
-
- Date: Friday, 11 August 1995 15:38:03
- Subject: Interesting ...
- From: sherman@netcad.ENET.dec.com
-
-
- ----------------------------------------------------------------------------
-
- FROM too long. Original FROM is 'Steve NACAD::Sherman LKG2-A/R5 pole AA2 DTN 226
- -6992 11-Aug-1995 1423 -0400 <sherman@netcad.ENET.dec.com>'
-
- ---------------------- Original Message Follows ----------------------
-
- The latest DV has some exciting stuff in it. I'm considering going to
- broadcast quality hardware to spit out Imagine stuff as well as upgrading
- other stuff.
-
- There was formal mention of Iomega's Jaz box. Basically, it's supposed to
- be out soon and sell for about $500. It takes 3.5" media that costs each
- about $100. Each cart can hold about 1 GB of data and can be accessed at
- a quoted average rate of 6.73 MB/sec. Takes a SCSI 2 interface and by the
- picture looks like it'll fit in one o' my PC bays with no prob. If Iomega
- delivers, this thing could be used for video playback, project storage and
- backups. Has the potential to be one INCREDIBLE piece of HW. I'm waiting
- for it ...
-
- Also, I've seen several ads for the MARS 2 card by Daewoo. Has a big, red
- 800 number at the bottom to call for more info. It's supposed to do MPEG2
- playback and recording with 6:1 compression or so. Thus, one *should* be
- able to use a vanilla hard disk with it to play back animation. I've called
- the 800 number a few times. The voicemail for Mark Brown (the gringo you
- need to speak to) is full. Could be a lot of interest in this card. I
- have no idea where to get one or how much it will be. Generates broadcast
- quality video, unlike most of the cards out there. (NTSC has 60 frame,
- true color, 740X480, MPEG-2, selectable PAL or NTSC, ISA interface, S-VHS,
- Composite and Betacam outs.) Specs look real good on this board. Looks
- to me like it would work well with the coming Jaz ...
-
- An aside, I note that several card vendors are packaging Adobe Premiere
- 4.0 LE with their hardware. I know what AP 4.0 is. But, what is "LE"?
- I assume it's a hobbled version of 4.0, no? There's little or no mention
- of it in Adobe's www pages. Anybody know?
-
- Steve
-
- Date: Friday, 11 August 1995 18:19:48
- Subject: Re: Back From Siggraph
- From: Ted Stethem <tstethem@linknet.kitsap.lib.wa.us>
-
-
- ----------------------------------------------------------------------------
-
-
- If you want some real inspiration (or to get really depressed), you
- should check out the Alias website, http://www.alias.com. It has been
- redone for SIGGRAPH and to note their merger with Wavefront. There are
- dozens of MPEG's done by Alias animators and others. There is the running
- Yeti, covered with flowing, bouncing HAIR, the porcupine covered with
- moving QUILLS, the realistic glass of water with BUBBLING Alka-seltzer,
- moving clouds in the sky made with PARTICLES, and so on and so on. You
- will really have to check out Cyrus Lum's DRAGON.
- During SIGGRAPH, they had a live connection but I believe it is down now.
-
- On Thu, 10 Aug 1995 Broctune@aol.com wrote:
-
- > I just got back from siggraph and I must say it was awesome. I mean I only
- > went to the exibits, cause I couldn't afford the classes and stuff but it was
- > truly an experience. Someof the more interesting things were the full earth
- > scaling thing-a-ma-bober, that allowed you to look at a globe, turn it around
- > and go into to any city or place and fly around, it scaled from full earth
- > view to like a 10 meter resolution of a place in almost real time. Another
- > cool place was the Alias Wavefront exhibit. They had a guy there who was
- > showing how the software was used in making fire, hair and proper speech. If
- > you have never been I urge you to go sometime because you'll never forget it.
- >
-
- Date: Friday, 11 August 1995 20:16:56
- Subject: Veloctiy in v4.0 ???
- From: Broctune@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Since there is all this talk about velocity scaling and all that will there
- been an easier way to control the speed of an object and have it vary over
- time in the new version.
-
- Date: Friday, 11 August 1995 21:36:58
- Subject: Bones animation
- From: Doug Darland <ddarland@qualcomm.com>
-
-
- ----------------------------------------------------------------------------
-
- Hello,
- Here is my first try at Bones and Shadows.
- It is a 720K zipped .FLC it unzips to
- 1M or so. It shows Bones being used in
- 2 different axis's on the same object.
-
- Sharky has been gracious enough to allow
- me to put it on his server.
- You can ftp it from ftp.websharx.com/pub/imagine/walk.zip
- Thanks Sharky for all your help.
-
- Doug
- ddarland@qualcomm.com
-
-
- Date: Friday, 11 August 1995 22:58:53
- Subject: Re: Field Rendering
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-11 01:23:42 EDT, you write:
-
- >> * I have not tried to do a fiel rendering yet, but i am kinda confused,
- >> i understand that the best time to use it is when you have objects
- >> moving horizontally or vertically across the screenn. Should i just use
- >> field rendering for ALL my animations??? and what do the individual
- >> frames look like?
- >
- >What's field rendering? I've heard of it before, but have no idea what
- >it does, would someone please enlighten me?
- >
- >
- > ~Rick Heidebrecht~
- 7. Field Rendering... For many this feature will do nothing,
- except make you feel good that once you really need it you now have
- it. Field rendering is only worth something if you are going to a single
- frame recorder, of digital animation system like the Personal
- Animation Recorder from DPS, in Florence, Kentucky. You simply
- click on the Field Render button in the subproject requester for the
- project that you are working on. Notice also that there is a flip fields
- button. You should make a test render of say 30 frames, if the image is
- not stable or seems to be blurred or jagged, then simple click on the
- Flip Field button. Now re-render the animation and everything should
- be just perfect. Remember that this is the case for your system so that
- when you set up a render you will always have to click on this button
- if you needed to do so for this test. We have set this feature to work
- out of the box with the PAR card, so as you test this feature please let
- us know what you had to do to make it work with your system so that
- we can let everyone else know what works best.
-
- This is from the manual.txt file. Hope it helps you.
-
- Bob............
-
-
- Date: Saturday, 12 August 1995 00:23:06
- Subject: Re: Field Rendering
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >ok well thanks for the explanations guys, my question now is should i
- >Field Render ALL the time? and if so, what kind of an speed decrease
- >should i expect if any?
- >
- >Also why is the PAR still so expensive!!! Its been at the $1600 range
- >for the past 3 years! Isnt there anything out there that is much
- >cheaper and has the same broadcast quality?
- >
- As mentioned, field render only when you will be playing back at a
- guranteed 30 fps. Otherwise the animation will look ragged. If you
- can play back at 30 fps, field render. It's not alot slower, and the
- result is great. Note when field rendering if you want to hold on the
- first or last frame, render those two without field rendering.
-
- PAR is still that price because it's the same card it was 3 years ago!
- It's about to be replaced by the Perception card, which is the same price
- but uses compression ratios as low as 3 to 1, and uses a SCSI II interface
- so you can use standard drives and get better speed, among other features.
-
- They cost this much because true broadcast standard is demanding, and hence
- expensive. The prices of these cards is chicken feed in an industry where
- a basic broadcast quality Sony Betacam SP video deck is $30,000+. We are
- lucky to have access to such 'cheap' gear as $2000!
-
- There is a card called the Q'motion (?) coming out which is broadcast
- resolution with composite and YC (S-VHS/Hi8) in (?) and out, for around $600.
- It doesn't have component (YUV or RGB) out so it's not quite Broadcast
- in the same league as PAR/Perception but it may be 'Broadcastable' ie don't
- let the engineers get too close!
- Might be worth looking out for if it performs.
-
- Bill Boyce
-
-
- Date: Saturday, 12 August 1995 00:32:40
- Subject: Re: Interesting ...
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >The latest DV has some exciting stuff in it. I'm considering going to
- >broadcast quality hardware to spit out Imagine stuff as well as upgrading
- >other stuff.
- >
- snip
- >Also, I've seen several ads for the MARS 2 card by Daewoo. Has a big, red
- >800 number at the bottom to call for more info. It's supposed to do MPEG2
- >playback and recording with 6:1 compression or so.
- snip
- >Generates broadcast
- >quality video, unlike most of the cards out there. (NTSC has 60 frame,
- >true color, 740X480, MPEG-2, selectable PAL or NTSC, ISA interface, S-VHS,
- >Composite and Betacam outs.) Specs look real good on this board. Looks
- >to me like it would work well with the coming Jaz ...
-
- Check out the Q'Motion (?) card too. Similar features, (though no beta)
- for around $600
-
- >An aside, I note that several card vendors are packaging Adobe Premiere
- >4.0 LE with their hardware. I know what AP 4.0 is. But, what is "LE"?
- >I assume it's a hobbled version of 4.0, no? There's little or no mention
- >of it in Adobe's www pages. Anybody know?
-
- Yes, it's a cut down (giving new meaning to Limited Edition!) version.
-
-
- Date: Saturday, 12 August 1995 01:34:17
- Subject: Re:ModePro?
- From: mrivers@tbag.tscs.com (Michael Rivers)
-
-
- ----------------------------------------------------------------------------
-
- > When I downloaded ModePro from Aminet the other day, It worked fine.
- > I was running Imagine 3.3 in fully overscanned 724x482. Cool, I
- > thought. Then after a couple of days, it quit. ModePro wouldn't
- > recognize when I ran Imagine, and wouldn't promote the screen. =_(
- > Uncol, I thought. Is there something obvious that I'm missing?
- > ModePro works every once in a while, but I usually have to reboot
- > several times. I tried adding a path to the program name, and I
- > tried using the screenmode requester option; the
- > requester doesn't even try to pop up. Help!?
-
- > See ya,
- > Roger
-
- A few things come to mind,
- - Promote Imagine by the Screens name(Imagine). Depending
- on how Imagine is started, it's Program Name may be
- 'Imagine.fp' , 'Imagine.int' or something like
- 'work:imagine/Imagine.fp'
- - Check you chip-mem perhaps your running out or is becoming
- fragmented, if ModePro can't promote the screen, it will
- fallback and open the the screen without promotion.
- Try promoting to a smaller screen mode.
- - Check the entrys in ModePro, Entries in the Screen list have
- priority over the entries in the Program list.
- - Try using wild cards, for ex. #?Imagine#?
- or you can use #?(which will promote everthing)
-
- I'm probably guessing it will be the 1st, 3rd or 4th, being
- as your not getting the screen mode requester.
-
- Date: Saturday, 12 August 1995 01:46:32
- Subject: Re: Interesting ...
- From: Sharky <sharky@websharx.com>
-
-
- ----------------------------------------------------------------------------
-
- On Fri, 11 Aug 1995, Steve NACAD::Sherman LKG2-A/R5 pole AA2 DTN 226-6992 11-Aug
- -1995 1423 -0400 wrote:
-
- > The latest DV has some exciting stuff in it. I'm considering going to
- > broadcast quality hardware to spit out Imagine stuff as well as upgrading
- > other stuff.
- >
- > There was formal mention of Iomega's Jaz box. Basically, it's supposed to
- > be out soon and sell for about $500. It takes 3.5" media that costs each
- > about $100. Each cart can hold about 1 GB of data and can be accessed at
- > a quoted average rate of 6.73 MB/sec. Takes a SCSI 2 interface and by the
- > picture looks like it'll fit in one o' my PC bays with no prob. If Iomega
- > delivers, this thing could be used for video playback, project storage and
- > backups. Has the potential to be one INCREDIBLE piece of HW. I'm waiting
- > for it ...
-
- The JAZ looks hot! If it is anything like the ZIP drive I just got (JAZ's
- little 100MB brother) it'll sell like hotcakes. I've moved from
- bernoulli's straight to zip disks and the pricing is just right to put
- one project per zip disk. (OK I do wimpy imagine projects that don't go
- over 100MB phtophtpht) :-)
-
- [snipped daewoo stuff]
-
- > An aside, I note that several card vendors are packaging Adobe Premiere
- > 4.0 LE with their hardware. I know what AP 4.0 is. But, what is "LE"?
- > I assume it's a hobbled version of 4.0, no? There's little or no mention
- > of it in Adobe's www pages. Anybody know?
-
- The LE is short for 'Lite Edition' or more appropriately 'Lame Edition'.
- I got it with my Movie Machine Pro MJPEG compression setup and will be
- upgrading to the full version (~$150) as soon as possible. The MM Pro is
- great, but I get the feeling that I may be crying for the newer stuff
- come COMDEX this fall. :-(
-
- Aloha,
- Sharky
-
- sharky@aloha.com/CIS#70614,2011 __ v Home Page : http://aloha.com/~sharky
- WebSurfer & Fun Guy,Funky __/ \ >*< Home Server:http://www.websharx.com
- WWW Page Designs, ____/ ) | ^ Hawaii Related Links and Etcetera's,
- Tech. Planning /\_____/ } \ 3D Modelling & Animation Art,Objects
- ~~~~~~~~~~~~~~~(_________ALOHA!_______)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
-
-
-
- Date: Saturday, 12 August 1995 02:12:33
- Subject: Amiga IFF
- From: Susan Dianne Boon <sdboon@acs.ucalgary.ca>
-
-
- ----------------------------------------------------------------------------
-
- Thanks to all for the replys about imagestudio and superview. Too
- bad neither have TIFF but I will give GIF a whirl. Another
- question...(again?!?!?) has to do with my final renderings.
- I have basically made an animimated intro using fonts I have
- created with the spline editor. Now the animated words show up
- fine during a "make" and during a "quickrender". But when I go to
- do a trace (in any graphic mode) there is always three letters
- missing on the last word. If I recreate the word again in the
- spline editor,but create the letters in a different order, it
- never shows the last three letters I have created in the
- spline editor. It seems that there are a maximum of letters
- (faces) allowed? Any ideas?
-
- Cool...I'm up to 70% complete...isnt multitasking great?
- --
-
- Dr. Susan D. Boon
- Department of Psychology
- University of Calgary
- 2500 University Dr. NW
- Calgary, AB T2N 1N4
- CANADA
-
- Date: Saturday, 12 August 1995 07:08:43
- Subject: Re: imagine 2.0
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-09 19:48:35 EDT, jpiche@freenet.calgary.ab.ca (Joe
- Piche) writes:
-
- >I was wundering if there was an upgrade to imagine 2.0? Bug fix, and the
- >like. I can't afford 3.0, so I'm kinda stuck with 2 <The price was
- >right>. I'm also looking for a tutorial on how to use the Cycle editor.
- >The book that came with imagine when I bought it, covers all the basics,
- >but not the cycle ed.
- >
- >BTW, I'm using the PC version.
- >
- >Thanx, Joe
- >
- >
- Hey Joe, and anyone else out there that may be interested. Impulse offers a
- package called Imagine Lite on CD-Rom. It is only $100 bucks and offers
- significant improvements over 2.0. I believe it is version 3.0, and has some
- of the high-end features like Particles taken out. It would be well worth
- your $100 bucks. 2.0 seems like a script based program in comparison.
-
- stephen g.
-
-
- Date: Saturday, 12 August 1995 07:09:27
- Subject: Re: Creating landscapes
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-09 23:54:10 EDT, RobSampson@aol.com writes:
-
- >I've been using Vistapro 3.1, picked it up a couple weeks ago. I now
- >consider it an excellent addtion to Imagine. There are so many ways to use
- >it. Export dxf terrains to Imagine. Convert dem files to 3ds with a
- utility
- >of thiers then convert the 3ds file to Imagine with Andrey's program.
- > Backdrop an Imagine render into a Vistapro landscape and then place another
- >Imagine render in the foreground as long as the tga files background color
- is
- >black. It is by itself a great program with very good tech support, in fact
- >the best tech support I have come across on any product. When I had a
- >question about a feature right after buying it the guy who wrote the program
- >responded to my question within hours even though the post was not directed
- >towards him specifically. If you have need for great terrains and
- >photorealistic backdrops this is the program to get. It was $85 I believe
- >direct from VRLI but can be found cheaper I'm sure.
- >
- >Bob...............
- >
- >
-
- Bob, doesn't VP create DXF files that are to large for Imagine to handle.
- Or have they created a way to export reduced polygon dxf's. So far everyone
- I have talked to say the DXF's go beyond Imagine's face or point limit.
-
- stephen g.
-
- Date: Saturday, 12 August 1995 07:49:03
- Subject: IML overload
- From: cjo@esrange.ssc.se
-
-
- ----------------------------------------------------------------------------
-
- Wheeewww!!!
-
- What _is_ this?
-
- I'm gone for 5 weeks and when I come back I've got over 1100 mails from the=
- =20
- IML in my mailbox! That's more than 200 mails per week!!
-
- Jeez...
-
- *---------------------------------------------------------------*
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@smtpgw.esrange.ssc.se |
- *---------------------------------------------------------------*
-
- Date: Saturday, 12 August 1995 09:10:47
- Subject: RE:Veloctiy in v4.0 ???
- From: jbk4@email.psu.edu (The Prophet)
-
-
- ----------------------------------------------------------------------------
-
- To make it easier, Impulse should implement a graphical control
- box that displays a spline curve that represents the velocity
- scaling. It would aid the user-friendliness of the prg.
-
- Jaeson K.
- ____ ____ _ _
- ( | \ ( / \ ( ) _ / )
- )| )_ __ / /_ _ __ / __ ( X_)
- ( | /~ \ /\_) /---~/ ) / )/ )/~\ /\_) / _
- )ll/ l/ \__ (/ (/ (_//__// / \__ (___)
- (____________) (___/ (___)
-
- Jaeson Koszarsky Amiga 3000+
- ---------------- -----------
- cyberprophet@psu.edu 68040/30Mhz
- jbk4@email.psu.edu 24Megs-1GIG
- jason@chaos.ezgate.com OS3.1
-
- Date: Saturday, 12 August 1995 10:02:41
- Subject: Re: An old challenge - How are diamonds done ?
- From: "JOSEPH F. HART" <VISHART@ubvms.cc.buffalo.edu>
-
-
- ----------------------------------------------------------------------------
-
- > From: IN%"rbyrne@3dform.edex.edu.au" :
- > Here's a trace I did of your Diamond object. For a comparison, I copied it
- > and changed the attributes to Glass with the same Index of Refraction as
- > yours and placed it to the right of your original.
-
- I looked at the JPEG, and you have exactly the effect I've
- been trying to achieve. I've been having some difficulty trying
- to duplicate it. Is there any way you could provide more details
- on how you did it ? Perhaps you could lharc and uuencode the
- project, or perhaps better yet, post a tutorial here on the
- mailing list........
-
- In Awe of Your Marvelous Achievement.....
-
- [ Sounds of transcendant admiration, followed by thunderous applause
- and fervent worship, with much bowing, praise and sacrificing.....]
-
-
- ___________________________________________________________________
- | Internet: VISHART@ubvms.cc.buffalo.edu
- Joseph Hart | /// Plink : OSS542
- Niagara Falls, NY | \\\/// Ham call: WA2SND
- | \XX/ FreeNet : af804@freenet.buffalo.edu
- | *** AMIGA - Computers for REAL MEN ***
- ===================================================================
-
- Date: Saturday, 12 August 1995 11:56:24
- Subject: Re: Amiga IFF
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
-
- >I have basically made an animimated intro using fonts I have
- >created with the spline editor. Now the animated words show up
- >fine during a "make" and during a "quickrender". But when I go to
- >do a trace (in any graphic mode) there is always three letters
- >missing on the last word. If I recreate the word again in the
- >spline editor,but create the letters in a different order, it
- >never shows the last three letters I have created in the
- >spline editor. It seems that there are a maximum of letters
- >(faces) allowed? Any ideas?
- >
-
- Hmmm. There is a limit on the number of edges (the only limit I've bumped
- into) which is around 32000 (40000?) edges per object.
- The other thing is if Imagine runs out of RAM for a render it drops polygons
- - well it used to do this, I probably haven't run up against this since
- Imagine 2.0, so I'm not sure it still does it.
-
- Bill Boyce
-
-
- Date: Saturday, 12 August 1995 12:20:38
- Subject: Re:ModePro?
- From: Roger Straub <straub@csn.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Sat, 12 Aug 1995, Michael Rivers wrote:
-
- b>
- > A few things come to mind,
- > - Promote Imagine by the Screens name(Imagine). Depending
- > on how Imagine is started, it's Program Name may be
- > 'Imagine.fp' , 'Imagine.int' or something like
- > 'work:imagine/Imagine.fp'
- > - Check you chip-mem perhaps your running out or is becoming
- > fragmented, if ModePro can't promote the screen, it will
- > fallback and open the the screen without promotion.
- > Try promoting to a smaller screen mode.
- > - Check the entrys in ModePro, Entries in the Screen list have
- > priority over the entries in the Program list.
- > - Try using wild cards, for ex. #?Imagine#?
- > or you can use #?(which will promote everthing)
- >
- > I'm probably guessing it will be the 1st, 3rd or 4th, being
- > as your not getting the screen mode requester.
- >
-
- I tried all of these. Imagine still pops up as a tiny 640x400 screen, and
- I still don't get the requester. Grrr...
-
- See ya,
- Roger
-
- Date: Saturday, 12 August 1995 13:36:43
- Subject: Re: Creating landscapes
- From: Jim Shinosky <tracker@en.com>
-
-
- ----------------------------------------------------------------------------
-
- >
- > Bob, doesn't VP create DXF files that are to large for Imagine to handle.
- > Or have they created a way to export reduced polygon dxf's. So far everyone
- > I have talked to say the DXF's go beyond Imagine's face or point limit.
- >
- > stephen g.
-
- Actually, if I may step in here, Vistapro lets you set the detail level
- of the DXF from very low quality(low polygon count) to very high quality.
- There are 4 detail levels(maybe 5 I haven't used it in a while). The DXF's
- are very useable.
-
- Jim Shinosky
-
- Date: Saturday, 12 August 1995 15:22:00
- Subject: Re: Creating landscapes
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> Bob, doesn't VP create DXF files that are to large for Imagine to= ha-> Or
- have they created a way to export reduced polygon dxf's. So f=ar-> I have talke
- d to say the DXF's go beyond Imagine's face or point l=imiI've never had any tro
- uble importing VP DXF's, but if I remember righ=tyou can control how large of te
- rrain you want. In theory I suppose yo=ucould create one so large it would excee
- d your ram limits.ps. This is 3.1 for IBM (don't know about any other version)
- /------------------------------ ___ ___ ___ ___ | Mike van der
- Sommen / __ /__/ /__/ /_ \ / | Santa Barbara, Ca.
- /___/ / \ / / / / \ | mike.vandersommen@caddy.uu.silcom.c
- om HAUS BBS (805-683-1388) | "Blackouts make for nice breaks in t
- he day" \_____________________________________________________________--- =FE
- InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388
-
- Date: Saturday, 12 August 1995 15:48:36
- Subject: Re: Amiga IFF
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Hey Doc,
-
- Sounds like a common problem: either your objects are going
- outside your world boundary, or else you're running out of ram.
-
- Go into action editor, and make sure, in the Globals, that your
- world size is set to 0,0,0.
-
- World size is only a factor in trace mode, so I'll bet this is
- where you're losing your object.
-
- Date: Saturday, 12 August 1995 16:03:21
- Subject: Ram drive when using imagine
- From: Old_Man <sea_dog@yrkpa.kias.com>
-
-
- ----------------------------------------------------------------------------
-
- I have just added a pentium to my faithful Amigo, and I know this will
- show how little I know about IBM but,,,,,,,,,,,,,,,,In order to run
- imagine,I have to rem out the first two lines of my config.sys - right?
- (to get rid of emm386 and himem)
-
- When I do this and then try to create a RAM drive I can only create about
- 128 and this fills up almost immediately.
-
- Obviously I am doing something wrong and will appreciate hearing how to
- do it right
-
- Thanks
- Bill
-
-
- Date: Saturday, 12 August 1995 16:15:36
- Subject: ISL PC version
- From: Paul Thompson <shinobi@gold.interlog.com>
-
-
- ----------------------------------------------------------------------------
-
- I'm looking for the PC version of ISL. I haven't had much luck finding
- it. Can someone help?
-
- Paul
-
-
- Date: Saturday, 12 August 1995 18:34:00
- Subject: Hide/unhide subgroups
- From: drift@nighthawk.com (Drift Dennis)
-
-
- ----------------------------------------------------------------------------
-
- I am working with imagine 3.3 and would like to know if anyone knows of a
- way to hide by subgroups. The unhide by subgroups function in the
- pick/select menu is real nice, but to hide by subgroups would be even nicer.
- If this cannot be done, will be able to be done in 4.0 I hope, I hope..
-
- Thanks Drift
- Drift Dennis
- drift@nighthawk.com May The Force Be With You
- {KC7OT}
- NightHawk Production
- 3D graphics and animation
- 9403 Marilla Dr
- Lakeside, California The true miracle is that we exist at all,
- 92040-2801 let alone the we are here and now.
- PHONE 619-390-8375
- FAX 619-390-8375 PLEASE STOP BY OUR WEB SITE, we would appreciate
- hearing
- from you http://www.cts.com/browse/drift/
- or soon to change to http://nighthawk.com
- ****************************************************************************
- **********^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- ^^^^^^^^^^^^^^^^^^^
-
-
- Date: Saturday, 12 August 1995 18:52:38
- Subject: Re: Creating landscapes
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-12 02:08:40 EDT, you write:
-
- << Bob, doesn't VP create DXF files that are to large for Imagine to handle.
- Or have they created a way to export reduced polygon dxf's. So far everyone
- I have talked to say the DXF's go beyond Imagine's face or point limit. >>
-
- If the poly count is set to 1 then yes the object is to large. If however
- you reduce to a higher number (less polys) then the file will export to a dxf
- that Imagine will import and I have been able to do this. Another mode is to
- use VRLI's utility for converting a dem file to 3ds file and then use
- Andrey's program to import after that. I have not tried that route yet but
- it is my understanding that the dem to 3ds converter allows control of poly
- count as well.
- Bob.............
-
-
-
- Date: Saturday, 12 August 1995 22:11:09
- Subject: Re: hide/unhide subgroups
- From: Scott F Tracy <sftracy@winternet.com>
-
-
- ----------------------------------------------------------------------------
-
- >
- > I am working with imagine 3.3 and would like to know if anyone knows of a
- > way to hide by subgroups. The unhide by subgroups function in the
- > pick/select menu is real nice, but to hide by subgroups would be even nicer.
- > If this cannot be done, will be able to be done in 4.0 I hope, I hope..
- >
- > Thanks Drift
- > Drift Dennis
- > drift@nighthawk.com May The Force Be With You
- >
- >
-
- Select Hide, go into the Pick/select menu, go down to Pick Subgroup,
- select the subgroup you want to hide and there you are. :-)
-
- Scott F Tracy
- sftracy@winternet.com
-
- Date: Saturday, 12 August 1995 23:00:54
- Subject: Re: Creating landscapes
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Sat, 12 Aug 1995 RobSampson@aol.com wrote:
-
- > that Imagine will import and I have been able to do this. Another mode is to
- > use VRLI's utility for converting a dem file to 3ds file and then use
- > Andrey's program to import after that. I have not tried that route yet but
- > it is my understanding that the dem to 3ds converter allows control of poly
- > count as well.
- > Bob.............
-
- Is the dem-to-3ds utility shareware? I've got Vistapro 1.0, which
- doesn't let you export dxf's. I'm pretty sure that the specs on the dem
- format have been released, has anybody written a dem-to-imagine converter
- yet?(I'd like to myself, but I'm still quite new to programming)
-
-
- ~Rick Heidebrecht~
-
-
-
- Date: Sunday, 13 August 1995 00:29:34
- Subject: Re: Rendering Resolution
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
-
- On Fri, 11 Aug 1995, Torgeir Holm wrote:
-
- > Example: I get a job to do a rendering as an illustration in a magazine, the
- > final size is supposed to be 8"*5", and they use a 130 lpi screen (they tell
- > me this, I don't have to figure that out.)
- >
- > I double the lpi to get the dpi = 260
- > 260 * 8 = 2080
- > 260 * 5 = 1300
- > So I render the image at 2080*1300 at a 1:1 aspect ratio.
- >
- > If I render at a lower resoulution, you will start to notice pixels on the
- > printed page. "lpi*2=dpi" & "dpi * x size & y size" is the basic rule when
- > figuring out resolutions for print.
- >
- >
- > Torge!r
- >
-
- Doubling the lpi to get this dpi is the normal rule. However sometimes
- this is not possible, as high resoloution also equals LARGE file sizes.
- To get around this, we have just reduced the resoloution. So if file size
- is a real problem (it becomes a problem for us on a double page spread
- for our newspapers, over 100megs at high res!) here is an example of what
- is acceptable for us.
- Like Torgier's example, we output at 133 lpi. To double that would be 266
- dpi. We even cheat with this on our normal scans, we use 240 dpi. Anyway,
- we have found that even 200 dpi is acceptable for our large scans. This
- is only for our newspapers though. We do use glossy paper, but the
- quality is not the greatest.
- DON'T cheat like this if you are going to be producing the front cover of
- a magazine, as it most likely be printed on top quality paper, and will
- definitely show pixelisation.
-
- Rod Macey
-
- Date: Sunday, 13 August 1995 00:46:48
- Subject: Re:Re: lensflare
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- On Sun, 6 Aug 1995, gregory denby wrote:
-
- >
- > Rod asks:
- > >How do I obtain a nice sparkle offthe edge of a wine glass or chrome
- > >object?
- >
- > I suppose you are talking about a glint durring the course of an
- > anim? I don't think there is any easy way to do this. Maybe try
- > running a small test anim, just to see which frames have the sharpest
- > specular highlights, and then add a flared light at those points/
- > frames. ??
- >
- > Greg Denby
- >
-
- This might be a nice feature that Impulse might be able to impement.
- A global effect that reacts to a texture (or attributes button) on an obj.
- Like the way that the global lens flare reacts to lights that don't have
- the "No lens flare" switch on. Place a texture that works on specularity
- (or mabey just a button in the attributes requestor like the bright button).
- Anyway, the global effect would look for objects with that is tagged with
- the specularity texture/button, and where the specularity reaches
- 255,255,255 in a tight spot (like on an edge) it would produce a
- sparkle/lensflare like effect. Possible settings for the effect could be:
-
- Intensity before sparkle, ie: 250,250,250
- Width of bright spot (set in Imagine units), ie. if an edge of your wine
- glass was 5 Imagine units, this setting would be say: 5.
- So with these two settings you could say, "Put a sparkle/flare on any
- area where the specularity intensity is over 250,250,250 on an area less
- than 5 imagine units wide"
- Perhaps other lensflare type settings could be borrowed.
-
- Anyway, just an idea. Don't flare me 8-) if this doesn't make sense, is
- totally useless, or could never be done.
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
-
-
- Date: Sunday, 13 August 1995 02:50:39
- Subject: Re: hide/unhide subgroups
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- > I am working with imagine 3.3 and would like to know if anyone knows of a
- > way to hide by subgroups. The unhide by subgroups function in the
- > pick/select menu is real nice, but to hide by subgroups would be even nicer.
- > If this cannot be done, will be able to be done in 4.0 I hope, I hope..
- >
- > Thanks Drift
- > Drift Dennis
-
- Err, surely just go into hide mode, then Pick Subgroup...
-
- Bill Boyce
-
-
- Date: Sunday, 13 August 1995 03:16:00
- Subject: Hide/Unhide subgroups
- From: w.graham6@genie.geis.com
-
-
- ----------------------------------------------------------------------------
-
- Once you've defined your subgroup(s), just go into any of the Point/Edge/
- Face manipulation modes, then go into Hide Points mode. From then on, simply
- Pick Subgroup will hide the points of that subgroup only.
-
- Date: Sunday, 13 August 1995 03:19:02
- Subject: Re: An old challenge - How are diamonds done ?
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello JOSEPH, on Aug 12 you wrote:
-
- > I looked at the JPEG, and you have exactly the effect I've
- > been trying to achieve. I've been having some difficulty trying
- > to duplicate it. Is there any way you could provide more details
- > on how you did it ? Perhaps you could lharc and uuencode the
- > project, or perhaps better yet, post a tutorial here on the
- > mailing list........
- >
- > In Awe of Your Marvelous Achievement.....
-
- The main thing to remember when trying to make reflective objects like
- diamonds or chrome etc. is that they need something to reflect. They need a
- "world" of objects around them. The easiest way to do this is to use a
- Global Brush in the Action Editor which is what I did with your Diamond
- object. I have a Gemstone pic, it came with the OpalVision software I
- think, which gave the impression that the diamond was surrounded by a
- cluster of multi-coloured jewels. The sample jpeg I sent you also had two
- diamond objects instead of one, so they reflected off of each other which
- added to the effect.
-
- -- Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
- Date: Sunday, 13 August 1995 03:49:28
- Subject: Re: Creating landscapes
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Mike, on Aug 12 you wrote:
-
- > I've never had any trouble importing VP DXF's, but if I remember right
- > you can control how large of terrain you want. In theory I suppose you
- > could create one so large it would exceed your ram limits.
- >
- > ps. This is 3.1 for IBM (don't know about any other version)
-
- With all the talk of VistaPro and DXF's I thought I'd mention that the
- Amiga version of Vista saves in Imagine's TDDD format and these can get
- very large. A complete poly size 1 landscape needs about 30 Meg of memory
- to render, a size 2 needs about 7 Megs but you can clip sections of Vista's
- topography map and increase the poly size to keep them manageable.
-
- -- Bob
-
- Date: Sunday, 13 August 1995 05:05:13
- Subject: Re: Creating landscapes
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-12 22:03:16 EDT, you write:
-
- >Is the dem-to-3ds utility shareware? I've got Vistapro 1.0, which
- >doesn't let you export dxf's. I'm pretty sure that the specs on the dem
- >format have been released, has anybody written a dem-to-imagine converter
- >yet?(I'd like to myself, but I'm still quite new to programming)
-
- The dem to 3ds converter I got from the VRLI software forum on Compuserve.
- The 3ds to Imagine converter is written by Andrey Zmievskiy (hope I spelled
- that right) and is on Compuserve and his page on the net. I don't think
- anyone is doing anything for direct conversion to Imagine format because I
- think it has to small a user base ect. Maybe after we get a windoze version
- people will realize the program exists.
-
- Bob............
-
-
-
- Date: Sunday, 13 August 1995 05:23:08
- Subject: Hmmmmm
- From: helmy@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- is it me or are fewer people posting messages on the IML? I used to get
- like 20! now i only get 10 or so...
-
- -------------------------
- H"E"L"M"Y PRODUCTIONS
- -------------------------
- <3D & 2D AnImAtIoN>
- -------------------------
- Los Angeles-California-US
- -------------------------
- E-Mail: Helmy@Voyager.Com
- -------------------------
-
-
-
- Date: Sunday, 13 August 1995 06:50:24
- Subject: FIRE
- From: helmy@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- I know this has been addressed over and over again, my question is: Is
- there a texture that looks like fire AND has a time parameter? so you
- can morph from Time 0 to Time 1? The only ones that i know that look
- like fire are Fireball, MountainTop, CoolFire...none of these however
- have a Time param. Help?
-
- -------------------------
- Ali Helmy
- -------------------------
- H"E"L"M"Y PRODUCTIONS
- -------------------------
- <3D & 2D AnImAtIoN>
- -------------------------
- Los Angeles-California-US
- -------------------------
- E-Mail: Helmy@Voyager.Com
- -------------------------
-
-
-
- Date: Sunday, 13 August 1995 10:50:13
- Subject: Re: 3.3Prob
- From: "Anime a day..." <b7655@hopi.dtcc.edu>
-
-
- ----------------------------------------------------------------------------
-
- On Sun, 13 Aug 1995, Darren Priestnall wrote:
-
- > Can anyone help me, I'm not on the mailing list so you'll have to mail
- > me back direct.
- >
- > I set up a animation on Imagine 3.2 which consisted of a moving camera
- > filming a lake with animated ripples using the Essence 2 Randomripple
- > texture.
- > I've now installed the latest 3.3 update which look's impressive but
- > the lake now render's as a normal flat plane.
- > No ripples, no nothing.....AAaaahhhh
- > I need those ripples back, any idea's ?
- >
- > I'm assuming that the new texture option's just ain't compatible with
- > the old one's which are causing the texture's to be ignored.
- >
-
-
- Looks like more and more I will just wait till 4.0 before I re-install
- Imagine. 3.2 works so well.. I'd hate to see more bugs then the ones
- already mentioned...
-
- Bill
-
-
-
- Date: Sunday, 13 August 1995 12:38:22
- Subject: Re: ISL PC version
- From: John Grieggs <grieggs@primenet.com>
-
-
- ----------------------------------------------------------------------------
-
- >
- > I'm looking for the PC version of ISL. I haven't had much luck finding
- > it. Can someone help?
- >
- Both versions of ISL, Amiga and PC, are in my ftp directory.
-
- ftp.netcom.com:/pub/gr/grieggs/ISL/ISL3_0B9.ZIP PC
- ftp.netcom.com:/pub/gr/grieggs/ISL/ISL3_0b9.LHA Amiga
-
- > Paul
- >
- _john
-
-
- Date: Sunday, 13 August 1995 12:41:26
- Subject: 3.3Prob
- From: Darren Priestnall <darren@hanger.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Can anyone help me, I'm not on the mailing list so you'll have to mail
- me back direct.
-
- I set up a animation on Imagine 3.2 which consisted of a moving camera
- filming a lake with animated ripples using the Essence 2 Randomripple
- texture.
- I've now installed the latest 3.3 update which look's impressive but
- the lake now render's as a normal flat plane.
- No ripples, no nothing.....AAaaahhhh
- I need those ripples back, any idea's ?
-
- I'm assuming that the new texture option's just ain't compatible with
- the old one's which are causing the texture's to be ignored.
-
-
- --
- ~===========================================================================~
- Darren Priestnall - darren@hanger.demon.co.uk (P&GImaging)
- 3D imaging and FX for carbon print's and video
-
- WWW demo page coming on-line soon
-
-
- Date: Sunday, 13 August 1995 13:01:04
- Subject: Re:Textures/States problem
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- Scott writes:
- >The first state of the textures is 'tacked' at A (i.e. i edited the
- >texture axis, moved it to A). The second is tacked at B...
-
- Hmmm? When you say "tacked," do you mean locked the texture to the
- state? This should freeze the texture (Or a brush) to the planes
- geometry. I'm puzzuled because I just ran a small anim using two
- states with the cloud texture's axis moving from point A to B, and
- I did get the expected results. That is, a linear drift for the clouds.
-
- Try, try again?
-
- Greg Denby
-
- Date: Sunday, 13 August 1995 13:42:20
- Subject: Re: Interesting ...
- From: George Lane <glane@qualcomm.com>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Sat, 12 Aug 1995, Bill Boyce wrote:
- > >An aside, I note that several card vendors are packaging Adobe Premiere
- > >4.0 LE with their hardware. I know what AP 4.0 is. But, what is "LE"?
- > >I assume it's a hobbled version of 4.0, no? There's little or no mention
- > >of it in Adobe's www pages. Anybody know?
-
- > Yes, it's a cut down (giving new meaning to Limited Edition!) version.
-
- How much is cut down? Can anyone give a quick summary?
-
-
- George Lane
-
-
-
-
-
-
-
- Date: Sunday, 13 August 1995 14:16:31
- Subject: Re: ram drive when using imagine
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- >I have just added a pentium to my faithful Amigo, and I know this will
- >show how little I know about IBM but,,,,,,,,,,,,,,,,In order to run
- >imagine,I have to rem out the first two lines of my config.sys - right?
- >(to get rid of emm386 and himem)
- >
- >When I do this and then try to create a RAM drive I can only create about
- >128 and this fills up almost immediately.
- >
- >Obviously I am doing something wrong and will appreciate hearing how to
- >do it right
- >
- >Thanks
- >Bill
- >
- You only have to get rid of the emm386 line. It works with himem, at
- least it does for me. If you are using dos 6> then why not create a multiple
- config and autoexec file with your normal settings and an different version
- for imagine. I use this method and it works fine.
-
- Why would you want to create a ram drive anyway? If you only have
- limited memory this will eat it up and leave very little for imagine. I have
- never used a ram drive so I don't know much about them. Try typng 'help
- ramdrive' on the command line.
-
- Ta Ta.
- Chris Hall.
-
- |--------------------------------------------------------|\
- | You have been spoken to by Chris Hall ||
- | A very tall and generally nice bloke from Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/index.html ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 16 37 38 15 27 05 ||
- |--------------------------------------------------------||
- \--------------------------------------------------------\
-
-
-
- Date: Sunday, 13 August 1995 15:50:48
- Subject: Quickie (multiple stages)
- From: cjo@esrange.ssc.se
-
-
- ----------------------------------------------------------------------------
-
- OK, it's about time I wrote something on this here list of our's.
-
- During my vacation (which was very nice indeed, thank you for asking ;) I=20
- got it into my head that I should do some traces with a guitar - hardly=20
- very original, but hey, I like guitars.
-
- So I went to Aminet (gfx/3dobj) (you didn't think I would model it myself,=20
- did you? After all, this is a "quickie"!) and found a _very_ nice acoustic=20
- guitar modelled by Danny Chrastina (if you're listening: GREAT piece of=20
- work!)
-
- I set up a scene (a small stage, a stool, the guitar and a spotlight),=20
- rendered it and thought that I wanted to render a whole series of images=20
- with the same scene, just moving the camera around. But I still wanted to=20
- be able to come back to my original scene (with the exact same camera=20
- position).
- So, what do I do if I don't want to write down the position and alignment=20
- for all the 5 different positions that I'm working on? Well, let me tell=20
- you;
-
- Since I've got this nice computer with a multitasking operating system=20
- <grinning at all PC users> I simply copied the staging file (which can be=20
- found in your PROJECT.IMP directory), renamed it to "staging.original",=20
- went back to Imagine and modified the scene, saved changes, etc... And I=20
- can do this for as many times as I want. When I want to go back to a=20
- previous setup I simply copy the "staging.whatever" to "staging". Easy,=20
- ain't it?
-
- Now, there is another way to do all this, which even works on a PC!! ;)
- Once you have set up your scene the way you like it and decide to change it=
- =20
- nevertheless, go to "action", increase the number of frames, extend the=20
- action bars for your objects, add new bars for the cameras position and=20
- alignment in your new frame, save changes, got to "stage", modify the=20
- camera (don't forget to select "position bar" and "alignment bar" from the=20
- menues) and save changes. Voila!
-
- *---------------------------------------------------------------*
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@smtpgw.esrange.ssc.se |
- *---------------------------------------------------------------*
-
- Date: Sunday, 13 August 1995 16:05:16
- Subject: FIRE
- From: helmy@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- somebody replied by saying that there is a FIRE texture that comes with
- 3.2? hmmm...i dont have one called FIRE! If there is such a thing called
- Fire.itx, if you could i'd apprecite you or any of you attaching it and
- snding me via e-mail i'm sure it wouldnt taKE more than a second, and
- yes I'm a registered user. =)
-
- -------------------------
- E-Mail: Helmy@Voyager.Com
- -------------------------
-
-
-
- Date: Sunday, 13 August 1995 19:41:13
- Subject: Re: FIRE
- From: Jim Shinosky <tracker@en.com>
-
-
- ----------------------------------------------------------------------------
-
-
- 3.1 or 3.2 has a FIRE texture which looks amazingly real(with time param
- also).
-
- On Sun, 13 Aug 1995 helmy@voyager.com wrote:
-
- > I know this has been addressed over and over again, my question is: Is
- > there a texture that looks like fire AND has a time parameter? so you
- > can morph from Time 0 to Time 1? The only ones that i know that look
- > like fire are Fireball, MountainTop, CoolFire...none of these however
- > have a Time param. Help?
- >
- > -------------------------
- > Ali Helmy
- > -------------------------
- > H"E"L"M"Y PRODUCTIONS
- > -------------------------
- > <3D & 2D AnImAtIoN>
- > -------------------------
- > Los Angeles-California-US
- > -------------------------
- > E-Mail: Helmy@Voyager.Com
- > -------------------------
- >
- >
- >
-
- Date: Sunday, 13 August 1995 21:41:43
- Subject: Re: 3.3Prob
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >On Sun, 13 Aug 1995, Darren Priestnall wrote:
- >
-
- >> I've now installed the latest 3.3 update which look's impressive but
- >> the lake now render's as a normal flat plane.
- >> No ripples, no nothing.....AAaaahhhh
- >> I need those ripples back, any idea's ?
- >>
- >> I'm assuming that the new texture option's just ain't compatible with
- >> the old one's which are causing the texture's to be ignored.
- >>
- >
- >
- > Looks like more and more I will just wait till 4.0 before I re-install
- >Imagine. 3.2 works so well.. I'd hate to see more bugs then the ones
- >already mentioned...
- >
- >Bill
-
- Install 3.3 if you have it - it's new attributes requestor is wonderful. I
- haven't had any (well ok one obscure) problems with bugs. I wouldn't go back,
- that's for sure.
-
-
- Date: Sunday, 13 August 1995 21:46:02
- Subject: Re: FIRE
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >I know this has been addressed over and over again, my question is: Is
- >there a texture that looks like fire AND has a time parameter? so you
- >can morph from Time 0 to Time 1? The only ones that i know that look
- >like fire are Fireball, MountainTop, CoolFire...none of these however
- >have a Time param. Help?
- >
- There's more than one way to skin a morph...
-
- Try moving the texture in one axis over time - which axis depends on the
- texture. You basically want to move it in or out of the face it's on. I
- know this works great with CoolFire, which is indeed cool.
-
- Bill Boyce
-
-
- Date: Sunday, 13 August 1995 22:47:42
- Subject: Re: ram drive when using imagine
- From: rgrzywna@unix.infoserve.net (Romuald Grzywna)
-
-
- ----------------------------------------------------------------------------
-
- >I have just added a pentium to my faithful Amigo, and I know this will
- >show how little I know about IBM but,,,,,,,,,,,,,,,,In order to run
- >imagine,I have to rem out the first two lines of my config.sys - right?
- >(to get rid of emm386 and himem)
- >
-
- Well, almost.
- Get rid of emm386, NOT himem. You need all this memory above 640 kb, don't you?
-
- You can also have both emm386 and himem active and run Imagine. Just at the
- command prompt, when starting Imagine, type: imagine /noxms. It gives you
- more base memory for your other apps.
-
- Roman
-
-
- Date: Monday, 14 August 1995 04:09:00
- Subject: Rotoscoping
- From: Thomas Ross <ROSST@gar.union.edu>
-
-
- ----------------------------------------------------------------------------
-
- I asked this before, but no respondo!
-
- I understand 2D rotoscoping, but what's 3D rotoscoping as offered in
- Imagine after 3.0 or so?
-
- Thanks
-
- Baby Shoeless
-
-
- Date: Monday, 14 August 1995 04:13:50
- Subject: Wish List
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Here's my wish list for 4.0 or a future version. Probably to late to make it
- into 4.0
-
- 1. Ability to cut a closed path into open path or paths in Stage.
-
- 2. Bluing in Detail editor so that when creating new states you can see what
- the old one looks like.
-
- 3. Set anim speed for "make movie" in Project.
-
- 4. Blend/Extrude along path between to line segments that are shaped
- differently. Also a feature that would allow you to bevel the extrusion in a
- arc.
-
- 5. Change states visually in Stage editor instead of having to change them in
- Action editor.
-
- 6. Change Stage editor lights attributes inside stage.
-
- 7. (Asked for before but) Unpick select points in detail.
-
- 8. A point randomizer that would give objects a "not so perfect, real world"
- look within specified tolerances by shifting all points on an object a small
- amount.
-
- 9. Fix bug that causes layers to magically disappear.
-
- 10. Simple landscape generator.
-
- Date: Monday, 14 August 1995 14:29:37
- Subject: Impulse + Siggraph 95
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi there!
- I'm back from the US, being there for two great weeks!
- First I visited Impulse for a couple of days. And we are going to see a heck of
-
- a program when they release 4.0, pheew!! Heck, I even talked them in to do some
-
- of the things I wished for. And to all of you who think that they are a bit
- weird.......they are! But in a very cool sense. And they listen to what we say
- about their program. I saw metaballs,Motion blur,a new smooth feature, etc,etc.
- And it realy is looking great. And the way they implemented the motion blur is
- f***ing genius, nr of frames, and shutter speed dragable button.
-
- At Siggraph there was a lot of cool things happening, and I meet Greg Tsdallis,
-
- what a great guy.
-
- A got to go!
-
- Renderbrandt!
-
-
- Date: Monday, 14 August 1995 20:06:25
- Subject: Bones man. Bones.
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- I have recently got hold of a model of a man and have been playing about
- with bones in a attempt to make some sort of realistic looking poseable
- model. I managed to stick one of the arms onto the torso and made the
- neccesary bones additions. The trouble is that when I move the arm it looks
- like a shop window dummy arm that rotates around an axis. I know this is
- essentialy right but how can I get it to look more realistic? A bigger group
- overlap?
- Also when I rotate the hand a very small part of the wrist turns were as if
- you rotate your own hand (Go on. Try it) most of the lower arm (From the
- elbow down) turns as well. How can I achieve this? A smaller lower arm group?
- And lastly, if you are still with me, were should I place the base group for
- a human? If I make it the head and I want to nod the head the whole body
- rotates around the fixed head. I have tried the middle of the shoulders
- which makes the head nod ok but I get the same problem when moving the lower
- body. I would take a guess that it is the bottom of the spine. Your body
- (mine anyway) appears to rotate around this point. Yes??
-
- Thanks for any help.
-
- PS. If any body wants I could uuencode the model so far and post it on the
- list for all to see.
-
- Chris Hall.
-
- |--------------------------------------------------------|\
- | You have been spoken to by Chris Hall ||
- | A very tall and generally nice bloke from Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/index.html ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 16 37 38 15 27 05 ||
- |--------------------------------------------------------||
- \--------------------------------------------------------\
-
-
-
- Date: Monday, 14 August 1995 20:47:31
- Subject: Re: FIRE
- From: Jim Shinosky <tracker@en.com>
-
-
- ----------------------------------------------------------------------------
-
-
- If you're missing the FIRE texture, I suggest you call Impulse. I don't
- think they would appreciate anyone mailing their textures around regardless
- of the fact that you are a registered user.
-
-
- On Sun, 13 Aug 1995 helmy@voyager.com wrote:
-
- > somebody replied by saying that there is a FIRE texture that comes with
- > 3.2? hmmm...i dont have one called FIRE! If there is such a thing called
- > Fire.itx, if you could i'd apprecite you or any of you attaching it and
- > snding me via e-mail i'm sure it wouldnt taKE more than a second, and
- > yes I'm a registered user. =)
- >
- > -------------------------
- > E-Mail: Helmy@Voyager.Com
- > -------------------------
- >
- >
- >
-
- Date: Monday, 14 August 1995 21:18:09
- Subject: Wish list
- From: Edward Askins <edochan@moose.erie.net>
-
-
- ----------------------------------------------------------------------------
-
- Is there any way to use the deform tools(bend, taper, twist etc.) in pick
- points mode? if not I would like to add it to the wish list.
-
- -Ed A.
-
- Date: Monday, 14 August 1995 22:35:42
- Subject: Re: rotoscoping
- From: beeton@SEDSystems.ca (Gary Beeton, beeton@SEDSystems.ca)
-
-
- ----------------------------------------------------------------------------
-
- > I understand 2D rotoscoping, but what's 3D rotoscoping as offered in
- > Imagine after 3.0 or so?
-
- Pretty much the same thing except that in 3D rotoscoping you are using
- 2D images to help position 3D objects.
-
- Date: Monday, 14 August 1995 22:55:22
- Subject: Re: Field Rendering
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >On Sat, 12 Aug 1995, Bill Boyce wrote:
- >
- >> As mentioned, field render only when you will be playing back at a
- >> guranteed 30 fps. Otherwise the animation will look ragged.
- >
- >I believe that should have said "field render only when you will be
- >playing back on an interlaced display." The rate of playback has
- >less to do with it than the type of display. If I play an animation
- >on my non-interlaced Retina video board, I most certainly do not
- >want to use field rendering, as alternate lines or "fields" are
- >displayed in the same scan of the electron beam causing images with
- >certain kinds of motion to appear jagged.
- >
- >I don't know if my syntax is clear, so let me put it this way:
- >
- > Field rendering compensates for the effects of an
- > interlaced display. Using field rendering for a
- > non-interlaced display introduces the same time-domain
- > artifacts you were trying to get rid of when using
- > an interlaced display.
- >
- Correct - but so was I. I was assuming an interlaced playback (read
- my original post where I explained fields etc). It is also
- just as important to play it back at the scan rate of your output
- device - ie usually 30fps. It is just as jagged if played back slow.
- So we are both right! Isn't that great!
-
- 1. Field render only if playing back at a guranteed 30 fps (NTSC or
- the rate supported by your hardware - 25 fps PAL)
-
- 2. Field render only if using an interlaced screen on your
- playback device
-
-
- Date: Monday, 14 August 1995 23:04:54
- Subject: Re: Bones man. Bones.
- From: Ted Stethem <tstethem@linknet.kitsap.lib.wa.us>
-
-
- ----------------------------------------------------------------------------
-
-
- I have a bones animation on Aminet in gfx/anim called BeachBabe.lha.
- Maybe you will take a look and see if I might be able to help you with
- bones, and maybe you will take a look and decide it is crap. Let me know.
-
- Sysop of:
-
- Over 1 Gig of Imagine Objects, over 3 Gigs of Texture Maps,
- 3D-Studio, Imagine, and LightWAVE conferences. Call Now!!!
- ..--------------------------\|/--------------------------------------\|/----.
- |*- ### # -o- * # * # # ##-o- *|
- ||\ o # # # /|\ * # * # # /|\ * |
- |. ______+ __ _____ ______ __ __ ____ ____ ### |
- | ## / __ /\ /\/ /\ / _ /\ /_ __/\ / /\/ /\ /___/\ / _ /\ # |
- | # / __ / // / // //#/ / \/ /\_\// __ / //___/\// / / ### #|
- | /_/ /_/ //_/\/ //____/ / /_/ / /_/ /_/ //___/\//_/\_\/ |
- | # \_\/\_\/ \_\/\/ \____\/ \_\/ \_\/\_\/ \___\/ \_\/\_\ ## # |
- |#+# # __ __ __ __ __ __ ____ ____ _____ ____. #|
- | # / /\/ /\ /\/ /\ / /\ / /\/ /\ /___/\ / _ /\ / ___/\ /___/\ |
- | # / /_/ / // / // / / \ \/ / //___/\// / //__ /\//___/\/ \|/ |
- | /_____/ //_/\/ //_/ / \__/ //___/\//_/\_\//____/ //___/\/ -o- #|
- | \_____\/ \_\/\/ \_\/ # \_\/ \___\/ \_\/\_\\____\/ \___\/ # /|\ |
- | . |
- | # -+- # # * # . # . # # . # . # |
- |#+# ((( GATEWAY TO CYBERGRAF/X ))) . #|
- | # . ` . |
- | [ A3000/470 Meg HD/10 MB RAM PARNET -> A3000/040/1.7 Gig HD/20MB RAM ] |
- | .[ 3 Nodez USR V.34+ 33.6K DST Amiga/IBM/Mac/3D Grafx Conferences ]# |
- | [ Node1:(206)-6976999! | Node2:(206)-Ringdown | Node3:(206)-PRIVATE ] |
- `--------------------------------------------------------------------------'
-
-
- On Mon, 14 Aug 1995, Chris Hall wrote:
-
- > I have recently got hold of a model of a man and have been playing about
- > with bones in a attempt to make some sort of realistic looking poseable
- > model. I managed to stick one of the arms onto the torso and made the
- > neccesary bones additions. The trouble is that when I move the arm it looks
- > like a shop window dummy arm that rotates around an axis. I know this is
- > essentialy right but how can I get it to look more realistic? A bigger group
- > overlap?
- > Also when I rotate the hand a very small part of the wrist turns were as if
- > you rotate your own hand (Go on. Try it) most of the lower arm (From the
- > elbow down) turns as well. How can I achieve this? A smaller lower arm group?
- > And lastly, if you are still with me, were should I place the base group for
- > a human? If I make it the head and I want to nod the head the whole body
- > rotates around the fixed head. I have tried the middle of the shoulders
- > which makes the head nod ok but I get the same problem when moving the lower
- > body. I would take a guess that it is the bottom of the spine. Your body
- > (mine anyway) appears to rotate around this point. Yes??
- >
- > Thanks for any help.
- >
- > PS. If any body wants I could uuencode the model so far and post it on the
- > list for all to see.
- >
- > Chris Hall.
- >
- > |--------------------------------------------------------|\
- > | You have been spoken to by Chris Hall ||
- > | A very tall and generally nice bloke from Great Briton ||
- > | ||
- > | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- > | Or try my WWW home page at : ||
- > | HTTP://www.cityscape.co.uk/users/ad87/index.html ||
- > | ||
- > | Today's lucky lottery numbers are :- ||
- > | 16 37 38 15 27 05 ||
- > |--------------------------------------------------------||
- > \--------------------------------------------------------\
- >
- >
- >
-
- Date: Monday, 14 August 1995 23:05:45
- Subject: Tool Survey Results 8^(
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- Hello all,
-
- A couple of weeks ago I asked you all to participate in a survey about
- what tools we all used to complete our masterpieces.
-
- Well, I received only 29 answers. Is no-one interested in the results?
- If some of you didn't reply because you thought it was a stupid survey,
- the least you could have done was flame me.
-
- Anyway, here are the results:
-
- Firstly, Tom Renderbrant uses every computer ever made to do
- his renders 8^)
-
- Amiga Users: 15 + 1 guy with a bridgeboard and Emplant
- (Are these used for rendering??)
- PC Users: 6
- Ami/PC Users: 5
- Ami/Other: 1
- PC/Other: 0
- Ami/PC/Other: 1 (Tom)
-
- Are there only 29 people on this mailing list now? If anyone else would
- like to be added to this survey, please! mail soon. If enough new replies
- come in then I will repost the results again. If anyone isn't interested,
- please flame me and I won't bother.
-
- Remember, send the replies to me privately, with the subject line
- in this format:
-
- Re:Tools_platform/platforms
-
- Where platform/platforms is either;
- ami for Amiga only
- pc for PC only
- amipc for Amiga and PC
- amiother for Amiga and another platform
- pcother for PC and another platform, or
- amipcother for Amiga, PC and another
-
- Don't bother sending any content, as I will be just tallying up the
- subject lines, then deleting the message.
-
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
-
- Date: Tuesday, 15 August 1995 03:09:08
- Subject: Re: Bones man. Bones.
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Chris, on Aug 14 you wrote:
-
- > I have recently got hold of a model of a man and have been playing about
- > with bones in a attempt to make some sort of realistic looking poseable
- > model. I managed to stick one of the arms onto the torso and made the
- > neccesary bones additions. The trouble is that when I move the arm it looks
- > like a shop window dummy arm that rotates around an axis. I know this is
- > essentialy right but how can I get it to look more realistic? A bigger group
- > overlap?
-
- You might have to re-shape the bone faces at the joints. Eg, the elbow when
- bent, creases at the inside of the joint and stretchs at the outside. The
- subgroup should be shaped like a wedge with the wide part on the funny bone
- side. The shoulder may be more difficult, I spent hours moving my hand just
- to get the thumb movement looking realistic for a hand anim. The main thing I
- have noticed is that the movements are not linear. When you move your limbs
- there are rotations as well. A tin soldier swings its arms straight up and
- down, a person's arms move across in front of the thighs.
-
- If this is your first Bones object, I'd try something less complicated
- first.
-
- > Also when I rotate the hand a very small part of the wrist turns were as if
- > you rotate your own hand (Go on. Try it) most of the lower arm (From the
- > elbow down) turns as well. How can I achieve this? A smaller lower arm group?
-
- Yes, you would need a separate group for parts that rotate around the wrist
- and the forearm. You may need several because the closer you get to the
- elbow the less rotation. Actually, if you look closely most of the rotation
- occurs internally with the bones (radius, ulna), not the skin, so don't
- over do it.
-
- > And lastly, if you are still with me, were should I place the base group for
- > a human? If I make it the head and I want to nod the head the whole body
- > rotates around the fixed head. I have tried the middle of the shoulders
- > which makes the head nod ok but I get the same problem when moving the lower
- > body. I would take a guess that it is the bottom of the spine. Your body
- > (mine anyway) appears to rotate around this point. Yes??
-
- I've never made a complete human but I think you may not have set the
- parent bone correctly. When you select this axis in group mode, all the
- other axes will be selected. This bone should have ALL the faces of the
- object as a subgroup for the Small and Big bone.
-
- > PS. If any body wants I could uuencode the model so far and post it on the
- > list for all to see.
-
- It might be better to wait until a separate site is set up for binaries.
-
- I'd take a look myself but I'm right in the middle of a project and the
- Slice command is giving me hell :-(
-
- > Chris Hall.
-
-
- -- Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
- Date: Tuesday, 15 August 1995 03:34:23
- Subject: Slice
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello All,
-
- I'm trying to slice some fairly complex objects (IM3) and thought it would
- be nice if Imagine's error messages were more detailed, like giving the
- number of the offending edge/face. After getting an error like "edge too
- close..." or "error splitting faces" I move, rotate or scale the object and
- may correct that part of the object but then have another part cause an
- error. If I knew which face was causing the problem I could manipulate it
- using Pick Range. This will no doubt be tedious but after three hours
- trying to get slice to work it might be easier.
- I may just leave the objects as they are but you end up with the pieces
- looking like they are fused together rather than joined with sharp edges
- where they intersect.
-
- -- Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
- Date: Tuesday, 15 August 1995 04:24:58
- Subject: Re: Wish List
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello SGiff68285, on Aug 13 you wrote:
-
- > Here's my wish list for 4.0 or a future version. Probably to late to make it
- > into 4.0
-
- > 7. (Asked for before but) Unpick select points in detail.
-
- It's already there, UnPick Select (F2).
-
- > 8. A point randomizer that would give objects a "not so perfect, real world"
- > look within specified tolerances by shifting all points on an object a small
- > amount.
-
- For Amiga users there's some utilities on Aminet/gfx/3d called something
- like IIUtilities.lha. It has a program called Jitter which does this.
-
- > 10. Simple landscape generator.
-
- Use Applique with an appropriate pic.
-
- -- Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
- Date: Tuesday, 15 August 1995 04:41:27
- Subject: Imagine 3.0
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In case anyone is interested I noticed that Select Solutions (latest issue of
- DV Magazine) is selling Imagine 3.0 for $199.00 and Imagine L/T for 59.99.
- Not a bad bargain for people looking to get a great animation package. I'v
- already spent much more than that just buying 2.0 to 3.3. I guess that is
- the price of having the latest version. I'm certainly not complaining
- however, Imagine is still worth way more than what you pay for it.
-
- For those interested in a cheap solution to getting their animations on tape.
- I called QMotion today regarding their new capture/playback card. It costs
- $499.00 and can capture and playback to NTSC/Pal at 640 x 480 in realtime
- without scaling. However for any animators interested in puchasing the
- product it uses Motion Jpeg compression for the video capture but does not
- convert a series of Targa images to MJpeg. You need external software for
- that. The guy I talked to was totally incompetent however, he was very young
- and had to keep getting off the phone to ask other people questions that I
- had asked. He did tell me that Premiere creates MJpeg output. I wonder if
- someone on this list could confirm this.
-
- Stephen G.
-
- Date: Tuesday, 15 August 1995 04:44:46
- Subject: Q-motion
- From: Brian V Salisbury <bvs@viewpoint.com>
-
-
- ----------------------------------------------------------------------------
-
- ----------------------------
- For those interested in a cheap solution to getting their animations on tape.
- I called QMotion today regarding their new capture/playback card. It costs
- $499.00 and can capture and playback to NTSC/Pal at 640 x 480 in realtime
- without scaling. However for any animators interested in puchasing the
- product it uses Motion Jpeg compression for the video capture but does not
- convert a series of Targa images to MJpeg. You need external software for
- that. The guy I talked to was totally incompetent however, he was very young
- and had to keep getting off the phone to ask other people questions that I
- had asked. He did tell me that Premiere creates MJpeg output. I wonder if
- someone on this list could confirm this.
-
- Stephen G.
- -----------------------------------------------
-
- I spoke with q-motion today, and must have got the same guy, but they gave me
- the name of a reseller, Broadmore, or something like that, and this guy was
- a bit more informative. He has one himself, and says that it is awesome.
- the $695 version comes with adobe premiere le, that will take a series of field
- rendered targas and convert them to an avi file for output.
-
- I saw a similar product at Siggraph from Fast, the fs/60, or something like
- that, it pretty much works the same way. It will go for about $800
-
- I have been looking for a product like this for a long time, (can't afford the
- PAR) and I think the Q-motion board is the one I'm going to go for. If anybody
- has one, or has seen one in action, please post your opinion of it to the iml.
-
-
-
-
-
- --
- Brian Salisbury
- bs@viewpoint.com
-
-
- Date: Tuesday, 15 August 1995 10:04:21
- Subject: Undocumented Textures/Effects
- From: nigel_elliot@MENTORG.COM (nigel_elliot@mentorg.com)
-
-
- ----------------------------------------------------------------------------
-
- I've just been trawling through the Imagine 3.0 -> 3.3 documentation and have
- noticed a number of textures and effects that have been supplied by Impulse
- to which there is no reference in their supplied docs.
- These are (all shipped with 3.0 unless noted otherwise) :
-
- Textures : Effects
- ----------- --------
-
- Angular.itx AnimBrsh.ifx
- bricks.itx Baloon.ifx
- Camo.itx Spike.ifx
- Checks2.itx Sway.ifx
- Disturbed.itx
- Dots.itx
- Fuzz.itx
- Grid.itx
- Inviso.itx (3.3)
- Linear.itx
- Metals2.itx (3.2)
- OldBrick.itx
- Pastella.itx
- Radial.itx
- Rivitz.itx (3.3)
- Specular.itx (3.3)
- Spots.itx
- Twinkle.itx
- Waves.itx
- Wires.itx (3.3)
- Wood.itx
-
- Has any one got any documentation about these (from Impulse or elsewhere) ?
-
- I guess we shouldn't complain about any 'extras' from Impulse, but it would be
- nice if 'eventually' they would document every thing they ship (especially
- since
- most of these textures/effects have been with us since 3.0) !
-
- - Nigel
-
-
-
- --
-
- Date: Tuesday, 15 August 1995 10:28:30
- Subject: Re[2]: Textures/States problem
- From: spack@mv.us.adobe.com
-
-
- ----------------------------------------------------------------------------
-
-
- >>Scott writes:
- >>The first state of the textures is 'tacked' at A (i.e. i edited the
- >>texture axis, moved it to A). The second is tacked at B...
-
- >Hmmm? When you say "tacked," do you mean locked the texture to the
- >state? This should freeze the texture (Or a brush) to the planes
- >geometry. I'm puzzuled because I just ran a small anim using two
- >states with the cloud texture's axis moving from point A to B, and
- >I did get the expected results. That is, a linear drift for the clouds.
-
- >Try, try again?
-
- Well I did try it again last night... and it worked. Seems that my state
- information WAS NOT RETAINED, despite doing a State/Update and saving the
- object! So this brings me to the heart of my problem, how to properly set a
- state. Seems like I setup this object about ten time before the states stayed
- the way I intended. Everytime I would go back and look at the texture axis, one
-
- or more were wrong. I'll have to experiment some more. Does anyone else share
-
- the statelessness problem?
-
- For PC'ers, I just received Adobe Premiere 4.0 and it does do FLI/FLC's. But
- that is just the tip of the iceberg - lots of effects (wipes, fades, PhotoShop
- effects) as well as audio and high-end video support. Should be a very handy
- tool for animators looking to polish their Imagine renderings into a complete
- piece.
-
-
- -Scott
- spack@adobe.com
-
-
- Date: Tuesday, 15 August 1995 10:49:13
- Subject: Re: Q-motion
- From: spack@mv.us.adobe.com
-
-
- ----------------------------------------------------------------------------
-
- >had asked. He did tell me that Premiere creates MJpeg output. I wonder if
- >someone on this list could confirm this.
-
- Just happen to have the Premiere 4.0 manual here (wink, wink). Output file
- types supported are:
- AVI
- QuickTime
- Filmstrip
- Autodesk FLC/FLI
- Bitmap sequence (like Imagine's numbered pic sequence)
- Targa sequence
-
- Both AVI and QuickTime are compressed formats, but I don't think they are MJpeg.
-
- I read that AVI is less compressed and thus somewhat faster than QuickTime.
- If anyone has questions about Adobe products, I will *try* to answer them.
-
- -Scott
- spack@adobe.com
-
-
- Date: Tuesday, 15 August 1995 11:03:20
- Subject: Re: wish list
- From: spack@mv.us.adobe.com
-
-
- ----------------------------------------------------------------------------
-
-
- >Is there any way to use the deform tools(bend, taper, twist etc.) in pick
- >points mode? if not I would like to add it to the wish list.
-
- Yes! Check page 121 of the Imagine 3.0 manual.
-
- -Scott
- spack@adobe.com
-
-
- Date: Tuesday, 15 August 1995 13:31:15
- Subject: Re: Memory Constraints
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-15 07:23:17 EDT, you write:
-
- > It seems that the largest object I can
- >render without getting an out of memory error has to be less than about
- >0.5 meg in size (which is a fairly big object anyway, but theres some
- >nice big objects I've got which I'd like to see rendered). I
- >would have thought that with 6 meg, I could easily achieve this. Is
- >there anyway around this restriction without upgrading to an 030 with a
- >memory management unit???
- >
- > William Allwell
-
- I used to run Imagine on a 3000 with 040 accelerator and 14 meg of ram and
- ran out all the time. I then went to a 486/50 with 20 meg of ram and started
- running out shortly there after. Now I use a Zeos P90 with 40 meg of ram and
- still run out on some scenes. I think in the long run it does not matter how
- much ram you have, you will soon create scenes that will exceed the capacity
- of your hardware and then have to work around them<BG> I look forward to
- Imagine for windows so I can utilize the swap file but I dread the loss of
- speed that will cause. In any case there is no work around for very large
- objects (I have created some over 1.5 meg) you have to buy more ram.
-
- Bob.............
-
-
-
- Date: Tuesday, 15 August 1995 14:15:15
- Subject: Re: Undocumented Textures/Effects
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-15 07:26:58 EDT, nigel_elliot@MENTORG.COM writes:
-
- >Spots.itx
- >Twinkle.itx
- >Waves.itx
- >Wires.itx (3.3)
- >Wood.itx
- >
- >Has any one got any documentation about these (from Impulse or elsewhere) ?
- >
- >I guess we shouldn't complain about any 'extras' from Impulse, but it would
- >be
- >nice if 'eventually' they would document every thing they ship (especially
- >since
- >most of these textures/effects have been with us since 3.0) !
- >
- >- Nigel
- >
- >
-
- I believe I read somewhere that Impulse is not going to release docs on those
- until 4.0 comes out.
-
- Stephen G.
-
- Date: Tuesday, 15 August 1995 15:06:50
- Subject: Contains Premiere 4.0 info
- From: aciolino@rrddts.donnelley.com
-
-
- ----------------------------------------------------------------------------
-
-
- Alright. I've been reading all this stuff about Premiere. Since I work
- with it a little, I can tell you most of what it can do.
-
- First off, MJPEG is NOT a standard option under Premiere. You CAN,
- however, include a DLL (link library) that will allow Premiere to
- understand MJPEG and write it. I don't have such a DLL, but I'd love
- to get one!
-
- I have a MaxMedia Video Capture board that does MJPEG capture. It
- costs about $400.00 6 months ago. What it does is it captures with
- it's own DLL to Premiere, and Premiere processes the captured files
- into an AVI file useable to other systems. If I want to, I can play
- the MJPEG video directly, only if I have the DLL and only if I want to
- watch it play real slow if I play it on a machine without the Video
- Board.
-
- The point here:
- 1) You can display MJPEG directly with and without the capture board.
-
- 2) Premiere is basically optimizing the Video so that others can view
- it on thier machines without capture boards.
-
- 3) Premiere is NOT an MJPEG processor, but it can link in MJPEG input
- and (with a DLL) output.
-
- Date: Tuesday, 15 August 1995 17:30:20
- Subject: Tutorial on 3D LANDSCAPES
- From: surentrr@vax.sbu.ac.uk
-
-
- ----------------------------------------------------------------------------
-
- Hi All ,
- I posted some pointers on Imagine and Landscapes a couple of weeks ago but
- the mail did not appear on the IML so here it goes :
-
- 1) Basically , you have imagine and you want to import in Landscapes .
- Vista-Pro creates Landscapes from .DEM files and can output to DXF
- however, DXF's are very large, sorry HUGE files and when imported into Imagine
- either won't load (4MB USERS) or won't render (8 MB Users).
-
- But, objects in Imagine's native format are size efficent (i.e. a Landscape
- in DXF format is a LOT smaller in Imagine format)
-
- So use DEM23DS, to convert the DEM file to a 3DS file (which is size efficent)
- the format is :
- dem23ds -iINFILE -oOUTFILE -sNUM
- where INFILE is the name of the DEM file,
- OUTFILE IS the name of the output file
- and NUM is a value for the Landscape Polygon size .
- Basically it is similar to Vista Pro's Polygon size (1 means high detail ,
- 8 means Low detail )
- so if you use 8, you get a small 3DS file out (fewer faces)
- and if you use 1 you get a massive 3ds file out (extremly high detail)
- Generally a value of 2 will suffice.
-
- 2) Next you use a conversion utility to convert the 3DS file to an Imagine
- object. You could use 3DS2IM (which is shareware), or a commercial program
- to convert the landscape in 3DS format to Imagine format.
-
- 3) Load object in Imagine and Enjoy.
-
- Ramesh Suren
- I believe 3DS2IM is available at ftp.websharx.com ,
- DEM23DS is available at povray.org
-
- Good Luck
-
- Date: Tuesday, 15 August 1995 19:29:26
- Subject: Slow Rendering With Fog!
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
-
- Actually, to be more specific, I made a visible spotlight, using fog. I
- then added it to a farely complex scene which normally takes about 3 or 4
- minutes to trace, or 1 minute to scanline render. There was no
- significant difference in rendering time for scanline, but raytracing now
- took 12 HOURS!
-
- Here's how I made the spotlight: I started with a basic cone, and scaled
- it to the proper size and shape. I set the filter value to about
- 210,210,210 and set the fog length so that you could still easily see
- through to the other side. I also made the cone bright, and then applied
- the linear texture, so that the beam of light appeared to fall-off. I
- also added an axis, moved it to the tip of the cone, and made it a
- conical light(with shadow casting turned on). BTW, the cone was
- open-ended.
-
- Next, I added it to a scene I already had setup. I positioned the light
- so that the main object in the scene was partialy inside the cone. This
- was the only light in the entire scene.
-
- Anybody got any ideas as to why this took so much longer to render?
-
-
- ~Rick Heidebrecht~
-
-
- P.S. Im using version 2.0, if it makes any difference.
-
-
-
- Date: Tuesday, 15 August 1995 19:30:57
- Subject: Memory Constraints
- From: William Allwell <bill@netspace.net.au>
-
-
- ----------------------------------------------------------------------------
-
- Firstly, thanks to all that answered my previous questions re rendering
- resolutions and the advantages to later versions of Imagine. (I was
- overwhelmed with the number of responses). Here's another quick question:
-
- I am currently using an Amiga 1200 with a maths co processor (using
- the FPU version of Imagine 2) with the standard 2 megs of Chip Ram and a
- further 4 meg of Fast Ram. It seems that the largest object I can
- render without getting an out of memory error has to be less than about
- 0.5 meg in size (which is a fairly big object anyway, but theres some
- nice big objects I've got which I'd like to see rendered). I
- would have thought that with 6 meg, I could easily achieve this. Is
- there anyway around this restriction without upgrading to an 030 with a
- memory management unit???
-
- William Allwell
-
-
- Date: Tuesday, 15 August 1995 20:06:00
- Subject: Re: Convert Image Question
- From: drift@nighthawk.com (Drift Dennis)
-
-
- ----------------------------------------------------------------------------
-
- >After I use convert image with a black and white state of a logo, what is the
- >best way to add faces to my .obj outline? Or am I doing something wrong.
- >
- >
- I have a very complicated logo that I just converted to a 3D object (see my
- webpage at http://www.cts.com/browse/drift/) and I tried several different
- approaches, including PixelPro, and the Imagine 'convert iff'. I even tried
- converting the scanned logo into a eps object and then into an object.
- The final answer for me was to input under 'convert iff' and then
- laboriously and faces, the set edge command made the job a lot easier, but
- it was still labor intensive.
- The Drift
- Drift Dennis
- drift@nighthawk.com May The Force Be With You
- {KC7OT}
- NightHawk Production
- 3D graphics and animation
- 9403 Marilla Dr
- Lakeside, California The true miracle is that we exist at all,
- 92040-2801 let alone the we are here and now.
- PHONE 619-390-8375
- FAX 619-390-8375 PLEASE STOP BY OUR WEB SITE, we would appreciate
- hearing
- from you http://www.cts.com/browse/drift/
- or soon to change to http://nighthawk.com
- ****************************************************************************
- **********^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- ^^^^^^^^^^^^^^^^^^^
-
-
- Date: Tuesday, 15 August 1995 20:44:09
- Subject: Re: Tutorial on 3D LANDSCAPES
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- >So use DEM23DS, to convert the DEM file to a 3DS file (which is size efficent)
- >the format is :
-
- Is dem23ds shareware. If so where can I get it please?
- Chris Hall.
-
- |--------------------------------------------------------|\
- | You have been spoken to by Chris Hall ||
- | A very tall and generally nice bloke from Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/index.html ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 16 37 38 15 27 05 ||
- |--------------------------------------------------------||
- \--------------------------------------------------------\
-
-
-
- Date: Tuesday, 15 August 1995 20:47:35
- Subject: Re:Textures/States problem
- From: CoryJ44@aol.com
-
-
- ----------------------------------------------------------------------------
-
- I have the same problems with retaining state information. Often I'll
- attempt to create two states for an object in which the object's shape has
- changed, as well as its attributes. But in attempting to create the second
- state, only the shape information is retained, and attribute information is
- carried over from the first state. After numerous attempts, I usually just
- create another object and do the morphing that way. I guess my point is . .
- .. I can identify, but I don't have answers either. Does anyone know why this
- happens, and why I can't create a red, metal sphere state and a blue, glass
- sphere state for the same object (just an example)?? I'm using 3.0 . . .
-
-
- Cory
-
- Date: Tuesday, 15 August 1995 21:06:26
- Subject: Re: Imagine 3.0
- From: Jim Shinosky <tracker@en.com>
-
-
- ----------------------------------------------------------------------------
-
- > had asked. He did tell me that Premiere creates MJpeg output. I wonder if
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-
- I don't think so. I have version 4.0 of Premiere, which is the latest
- version as far as I know, and it doesn't output to MJpeg.
-
- Jim Shinosky
-
-
- Date: Tuesday, 15 August 1995 21:29:27
- Subject: RE: Q-motion
- From: Jeff Hanna <quarters@kesmai.com>
-
-
- ----------------------------------------------------------------------------
-
- >Both AVI and QuickTime are compressed formats, but I don't think they =
- are MJpeg.
- >I read that AVI is less compressed and thus somewhat faster than =
- QuickTime.
- >If anyone has questions about Adobe products, I will *try* to answer =
- them.
-
- Yes, both are compressed. Yes, neither are MJpeg. Quicktime is more =
- easily viewed (ie there are more Macs, PCs, and Unix boxes with =
- Quicktime viewers) than AVI. AVI is better in the fact that it allows =
- for 8 bit depth of color whereas Quicktime is 24bit or nothin'
-
- Neither is "perfect" MPeg is arguably a much better format. Better =
- compression and more widely accepted. But MPeg suffers in the area of =
- keyframes and the such. MPeg -I think- only puts in major sync frames =
- every 15-20 frames where as the other formats do it with more frequency. =
- THis means that for 'VCR" sytle playback programs MPeg will not search =
- and single frame as easily as QT or AVI.
-
- At least that's all the technical jargon the programmers here at Kesmai =
- keep telling me. We're working on full-motion video for our future games =
- so this is a major area of research for us right now.
-
-
-
- Date: Tuesday, 15 August 1995 21:50:24
- Subject: Re: Memory Constraints
- From: Duncan <Duncan@eraser.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Hi William,
-
- >
- > I am currently using an Amiga 1200 with a maths co processor (using
- > the FPU version of Imagine 2) with the standard 2 megs of Chip Ram and a
- > further 4 meg of Fast Ram. It seems that the largest object I can
- > render without getting an out of memory error has to be less than about
- > 0.5 meg in size (which is a fairly big object anyway, but theres some
- > nice big objects I've got which I'd like to see rendered). I
- > would have thought that with 6 meg, I could easily achieve this. Is
- > there anyway around this restriction without upgrading to an 030 with a
- > memory management unit???
- >
- dont run imagine through workbench
-
- when you want to use imagine reboot hold down both mouse buttons and
- select boot with no startup-sequence you get a shell window
- then type dh1:image2.0/imagine.fp
-
- (obviously dh1:imagine2.0 will be changed to you own path name on your
- HD)
-
- Duncan
-
- Date: Tuesday, 15 August 1995 22:05:53
- Subject: Dare2Imagine a complete version
- From: izi@hoa.ping.dk (Soren Wind)
-
-
- ----------------------------------------------------------------------------
-
-
- Where can i mail FTP "Dare 2 Imagine" ?
- I've got a version of it i downloaded at a local BBS but it is incomplete.. ;(
- _____ __ _
- |
- | Soren IZI Wind / Denmarks HIFI Club
- | izi@hoa.ping.dk / 2:235/314.95
- | Visual-ImPACT / Alien WorkShop
- | RayTRACE / stud.comp.gfx.trace
- | sysop at : Our World +45 75872579 |
- | a2k/o3o/882/12MB/33Mhz/835MB HD |
- | Picasso2 CyberGFX / UM-15"NLD |
- | Macintosh Quadra 84oAV 24mb (\o/) |
- | Sony 15"SF 5ooMB HD & CD-Rom (/|\) |
- _ __ _________|
-
- .... Lydige kvinder er lykkelige kvinder !
-
- -- Via Xenolink 1.96, XenolinkUUCP 1.1
-
- Date: Tuesday, 15 August 1995 22:13:21
- Subject: No 3D splines for 4.0?
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- Renderbrandt on Mon, 14 Aug 1995 writes:
- >First I visited Impulse for a couple of days. And we are going to see a
- >heck of a program when they release 4.0...
- >I saw metaballs,Motion blur,a new smooth feature, etc,etc...
-
- Hmmm...No 3D splines though huh? ( I'm assuming you wouldn't put something
- like splines under the heading of "etc., etc." :) )
-
- -- Dave
-
-
- Date: Tuesday, 15 August 1995 22:16:19
- Subject: Re: Bones man. Bones.
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- Chris Hall (CDHALL@CITYSCAPE.CO.UK) writes:
- >I have recently got hold of a model of a man and have been playing about
- >with bones in a attempt to make some sort of realistic looking poseable
- >model. I managed to stick one of the arms onto the torso and made the
- >neccesary bones additions. The trouble is that when I move the arm it looks
- >like a shop window dummy arm that rotates around an axis. I know this is
- >essentialy right but how can I get it to look more realistic? A bigger group
- >overlap?
- >Also when I rotate the hand a very small part of the wrist turns were as if
- >you rotate your own hand (Go on. Try it) most of the lower arm (From the
- >elbow down) turns as well. How can I achieve this? ...
-
- I don't mean to write what might be construed as a "me too" message, but
- I've been having a very similar problem. I have a contiguous female object
- that I got from somewhere a long time ago, and I've been trying to
- "bone-ize" it. But I have had a lot of trouble getting the arms to move
- correctly at the shoulders (no matter how I move them, I usually end up
- with a hopeless tangle of points and edges at the point of rotation resembling
- the output of a plotter gone bezerk!).
-
- I think our problem, Chris, is that all Bones tutorials, at least that I
- have seen, assume hinge joints like those in the fingers. But the arm
- at the shoulders is a BALL-AND-SOCKET joint, capable of bending and twisting
- in diverse directions, and it is not at all clear how to implement ball-socket
- joints with bones. Is it possible at all? Has anyone had success doing it?
- If not, I have a another addition to the Wishlist...
-
- -- Dave
-
-
-
- Date: Tuesday, 15 August 1995 22:24:00
- Subject: Re: Bones man. Bones.
- From: drift@nighthawk.com (Drift Dennis)
-
-
- ----------------------------------------------------------------------------
-
- >Chris Hall (CDHALL@CITYSCAPE.CO.UK) writes:
- >>I have recently got hold of a model of a man and have been playing about
- >>with bones in a attempt to make some sort of realistic looking poseable
- >>model. I managed to stick one of the arms onto the torso and made the
- >>neccesary bones additions. The trouble is that when I move the arm it looks
- >>like a shop window dummy arm that rotates around an axis. I know this is
- >I don't mean to write what might be construed as a "me too" message, but
- >I've been having a very similar problem. I have a contiguous female object
- >that I got from somewhere a long time ago, and I've been trying to
- >"bone-ize" it. But I have had a lot of trouble getting the arms to move
- >correctly at the shoulders (no matter how I move them, I usually end up
- >with a hopeless tangle of points and edges at the point of rotation resembling.
-
- > Is it possible at all? Has anyone had success doing it?
- >If not, I have a another addition to the Wishlist...
- >
- > -- Dave
- >
- >
- I have created bones objects that moved around quite freely with stretching
- realistic movements, except they were not anthropomorphic figures, just
- experiments to see if it could be done, and as part of a seminar I was
- giving for a computor show here in San Diego, CA.
- Once again I am giving a seminar on 3D on the Amiga and PC with IMAGINE.
- Once again I decide to do bones (not having done any in close to a year) and
- unwisely I decide to do an anthropomorphic figure (read 'alien monster'),
- and I too cannot get the thing right.
- I do remember that grouping of the bones, and grouping of the subgroups was
- very important, as was the assigning of states. But I DON'T remember WHAT
- was important in WHICH part of the process.
- May we all have better luck then we have had.
- At least I know that it can indeed be done.
- good luck
- The Drift
- Drift Dennis
- drift@nighthawk.com May The Force Be With You
- {KC7OT}
- NightHawk Production
- 3D graphics and animation
- 9403 Marilla Dr
- Lakeside, California The true miracle is that we exist at all,
- 92040-2801 let alone the we are here and now.
- PHONE 619-390-8375
- FAX 619-390-8375 PLEASE STOP BY OUR WEB SITE, we would appreciate
- hearing
- from you http://www.cts.com/browse/drift/
- or soon to change to http://nighthawk.com
- ****************************************************************************
- **********^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- ^^^^^^^^^^^^^^^^^^^
-
-
- Date: Tuesday, 15 August 1995 22:28:51
- Subject: Re: Dare2Imagine a complete version
- From: Roger Straub <straub@csn.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Tue, 15 Aug 1995, Soren Wind wrote:
-
- >
- > Where can i mail FTP "Dare 2 Imagine" ?
- > I've got a version of it i downloaded at a local BBS but it is incomplete.. ;(
-
-
- You can get it on Aminet (ftp.netnet.net) under
- /pub/aminet/gfx/3d/iml-d2im.lha.
-
- > _____ __ _
- > |
- > | Soren IZI Wind / Denmarks HIFI Club
- > | izi@hoa.ping.dk / 2:235/314.95
- > | Visual-ImPACT / Alien WorkShop
- > | RayTRACE / stud.comp.gfx.trace
- > | sysop at : Our World +45 75872579 |
- > | a2k/o3o/882/12MB/33Mhz/835MB HD |
- > | Picasso2 CyberGFX / UM-15"NLD |
- > | Macintosh Quadra 84oAV 24mb (\o/) |
- > | Sony 15"SF 5ooMB HD & CD-Rom (/|\) |
- > _ __ _________|
- >
- > ... Lydige kvinder er lykkelige kvinder !
- >
- > -- Via Xenolink 1.96, XenolinkUUCP 1.1
- >
-
- ^
- |
- |
- Whoa!
-
- See ya,
- Roger
-
- Date: Tuesday, 15 August 1995 22:50:55
- Subject: Convert Image Question
- From: CyberMer@aol.com
-
-
- ----------------------------------------------------------------------------
-
- After I use convert image with a black and white state of a logo, what is the
- best way to add faces to my .obj outline? Or am I doing something wrong.
-
- Date: Tuesday, 15 August 1995 23:49:19
- Subject: Re: Quickie (multiple stages)
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Sun, 13 Aug 1995 cjo@esrange.ssc.se wrote:
-
- > Since I've got this nice computer with a multitasking operating system
- > <grinning at all PC users> I simply copied the staging file (which can be
- > found in your PROJECT.IMP directory), renamed it to "staging.original",
- > went back to Imagine and modified the scene, saved changes, etc... And I
- > can do this for as many times as I want. When I want to go back to a
- > previous setup I simply copy the "staging.whatever" to "staging". Easy,
- > ain't it?
- >
- > Now, there is another way to do all this, which even works on a PC!! ;)
-
- Actually, you don't need multitasking to use the file copy command :)
-
-
- ~Rick Heidebrecht~
-
-
-
- Date: Wednesday, 16 August 1995 00:14:10
- Subject: Texture Preview
- From: Susan Dianne Boon <sdboon@acs.ucalgary.ca>
-
-
- ----------------------------------------------------------------------------
-
- Hi Y'all!
-
- The answer to my previous query was that I was definitely running
- out of memory. My fonts were too large and chewed up too much
- memory. Hmmm...perhaps Gigamem might be an answer for me in the
- future.
-
- Now, a request to Impulse, and I know Mike and Co. are
- listening...
-
- REQUEST # 120,222,143,122.1 -
-
- It is really too bad that the texture preview only works for
- those who are priviledged to own an internal video board. For us
- normal (poor) folk, we only have DCTV or nothing at all. If you
- own a DCTV and a RGB converter, both DCTV and normal graphics can
- be incorporated (displayed) onto the same screen. Cool....one might think
- this could be easily coded into Imagine at some point. Oh well,
- what do I know, I only study people...not machines...but they do
- behave similarly at times.
- --
-
- Dr. Susan D. Boon
- Department of Psychology
- University of Calgary
- 2500 University Dr. NW
- Calgary, AB T2N 1N4
- CANADA
-
- Date: Wednesday, 16 August 1995 05:07:53
- Subject: RE: Q-motion
- From: philgro@indirect.com (Phil Grossblatt)
-
-
- ----------------------------------------------------------------------------
-
-
- >Yes, both are compressed. Yes, neither are MJpeg. Quicktime is more easily
- viewed (ie there are more Macs, PCs, and Unix boxes with Quicktime viewers)
- than AVI. AVI is better in the fact that it allows for 8 bit depth of color
- whereas Quicktime is 24bit or nothin'
- >
- >Neither is "perfect" MPeg is arguably a much better format. Better
- compression and more widely accepted. But MPeg suffers in the area of
- keyframes and the such. MPeg -I think- only puts in major sync frames every
- 15-20 frames where as the other formats do it with more frequency. THis
- means that for 'VCR" sytle playback programs MPeg will not search and single
- frame as easily as QT or AVI.
-
- Note that MPEG and MJPEG are completely different animals! MJPEG is one
- compression style for .avi files- all the frames exist in the file, as in a
- still JPEG file. With MPEG, the files are compressed with regard to the
- difference of the following frame, so the individual frames are lost.
- Phil
-
-
-
-
- Date: Wednesday, 16 August 1995 09:00:23
- Subject: Re:Impulse Im4.0
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi!
- I dont got as much time to write about my experience at Impulse, but I guess you
-
- all want to know what I saw.
- Well, V4.0 is still in the works and is not by far finished, but some of the
- features is almost finished and more is under development. The things I saw was
-
- on PC's. And Zack was busy converting the code to windows/windows NT. As you
- probably can understand, I cant tell you everything about the new stuff since
- some of the new ideas is still under development.
- But here are some of the features I think will make it to 4.0.
-
- -Generation of alpha channel
- -Backdrop+alpha, size regardless of rendering output
- -Foreground+aplha, and maybe multi layering+alpha's, in the foregoround
- -Smoothing of entire objects or subgroups/picked faces, and selectable
- constraints
- -Blobs/metaballs
- -Possibility to use FX in detail editor
- Thats that for now at least, I would think that there would be a lot more stuff
-
- implemented in 4.0 but these are the things I see as the most usefull ones.
-
- Tom Renderbrandt
-
- Date: Wednesday, 16 August 1995 11:05:06
- Subject: Re: 3.3Prob
- From: a00448@dtic.ua.es (ERNESTO POVEDA CORTES)
-
-
- ----------------------------------------------------------------------------
-
- > I've now installed the latest 3.3 update which look's impressive but
- > the lake now render's as a normal flat plane.
- > No ripples, no nothing.....AAaaahhhh
- > I need those ripples back, any idea's ?
-
- I had a similar trouble.... here cames the probably solution...
- Check the mix/morph box in the textures requester. Some textures put
- it to 0.00 by default, which makes these textures to not render. If
- the is the prob simply change the value to 1.00 :)
- --
- 'There can be only one' -Highlanders
-
- email: a00448@dtic.ua.es --> Ernesto Poveda Cortes (I am not a number :)
-
- Date: Wednesday, 16 August 1995 11:17:53
- Subject: Re: Dare2Imagine a complete version
- From: a00448@dtic.ua.es (ERNESTO POVEDA CORTES)
-
-
- ----------------------------------------------------------------------------
-
- > Where can i mail FTP "Dare 2 Imagine" ?
- > I've got a version of it i downloaded at a local BBS but it is incomplete.. ;(
-
-
- You can get it from any aminet site ( wuarchive.wustl.edu (US) or
- ftp.uni-paderborn.de (EUROPE) for example).
- Also there are both html and amigaguide hypertext versions of d2i.
-
- --
- 'There can be only one' -Highlanders
-
- email: a00448@dtic.ua.es --> Ernesto Poveda Cortes (I am not a number :)
-
- Date: Wednesday, 16 August 1995 11:26:14
- Subject: Re: An old challenge - How are diamonds done ?
- From: a00448@dtic.ua.es (ERNESTO POVEDA CORTES)
-
-
- ----------------------------------------------------------------------------
-
-
- Hi, I don't know how the diamond travel are at this point but here comes
- my little experience....
-
- After triying a lot of changes in the attributes requester( you know: playing
- with index of ref. & filter & reflex...) i find a solution that generates
- a very good looking diamond. Just try to lower the hardness to 0!
- Try it before reply this, please. At least this setting will rip off
- that black areas the trace generate on the standard diamond.
-
-
- --
- 'There can be only one' -Highlanders
-
- email: a00448@dtic.ua.es --> Ernesto Poveda Cortes (I am not a number :)
-
- Date: Wednesday, 16 August 1995 11:38:06
- Subject: Re: Quickie (multiple stages)
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Conny, on Aug 13 you wrote:
-
- > I set up a scene (a small stage, a stool, the guitar and a spotlight),
- > rendered it and thought that I wanted to render a whole series of images
- > with the same scene, just moving the camera around. But I still wanted to
- > be able to come back to my original scene (with the exact same camera
- > position).
- > So, what do I do if I don't want to write down the position and alignment
- > for all the 5 different positions that I'm working on? Well, let me tell
- > you;
-
- > deleted >
-
- Am I missing something here? Is'nt this just a 5 frame pop morph anim?
-
- -- Bob
-
- Date: Wednesday, 16 August 1995 11:53:38
- Subject: Re: Undocumented Textures/Effects
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Nigel, on Aug 15 you wrote:
-
- > Angular.itx
- > bricks.itx
- > Camo.itx
- > Checks2.itx
- > Disturbed.itx
- > Dots.itx
- > Grid.itx
- > Linear.itx
- > Pastella.itx
- > Radial.itx
- > Spots.itx
- > Waves.itx
- > Wood.itx
- >
- > Has any one got any documentation about these (from Impulse or elsewhere) ?
-
- These are all Imagine 2.0 textures and documented in its' manual.
-
- -- Bob
-
- Date: Wednesday, 16 August 1995 12:01:31
- Subject: Re: wish list
- From: rbyrne@3dform.edex.edu.AU (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Scott, on Aug 15 you wrote:
-
- EA> >Is there any way to use the deform tools(bend, taper, twist etc.) in pick
- EA> >points mode? if not I would like to add it to the wish list.
-
- > Yes! Check page 121 of the Imagine 3.0 manual.
-
- That's the Deform Tool on p121, Edward was referring to page 117. :-)
-
- -- Bob
-
- Date: Wednesday, 16 August 1995 12:15:01
- Subject: Re:Textures/States problem
- From: Torgeir Holm <torgeirh@powertech.no>
-
-
- ----------------------------------------------------------------------------
-
- On 15-Aug-95 15:47:35, CoryJ44 wrote:
-
- >I have the same problems with retaining state information. Often I'll
- >attempt to create two states for an object in which the object's shape has
- >changed, as well as its attributes. But in attempting to create the second
- >state, only the shape information is retained, and attribute information is
- >carried over from the first state. After numerous attempts, I usually just
- >create another object and do the morphing that way. I guess my point is . .
- >. I can identify, but I don't have answers either. Does anyone know why this
- >happens, and why I can't create a red, metal sphere state and a blue, glass
- >sphere state for the same object (just an example)?? I'm using 3.0 . . .
- ~~~~~~~~~~~~~~~~~~~`
- that's why :)
-
- The attributes part of states didn't work properly in 3.0.
- I think this was fixed in 3.1, at least it works in 3.3.
-
-
- Torge!r
-
- Date: Wednesday, 16 August 1995 12:15:05
- Subject: Re: Memory Constraints
- From: Torgeir Holm <torgeirh@powertech.no>
-
-
- ----------------------------------------------------------------------------
-
- On 15-Aug-95 20:50:24, Duncan wrote:
- >>
- > dont run imagine through workbench
-
- > when you want to use imagine reboot hold down both mouse buttons and
- >select boot with no startup-sequence you get a shell window
- > then type dh1:image2.0/imagine.fp
-
- > (obviously dh1:imagine2.0 will be changed to you own path name on your
- >HD)
-
- Or get one of the boot utilities that let you use another startup-sequence
- when holding down a mouse button while booting.
-
- I used this when I only had 6 MB Ram, because I needed all my assigns and
- paths put in, and also a couple commodities I couldn't live without (like
- ModePro).
-
-
- Torge!r
-
- Date: Wednesday, 16 August 1995 12:15:07
- Subject: Texture Preview
- From: Torgeir Holm <torgeirh@powertech.no>
-
-
- ----------------------------------------------------------------------------
-
- On 15-Aug-95 23:14:10, Susan Dianne Boon wrote:
-
- >Hi Y'all!
-
- >The answer to my previous query was that I was definitely running
- >out of memory. My fonts were too large and chewed up too much
- >memory. Hmmm...perhaps Gigamem might be an answer for me in the
- >future.
-
- Susan, try scaling the axis only of each letter before adding points, this
- affects the numjber of points and faces the letter gets. A larger axis in
- relation to the object gives you less points.z
-
-
- Torge!r
-
- Date: Wednesday, 16 August 1995 12:35:11
- Subject: Re: Convert Image Question
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello CyberMer, on Aug 15 you wrote:
-
- > After I use convert image with a black and white state of a logo, what is the
- > best way to add faces to my .obj outline? Or am I doing something wrong.
-
- I thought you had the option of adding faces when the object is created but
- there is another way which gives you more control.
-
- 1. Make sure the Y axis is pointing out of the outline object.
-
- 2. Extrude the outline, the distance does'nt matter, say 100 units.
-
- 3. Load a primitive disk or plane depending on the type of faces you want
- on your object, radial or lateral.
-
- 4. Scale the primitive so it is larger than the extruded outline and
- position it to around the middle of (intersects) the outline.
-
- 5. Pick both objects and use the Slice command.
-
- 6. Go into Pick Group mode and ungroup it.
-
- 7. Go into Pick Object mode and cycle through all the parts created by the
- slice and delete the ones you don't want.
-
- You can now extrude the object.
-
- -- Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
- Date: Wednesday, 16 August 1995 14:20:21
- Subject: Re: Bones man. Bones.
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-15 22:28:01 EDT, DAVEH47@delphi.com writes:
-
- >I don't mean to write what might be construed as a "me too" message, but
- >I've been having a very similar problem. I have a contiguous female object
- >that I got from somewhere a long time ago, and I've been trying to
- >"bone-ize" it. But I have had a lot of trouble getting the arms to move
- >correctly at the shoulders (no matter how I move them, I usually end up
- >with a hopeless tangle of points and edges at the point of rotation
- >resembling
- >the output of a plotter gone bezerk!).
-
- I would think you would be more worried about the legs if you were trying to
- bone her. (G) :)
-
- Sorry I couldn't resist.
-
- Date: Wednesday, 16 August 1995 16:15:00
- Subject: Lightwave EMail list
- From: horst@artemedia.DE (Horst Heberle)
-
-
- ----------------------------------------------------------------------------
-
- Hi erverybody,
-
- is there someone out there who can tell me the right address to subscribe to
- the Lightwave list? Sorry that this is not Imagine related, but I don't have no
- possibility to get it on an other way.
- Thanks
- Horst
-
- --
- _/_/_/ _/ _/_/_/_/ _/ Dipl. Ing. Horst Heberle
- _/ _/_/ _/ _/_/ Lindenstrasse 9 54292 Trier
- _/ _/ _/ _/_/_/_/ _/ _/ eMail heberle@trier.fh-rpl.de
-
- _/ _/ _/ _/ _/_/_/_/ Phone (0)651 47493
- _/_/_/ _/_/_/_/_/ _/_/_/_/ _/ _/ Fax (0)651 43176
-
-
- Date: Wednesday, 16 August 1995 17:09:54
- Subject: Re: Premiere - MJpeg
- From: williamp@triode.apana.org.au
-
-
- ----------------------------------------------------------------------------
-
- > > had asked. He did tell me that Premiere creates MJpeg output. I wonder if
- > ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- >
- > I don't think so. I have version 4.0 of Premiere, which is the latest
- > version as far as I know, and it doesn't output to MJpeg.
-
- You need the MJpeg codec.It usually comes with one of the video grabbing
- and playback boards like the FAST Movie Machine card.
-
-
- William
-
-
- Date: Wednesday, 16 August 1995 17:44:16
- Subject: Re: Convert Image Question
- From: jprusins@cybergrafix.com (John Prusinski)
-
-
- ----------------------------------------------------------------------------
-
- >>After I use convert image with a black and white state of a logo, what is the
- >>best way to add faces to my .obj outline? Or am I doing something wrong.
- >>
- >>
- >I have a very complicated logo that I just converted to a 3D object (see my
- >webpage at http://www.cts.com/browse/drift/) and I tried several different
- >approaches, including PixelPro, and the Imagine 'convert iff'. I even tried
- >converting the scanned logo into a eps object and then into an object.
- >The final answer for me was to input under 'convert iff' and then
- >laboriously and faces, the set edge command made the job a lot easier, but
- >it was still labor intensive.
-
-
- My solution to this problem is usually to extrude the outline of the logo
- after it's been converted from the IFF, then add a primitive plane of
- moderate complexity. Using "slice" I then cut the plane with the logo
- outline, and get rid of the extraneous pieces, including the original logo
- outline, so that all I have left is the logo-shaped piece cut out of the
- plane. Voila! Automatic facing!
-
- John
- ________________________________________________
- | "The next great step toward a planetary holism is a |
- | partial merging of the technologically transformed |
- | human world with the archaic matrix of vegetable |
- | intelligence that is the Overmind of the planet." |
- | -Terence McKenna |
- |_______________________________________________|
-
-
- Date: Wednesday, 16 August 1995 18:42:37
- Subject: Re: Memory Constraints
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Tue, 15 Aug 1995 RobSampson@aol.com wrote:
-
- > of your hardware and then have to work around them<BG> I look forward to
- > Imagine for windows so I can utilize the swap file but I dread the loss of
- > speed that will cause. In any case there is no work around for very large
- > objects (I have created some over 1.5 meg) you have to buy more ram.
- >
- > Bob.............
-
- Does anybody know if you will be able to use a swap file with the Dos
- version of Imagine running through Windows 95?
-
-
- ~Rick Heidebrecht~
-
-
-
- Date: Wednesday, 16 August 1995 22:06:11
- Subject: Re: Re[2]: Textures/States problem
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >
- >Well I did try it again last night... and it worked. Seems that my state
- >information WAS NOT RETAINED, despite doing a State/Update and saving the
- >object! So this brings me to the heart of my problem, how to properly set a
- >state. Seems like I setup this object about ten time before the states stayed
-
- >the way I intended. Everytime I would go back and look at the texture
- axis, one
- >or more were wrong. I'll have to experiment some more. Does anyone else
- share
- >the statelessness problem?
- >
- Procedure :
- Set up your 'base' object configuration then 'create state' and accept
- 'Default' as
- the first state name. Set all switches for Default that you will use, now or in
- the future. In your case, make sure Textures/Brushes is set, of course.
-
- Now create a state (I usually call Main) that is the same as default. Use this
- whenever you want your base object configuration, particularly in Action/Stage.
- I don't know if this is a bug or just the way it is, but using Default causes
- problems.
-
- Now change anything you want to and create new states at will.
-
- Default should always be the first state, or you're asking for trouble.
-
- Bill
-
-
- Date: Wednesday, 16 August 1995 22:12:23
- Subject: Re:Impulse Im4.0
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >Hi!
- >I dont got as much time to write about my experience at Impulse, but I
- guess you
- >all want to know what I saw.
- >Well, V4.0 is still in the works and is not by far finished, but some of the
- >features is almost finished and more is under development. The things I saw
- was
- >on PC's. And Zack was busy converting the code to windows/windows NT. As you
- >probably can understand, I cant tell you everything about the new stuff since
- >some of the new ideas is still under development.
- >But here are some of the features I think will make it to 4.0.
- >
- >-Generation of alpha channel
- >-Backdrop+alpha, size regardless of rendering output
- >-Foreground+aplha, and maybe multi layering+alpha's, in the foregoround
- >-Smoothing of entire objects or subgroups/picked faces, and selectable
- >constraints
- >-Blobs/metaballs
- >-Possibility to use FX in detail editor
- >Thats that for now at least, I would think that there would be a lot more
- stuff
- >implemented in 4.0 but these are the things I see as the most usefull ones.
- >
- >Tom Renderbrandt
- >
- Talking to Mike H the other day (via e-mail) and he said V4.0 is due out on
- the 1st
- of September, with the Windows version arriving probably in October sometime.
-
-
- Date: Wednesday, 16 August 1995 22:53:55
- Subject: Re: Bones man. Bones.
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- A few thoughts on bones.
-
- Imagine's bones are realistically "ball and socket" joints. They can be
- rotated in all 3 axis. They can be turned into "hinge" joints by selectively
- rotating in certain axis only or by "freezing" the rotation to certain axis
- and using constrain.
-
- The position of pivot is the base of the bone axis, or where the 3 axis meet.
- Take a person's arm for example. The "ball" is offset from the upper arm
- bone, meaning the pivot is not in the center of the arm. So to best simulate
- this, move the upper arm axis to where the arm meets the chest ( it doesn't
- have to be in the middle of the arm).
-
- Look at your own arm's movement. Unless you work for the circus, if you
- measure your range of movement, you will probably be suprised at the limits
- of movement in the human. Don't exceed these. (If you're an old timer like
- myself, you'll be REAL suprised)
-
- When you model, do it in the simplest form and most neutral position. By
- this I mean, keep joints straight and no fancy positions. Also if an arm has
- 180 degrees of movement, top to bottom, model it at 90 degrees. This way,
- since faces have to stretch and shrink to cover this movement, we keep our
- maximum face stretching and shrinking to a minimum.
-
- The more faces around a joint, the smoother the look. Again more sections in
- a joint area reduce the amount each face has to stretch.
-
- When I model, I think of the waist as the mid point. In other words a chest
- axis pointing up which splits into two arm axis and a head axis. Like wise a
- trunk axis point down splitting into the two leg axis. The head and trunk
- axis come off of (are children of) the object axis. All bones axis MUST be
- beneath (chilidren, grandchildren,etc.) the object axis. If you want to
- manipulate the entire object in different states, then add an axis outside
- the body that is parent to the object axis.
- By modeling from the waist out, this lets me move the arms, legs, or head,
- either directly or inversely, without affecting other parts of the body.
-
- I will follow up in the next day or two with a post on small and big bone
- subgroups. There is a point I want to be sure on first.
-
- I'm also working on a full bones and animation tutorial, hopefully for FAQ
- #9. It will be long but should cover everything in a way us simple folk can
- understand. I find I can't make a bones object without screwing something up
- and I need a checklist of sorts to find my mistakes easier.
-
- Need any more help, just hollar!
-
- Rick
-
-
- Date: Thursday, 17 August 1995 00:33:00
- Subject: Re: Slice
- From: drift@nighthawk.com (Drift Dennis)
-
-
- ----------------------------------------------------------------------------
-
- >Hello All,
- >
- >I'm trying to slice some fairly complex objects (IM3) and thought it would
- >be nice if Imagine's error messages were more detailed, like giving the
- >number of the offending edge/face. After getting an error like "edge too
- >close..." or "error splitting faces" I move, rotate or scale the object and
- >may correct that part of the object but then have another part cause an
- >error. If I knew which face was causing the problem I could manipulate it
- >using Pick Range. This will no doubt be tedious but after three hours
- >trying to get slice to work it might be easier.
- >I may just leave the objects as they are but you end up with the pieces
- >looking like they are fused together rather than joined with sharp edges
- >where they intersect.
- >
- I found that on complex objects I would ALWAYS get that message, even when
- the slice was a very simple basic slice that always works otherwise.
- Even taking the complex object apart (via a delete and save method), the
- sliceing still would generate the same messages. Only by trickery (joining
- something to the sundered part) in convinceing the object that it was no
- longer complex, would I get the slice to work.
- I found it much simpler to try and not join the part of my model untill ALL
- the sliceing had been done. Don't know why this is so, but that's what
- happened useing 3.3 on a spaceman object.
- If anyone knows a workaround it would make complex model creation a lot easier.
- Drift
- Drift Dennis
- drift@nighthawk.com May The Force Be With You
- {KC7OT}
- NightHawk Production
- 3D graphics and animation
- 9403 Marilla Dr
- Lakeside, California The true miracle is that we exist at all,
- 92040-2801 let alone the we are here and now.
- PHONE 619-390-8375
- FAX 619-390-8375 PLEASE STOP BY OUR WEB SITE, we would appreciate
- hearing from you http://www.cts.com/browse/drift/
- or soon to change to http://nighthawk.com
- ****************************************************************************
- ******
- A2k-030@50mhz+20Meg/A4k-040@40Mhz+50Meg/PAR/1stopMusicShop/+6gigHDspace&PC+20Meg
-
- ****^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- ^^^^^^
-
-
- Date: Thursday, 17 August 1995 04:01:07
- Subject: MJPEG cleared up maybe
- From: philgro@indirect.com (Phil Grossblatt)
-
-
- ----------------------------------------------------------------------------
-
- Seen lots of questions/confusion here lately RE: MJPEG. Tho' I'm by no means
- an expert, I do have a capture/playback board and Premiere.
- As far as I know, MJPEG only exists in hardware assisted form,
- unlike MPEG.When the drivers for the board are installed in Windows,
- Premiere will recognize it as a compression option just like Indeo, Cinepak,
- etc.
- HTH, Phil.
-
-
- Date: Thursday, 17 August 1995 04:19:04
- Subject: Win95.
- From: lumbient@superlink.net (!LuM!)
-
-
- ----------------------------------------------------------------------------
-
- I am sick of people asking, "will this work under win95?" Please take note:
- If it doesn't work under OS/2, and it doesn't work under WinNT it WON'T work
- under win95! Because Win95 is really a hard to install OS/2. Same
- technology... So:
- Swap files won't work.
- Imagine won't run under win95. (i now you can use a special dos mode)
- Imagine won't multitask.
-
- Thank you.
- !LuM!
-
- |------------------------------------------------\
- |"World Class Complaining" Lumbient@superlink.net\
- |Soon to have a Web page. (I wish :) !NIN! \
- | /
- |Superlink: NJ's Largest Internet Access Provider./
- |------------------------------------------------/
-
-
- Date: Thursday, 17 August 1995 06:26:14
- Subject: Re: Memory Constraints
- From: Fredster <fredster@sapphire.netrix.net>
-
-
- ----------------------------------------------------------------------------
-
- -- [ From: Fredster * EMC.Ver #2.5.02 ] --
-
- > Does anybody know if you will be able to use a swap file with the Dos
- version
- > of Imagine running through Windows 95?
-
- Not no, but HECK no!
-
- Imagine/PC has it's own way of dealing with memory that doesn't allow for a
- swap file. Under '95, to get Imagine running you're just booting to plain
- old DOS (single DOS mode), so there'd be no help there.
-
- Gotta wait for the Windows version...
-
- Of course, and investment in more RAM couldn't hurt either, and would
- improve the performance of your computer in general, not just Imagine. I
- know that's not always feasible, but if it's possible that's the way to go.
-
- Just a thought...
-
- --------------------
- Fred Aderhold
- fredster@netrix.net
-
- Brownies - not just for breakfast anymore!
- --------------------
-
-
-
-
- Date: Thursday, 17 August 1995 11:00:49
- Subject: Re: Slice
- From: "JOSEPH F. HART" <VISHART@ubvms.cc.buffalo.edu>
-
-
- ----------------------------------------------------------------------------
-
- The problem is that in Slice, no edge on an object to be sliced may
- intersect, or "cross", any part of any edge on any other object also to be
- sliced. The two edges must not share endpoints or pass through each other.
- If an edge on an object to be sliced passes through a face of another
- object also to be sliced so as to intersect it at a single point, the
- intersection should not cause an error.
-
- The edge intersections are what what cause almost all the slice problems.
- Avoid them and you should be able to slice anything you have enough
- memory to slice.
-
- ___________________________________________________________________
- | Internet: VISHART@ubvms.cc.buffalo.edu
- Joseph Hart | /// Plink : OSS542
- Niagara Falls, NY | \\\/// Ham call: WA2SND
- | \XX/ FreeNet : af804@freenet.buffalo.edu
- | *** AMIGA - Computers for REAL MEN ***
- ===================================================================
-
- Date: Thursday, 17 August 1995 11:21:02
- Subject: The Great Diamond Challenge - Great Diamonds at Last !!!!
- From: "JOSEPH F. HART" <VISHART@ubvms.cc.buffalo.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- Many thanks and congratulations to ERNESTO POVEDA CORTES
- (a00448@dtic.ua.es), who has discovered a very simple solution to
- making absolutely gorgeous diamonds !!!
- (Try using Haitex glasses for a real treat....:-)
-
- (Sounds of thunderous applause, fervent praise, profound worship,
- and much sacrificing of valuable commodities...)
-
- I've been trying to figure this one out for years....
- It seems that all you have to do to get rid of the spurious dark
- areas is to keep your "hardness" very low. This should also work
- for many other sharp faceted objects as well. Here is the
- diamond object with the change made, and a simple set of attributes
- given......
-
- ---------------------------- cut here -------------------------------
- begin 644 brildiam.lha
- M(HHM;&@U+2\$``"B"0``L8(0'P``#&)R:6QD:6%M+F]B:LMC`Z)KF>X;-->WJ
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- ``
- end
- size 1108
- ---------------------------- cut here -------------------------------
-
- ___________________________________________________________________
- | Internet: VISHART@ubvms.cc.buffalo.edu
- Joseph Hart | /// Plink : OSS542
- Niagara Falls, NY | \\\/// Ham call: WA2SND
- | \XX/ FreeNet : af804@freenet.buffalo.edu
- | *** AMIGA - Computers for REAL MEN ***
- ===================================================================
-
- Date: Thursday, 17 August 1995 13:08:25
- Subject: Re: Wish List
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-17 00:54:23 EDT, rbyrne@3dform.edex.edu.au (Robert
- Byrne) writes:
-
- >> Here's my wish list for 4.0 or a future version. Probably to late to make
- >it
- >> into 4.0
- >
- >> 7. (Asked for before but) Unpick select points in detail.
- >
- >It's already there, UnPick Select (F2).
-
-
- I am not talking about the unpick select feature that is already there. I am
- talking about being able to unpick any point at any time just like you can
- pick it now.>
-
-
- >> 8. A point randomizer that would give objects a "not so perfect, real
- >world"
- >> look within specified tolerances by shifting all points on an object a
- >small
- >> amount.
- >
- >For Amiga users there's some utilities on Aminet/gfx/3d called something
- >like IIUtilities.lha. It has a program called Jitter which does this.
- >
-
- Sorry, I'm a pc user. And having a feature inside Imagine that does this
- would be very nice.
-
- >> 10. Simple landscape generator.
-
- >>Use Applique with an appropriate pic.
-
- There are lots of features in Imagine that do the things we want but
- sometimes its nice to have a feature that is made for a particular situation
- to make things speedier. The Applique feature works fine for some things,
- but for landscaping where you have realisitic lookin mountains it does not do
- vertical geometry nor does it optimize the shapes for the geometry in a
- landscape.
-
-
- There have been many implementations of features in Imagine that were
- possible before by a more tedious process, like attributes in Stage. That is
- not a reason however not to put them in when it comes to streamlining the
- product.
-
-
- S.G.
-
-
-
- Date: Thursday, 17 August 1995 13:24:35
- Subject: Re: Convert Image Question
- From: cjo@esrange.ssc.se
-
-
- ----------------------------------------------------------------------------
-
- >After I use convert image with a black and white state of a logo, what is=20
- >the best way to add faces to my .obj outline? Or am I doing something=20
- >wrong.
-
- Hmm, one of the thing that Imagine sometimes screws up.
-
- In theory; import your ILBM outline and make the object with faces.
-
- Problem; this usually does NOT work.
-
- What might work; import the ILBM but do NOT add faces. Check the outline to=
- =20
- see that there aren't any holes, if so mend them. Extrude the outline. Add=20
- a primitive plane larger than your outline (the more faces it has the=20
- better). Position the plane through your extruded outline. Pick both=20
- objects. Slice them. (This is what we call "the coockie cutter method" :)
-
- If you've got TypeSmith: import the outline in a new font. Do "autotrace".=20
- Export the font as "adobe postscript". Import that into the spline editor=20
- and manipulate it from there.
-
- *---------------------------------------------------------------*
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@smtpgw.esrange.ssc.se |
- *---------------------------------------------------------------*
-
- Date: Thursday, 17 August 1995 14:01:51
- Subject: Re: Slice
- From: gregory denby <gdenby@vyasa.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- Regarding the current thread on the always "iffy" Slice command:
- Awhile back, someone posted that increasing the number of faces
- in the object helped. I thought this surprising, since I had
- had the best results slicing simple objects. A little experimenting
- showed this advice to be mostly correct. For instance, take a primitive
- splane and slice it with a tube. If you get an error, grab the faces of
- plane...oops, make that grab the edges near where the tube intersects
- and fracture those. You will be more likely to get a good slice.
- Evidently, the extremely acute angles created when distant points
- on large faces are joined lead to the edge to close to edge error.
- More faces/points near the intersection means a greater likelyhood
- of a less acute angle at the plane vertices.
-
- Greg Denby
-
- Date: Thursday, 17 August 1995 14:07:45
- Subject: Re: Wish List
- From: gregory denby <gdenby@vyasa.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- >> 10. Simple landscape generator.
- >
- >Use Applique with an appropriate pic.
-
- If you applique to a large plane, you are lakiely to get nasty
- phong artifacts. I Made a very large six sided disk, and fractured
- it repeatedly. Then I deleted points to make it a seratted rectangle.
- When I applique to that, there are fewer phong mess-ups because the
- face angles are more regular, i.e.: all 60 degrees instead of 90,a,b.
-
- Hope this helps,
- Greg Denby
-
- Date: Thursday, 17 August 1995 14:17:16
- Subject: Re[2]: Memory Constraints
- From: spack@mv.us.adobe.com
-
-
- ----------------------------------------------------------------------------
-
- >Does anybody know if you will be able to use a swap file with the Dos
- >version of Imagine running through Windows 95?
-
- No it cannot be done. To run Imagine, Windows 95 must be quit and a genuine
- strict DOS box is required, thus there are no Windows services available (such
- as task switching, virtual memory, etc.).
-
- If you need the specifics on how to setup a Windows95/Imagine DOS box, please
- let me know via private e-mail. I sent instructions to the IML a few weeks ago.
-
-
- -Scott
- spack@adobe.com
-
-
-
-
- Date: Thursday, 17 August 1995 15:57:47
- Subject: IML-FAQ#08: what's new
- From: G.Scibilia@Agora.stm.it
-
-
- ----------------------------------------------------------------------------
-
- Yaba daba doo Imagineers,
-
- I'm searching for a little tutorial on inverse kinematics (or just a
- brief on Freeze/Constrain/Release functions) to add to the latest IML-FAQ:
- have I missed some cool stuff that should be added to the FAQ (you all know
- the table-of-contents of the FAQ, am I wrong??)? I'm still waiting for new
- 'home pages' entries, I received only two www addresses, there arent any
- other cool www home pages? Can someone write a tutorial on how make
- textures for both Amiga and PC platforms??
-
-
- Last Update : July 21, 1995 Friday
- Issue Number : 8
- What's New : Section 1, No 1. Added HTML home pages list
- Section 2, No 25. Spin and Sweep: how them work
- Section 2, No 26. Modeling hands, feet, etc...
- Section 2, No 27. Realistic neon lights
- Section 2, No 28. Getting a checkered plane with checks
- of different textures
- Section 2, No 29. Bright light reflecting off thousands
- of tiny particles suspended in air
- Section 2, No 30. Realistic glass using Imagine v3.3
- Section 2, No 31. Diamonds
- Section 2, No 32. Bones can
- Section 6, No 8. Depth of field
- Section 8, No 13. Spaceship shield Attribute
- (Essence)
- Section 8, No 14. Spaceship shield (Imagine v2.9)
- Section 8, No 15. Ground cover (Imagine v2.9 or higher)
- Section 8, No 16. Steam engine attribute
- (Imagine v2.9 and higher)
- Section 8, No 17. Fun with Fuzz texture:
- Wispy Smoke, Scattered Cumulus Clouds
- (Imagine v2.9 and higher)
- Section 8, No 18. Water attribute
- Section 9, No 4. Imagine v3.0 / v3.1 high res video
- change update
- Section 9, No 9. N.U.R.B.S.
- Section 9, No 10. Blobs
-
-
- I should greet M.McCool (neon lights), James Walker (hires video
- change), Pierfrancesco Parente and Robert Byrne (spin & sweep) and
- G.deBeaumont for their contributes, thanx again fellows!
-
-
- /\_
- | | "G.Scibilia@Agora.stm.it"
- | O | "cn01@novell.dima.unige.it"
- | | "2:332/211.24@FidoNet.org"
- | O | "Imagine Mailing List,IML FAQer" ae(-_^)ue
- |___| _ __ ___ ______Wizard signing off
-
-
- Date: Thursday, 17 August 1995 15:59:44
- Subject: Transition frames
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- I know, and I can hear all the moaning. But I STILL can't get morphs to
- behave nearly as smoothly with this new method as with the good old
- transition frames.
-
- My morphs still seem to have a kind of balking, in-out quality, like
- they're pausing to take a deep breath before the next morph stage.
-
- To give an idea of how I'm doing it, let's say I want to use the 'melt'
- utility. I create my object, it's a font object, then I create ten
- melting-down versions of this object.
-
- I do understand that to get it to morph, say from obj.0001 to obj.0002, I
- load 0001 first, from frame one to frame one, then load 0002 from frame 2
- to frame 10, then load object 0002 AGAIN, from frame 11 to frame 20.
-
- OK, so when rendered, it morphs OK--it just seems to "back up and take a
- breath" around frame 11, before it fully morphs into the second version of
- itself. It comes out looking kind of autistic.
-
- Is it that my frame numbers should be different? More frames
- between versions, or fewer?
-
- I know this must be as boring for you to read as it is for me to endure,
- but I'm STILL falling back on 2.9 for its precious 'transition frame counts.'
-
- Thanks, y'all.
-
- Date: Thursday, 17 August 1995 16:01:44
- Subject: Re: Memory Constraints
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-16 18:23:35 EDT, you write:
-
- >Does anybody know if you will be able to use a swap file with the Dos
- >version of Imagine running through Windows 95?
-
- I don't see how myself, the dos version does not seem to cooperate with
- anything else including some mouse drivers.
-
- Bob.........
-
-
-
- Date: Thursday, 17 August 1995 16:02:12
- Subject: Melt?
- From: helmy@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- someobdy just posted a question about his morphing problem...he said
- that he MELTED the font...how do yuo exactly do this? I have 3.2 and i
- havent seen any melting options.
-
- -------------------------
- H"E"L"M"Y PRODUCTIONS
- -------------------------
- <3D & 2D AnImAtIoN>
- -------------------------
- Los Angeles-California-US
- -------------------------
- E-Mail: Helmy@Voyager.Com
- -------------------------
-
-
-
- Date: Thursday, 17 August 1995 16:05:13
- Subject: Re: Wish List
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-17 08:26:27 EDT, you write:
-
- > The Applique feature works fine for some things,
- >but for landscaping where you have realisitic lookin mountains it does not
- do
- >vertical geometry nor does it optimize the shapes for the geometry in a
- >landscape.
-
-
- Steve don't know if we will get an actual terrain generator or not and I
- concurr with the statement that there are works arounds for many things but
- it is more tedious than it should be. However if you have a real need for
- terrrains then I recommend you take a good look at Vistapro 3.1 for windoze
- or dos on cd. It will give you more power in that area than you may have
- thought possible. It does mean you have to spend about $70 or so however.
- It compliments Imagine very very nicely. Good tool.
-
- Bob..............
-
-
- Date: Thursday, 17 August 1995 21:09:53
- Subject: Small & Big Bones
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- As a follow up to a previous post about bones, here is some info on bones
- subgroups. I had to do some checking to make sure I was wording it right.
-
- The small bones subgroup should be all the faces that when you manipulate
- that bone axis, will move but not change their shape or size. These are all
- faces distal or down the family tree from the moving joint. ( if you move
- your shoulder, your fingers move also)
-
- The big bones subgroup should be all the faces in the small bones subgroup -
- plus - all of the faces that will change size and shape when that bone axis
- is manipulated (usually the faces over the joint). In other words, the
- difference between the two subgroups are the faces that stretch and shrink
- (compress and decompress to use Impulse wordology).
-
- This is how I understand it and I hope it helps.
-
- Rick
-
-
- Date: Thursday, 17 August 1995 21:19:37
- Subject: Small & Big Bones
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- As a follow up to a previous post about bones, here is some info on bones
- subgroups. I had to do some checking to make sure I was wording it right.
-
- The small bones subgroup should be all the faces that when you manipulate
- that bone axis, will move but not change their shape or size. These are all
- faces distal or down the family tree from the moving joint. ( if you move
- your shoulder, your fingers move also)
-
- The big bones subgroup should be all the faces in the small bones subgroup -
- plus - all of the faces that will change size and shape when that bone axis
- is manipulated (usually the faces over the joint). In other words, the
- difference between the two subgroups are the faces that stretch and shrink
- (compress and decompress to use Impulse wordology).
-
- This is how I understand it and I hope it helps.
-
- Rick
-
-
- Date: Thursday, 17 August 1995 22:53:14
- Subject: PC IMAGINE for sale
- From: jacob@altair.csustan.edu (Dave Jacob)
-
-
- ----------------------------------------------------------------------------
-
- Hi folks--
-
- I need to cool off from this 3D graphics stuff for a while, so I am selling
- my copy of PC Imagine3.0 for $300 -- half a century mark less than what I
- paid for it.
-
- Specificall, what I am offering is:
-
- The spiral bound, black Imagine 3.0 manual (typos and all :-) )
-
- and, the two PC Imagine 3.0 disks
-
-
- I'm keeping the upgrade path in case I want to get involved in this inasne
- er, insane, stuff again.
-
- Sayanora folks, its been fun!
- D.J.
-
- ps--I also have a copy of The Imagine Companion 2.0 (without disk--didn't come
- with one even though it says there was supposed to be one) if you're inter-
- ested for $20
-
-
- Date: Thursday, 17 August 1995 22:56:11
- Subject: Re: Melt?
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- > that he MELTED the font...how do yuo exactly do this? I have 3.2 and i
- > havent seen any melting options.
- >
-
- "MELT" is the name of a utility written by someone out there and shared
- with us all. Look for it down on aminet, or write me back.
-
- Date: Friday, 18 August 1995 01:50:26
- Subject: Re: Convert Image Question
- From: mrivers@tbag.tscs.com (Michael Rivers)
-
-
- ----------------------------------------------------------------------------
-
- CJO> >After I use convert image with a black and white state of a log=o, whatCJO
- > is=3D20CJO> >the best way to add faces to my .obj outline? Or am I doingCJO> s
- omething=3D20CJO> >wrong.CJO> Hmm, one of the thing that Imagine sometimes screw
- s up.CJO> In theory; import your ILBM outline and make the object with fac=es.CJ
- O> Problem; this usually does NOT work.CJO> outline to=3DCJO> =3D20CJO> see that
- there aren't any holes, if so mend them. Extrude the ou=tline.CJO> Add=3D20CJO>
- a primitive plane larger than your outline (the more faces it ha=sCJO> the=3D20
- CJO> better). Position the plane through your extruded outline. Pick =both=3D20C
- JO> objects. Slice them. (This is what we call "the coockie cutter m=ethod"CJO>
- :)CJO> If you've got TypeSmith: import the outline in a new font. DoCJO> "autotr
- ace".=3D20CJO> Export the font as "adobe postscript". Import that into the spli=
- neCJO> editor=3D20CJO> and manipulate it from there.Too much work:)Tips: When co
- nverting images to objects, make sure that no=20 non-background colors extend to the edges of the=20 picture. 9 times outta 10 t
- his is the problem. Don't use small pictures, they will lose a lot of=20
- detail during the conversion. Always 'Merge' the resulting object, esp
- ecially if the picture has "holes" in it. ie. like inside the lett
- er O. =20=B7---------------------------------------------------------=B7| Co
- mmodore failure. Press left mouse button to continue || Error: $0100000C
- Task : $416C6920 |=B7-------------------------------------------
- --------------=B7 Mike Rivers (aka) Vermin -- mrivers@tbag.tscs.com r
- oadkill on the information superhighway A4000/040 25mhz 18megs 1,451m
- eg hd
-
- Date: Friday, 18 August 1995 05:50:13
- Subject: MJPEG
- From: philgro@indirect.com (Phil Grossblatt)
-
-
- ----------------------------------------------------------------------------
-
- >Just curious as to which capture/playback card you have, and how well it
- >works for you. Being on the IML, I assume you are are using it to play back
- >Imagine animations?
- I have the miroVIDEO DC1. I'm pretty happy with it. It scales up a 320x240
- animation to 640x480 during playback, with (I guess) VHS quality. It
- crunches down many MB of .tiffs or .tgas (with Premiere) to a nice compact
- ..avi. I only have a 486/66, but I can get a pretty decent frame rate.It's
- not really a professional quality board, but the price was
- (relatively)reasonable- about 600$.
- Phil
-
-
- Date: Friday, 18 August 1995 11:52:52
- Subject: Re: PC IMAGINE for sale
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >Hi folks--
- >
- >I need to cool off from this 3D graphics stuff for a while, so I am selling
- >my copy of PC Imagine3.0 for $300 -- half a century mark less than what I
- >paid for it.
- >
- -Snip-
- >
- >I'm keeping the upgrade path in case I want to get involved in this inasne
- >er, insane, stuff again.
- >
- -Snip-
- Just a note - The Retail has come down to a $200 street price new, sorry!
- And I don't think you can legally sell software and 'keep' the upgrade path.
- If you can I have 3 copies of ADPro for sale ... ;)
-
- Bill Boyce
-
-
- Date: Friday, 18 August 1995 11:57:37
- Subject: Re: Quickie (multiple stages)
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >Hello Conny, on Aug 13 you wrote:
- >
- >> I set up a scene (a small stage, a stool, the guitar and a spotlight),
- >> rendered it and thought that I wanted to render a whole series of images
- >> with the same scene, just moving the camera around. But I still wanted to
- >> be able to come back to my original scene (with the exact same camera
- >> position).
- >> So, what do I do if I don't want to write down the position and alignment
- >> for all the 5 different positions that I'm working on? Well, let me tell
- >> you;
- >
- >> deleted >
- >
- >Am I missing something here? Is'nt this just a 5 frame pop morph anim?
- >
- >-- Bob
- >
- Guess that depends on whether you want a 5 frame pop morph anim or 5 stills
- from different angles in one project! These sorts of tips are often only
- obvious in hindsight, if that makes sense.
-
- Bill Boyce
-
-
- Date: Friday, 18 August 1995 13:09:15
- Subject: Re: Quickie (multiple stages)
- From: cjo@esrange.ssc.se
-
-
- ----------------------------------------------------------------------------
-
- Robert Byrne wrote;
-
- >Hello Conny, you wrote:
- >>So, what do I do if I don't want to write down the position and alignment=
- =20
- >>for all the 5 different positions that I'm working on? Well, let me tell=20
- >>you;
- >>deleted...
-
- >Am I missing something here? Is'nt this just a 5 frame pop morph anim?
-
- It sure is. And that was the second of the approaches that I described. :)
-
- *---------------------------------------------------------------*
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@smtpgw.esrange.ssc.se |
- *---------------------------------------------------------------*
-
- Date: Friday, 18 August 1995 13:40:13
- Subject: Re: Slice
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Thanks for the feed-back on slicing techniques. I think the moral to the
- story is "keep it simple" if possible. One thing I have found though is
- that you can move an object as little as 0.001 on one axis and it can make
- a slice successful.
-
- -- Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
- Date: Friday, 18 August 1995 15:23:34
- Subject: Job Offer
- From: helmy@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- Only to those in the vicinity of Los Angeles, California:
-
- I might be interested in hiring a few extra graphics wizards for a
- motion picture special effects movie. If you live in the LA area,
- please write me back. Only PROFESSIONALS need apply. You do not need
- to be an "IMAGINE" wizard, but great knowledge in special effects for
- movies and video. If interested:
-
- -------------------------
- Alex Helmy
- -------------------------
- H"E"L"M"Y PRODUCTIONS
- -------------------------
- <3D & 2D AnImAtIoN>
- -------------------------
- Los Angeles-California-US
- -------------------------
- E-Mail: Helmy@Voyager.Com
- -------------------------
-
-
-
- Date: Friday, 18 August 1995 15:57:28
- Subject: Dust2.04
- From: helmy@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- has anyone used the utility DUST2.04 ? I guess its like a special
- effects utility for Imagine and LW. Has anyone used it and how is it?
-
- E-Mail: Helmy@Voyager.Com
-
-
-
- Date: Friday, 18 August 1995 18:07:31
- Subject: Speaking of the Melt utility
- From: Paul Thompson <shinobi@gold.interlog.com>
-
-
- ----------------------------------------------------------------------------
-
- Does anyone know where I can find the Melt executable (PC version) that
- Glenn Lewis wrote oh so many moons ago?
-
- Paul
-
-
- Date: Friday, 18 August 1995 20:37:00
- Subject: Will 4.0 support Picasso
- From: robert.buonincontro@canrem.com (Robert Buonincontro)
-
-
- ----------------------------------------------------------------------------
-
-
- Does anyone know if Imagine 4.0 (Amiga) will have built in support
- for the Picasso 24 bit card? If not, can someone mail me the fax
- number for Impulse. I would like to pass it along as a suggestion.
-
- robert.buonincontro&canrem.com
- ---
- * DeLuxe2 1.12 #8947 * The Amiga Is Not A Religion! It's A Computer!
-
- Date: Friday, 18 August 1995 22:08:02
- Subject: Re: Melt?
- From: Roger Straub <straub@csn.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Thu, 17 Aug 1995, Mike McCool wrote:
-
- >
- > "MELT" is the name of a utility written by someone out there and shared
- > with us all. Look for it down on aminet, or write me back.
- >
-
- Melt is, I think, an Amiga only utility written by Glen Lewis(sp?). It
- takes an object and creates a user-definable number of objects based on
- the original, with each sequential object progressing smoothly toward the
- end result, a pool of melted triangles. It isn't *COMPLETELY* realistic,
- though. In real-world plastic or metal, there are certain volumes of
- greater density or less density inside a solid object, so the object
- would tilt and sway and jerk around while melting. Melt assumes that your
- object is of perfectly uniform density, and so it will melt straight
- down. I can't blame Glen, though - the program probably still wouldn't be
- out if he wanted to include this.
-
- See ya,
- Roger
-
- Date: Friday, 18 August 1995 22:13:18
- Subject: Re: transition frames
- From: Roger Straub <straub@csn.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Thu, 17 Aug 1995, Mike McCool wrote:
-
- >
- > OK, so when rendered, it morphs OK--it just seems to "back up and take a
- > breath" around frame 11, before it fully morphs into the second version of
- > itself. It comes out looking kind of autistic.
- >
-
- Did you turn off spline interpolation? Sometimes the most obvious thing
- is the only one you miss. You have to turn it off for ALL the actor bars.
-
- >
- > Thanks, y'all.
- >
-
- No problem!
-
- See ya,
- Roger
-
- Date: Friday, 18 August 1995 23:32:04
- Subject: Re: Memory Constraints
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- I run Imagine 2.0 on a 50MHz Amiga 2000 with 11 megs ram and 35MB Virtual
- Memory, run out of space (or speed, sometimes) but have managed to render
- some rather complex scenes (like 45-50000 polys and over two dozen image
- maps) but there is perhaps a 3-4 times increas in rendering time, depending
- upon how much 'real' ram is available to suck up. (and it really sucks up
- sometimes, I know)
- Joel
-
- Date: Friday, 18 August 1995 23:41:58
- Subject: Imagine Won't Multitask?
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- Hey Lumbient;
- I run Imagine on an Amiga 2000, and often run two or three IMs simultaneously,
- along with HAMLab, Ordering (DirUtil), Term4.0, and sometimes even POV-Ray,
- and everything runs beautifully. What's that? You have one of those OTHER
- computers? Oh, well, mine has the features, yours has the future. (sniff)
- Joel
-
- Date: Friday, 18 August 1995 23:42:18
- Subject: Re: Dust2.04
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Dust is great. That says it all. Morph objects with different
- point/face counts: that's what drew me in. Haven't checked out the dox
- lately, but that's the only area I'd improve. (My German's pretty suckie).
-
- On Fri, 18 Aug 1995 helmy@voyager.com wrote:
-
- > has anyone used the utility DUST2.04 ? I guess its like a special
- > effects utility for Imagine and LW. Has anyone used it and how is it?
- >
- > E-Mail: Helmy@Voyager.Com
- >
- >
- >
-
- Date: Saturday, 19 August 1995 08:17:00
- Subject: Imagine LT
- From: dvwilson@tibalt.supernet.ab.ca (Dave Wilson)
-
-
- ----------------------------------------------------------------------------
-
-
- I work at a local computer store and we just got a couple of
- copies of Imagine LT.
- I'm using one as a demo and I've gone through the documents but there
- doesn't seem to be
- any sort of upgrade offer. Am I missing something or is the package I've
- opened missing
- something? I have a couple of customers who would like to buy it. But with
- no upgrade
- available they don't want to have to spend $90 for one version to see if
- they like it then spend
- another $450 to buy the full one. At the same time they don't want to
- spend $450 and find they
- don't like it at all. If any one has a clue please let me know. Thank you.
- {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
- {} Dave Wilson - aka: The Highlander {}
- {} dvwilson@tibalt.supernet.ab.ca {}
- {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
- {} President - BrainWave Productions {}
- {} Music, Grafx, And Animations {}
- {} "t e C h n o L O g y i S g o D !" {}
- {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
-
-
- Date: Saturday, 19 August 1995 08:19:27
- Subject: Imagine LT
- From: dvwilson@tibalt.supernet.ab.ca (Dave Wilson)
-
-
- ----------------------------------------------------------------------------
-
- I was playing with a copy Imagine LT at work today and was
- going through
- some demo animations that came on the CD. One was of the word COLD sitting
- on a floor
- with a bunch of what looked like tiles flying by as if blowing in the wind.
- Anybody see
- this one and have any idea how they got it to look like that?
- {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
- {} Dave Wilson - aka: The Highlander {}
- {} dvwilson@tibalt.supernet.ab.ca {}
- {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
- {} President - BrainWave Productions {}
- {} Music, Grafx, And Animations {}
- {} "t e C h n o L O g y i S g o D !" {}
- {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
-
-
- Date: Saturday, 19 August 1995 12:21:03
- Subject: Re: transition frames
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- >I know, and I can hear all the moaning. But I STILL can't get morphs to
- >behave nearly as smoothly with this new method as with the good old
- >transition frames.
- >
- >My morphs still seem to have a kind of balking, in-out quality, like
- >they're pausing to take a deep breath before the next morph stage.
- >
- >To give an idea of how I'm doing it, let's say I want to use the 'melt'
- >utility. I create my object, it's a font object, then I create ten
- >melting-down versions of this object.
- >
- >I do understand that to get it to morph, say from obj.0001 to obj.0002, I
- >load 0001 first, from frame one to frame one, then load 0002 from frame 2
- >to frame 10, then load object 0002 AGAIN, from frame 11 to frame 20.
- >
- [snip]
-
- Why are you loading 0002 again? It sounds as if this is what is causing
- you're problem. It morphs from 0001 to 0002 over frames 1-10 then from 0002
- to 0002 over frames 11 to 20. With the break in the action bar it is causing
- the spline to go a bit wonky.
-
- Chris Hall.
-
- |--------------------------------------------------------|\
- | You have been spoken to by Chris Hall ||
- | A very tall and generally nice bloke from Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/index.html ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 16 37 38 15 27 05 ||
- |--------------------------------------------------------||
- \--------------------------------------------------------\
-
-
-
- Date: Saturday, 19 August 1995 14:26:02
- Subject: Re: Imagine LT
- From: Roger Straub <straub@csn.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Sat, 19 Aug 1995, Dave Wilson wrote:
-
- > I was playing with a copy Imagine LT at work today and was
- > going through
- > some demo animations that came on the CD. One was of the word COLD sitting
- > on a floor
- > with a bunch of what looked like tiles flying by as if blowing in the wind.
- > Anybody see
- > this one and have any idea how they got it to look like that?
-
- They could have used the particles F/X in action with a high wind
- setting, and the Detail Particles function to change each triangle in the
- original object to a tile. This sounds like fun. Maybe I'll try it. =)
-
- > {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
- > {} Dave Wilson - aka: The Highlander {}
- > {} dvwilson@tibalt.supernet.ab.ca {}
- > {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
- > {} President - BrainWave Productions {}
- > {} Music, Grafx, And Animations {}
- > {} "t e C h n o L O g y i S g o D !" {}
- > {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
- >
- >
-
- See ya,
- Roger
-
- Date: Saturday, 19 August 1995 14:41:43
- Subject: Re: Imagine Won't Multitask?
- From: Fredster <fredster@sapphire.netrix.net>
-
-
- ----------------------------------------------------------------------------
-
- -- [ From: Fredster * EMC.Ver #2.5.02 ] --
-
- > Hey Lumbient;
- > I run Imagine on an Amiga 2000, and often run two or three IMs
- simultaneously,
- > along with HAMLab, Ordering (DirUtil), Term4.0, and sometimes even POV-Ray
- , and
- > everything runs beautifully. What's that? You have one of those OTHER
- > computers? Oh, well, mine has the features, yours has the future. (sniff)
- Joel
- >
-
- Lets not start ANOTHER platform war here, ok?
-
- We're supposed to be all be here 'cuz we love Imagine, raytracing and
- animating, not to brag about our computers...
-
- --------------------
- Fred Aderhold
- fredster@netrix.net
-
- Brownies - not just for breakfast anymore!
- --------------------
-
- Date: Monday, 21 August 1995 01:27:45
- Subject: Re: Dust2.04
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello helmy, on Aug 18 you wrote:
-
- > has anyone used the utility DUST2.04 ? I guess its like a special
- > effects utility for Imagine and LW. Has anyone used it and how is it?
-
- I've tried the unregistered V2.0 and it's very impressive. SFX like the
- ripple you get when a stone is dropped in water. You can even add your own
- equations to get different effects. It uses multi-tasking to the fullest,
- individual frames can be displayed in their own window on Workbench and
- zoomed, coloured independant of each other. It has its own language and you
- make scripts which it executes.
- One problem though, the author will only accept cash, US$ or DM, no
- cheques, money orders otherwise I would have registered long ago.
-
- I've noticed a few anims on Aminet have been created with Dust, might be
- worth checking out.
-
- -- Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
- Date: Monday, 21 August 1995 11:32:58
- Subject: Re: Imagine 3.3 questions.
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >I got 3.3 last friday. It is absolutly fabulous. The texture requester is
- >the best. You could spend hours (days even) in here playing around with the
- >different textures and effects. And that new fire texture is so cool !! Any
- >way, to the point. How does the mix/morph value work?? I gather that if you
- >make it smaller then the texture becomes more transparent? I also had a bit
- >of trouble getting a brush to show up on a flat plane. I was applying it as
- >a bump map and the as a colour (NB. Proper spelling) map. I got the bump map
- >fine but I had to struggle to get the colour map to show up. I eventually
- >got it to work though I am not sure how.
-
- Did you perchance create the bump map first, then duplicate it and switch on
- colour? A brush sized for bump may not have a Y size on the brush axis which
- extends through the object surface
-
-
- Date: Monday, 21 August 1995 14:31:53
- Subject: How to use Caustics?
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi all!
- I'm usualy very good at figuring out a way ot two to use the features in Im3.X,
-
- but sometimes I'm stuck as a nerd. This is one of those times, and here is my
- small "want to know" question. How the f*** do I get the Caustic light texture
- to work. Do I have to use a another of the lite textures, to initate this
- texture or is there a an obvious and quick to overlook way to use it? I guess
- that the effect you would get was a kind of waterery surface? If so that is
- excactly what I need right now, water, to dip my head in, need to grow some
- brain cels in a hurry!?
-
- By the way there seems to be a bug in the "newflare" global effect, it is
- supposed to go away when it is behind an object. But if you update your scene
- after you have added this effect, or make a axis that is part of a group a light
-
- source. It screws up and you got a fire fly night scene!? Does this happen to
- anyone else, or is it just me? If that's the case.........WHY ME,.....Why me. .
-
- .. .
-
- Bye
-
- Tom Renderbrandt
-
- Date: Monday, 21 August 1995 14:49:04
- Subject: Re: How to use Caustics?
- From: "DEBEAUMONT, GEORGE" <debeaugw@songs.sce.com>
-
-
- ----------------------------------------------------------------------------
-
- >I'm usualy very good at figuring out a way ot two to use the features in Im3.X,
-
- >but sometimes I'm stuck as a nerd. This is one of those times, and here is my
- >small "want to know" question. How the f*** do I get the Caustic light texture
-
- >to work. Do I have to use a another of the lite textures, to initate this
- >texture or is there a an obvious and quick to overlook way to use it?
-
- First...A pre-emptive answer to an expected question: The Caustic.itx is a light
-
- texture available only on the PC version of Imagine (V3.1+). I don't know why or
-
- if there will be an Amiga version.
-
- To get the Caustic.itx up and running, do the following:
-
- 1)In the Detail Editor, add a ground plane.
- 2)Next, add an axis object. Move it to a point above the ground plane.
- 3)Enter the axis object attributes requestor.
- 4)Make it a **POINT SOURCE*** light object (parallel doesn't seem to work).
- 5)Next, add the caustic.itx texture
- 6)Change the texture requestor size value to something like 5.
- 7)Exit the attributes requestor. Rotate the axis object such that its Y axis
- points toward the ground plane (The best caustic patterns are generated when the
-
- Y axis is pointing toward the target object.)
- 8) That's it! Quickrender
-
- George
- debeaugw@songs.sce.com
-
-
- Date: Tuesday, 22 August 1995 02:05:04
- Subject: Logo textures
- From: Paul Thompson <shinobi@gold.interlog.com>
-
-
- ----------------------------------------------------------------------------
-
- I'm putting together a new demo reel, and this time I plan to include a
- few logo fly-bys. My question is, to those of you who do logo fly-bys to
- pay the rent inbetween larger jobs, what textures do you apply? Chrome,
- gold, steel-blue? Flat, brushed, peened? I'd like to be unique and
- original, yet maintain that I can do whatever the industry requires.
-
- Thanks for your input!
-
- Paul
-
-
- Date: Tuesday, 22 August 1995 02:07:02
- Subject: Anti-aliasing
- From: ALorence@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Hi.
-
- Can anybody explain the difference between "old" anti-aliasing and "new" (I
- guess) anti-aliasing? I know the "new" algorithm can be MUCH slower, but I'm
- looking for more of an answer than that.
-
- Thanks.
-
- Date: Tuesday, 22 August 1995 02:39:00
- Subject: Hello
- From: Paul Townend <Paul.Townend@raytech.co.UK>
-
-
- ----------------------------------------------------------------------------
-
-
- Craig...when You download this, spare a thought for the guy with the
- poorly leg and give us me Light Rom back will ya'?
- Have a nice evening at work won't You, and please do something about
- the "s" on the end of yer surname!
- P.S. Give us a video:-) (crawly-bum-lick)
- |
- | Internet: Paul.Townend@raytech.co.uk
- |-------------------------------------------------------------------|
- | Gated from RAYTECH BBS - free access raytracing support in the UK |
- |------------------------- call +44 1862 83 2020 modem - 24 hours ! |
-
- Date: Tuesday, 22 August 1995 03:33:00
- Subject: Re: Merge points
- From: Paul Townend <Paul.Townend@raytech.co.uk>
-
-
- ----------------------------------------------------------------------------
-
-
- Me too:-)
-
- I even get this on fairly simple objects when scaling in -x and then joining
- the two halves together. I'm using 3.0 so I ain't got the lovely extras
- You have but I'm sure we're having the same trouble. I felt quite glad
- actually that someone else was having to individually add edges/faces
- etc as well as me....oh well..no pain..no models:-)
-
- If anyone answers You, would You mail me please as I'm constantly finding
- good solutions in here and then deleting them by mistake :-((
-
- Thanks in advance, good luck.
-
- P.T.
-
- |
- | Internet: Paul.Townend@raytech.co.uk
- |-------------------------------------------------------------------|
- | Gated from RAYTECH BBS - free access raytracing support in the UK |
- |------------------------- call +44 1862 83 2020 modem - 24 hours ! |
-
- Date: Tuesday, 22 August 1995 06:23:00
- Subject: Hello
- From: Craig Collin <Craig.Collin@raytech.co.uk>
-
-
- ----------------------------------------------------------------------------
-
-
- PT> Craig...when You download this, spare a thought for the guy
- PT> with the poorly leg and give us me Light Rom back will ya'?
- PT> Have a nice evening at work won't You, and please do something
- PT> about the "s" on the end of yer surname!
- PT> P.S. Give us a video:-) (crawly-bum-lick)
- PT>
- PT> --- SuperBBS 1.17-3 (Eval)
- PT> * Origin: RAYTECH - New number from April 4th +44 862 83 2020
- poorly leg my arse!!theres nowt wrong with you!!Come back to work
- and i might lend the video.Lightrom2 isnt bad but theyre running out
- t of stuff to shovel on em!So start building.....
- |
- | Internet: Craig.Collin@raytech.co.uk
- |-------------------------------------------------------------------|
- | Gated from RAYTECH BBS - free access raytracing support in the UK |
- |------------------------- call +44 1862 83 2020 modem - 24 hours ! |
-
- Date: Tuesday, 22 August 1995 08:51:31
- Subject: Re: Anti-aliasing
- From: "DEBEAUMONT, GEORGE" <debeaugw@songs.sce.com>
-
-
- ----------------------------------------------------------------------------
-
- >Can anybody explain the difference between "old" anti-aliasing and "new" (I
- >guess) anti-aliasing? I know the "new" algorithm can be MUCH slower, but I'm
- >looking for more of an answer than that.
-
- The old anti-aliasing method uses adjacent pixels for the calculation. My
- understanding of the new anti-aliasing method is that it divides each pixel
- into smaller "virtual" pixels and calculates an average color for the group.
- Render times are longer with the default settings. Of course, you can always
- change the EDLE (anti-aliasing threshold) and AARC (rays per pixel) settings to
-
- compensate for the longer rendering times. Then new anti-aliasing method
- generally produces a soft blurred look, which may be desireable for some
- projects. It can also reduce some artifacts (moire patterns) that may occur
- with textures and brush maps which have a lot of fine detail).
-
- George
- debeaugw@songs.sce.com
-
-
-
- Date: Tuesday, 22 August 1995 12:22:12
- Subject: RE:re how to use caustics
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Thanks George!
- I'll try it right away.
-
- Tom Renderbrandt
-
- Date: Tuesday, 22 August 1995 12:30:33
- Subject: Re[2]: Merge Points
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
- I agree that merge should have a tolerance value, but in the meantime,
- here's what I see Imagine doing (from what I remember from the TDDD
- specs): Imagine uses a fixed point 16.16 bit number system. That means
- that numbers would be accurate to the nearest 1/65536 unit = .000015
- units. When you type something like .4999 it becomes .4998931...
- because that's the nearest number that Imagine can represent. "Round"
- numbers are those like .5, .25, etc which can be exactly represented
- in the base 2 system (32768/65536 and 16384/65536). Solution? uhhh...
- scale all your objects to use integer point coordinates while you
- manipulate them, I guess....
-
- Date: Tuesday, 22 August 1995 12:50:27
- Subject: Re:Logo textures
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi Paul
-
- It depends uppon what kind of "story" you are trying to achive. You see, logo
- fly by's maybe a very cool thing, but it often falls between all cheers due to
- improper story line, or as it often is, no story line at all. But lets get back
-
- to your question, logo's are often given color by it's creator and this mean
- that if you are doing it as a job, that's where you get the color. As far as
- being orginal, I realy cant give you a defenite answer since it is you who are
- tring to be orginal, and that means, your ideas, your visions, and it is these
- who would give you your edge. But I find that to tweek some nice textures, often
-
- more than one, so it look good as a still picture it will often look good
- animated. A utillity texture I use more and more for my logos is the Cndyappl
- texture. This I put on top of whatever other textures I've used before, to give
-
- it a very "smooth" aperance. To mix/morph textures on while animating is also a
-
- good tip to drag the viewers attetion towards the logo. Here is an example:
- Take your everyday logo and put on it a bump texture, lets say Brushed. Then
- make two states, one where it's on and one where it's of (mix/morph zero) Also
- make it non reflective where the texture is zero and a bit reflective when it is
-
- on. Animated it look like it goes from a dull plain logo to something more
- interesting at the end where it would most often stay still for a few seconds.
- Moving your light sources is also a good way to get it more interesting.
-
- I hope this helps?
-
- Tom Renderbrandt
-
- Date: Tuesday, 22 August 1995 14:13:26
- Subject: Memory question
- From: jacob@altair.csustan.edu (Dave Jacob)
-
-
- ----------------------------------------------------------------------------
-
- I am running Imagine 3.0 on a PC with 8 megs ram. When I ask Imagine
- how much free memory I have, it reports a little over 3 megs. Now,
- I know I'm not running 5 megs worth of tsr's9 (even with dos 6.22,
- so what's up? Where did my memory go? (I know, seninity :) )
-
- Conversly, are there any setting I can use from within Imagine
- to increase memory?
-
- Thanks.
-
- Date: Tuesday, 22 August 1995 18:16:54
- Subject: Re:Merge Points
- From: gregory denby <gdenby@vyasa.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
- Torge!r writes:
- (snip)
- I was modelling this creature (well, still am), and had half the body done (I
- love "fill to edge line"!!!!!). I copied/pasted it, scaled it -1 along x and
- joined the two halves. I used merge, and did a check object afterwards. No
- double points showed up. But when I rendered it, it really looked bad, because
- it still had hard vertical lines going down the middle, just not everywhere.
- (snip)
-
- I sometimes have this problem, and I believe that it may be due to very small
- changes in the point co-ordinates caused when Imagine rounds numbers when
- translating or scaling objects. Merge seems to only work when the points are
- exactly together, i.e. 3,3,3 & 3,3,3; not 3,3,3,&3,3,2,9999. Unless you are
- working with "mechanical" object, and can snap all points to some small regular
- interval before merging, goofs just seem to crop up every now and then.
-
- Perhaps merge should come in two types, exact and a little sloppy, so that
- if point are only .0005 units apart they will be joined.
-
- Greg Denby
-
- Date: Tuesday, 22 August 1995 18:33:26
- Subject: Re: Merge points
- From: jbk4@email.psu.edu (The Prophet)
-
-
- ----------------------------------------------------------------------------
-
- When doing your -x scaling to mirror the object, make sure
- that your axis is positioned correctly. If it isn't lined up
- perfectly along your mirror line then it won't work. If you
- are using magnetism to model, you might pull your edge out
- of alignment.
-
- Jaeson K.
- ____ ____ _ _
- ( | \ ( / \ ( ) _ / )
- )| )_ __ / /_ _ __ / __ ( X_)
- ( | /~ \ /\_) /---~/ ) / )/ )/~\ /\_) / _
- )ll/ l/ \__ (/ (/ (_//__// / \__ (___)
- (____________) (___/ (___)
-
- Jaeson Koszarsky Amiga 3000+
- ---------------- -----------
- cyberprophet@psu.edu 68040/30Mhz
- jbk4@email.psu.edu 24Megs-1GIG
- jason@chaos.ezgate.com OS3.1
-
- Date: Tuesday, 22 August 1995 20:21:41
- Subject: Re: Imagine 3.3 questions.
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- [cut]
- >Did you perchance create the bump map first, then duplicate it and switch on
- >colour? A brush sized for bump may not have a Y size on the brush axis which
- >extends through the object surface
- >
-
- As it turns out I was not looking at the front of the object in the
- texture/attrib requester. Once I did this it worked !!
- Chris Hall.
-
- |--------------------------------------------------------|\
- | You have been spoken to by Chris Hall ||
- | A very tall and generally nice bloke from Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/index.html ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 16 37 38 15 27 05 ||
- |--------------------------------------------------------||
- \--------------------------------------------------------\
-
-
-
- Date: Tuesday, 22 August 1995 23:16:30
- Subject: Re: memory question
- From: Falko@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-22 16:54:55 EDT, you write:
-
- >I am running Imagine 3.0 on a PC with 8 megs ram. When I ask Imagine
- >how much free memory I have, it reports a little over 3 megs. Now,
- >I know I'm not running 5 megs worth of tsr's9 (even with dos 6.22,
- >so what's up? Where did my memory go? (I know, seninity :) )
- >
- >
-
- The most likely cause is that you have smartdrive or some other disk caching
- software installed. This will take away from your available extended memory.
- Also spoolers like printcache may use extended memory. The other posibility
- is that you may be using a split-memory configuration with some memory
- explicitly reserved as EMS or expanded memory and some memory explicitly
- reserved as XMS or extended memory. Your EMS386.EXE line should _not_ give
- explicit ems or xms memory figures. This allows EMS386.EXE to dynamically
- allocate either.
-
- No, there are no settings that affect memory available in Imagine.
-
- Falko
-
- Date: Wednesday, 23 August 1995 01:03:07
- Subject: The mouse button fault
- From: rune.jacobsen@bbs.oslohd.no (Rune Jacobsen)
-
-
- ----------------------------------------------------------------------------
-
- Some time ago, people were having trouble using both mouse buttons on the
- Amiga while rotating an object in the perspective window. Torge!r Holm was
- over here, discovered the problem on my computer, and also found out that
- MultiCX was the sinner. I later found out that there is one feature in the
- commodity that does this. I think it's called MOUSESHIFT. As a default, this
- is set to RMB, which means that the right mouse button is used as a shift
- key, destroying the rotation in Imagine. Enclose the line
- MOUSESHIFT=RMB
- with parantheses ( "(" and ")" ), and it will work again.
-
- Sgt. Rune Jacobsen -=> rune@fu.oslo.no <=- IRC: Shitlips @ #AmigaCafe
- X-Files - Simpsons - Ren & Stimpy - Rosenborg - Amiga User since 1988
- A4000/040-18MB RAM-0.5GB HD-IDEK 15" MultiFlat-CV64 4MB-INTEL OUTSIDE
- BotsB Developer - Winner of Most Useless Utility Competition at TG'93
-
- Date: Wednesday, 23 August 1995 05:32:52
- Subject: Amiga & pc
- From: Tom Ross <rosst@unvax.union.edu>
-
-
- ----------------------------------------------------------------------------
-
- Hi folks!
- I'm now in the rendering stages of an animation about a housefly,
- painfully modeled from scratch, with umptillion polygons, so even with the
- 040 in my 2000 it kee-rawls and it's driving me kee-razy! This piece may
- end up being 12-15 minutes long, with many scenes averaging 240 frames!
- I'll try lowering the antialiasing, then if necessary processing the
- frames in another program.
- But meanwhile the prices and speeds of the new PCs look ever more
- attractive. I could network a PC with the Amiga, right? Will some PC
- owner please confirm this idea, and whether Imagine takes an optimized
- advantage of the 60, 90, 120! megahertz speeds I see advertised?
-
- Thanks.
-
- Baby Shoeless
-
- Date: Wednesday, 23 August 1995 06:01:17
- Subject: ------=> Sorry NO Subject!
- From: imagine-relay@email.sp.paramax.com
-
-
- ----------------------------------------------------------------------------
-
-
-
-
-
- I am running Imagine 3.0 on a PC with 8 megs ram. When I ask Imagine
- how much free memory I have, it reports a little over 3 megs. Now,
- I know I'm not running 5 megs worth of tsr's9 (even with dos 6.22,
- so what's up? Where did my memory go? (I know, seninity :) )
-
- Conversly, are there any setting I can use from within Imagine
- to increase memory?
-
- Thanks.
-
-
- Check to see what EMM386 is doing - I think that you've got only 4MB
- of EMS memory allocated. You need to get EMM386 to give you the full 8
- MB RAM.
-
- It's possible that 4MB of XMS memory is somehow allocated. I doubt it,
- though, because IM33 would die with an error.
-
- Either way, check to see what EMM386 reports in DOS before you run
- Imagine.
-
- -AC
-
- Date: Wednesday, 23 August 1995 10:44:43
- Subject: Re: memory question
- From: Ayalon Hermony <ila2024@zeus.datasrv.co.il>
-
-
- ----------------------------------------------------------------------------
-
-
- Hello,
-
- From DOS prompt, use the command: C:\>mem /c /p
-
- It will tell you about your memory usage, before you start imagine.
- All the TSR and other stuff.
- Watch how much below 640K, above and all.
-
- I assumed the help is needed by CBM's orphans only ... (like myself)
-
-
-
- How do you come back from 3D ?
- Ayalon M. Hermony, Internet: ila2024@datasrv.co.il
-
-
-
-
- On Tue, 22 Aug 1995, Dave Jacob wrote:
-
-
- > I am running Imagine 3.0 on a PC with 8 megs ram. When I ask Imagine
- > how much free memory I have, it reports a little over 3 megs. Now,
- > I know I'm not running 5 megs worth of tsr's9 (even with dos 6.22,
- > so what's up? Where did my memory go? (I know, seninity :))
- >
- > Conversly, are there any setting I can use from within Imagine
- > to increase memory?
- >
- > Thanks.
- >
-
- Date: Wednesday, 23 August 1995 12:54:52
- Subject: Re: Job Offer
- From: "Stuart T. Maschwitz" <stu@kerner.com>
-
-
- ----------------------------------------------------------------------------
-
- Dear Alex,
-
- If you are still looking for people you may want to contact Chris
- Bowers. He lives in LA and is a recent graduate of the California
- Institute of the Arts, where he studied computer as well as traditional
- animation. I know he is familiar with Imagine up to version 3.0, and I
- believe he may have experience with SoftImage and Alias as well.
-
- I am writing on his behalf because he no longer has access to his
- school email account. You can contact him at the following numbers:
-
- Chris Bowers: 805-259-9735 Home
- 805-250-5500 Pager
-
- If you have trouble reaching him, please email me with your phone
- number and I will see that he gets in touch with you.
-
- Good luck with your search, and I hope Chris can help you out.
-
-
- ______ ______________________________________________ //// _______
- /_ / / / /
- __/ / /_/ Stuart T. Maschwitz @ @ /_
- stu@kerner.com __ \\
- ---------------------------------------------------------- \ ------
-
-
-
- Date: Wednesday, 23 August 1995 13:59:00
- Subject: Memory question
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> I am running Imagine 3.0 on a PC with 8 megs ram. When I ask Imagi=ne-> how m
- uch free memory I have, it reports a little over 3 megs. Now,-> I know I'm not r
- unning 5 megs worth of tsr's9 (even with dos 6.22,-> so what's up? Where did my
- memory go? (I know, seninity :) )Chances are you are running SmartDrive (if you
- have Windows). It'sprobably eating up a couple megs, since the only way to expu
- nge it is= toreboot. /------------------------------ ___ ___ ___
- ___ | Mike van der Sommen / __ /__/ /__/ /_ \ / | Sa
- nta Barbara, Ca. /___/ / \ / / / / \ | mike.vanderso
- mmen@caddy.uu.silcom.com HAUS BBS (805-683-1388) | "Blackouts mak
- e for nice breaks in the day" \_______________________________________________
- ______________--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-
- 1388
-
- Date: Wednesday, 23 August 1995 14:40:59
- Subject: Re: amiga & pc
- From: "DEBEAUMONT, GEORGE" <debeaugw@songs.sce.com>
-
-
- ----------------------------------------------------------------------------
-
- >I'm now in the rendering stages of an animation about a housefly,
- >painfully modeled from scratch, with umptillion polygons, so even with
- >the 040 in my 2000 it kee-rawls and it's driving me kee-razy!...
- >But meanwhile the prices and speeds of the new PCs look ever more
- >attractive.
-
- Making the move from 25 mHz '040 speed to that of a 90 mHz Pentium got me
- something like a 5 fold decrease in rendering times. There was a render
- time comparison posted to the list several months ago. You might try the
- IML Archives to obtain actual values.
-
- >I could network a PC with the Amiga, right? Will some PC owner please
- >confirm this idea
-
- There are a number of options for moving files between the Amiga and PC:
-
- 1) Oxxi Amiga Client software which allows ARCNet or Ethernet configured Amigas
-
- to operate as a client on a Novell network. Their number is 310-427-1227.
-
- 2) Interworks I-Net 225 will allow an Amiga to connect via Ethernet with any
- other computer system running TCP/IP. Their number is 909-699-8120.
-
- 3) CrossDOS formatted removeable media (Syquest etc...). I believe you need
- the commercial version to accomplish this.
-
- 4) PC2Amiga public domain software will allow you to transfer files via null
- modem serial cable from the PC to an Amiga.
-
- 5) Legendary Design's "Link It" will allow bi-directional parallel data
- transfer. They have yet to ship this product. Call 519-753-6120
-
- George
- debeaugw@songs.sce.com
-
-
- Date: Wednesday, 23 August 1995 16:09:07
- Subject: Something about Dust...
- From: Fernando D'Andrea <DANDREA@aton.inf.ufrgs.br>
-
-
- ----------------------------------------------------------------------------
-
- Hi, Imagineers
-
- Today I tried to download from aminet Dust2.1, a program which is
- capable of do morphing and particles in Imagine 2.0.
- After 32 minutes of wait, the computer simply disconnected, and
- just 34 Kb (the original LHA file had 872 Kb). Well, our system here
- is too slow to download this file. Someone, hELP PLEASE!
-
- *********************************
- Fernando Pena D'Andrea.
- E-Mail: dandrea@aton.inf.ufrgs.br
- *********************************
-
- Date: Wednesday, 23 August 1995 17:26:30
- Subject: Re: Football (Soccer)
- From: Roger Straub <straub@csn.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Thu, 24 Aug 1995, Bill Boyce wrote:
-
- >
- > Try creating a sphere and add RadHex (?) texture. Looks a lot like a soccer
- > ball.
- > You may have to use the texture twice to get black and white hex's.
- >
- >
-
- This won't work, because soccer balls have black hexes and white
- pentagons, or is that vice-versa? Anyway, nobody that I know of has
- devised a texture or brushmap that will do a believable, rotatable soccer
- ball.
-
- See ya,
- Roger
-
- Date: Wednesday, 23 August 1995 18:00:40
- Subject: Football (Soccer)
- From: rune.jacobsen@bbs.oslohd.no (Rune Jacobsen)
-
-
- ----------------------------------------------------------------------------
-
- Does anyone out there have a football (soccer) object that I could have?
- I would really appreciate it.
-
- Of course, if you have a pattern (brush) that I can just wrap around a
- sphere, I'd be just as happy.
-
- Thanks.
-
- Sgt. Rune Jacobsen -=> rune@fu.oslo.no <=- IRC: Shitlips @ #AmigaCafe
- X-Files - Simpsons - Ren & Stimpy - Rosenborg - Amiga User since 1988
- A4000/040-18MB RAM-0.5GB HD-IDEK 15" MultiFlat-CV64 4MB-INTEL OUTSIDE
- BotsB Developer - Winner of Most Useless Utility Competition at TG'93
-
- Date: Wednesday, 23 August 1995 19:04:44
- Subject: Re: amiga & pc
- From: Paul Rance <paul@rance.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- > Date: Wed, 23 Aug 1995 04:32:52 -0400 (EDT)
- > From: Tom Ross <rosst@unvax.union.edu>
- > To: imagine@email.sp.paramax.com
- > Subject: amiga & pc
-
- > Hi folks!
- > I'm now in the rendering stages of an animation about a housefly,
- > painfully modeled from scratch, with umptillion polygons, so even with the
- > 040 in my 2000 it kee-rawls and it's driving me kee-razy! This piece may
- > end up being 12-15 minutes long, with many scenes averaging 240 frames!
- > I'll try lowering the antialiasing, then if necessary processing the
- > frames in another program.
- > But meanwhile the prices and speeds of the new PCs look ever more
- > attractive. I could network a PC with the Amiga, right? Will some PC
- > owner please confirm this idea, and whether Imagine takes an optimized
- > advantage of the 60, 90, 120! megahertz speeds I see advertised?
- >
- > Thanks.
- >
- > Baby Shoeless
-
- You wont be able to network the two machines together as Imagine
- doesnt support Network rendering. You could put a null-modem link
- between them in order to copy scene files,etc across.
- I own both an Amiga 4000/40 and a PC DX4 100 and the PC is around 5
- times faster rendering, buying a P90 upwards will speed things up
- even more. The only problem with the PC Imagine is you cant press
- a key and jump from program to program ( a revolutionary program
- called Windows 95 will do this, yeah right!).
-
- Paul
- ---------------------------------------------------------------
- email: paul@rance.demon.co.uk
-
- gallery web page http://metro.turnpike.net/P/paulr/index.html
- ---------------------------------------------------------------
-
- Date: Wednesday, 23 August 1995 19:23:20
- Subject: Re:
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- >I am running Imagine 3.0 on a PC with 8 megs ram. When I ask Imagine
- >how much free memory I have, it reports a little over 3 megs. Now,
- >I know I'm not running 5 megs worth of tsr's9 (even with dos 6.22,
- >so what's up? Where did my memory go? (I know, seninity :) )
- >
- >Conversly, are there any setting I can use from within Imagine
- >to increase memory?
- >
- >Thanks.
- >
- >
- > Check to see what EMM386 is doing - I think that you've got only 4MB
- > of EMS memory allocated. You need to get EMM386 to give you the full 8
- > MB RAM.
- >
- > It's possible that 4MB of XMS memory is somehow allocated. I doubt it,
- > though, because IM33 would die with an error.
- >
- > Either way, check to see what EMM386 reports in DOS before you run
- > Imagine.
- >
- > -AC
-
- Try booting up and when it says 'loading ms-dos' press F8. Answer Y to himem
- and N to all others except your mouse and other essential stuff (doskey,
- univesa etc. Not smartdrv) Now type mem/c|more and see what is taking you
- memory and how much you have left. If you are loading smartdrv boot up and
- type smartdrv on the command line and it will tell you how much memory it is
- soaking up.
- Imagine will not work correctly with emm386 unless you put /noxms on the end
- when you start imagine.
- Chris Hall.
-
- |--------------------------------------------------------|\
- | You have been spoken to by Chris Hall ||
- | A very tall and generally nice bloke from Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/index.html ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 16 37 38 15 27 05 ||
- |--------------------------------------------------------||
- \--------------------------------------------------------\
-
-
-
- Date: Wednesday, 23 August 1995 20:36:08
- Subject: Global fx & PAR
- From: leyen@inf.ufrgs.br (Christian Leyen)
-
-
- ----------------------------------------------------------------------------
-
- Hello,
- I have an Amiga with a PAR board and I want to render animations
- directly to PAR (keep PAR software in the background catching the
- frames as they are rendered). The problem is: It is impossible to
- use global effects as well as field rendering with direct rendering
- to PAR. I don't have enough disk space in my system to render frames
- first to the system disk and then transfer to PAR. What can I do ??
-
- Thank you!
-
- Christian Leyen (leyen@inf.ufrgs.br)
- Universidade Federal do Rio Grande do Sul / RS / Brasil
-
- Date: Wednesday, 23 August 1995 21:18:25
- Subject: Re: Football (Soccer)
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >Does anyone out there have a football (soccer) object that I could have?
- >I would really appreciate it.
- >
- >Of course, if you have a pattern (brush) that I can just wrap around a
- >sphere, I'd be just as happy.
- >
- >Thanks.
- >
-
- Try creating a sphere and add RadHex (?) texture. Looks a lot like a soccer
- ball.
- You may have to use the texture twice to get black and white hex's.
-
-
- Date: Wednesday, 23 August 1995 21:27:59
- Subject: Computer software graphics
- From: Earle5@aol.com
-
-
- ----------------------------------------------------------------------------
-
- I am looking for user friendly software that will allow me to scan in a copy
- of a house suvey ie; basic floor plan, and make structural changes to the
- property to include electrical and plumbing alterations.I would like to be
- able to show the proposed changes in 3-D and in addition to all this I want
- to be able to export these changes in a cadd format, DXF. for example.Can you
- help, I would appreiciate any info you have, thanks in advance for your help.
- Earle5@aol.com
-
-
- Date: Wednesday, 23 August 1995 22:56:27
- Subject: Re: amiga & pc
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-23 04:52:37 EDT, you write:
-
- >and whether Imagine takes an optimized
- >advantage of the 60, 90, 120! megahertz speeds I see advertised?
-
- Well I used to have an Amiga 3000 with an 040 in it and then went to a 486/50
- and now a Zeos P90. I can say without hesitation that the Zeos P90
- absolutely blows away the Amiga in speed when doing rendering with Imagine.
-
- Bob..............
-
-
-
- Date: Thursday, 24 August 1995 01:10:27
- Subject: Re: Football (Soccer)
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-23 19:55:14 EDT, you write:
-
- >
- >This won't work, because soccer balls have black hexes and white
- >pentagons, or is that vice-versa? Anyway, nobody that I know of has
- >devised a texture or brushmap that will do a believable, rotatable soccer
- >ball.
- >
- >See ya,
- > Roger
- >
- >
-
- You should check out Scott's (From Impulse) soccer ball. Absolutely
- realistic. It can be found on Compuserve in Impulse's section. It is a Jpeg
- image not the actual ball. I think he used leather texture for it. It does
- have black and white shaped hexes, etc.
-
- s.g.
-
- Date: Thursday, 24 August 1995 01:15:13
- Subject: Re: computer software graphics
- From: Falko@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-23 17:22:40 EDT, you write:
-
- >From: Earle5@aol.com
- >To: IMAGINE@email.sp.paramax.com
- >
- >I am looking for user friendly software that will allow me to scan in a copy
- >of a house suvey ie; basic floor plan, and make structural changes to the
- >property...
-
- Well, first you need a scanner. Second you need autotrace software, this
- converts the bitmap you get from the scanner to vector format. This is not
- foolproof and usually needs some assistance from you. Autotrace software
- usually lets you save in any number of 2d/3d vector formats such as DXF, EPS,
- CorelDraw, etc. This could be brought into Imagine and selectively extruded,
- additional detail added, textures etc., rendered and saved as an Imagine
- Object.
-
- Another way is to use a digitizer (tablet) and a cad/drawing package to input
- the plan point by point, line by line. Save as DXF and continue as before. Or
- first add details with the cad package. Whichever.
-
- Another way is to use the scanned image as a backdrop/template and manually
- trace it in Imagine.
-
- On the Amiga autotrace software is PixelPro 3d for instance. On the PC it
- might be CorelTrace (part of the CorelDraw combo).
-
- P.S. The upcoming Win95 version of CorelDraw will feature Draw, Trace,
- PhotoPaint, and Corel 3d which is actually a customized version of Raydream
- Designer (formerly a Mac raytracer now on Windows and Win95/NT.
-
- Falko
-
-
-
- Date: Thursday, 24 August 1995 01:17:30
- Subject: Re:Merge Points
- From: Torgeir Holm <torgeirh@powertech.no>
-
-
- ----------------------------------------------------------------------------
-
- On 22-Aug-95 12:16:54, gregory denby wrote:
-
- >I sometimes have this problem, and I believe that it may be due to very small
- >changes in the point co-ordinates caused when Imagine rounds numbers when
- >translating or scaling objects. Merge seems to only work when the points are
- >exactly together, i.e. 3,3,3 & 3,3,3; not 3,3,3,&3,3,2,9999. Unless you are
- >working with "mechanical" object, and can snap all points to some small
- >regular interval before merging, goofs just seem to crop up every now and
- >then.
-
- >Perhaps merge should come in two types, exact and a little sloppy, so that
- >if point are only .0005 units apart they will be joined.
-
- great idea, we should be able to set the threshold for the merge.
-
- Adding it to my wishlist....
-
-
- Torge!r
-
- Date: Thursday, 24 August 1995 04:21:23
- Subject: Pentagram, HELP!
- From: lumbient@superlink.net (!LuM!)
-
-
- ----------------------------------------------------------------------------
-
- Thanks for reading this, I need ALL the help possible. I'm making an
- animation of a room with five doors, each door is a pentagram. in the
- animation the doors are supposed to shrink into nothing, actually each of
- the five spike are to shrink into nothing. during the animation each of the
- spike shrinks but the overall door grows? Its hard to explain but,
-
- /\
- / \
- -----/----\-----
- X / \ X
- / X X \
- / X X \
- /X X\
- It maybe hard to visualize(it is for me :>) but at the tip of each point is
- an axis that the point shrinks into and the center shrinks into
- itself(implodes). This works just fine in the detail editor(the state anim
- works great) but once its imported into the stage editor the spikes to
- shrink but the whole grouping grows!
-
- Please help! Maybe I found a bug?
- !LuM!
-
- |------------------------------------------------\
- |"World Class Complaining" Lumbient@superlink.net\
- |Soon to have a Web page. (I wish :) !NIN! \
- | /
- |Superlink: NJ's Largest Internet Access Provider./
- |------------------------------------------------/
-
-
- Date: Thursday, 24 August 1995 06:45:32
- Subject: Re: Merge Points
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- I second the wish for a tolerance feature in merge points. I have a feature
- that I would like to see in IM 4.x. Sometimes you have a row of points that
- are out of alignment on any axis or possibly all axis. It would be nice if
- you could select all of the points and force them to move to the same x y or
- z coordinant. For example if you wanted to move all points on a curvy line
- to -50 on the Y axis. It would ignore the X and Z positions and leave them
- as they were.
-
- Stephen
-
- Date: Thursday, 24 August 1995 07:01:39
- Subject: Impulse!!! Webpage??? Suggestion....
- From: dvwilson@tibalt.supernet.ab.ca (Dave Wilson)
-
-
- ----------------------------------------------------------------------------
-
-
- I just saw a message from someone about Impulse's
- Compuserve area where you can download all sorts of stuff
- (or maybe it's just pictures). Impulse, if your listening, take
- this suggestion and do whatever you want with it.
-
- You guys are running a great operation but I'm
- thinking you could do something new (and not changes to
- the software which is fabulous). Why don't you guys open
- a web page that could act as advertising for you guys; suggestions
- forum from users (like the IML); object and etc. library where
- users could upload their latest greatest object, picture, anim, idea,
- problem, whatever.
-
- Just a thought.
- {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
- {} Dave Wilson - aka: The Highlander {}
- {} dvwilson@tibalt.supernet.ab.ca {}
- {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
- {} President - BrainWave Productions {}
- {} Music, Grafx, And Animations {}
- {} "t e C h n o L O g y i S g o D !" {}
- {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
-
-
- Date: Thursday, 24 August 1995 08:46:47
- Subject: Re: Global fx & PAR
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >Hello,
- >I have an Amiga with a PAR board and I want to render animations
- >directly to PAR (keep PAR software in the background catching the
- >frames as they are rendered). The problem is: It is impossible to
- >use global effects as well as field rendering with direct rendering
- >to PAR. I don't have enough disk space in my system to render frames
- >first to the system disk and then transfer to PAR. What can I do ??
- >
- >Thank you!
-
- Imaginme 3.3 renders into its own directory then saves the finished
- frame to the Project directory, so it works with the PAR. You shouldn't
- need more than a megabyte free on your system drive to do this. Older
- versions of Imagine didn't work as suggested (does Impulse test these
- things??). If you have an older version, upgrade! Or you could write
- an arexx script which waits for the comleted frame, transfers it to
- the PAR, then deletes it from the hard drive. Shouldn't be hard.
-
- Bill Boyce
-
-
- Date: Thursday, 24 August 1995 08:52:27
- Subject: Re: amiga & pc
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >> I own both an Amiga 4000/40 and a PC DX4 100 and the PC is around 5
- >> times faster rendering, buying a P90 upwards will speed things up
- >> even more. The only problem with the PC Imagine is you cant press
- >> a key and jump from program to program ( a revolutionary program
- >> called Windows 95 will do this, yeah right!).
- >>
- >
- > You know I dont want to start another platform war but if Imagine
- >did work under any form of Windows you could switch between programs.
- >Windows 3.1, Windows NT and Windows 95 would do all that quite happily. I
- >wonder though, how long is it to take for Win Imagine? There are about 10
- >or so windows raytracers out there, even 3DStudio works under Win95
- >(Something I forgot to check when I made that comparison a while ago, it
- >never worked under NT or 3.1 for me, but it worked under 95). 3DStudio
- >MAX (Basically a rewrite but essentially release 5) is coming soon which I
- >think is going to be Win95/NT. Lightwave 4.0 is a 95/NT thing too, plus
- >you can run it on a DEC Alpha :).
- >
- >Adam.
- >
- It's due in October sometime, last I heard
-
-
- Date: Thursday, 24 August 1995 09:12:50
- Subject: Re: Pentagram, HELP!
- From: "DEBEAUMONT, GEORGE" <debeaugw@songs.sce.com>
-
-
- ----------------------------------------------------------------------------
-
- >>I'm making an animation of a room with five doors, each door is a
- >>pentagram. in the animation the doors are supposed to shrink into nothing,
- >>actually each of the five spike are to shrink into nothing. during the
- >>animation each of the spike shrinks but the overall door grows?
-
- >>but at the tip of each point is an axis that the point shrinks into and
- >>the center shrinks into itself(implodes). This works just fine in the
- >>detail editor(the state anim works great) but once its imported into the
- >>stage editor the spikes to shrink but the whole grouping grows!
-
- When using states, the axis of the parent object is the stable point of
- reference against which everything else in the group is measured.
- Presumably, the center pentagonal object of the group is the parent object.
- Make sure you haven't scaled the parent object's axis in the course of
- developing the various states.
-
- When developing new states for the parent object via scaling, always
- remember to return the axis to its original size, thereby leaving only the
- object's points scaled.
-
- George
- debeaugw@songs.sce.com
-
-
- Date: Thursday, 24 August 1995 10:43:10
- Subject: Re: amiga & pc
- From: Adam Watkin <adam@wonderland.apana.org.au>
-
-
- ----------------------------------------------------------------------------
-
- > I own both an Amiga 4000/40 and a PC DX4 100 and the PC is around 5
- > times faster rendering, buying a P90 upwards will speed things up
- > even more. The only problem with the PC Imagine is you cant press
- > a key and jump from program to program ( a revolutionary program
- > called Windows 95 will do this, yeah right!).
- >
-
- You know I dont want to start another platform war but if Imagine
- did work under any form of Windows you could switch between programs.
- Windows 3.1, Windows NT and Windows 95 would do all that quite happily. I
- wonder though, how long is it to take for Win Imagine? There are about 10
- or so windows raytracers out there, even 3DStudio works under Win95
- (Something I forgot to check when I made that comparison a while ago, it
- never worked under NT or 3.1 for me, but it worked under 95). 3DStudio
- MAX (Basically a rewrite but essentially release 5) is coming soon which I
- think is going to be Win95/NT. Lightwave 4.0 is a 95/NT thing too, plus
- you can run it on a DEC Alpha :).
-
- Adam.
-
- Date: Thursday, 24 August 1995 12:01:48
- Subject: Re[2]: Merge Points
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
- I remember having mixed results with the following technique, but it
- just may work: pick points, A-t for transformation, Position, change
- the number you want and ONLY HIT RETURN ON THAT NUMBER. As I said, I
- forget if that works.
-
-
- ______________________________ Reply Separator _________________________________
-
- Subject: Re: Merge Points
- Author: SGiff68285@aol.com at ALTERNET
- Date: 8/23/95 11:53 PM
-
-
- I second the wish for a tolerance feature in merge points. I have a feature
- that I would like to see in IM 4.x. Sometimes you have a row of points that
- are out of alignment on any axis or possibly all axis. It would be nice if
- you could select all of the points and force them to move to the same x y or
- z coordinant. For example if you wanted to move all points on a curvy line
- to -50 on the Y axis. It would ignore the X and Z positions and leave them
- as they were.
-
- Stephen
-
-
- Date: Thursday, 24 August 1995 14:08:58
- Subject: Re: Merge Points
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Thu, 24 Aug 1995 SGiff68285@aol.com wrote:
-
- > I second the wish for a tolerance feature in merge points. I have a feature
- > that I would like to see in IM 4.x. Sometimes you have a row of points that
- > are out of alignment on any axis or possibly all axis. It would be nice if
- > you could select all of the points and force them to move to the same x y or
- > z coordinant. For example if you wanted to move all points on a curvy line
- > to -50 on the Y axis. It would ignore the X and Z positions and leave them
- > as they were.
- >
- > Stephen
-
- Actually, you can do this already. First, pick the points that you want
- to move to the same coordinate. Next, you scale the points down in just
- one direction, until they're flat, and then move the points to where you
- want them. You now have you points aligned on a specific coordinate.
-
-
- ~Rick Heidebrecht~
-
-
-
- Date: Thursday, 24 August 1995 14:10:48
- Subject: Re: Impulse!!! Webpage??? Suggestion....
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Thu, 24 Aug 1995, Dave Wilson wrote:
-
- >
- > I just saw a message from someone about Impulse's
- > Compuserve area where you can download all sorts of stuff
- > (or maybe it's just pictures). Impulse, if your listening, take
- > this suggestion and do whatever you want with it.
- >
- > You guys are running a great operation but I'm
- > thinking you could do something new (and not changes to
- > the software which is fabulous). Why don't you guys open
- > a web page that could act as advertising for you guys; suggestions
- > forum from users (like the IML); object and etc. library where
- > users could upload their latest greatest object, picture, anim, idea,
- > problem, whatever.
- >
-
- I second that, great idea Dave!
-
-
- ~Rick Heidebrecht~
-
-
-
- Date: Thursday, 24 August 1995 20:11:04
- Subject: 040 patch for Imagine? CyberPatch?
- From: Mikael Ostergren <Mikael.Ostergren@p36.anet.canit.se>
-
-
- ----------------------------------------------------------------------------
-
-
- Any one heard of a program called CyberPatcher? What I've read: it could patch
- the FP version of Imagine so it uses the 040 more effectively. It says it
- patches out the FP 030 instructions so the FP emulation in 68040.library isn't
- accessed.
-
- I realy doubt this one... :-) I saw a comment about this in amiga.hardware on
- usenet.
-
- bye, micce
-
- .--
- | FidoNet: 2:201/411.36 Internet: micce@p36.anet.canit.se |
- | CompuServe: 100303,2117 Internet: micce@aktiv.se (work) |
- Amiga 4000/040 --'
-
- Date: Thursday, 24 August 1995 21:44:42
- Subject: Re: Bad chunk size - help!!
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Hey Marty,
-
- You didn't mention your platform, though I assume, from your
- reference to dxf, that you're an i-beamer. I'm an outsider to that
- platform,--but if by chance you are on an amiga, I find that sometimes I
- can load an offending object into PixelPro3d, simply save it again, and
- somehow it's fixed. (I've also had luck sometimes loading an object into
- an earlier/later version of Imagine than the one I generated it with).
-
- Don't know what this will do to your states/texture data, but it
- may be worth a try, if only to salvage a beautiful object. If you're not
- on amiga, take/send your damaged dxf file to an amiga friend and see if he
- can load/fix it for you.
-
- (I've heard mention of several object processors for the ibm side,
- but I can't recall their names).
-
- Good luck. Your object sounds like it will be worth whatever
- trouble it takes.
-
- Date: Friday, 25 August 1995 00:13:20
- Subject: Re: Bad chunk size - help!!
- From: Ted Stethem <tstethem@linknet.kitsap.lib.wa.us>
-
-
- ----------------------------------------------------------------------------
-
- The Bad Chunk Size error message is usually due to your object
- exceeding the maximum number of polygons or edges that Imagine will
- accept. You probably did some editing when you loaded in your object
- before saving it out. Yes, it is interesting that you can create an
- object that is too complex for Imagine to load in, while you are in
- Imagine. I don't know of anything right off that would allow you to
- salvage your object with all of the state information but you could
- probably recover your original basic object by loading it into something
- like PixelPro2, if you have an Amiga, and saving out with edge reduction.
- You could also try Interchange (there is a version out for Windows now)
- and use the point reduction tool. If you know somebody with 3DS, they
- could read it straight in or even Lightwave. Your situation does bring up
- an interesting question, though. How does Imagine save a bones/state
- object out to DXF? DXF is not really equipped to carry this type of
- information. That might be the source of the problem, too.
-
- On Fri, 25 Aug 1995, Martin Keitel wrote:
-
- >
- > Arghh!!
- >
- > I've been working on a walking panther, and I lost it. I saved it over
- > the previous version, and when I tried to reload it, I got the message
- > "Error: Bad chunk size".
- > This has happened to me previosly, and I know I should always make a
- > backup of the important object files (though earlier this happened with
- > Imagine 2.0), but well, I just didn't.
- > Now I'm sure someone else has faced this same thing (bug?) too. Is there
- > any way to fix the object file (it still seems to be the right size), so
- > that it can be loaded again? I only have a DXF version of the shape, but
- > all texture/subgroups/bones/states data is only in the corrupted file.
- >
- > The first person who knows how to fix the file, will receive the
- > walking panther object and a full project showing it walk (with a tree
- > object and nice ground attributes as a bonus). I can mail it as an
- > attachement or as an UUencoded text file.
- >
- > Thanx.
- >
- > Marty K
- >
- > P.S. I'm not currently on the list (I just subscribed), so it might be
- > better that you answer by private e-mail (too).
- >
-
- Date: Friday, 25 August 1995 03:04:27
- Subject: Bad chunk size - help!!
- From: Martin Keitel <mk-tel@sik.ppoy.fi>
-
-
- ----------------------------------------------------------------------------
-
-
- Arghh!!
-
- I've been working on a walking panther, and I lost it. I saved it over
- the previous version, and when I tried to reload it, I got the message
- "Error: Bad chunk size".
- This has happened to me previosly, and I know I should always make a
- backup of the important object files (though earlier this happened with
- Imagine 2.0), but well, I just didn't.
- Now I'm sure someone else has faced this same thing (bug?) too. Is there
- any way to fix the object file (it still seems to be the right size), so
- that it can be loaded again? I only have a DXF version of the shape, but
- all texture/subgroups/bones/states data is only in the corrupted file.
-
- The first person who knows how to fix the file, will receive the
- walking panther object and a full project showing it walk (with a tree
- object and nice ground attributes as a bonus). I can mail it as an
- attachement or as an UUencoded text file.
-
- Thanx.
-
- Marty K
-
- P.S. I'm not currently on the list (I just subscribed), so it might be
- better that you answer by private e-mail (too).
-
- Date: Friday, 25 August 1995 10:10:02
- Subject: Re: 040 patch for Imagine? CyberPatch?
- From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege)
-
-
- ----------------------------------------------------------------------------
-
-
- >Any one heard of a program called CyberPatcher? What I've read: it could
- >patch the FP version of Imagine so it uses the 040 more effectively. It says
- >it patches out the FP 030 instructions so the FP emulation in 68040.library
- >isn't accessed.
-
- Nonsense, it is used for the 060 to speedup some often used but software
- implemented instructions by buffering the right sequence.
-
- The 68040.library just makes sure that the FPU instructions that the 040
- doesn't know are emulated like fsin etc.
-
- If you would drop the library completely then things wouldn't work at all.
-
- It might be that CyberPatcher patches the 040.library to use more efficient
- versions of the routines contained in the 040.library.
-
- Greetings Joop
-
- Date: Friday, 25 August 1995 14:15:00
- Subject: Re: Bad chunk size - help!!
- From: Martin Keitel <mk-tel@sik.ppoy.fi>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Thu, 24 Aug 1995, Ted Stethem wrote:
-
- > The Bad Chunk Size error message is usually due to your object
- > exceeding the maximum number of polygons or edges that Imagine will
- > accept.
-
- Doesn't sound sensible. I have been editing and overwriting this female
- human-object for a long time, and it once did the same stunt without no
- obvious reason. This object is far more complicated and has more polygons
- than the panther.
-
- > salvage your object with all of the state information but you could
- > probably recover your original basic object by loading it into something
- > like PixelPro2, if you have an Amiga, and saving out with edge reduction.
-
- Yes, I have an Amiga 4000. I don't have PixelPro2. But I'll try PP1 (this
- was already suggested to me).
-
- > an interesting question, though. How does Imagine save a bones/state
- > object out to DXF? DXF is not really equipped to carry this type of
- > information. That might be the source of the problem, too.
- >
- The dxf file I have of the object is only the shape (I saved only the
- shape just to test if I can load the dxf object into Lightwave). And it
- load fine into Imagine. It just happens that the shape is only about half
- (maybe less) of the work that went into the walking creature.
-
- I'm pretty sure, the number of polygons or edges is not the problem. But
- it can be, that there are overlapping edges or something like that.
-
- Thanks anyway.
-
- Marty
-
- Date: Friday, 25 August 1995 17:09:45
- Subject: Re: Bad chunk size - help!!
- From: datctva@primenet.com (DThompson)
-
-
- ----------------------------------------------------------------------------
-
- Probably what has happened here is that the data was corrupted as you were
- writing it. Go look at the size of the file. If it looks really small to
- you, it's corrupted. Junk it. If it doesn't or you can't tell, try loading
- it into an old version of Imagine, like 2.9. It sounds odd, but sometimes
- the older versions are more forgiving and will load the object (I know
- forgiving is not a very technical term but I'm just an animator, not a
- programer). It worked for me once, but all I got back was the shape and
- nothing else.
-
- Dave Thompson
-
-
- Date: Friday, 25 August 1995 18:04:51
- Subject: Straight phong highlights
- From: DaveGrafix@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Regarding the thread a while back about creating realistic phong highlights
- on the sides of a glass, etc.--I think I figured it out! I'm a novice user,
- so forgive me if this has already been stated.
-
- It appears to me that the phong shading uses a spline curve to determine the
- shape of the highlight. JEEZ! This is going to be harder to articulate than
- Lumbient's pentagon doors! Especially since I'm not as familiar with Imagine
- terminology as y'all. Anyway, try to bear with me. Say you're trying to
- create a pop can, and you want a straight versus an elliptic highlight on the
- side of the can. You could create hard edges where the curved surfaces meet
- the flat side of the can, but a real can doesn't look like that. (at least I
- don't think so) The problem is that when a curved surface meets a flat one,
- the phong shading curve doesn't change abruptly. It compensates gradually
- until it reaches the next point. (I know that does't make sense--let me try
- to illustrate it)
-
- ____ _Point here
- \
- \ _Point here
- |\
- can | \
- edge | \
- | | -Spline curve of phong shading
- | |
- CAN | /
- |/ -Point Here
- /
- _____ /-Point Here
-
- You can see how the spline overshoots the edge of the can, making Imagine
- render it to appear as if the straight edge was curved also.
-
- MY SOLUTION:
- Add several transition points right after the joint place for the curved &
- smooth surfaces. This way the spline is restricted and you get a nice soft
- edge transitioning to a FLAT highlight along the flat side of the can. I did
- this in the Forms editor on some simple objects I'll include here. Just
- create you're object with flat edges, go into add points mode and add a few
- extra ones. This way there is no possibility that the points you add will be
- out of alignment with the top and bottom points of the flat edge.
-
- ____ _Point here
- \
- \ _Point here
- |_Add several extra Points here
- can |
- edge | FLAT EDGE!
- |
- |
- CAN |_Add several extra Points here
- | -Point Here
- /
- _____ /-Point Here
-
- Here are two VERY SIMPLE grouped objects that illustrate my point. The one on
- the left has the extra transition points added, the one on the right doesn't.
- To see the effect, I quickrendered with horizontal and vertical light
- settings at zero and placed my view EXACTLY in front of the two objects.
- Anyway, I hope this wasn't a TOTAL waste of your & my time!!
-
- Thanks for your patience with this long-winded message,
-
- DaveGrafix@aol.com
- ____________cut here_______________________
- section 1/1 file test.iob [ Wincode v2.2 ]
-
-
- --> ATTACHEMENT: test.iob <--
- sum -r/size 11641/8364
-
- section 1/1 file test.iob [ Wincode v2.2 ]
- _________________cut here_____________________
-
- Date: Friday, 25 August 1995 19:47:03
- Subject: RE:Veloctiy in v4.0 ???
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: The Prophet <jbk4@email.psu.edu>
- >
- >
- > To make it easier, Impulse should implement a graphical control
- > box that displays a spline curve that represents the velocity
- > scaling. It would aid the user-friendliness of the prg.
-
- Mucho agreement here. A wonderful improvement would be a rewrite of the
- spline routines, using all the parameters (tension, continuity, bias)
- supported in many other programs; this would give us much better control
- over spatial spline curves, used for modelling and animation.
-
- Then, Impulse could put those new splines to work in a new Envelope
- window, essentially a spline editor limited to 2-D; time would run from
- the window's left edge to its right, and the vertical component would
- represent morph value. The Envelope window should be called from a button
- found in every Action Editor bar. A thumbnail of the spline would be a
- nice bonus, to appear right in the bar's requester without having to
- click on the Spline button all the time. Oh, and a few buttons that would
- be useful would be: load/save envelope (to use the same settings in
- another Action bar), Linear (a straight line from beginning to end), 3.x
- Velocity (uses two numeric fields to create the same effect as the
- current Velocity Scaling method -- backward compatibility is always a
- good thing), and Default (loads a spline saved in the Imagine directory
- as "Default.spl"; the default version installed with Imagine would be a
- simple ease-in/ease-out, similar to what we get now with both Velocity
- Scaling values set to zero; you could overwrite it with your own, of
- course)
-
-
- Date: Friday, 25 August 1995 22:24:58
- Subject: Re: Straight phong highlights
- From: beeton@SEDSystems.ca
-
-
- ----------------------------------------------------------------------------
-
- FROM too long. Original FROM is 'beeton@SEDSystems.ca (Gary Beeton, SED Systems
- Inc., Saskatoon, Canada)'
-
- ---------------------- Original Message Follows ----------------------
-
- >Regarding the thread a while back about creating realistic phong highlights
- >on the sides of a glass, etc.--I think I figured it out! I'm a novice user,
- >so forgive me if this has already been stated.
- >
- >It appears to me that the phong shading uses a spline curve to determine the
- >shape of the highlight.
-
- Not quite. I believe Imagine does averaging between adjacent faces,
- not splines. However, your technique holds water (so to speak) either
- way.
-
- Gary
- beeton@SEDSystems.ca
-
-
- Date: Friday, 25 August 1995 22:33:12
- Subject: Re: Bad chunk size - help!!
- From: Martin Keitel <mk-tel@sik.ppoy.fi>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Fri, 25 Aug 1995, DThompson wrote:
-
- > Probably what has happened here is that the data was corrupted as you were
- > writing it. Go look at the size of the file. If it looks really small to
- > you, it's corrupted. Junk it. If it doesn't or you can't tell, try loading
- > it into an old version of Imagine, like 2.9. It sounds odd, but sometimes
- > the older versions are more forgiving and will load the object (I know
- > forgiving is not a very technical term but I'm just an animator, not a
- > programer). It worked for me once, but all I got back was the shape and
- > nothing else.
- >
- Yes. That's right. It loaded into 2.0, but only the shape and the bone
- axis' (without the bone settings of course).
-
- The object loads into Imagine 2.0, Vertex2.0 (I downloaded the demo from
- aminet) and propably Pixel 3d Pro too. And I can select the different
- states in action editor! And the file has the correct size (about 300 Kb,
- 130 saved from Imagine 2 without the states and subgroups) - so not much
- can be corrupt.
- The value in the beginning of the file, which tells the size, is 8 bytes
- smaller than the actual size. But I think that is correct, because the
- rest of the file after this data _is_ 8 bytes smaller than the whole file.
- Whatever I have been told by IML'ers (thank you all, folks), I think this
- is a bug in Imagine 3+.
-
- Impulse, are you listening? :-)
-
- Marty
-
-
- Date: Saturday, 26 August 1995 09:58:05
- Subject: Re: Compuserve
- From: Ted Stethem <tstethem@linknet.kitsap.lib.wa.us>
-
-
- ----------------------------------------------------------------------------
-
-
- Compu$erve is a subscription service that you pay for logon time, pay
- for higher baud rates, pay for extra areas, etc. Any modem you buy
- usually comes with a "free" Compu$erve offer and any computer store
- should be able to give you their $ub$criber'$ phone number. Oh, BTW, be
- $ure to have your credit card ready when you log-on becau$e that i$ the
- only way to open your account.
-
- The most often seen message on Compu$erve:
-
- You have left ba$ic $ervice$
-
-
-
- On 26 Aug 1995, Granberg Tom wrote:
-
- > Hi.
- >
- > I cant seem to get any respons from you guys and gals, have you banned me from
-
- > the list, or what?
- >
- > If not, here are a request/wish I want some help with.
- > I hear a lot of talk about Impulse's account on Compuserve. And I wonder how I
-
- > can get there, you know, adresses etc.
- >
- > Thanks.
- >
- > later
- > Tom Renderbrandt Granberg
- >
-
-
- Date: Saturday, 26 August 1995 13:08:26
- Subject: IML-FAQ#08 - What's new
- From: G.Scibilia@Agora.stm.it
-
-
- ----------------------------------------------------------------------------
-
- Hi Imagineers,
-
- this is the latest Imagine Mailing List FAQ #08, I hope U enjoy it!
- I'm still waiting response from many IML fellows, I have got about 15/20kb
- of newest stuff I havent included into this release, maybe next time;) Keep
- up the good work fellows, hear You soon!
-
- Uuencoded files follow (Aminet/gfx/3d ready, I hope;)))
-
-
- Last Update : August 25, 1995 Friday
- Issue Number : 8
- What's New : Section 1, No 1. Added HTML home pages list
- Section 2, No 25. Spin and Sweep: how them work
- Section 2, No 26. Modeling hands, feet, etc...
- Section 2, No 27. Realistic neon lights
- Section 2, No 28. Getting a checkered plane with checks
- of different textures
- Section 2, No 29. Bright light reflecting off thousands
- of tiny particles suspended in air
- Section 2, No 30. Bones can
- Section 2, No 31. Inverse kinematics
- Section 2, No 32. Inverse kinematics excitement
- Section 6, No 8. Depth of field
- Section 7, No 16. Oct-tree level
- Section 8, No 13. Spaceship shield Attribute
- (Essence)
- Section 8, No 14. Spaceship shield (Imagine v2.9)
- Section 8, No 15. Ground cover (Imagine v2.9 or higher)
- Section 8, No 16. Steam engine attribute
- (Imagine v2.9 and higher)
- Section 8, No 17. Fun with Fuzz texture:
- Wispy Smoke, Scattered Cumulus Clouds
- (Imagine v2.9 and higher)
- Section 8, No 18. Water attribute
- Section 8, No 19. Castle brick attribute (Essence)
- Section 8, No 20. Cloth attribute (Essence)
- Section 8, No 21. Fabric (Imagine v2.9 or higher)
- Section 9, No 4. Imagine v3.0 / v3.1 high res video
- change update
- Section 9, No 9. N.U.R.B.S.
-
-
- /\_
- | | "G.Scibilia@Agora.stm.it"
- | O | "cn01@novell.dima.unige.it"
- | | "2:332/211.24@FidoNet.org"
- | O | "Imagine Mailing List,IML FAQer" ae(-_^)ue
- |___| _ __ ___ ______Wizard signing off
-
-
- Date: Saturday, 26 August 1995 13:08:30
- Subject: Where are you!
- From: Granberg Tom <tom.granberg@tv2mail.TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi!
- I know this is'nt the right place for this but I have no other choice!?
- I want you, Shinobi to send me a mail with your adress taged to it, so I can
- send you mail directly. Please!
-
- From your "kinda" new pal in the Viking land.
- Tom Renderbarndt.
-
- Ps. say hello to Dan "TD" from me!
-
- Date: Saturday, 26 August 1995 13:13:35
- Subject: Compuserve
- From: Granberg Tom <tom.granberg@tv2mail.TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi.
-
- I cant seem to get any respons from you guys and gals, have you banned me from
- the list, or what?
-
- If not, here are a request/wish I want some help with.
- I hear a lot of talk about Impulse's account on Compuserve. And I wonder how I
- can get there, you know, adresses etc.
-
- Thanks.
-
- later
- Tom Renderbrandt Granberg
-
- Date: Saturday, 26 August 1995 23:15:05
- Subject: Re: 040 patch for Imagine? CyberPatch?
- From: Ian M Smith <iansmith@ncinter.net>
-
-
- ----------------------------------------------------------------------------
-
- On Fri, 25 Aug 1995, joop van de wege wrote:
- > If you would drop the library completely then things wouldn't work at all.
- >
- > It might be that CyberPatcher patches the 040.library to use more efficient
- > versions of the routines contained in the 040.library.
-
- The 040.library emulation isn't the problem. When a program like Imagine
- accesses a function like sin() that does not exist on an 040, it causes
- an interupt that the 040.library catches. THAT is a major performance
- hit. So although the 040 is faster than an 882, it runs about the same
- speed for some operations because of the overhead.
-
- Now, a program compiled for the 040 that only uses it's built in
- functions will run very fast. But on an 030 it will run slow. You can
- optimize for the 030 or the 040, but not both.
-
- Perhaps this patch program finds all the FTP calls in ine Imagine pinary
- and replaces them with library calls to the 040.library to get rid of all
- the traps and interupts.. THAT would be a definate speed increase.
-
- --
- IanSmith@ncinter.net Visit Below!
- My HP48/Imagine/ImageMaster Page --> http://www.ncinter.net/~iansmith/
- Come and stop by Africa Imports --> http://www.cybernet.net/~africa/
-
- Date: Saturday, 26 August 1995 23:16:47
- Subject: IML-FAQ#08 Now Online
- From: Ian M Smith <iansmith@ncinter.net>
-
-
- ----------------------------------------------------------------------------
-
- I just put the finishing touches on the HTMLized version of the Imagine
- Mailing List FAQ #8. They are now online on my Web page. Enjoy!
-
- --
- IanSmith@ncinter.net Visit Below!
- My HP48/Imagine/ImageMaster Page --> http://www.ncinter.net/~iansmith/
- Come and stop by Africa Imports --> http://www.cybernet.net/~africa/
-
-
- Date: Sunday, 27 August 1995 01:37:18
- Subject: Selective "UNPICK"
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- Here's something I've found on IM2.0, don't know for sure if it passed
- through to later versions.
- When Multi-Picking, for instance, 45 edges to "Make Sharp" and one edge
- (or more) are mis-picked, you CAN deselect that pick, regardless of how
- recently it was picked: Re-Pick it, then "Unpick", all the while holding
- shift or however you use multi-pick. Keeping this in mind, you can multi-
- pick to your heart's content, then UnPick any Oopses when you wish.
- Joel
- BTW, Unpick Last, and since the edge/point/face last picked was a re-pick,
- it's now the "last".
-
- Date: Sunday, 27 August 1995 01:46:28
- Subject: Re: Logo textures
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- Hi Paul and all,
-
- A while back I asked for some good ideas for an animation I would leave
- on the computers at work when I left there.
- The animation ended up being this,
- The company Logo, with the monster.itx coloured a brown colour, (to look
- like excretement 8->), that "beamed in" via the Beam-me-up.itx then
- exploded with flames and everything.
- Don't use this for your demo reel (unless you did this to the Windows95 logo)
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
- On Tue, 22 Aug 1995, Paul Thompson wrote:
-
- > I'm putting together a new demo reel, and this time I plan to include a
- > few logo fly-bys. My question is, to those of you who do logo fly-bys to
- > pay the rent inbetween larger jobs, what textures do you apply? Chrome,
- > gold, steel-blue? Flat, brushed, peened? I'd like to be unique and
- > original, yet maintain that I can do whatever the industry requires.
- >
- > Thanks for your input!
- >
- > Paul
- >
- >
-
- Date: Sunday, 27 August 1995 01:54:32
- Subject: Windows95
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- Well, well, well,
- Windows95 was released in Australia on the 25th, and wasn't it fantastic.
- Everywhere you looked there were people going on about Windows95. The
- news had it as there opening story, saying things like "this new computer
- software is set to be one of the greatest inventions of the 20th Century",
- people were queing out side of the shops at midnight, waiting for the
- doors to open and these stores ranged from Compter stores, to Department
- stores to local Video stores!
- If this keeps up more people will be using Windows-bloody-95 than
- drinking Coke or eating McDonalds.
- I want shares in Microsoft!
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
-
- Date: Sunday, 27 August 1995 07:31:16
- Subject: Re: Bad chunk size - help!!
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
-
- >The object loads into Imagine 2.0, Vertex2.0 (I downloaded the demo from
- >aminet) and propably Pixel 3d Pro too. And I can select the different
- >states in action editor! And the file has the correct size (about 300 Kb,
- >130 saved from Imagine 2 without the states and subgroups) - so not much
- >can be corrupt.
- >The value in the beginning of the file, which tells the size, is 8 bytes
- >smaller than the actual size. But I think that is correct, because the
- >rest of the file after this data _is_ 8 bytes smaller than the whole file.
- >Whatever I have been told by IML'ers (thank you all, folks), I think this
- >is a bug in Imagine 3+.
- >
- >Impulse, are you listening? :-)
- >
- >Marty
- >
- Impulse knows, and as done for ages. I had this happen once with a 1.5MB
- object (!!!), and rang Imagine (in something of a panic, as you would
- guess) and was told "Yeah, it (Imagine) does that sometimes with large
- objects. Always has."
- I couldn't believe it. They had no answer. As with you, I did manage to load
- my object into V2.0 Imagine and recover the data, sans states etc. What
- version of Imagine do have? Has anyone had this happen since 2.9/3.0 (when
- I last struck it)?
-
- I did have older backups, and I guess that's the lesson - Trust No-one!
- Backup, backup, backup.
-
- A word to the wise :
-
- My object directories ALWAYS look like this now :
-
- Fish.1.obj
- Fish.2.obj
- Fish.3.obj
- etc, etc.
-
- I just save each revision with a new suffix, deleting old ones
- when they get really old, or at the end of the project, or I run out of space.
- Also helps if your object goes bad for slicing purposes, or you head off
- in a wrong direction modelling it.
-
-
- Date: Sunday, 27 August 1995 07:42:01
- Subject: Re: 040 patch for Imagine? CyberPatch?
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >
- >>Any one heard of a program called CyberPatcher? What I've read: it could
- >>patch the FP version of Imagine so it uses the 040 more effectively. It says
- >>it patches out the FP 030 instructions so the FP emulation in 68040.library
- >>isn't accessed.
- >
- >Nonsense, it is used for the 060 to speedup some often used but software
- >implemented instructions by buffering the right sequence.
- >
- >The 68040.library just makes sure that the FPU instructions that the 040
- >doesn't know are emulated like fsin etc.
- >
- >If you would drop the library completely then things wouldn't work at all.
- >
- >It might be that CyberPatcher patches the 040.library to use more efficient
- >versions of the routines contained in the 040.library.
- >
- As far as I know, Imagine has been optimized for the '040 since V2.9. Seem
- to remember some mention of it in the 2.9 docs. Hence no '030 (specific)
- code, anyway. Anyone confirm that?
-
-
- Date: Sunday, 27 August 1995 11:14:47
- Subject: Re: 040 patch for Imagine? CyberPatch?
- From: jbk4@email.psu.edu (The Prophet)
-
-
- ----------------------------------------------------------------------------
-
- >As far as I know, Imagine has been optimized for the '040 since V2.9. Seem
- >to remember some mention of it in the 2.9 docs. Hence no '030 (specific)
- >code, anyway. Anyone confirm that?
-
- I can confirm that it is NOT. The C code may be highly optimized itself
- but you get processor specific at compile time. If Imagine were compiler
- optimized for the 040, it would not run on anything lower than an 040. It
- would be like running the FP version of Imagine without having a math
- coprocessor.
-
- I would very much like to see 040 and 060 compiler optimized versions of
- Imagine 4.0. Just get rid of the Integer version. You are severely
- penalized if you've got no math coprocessor at all.
-
- Jaeson K.
- ____ ____ _ _
- ( | \ ( / \ ( ) _ / )
- )| )_ __ / /_ _ __ / __ ( X_)
- ( | /~ \ /\_) /---~/ ) / )/ )/~\ /\_) / _
- )ll/ l/ \__ (/ (/ (_//__// / \__ (___)
- (____________) (___/ (___)
-
- Jaeson Koszarsky Amiga 3000+
- ---------------- -----------
- cyberprophet@psu.edu 68040/30Mhz
- jbk4@email.psu.edu 24Megs-1GIG
- jason@chaos.ezgate.com OS3.1
-
- Date: Sunday, 27 August 1995 12:58:42
- Subject: Re: 040 patch for Imagine? CyberPatch?
- From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege)
-
-
- ----------------------------------------------------------------------------
-
- Ian Smith wrote:
- >Perhaps this patch program finds all the FTP calls in ine Imagine pinary
- >and replaces them with library calls to the 040.library to get rid of all
- >the traps and interupts.. THAT would be a definate speed increase.
- That would be a major feat since you would certainly run into problems with
- short (2 byte) FPU instruction being replaced with Jump2SubRoutine calls
- which are almost always 6 bytes long.
- That would mean disassembling Imagine, replacing instructions, reassembling.
- Just forget it. I have had a look at Imagine to find the magic screensize
- locations and correctly disassembling is almost to not impossible.
-
- And Bill wrote:
- >As far as I know, Imagine has been optimized for the '040 since V2.9. Seem
- >to remember some mention of it in the 2.9 docs. Hence no '030 (specific)
- >code, anyway. Anyone confirm that?
- Well I could have a look with Resource and see if I can find the fsin/fcos
- instructions, or patch 040.library to keep a count of how many times fsin is
- trapped by which program.
-
- If you want to speed up Imagine on a 040 then just move the vbr into FAST
- ram, that alone should help some since the traps are no longer done through
- sloooow CHIP memory.
-
- Joop
-
- Date: Sunday, 27 August 1995 13:16:56
- Subject: Re: Problems
- From: Roger Straub <straub@csn.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Sun, 27 Aug 1995, Christoffer Vikstom wrote:
-
- > Hi! Im a newbie on both Imagine and this mailing list. I have experienced=
- =20
- > some problems since i bought Imagine 3.0 and have the following questions=
- :
- >=20
-
- You came to the right place.
-
- >=20
- > 3. When i bought Imagine 3.0 it was missing a texture. The "Lensflar.itx"=
- =20
- > simply wasnt there. When i called the company i bought it from they told =
- me=20
- > that it was a miss by impuls and that the PC version doesnt include it.
- > Question goes: Are they right, or do i have a defect copy, and if they ar=
- e=20
- > wrong, how can i get this file?
-
- The Lensflar.itx texture was renamed, so as not to be confused with the=20
- Action FX of the same name. It is now called Twinkle.itx, and should be=20
- in your textures drawer.
-
- >=20
- > I would be very grateful=20
- > if somebody could answer=20
- > these simple questions.
- >=20
- > Thanks in advance!
- >=20
- > Christoffer Vikstr=F6m
- > (ulf.christofer.vikstrom@mailbox.swipnet.se)
- >=20
- >=20
-
- See ya,
- =09Roger
-
- Date: Sunday, 27 August 1995 13:43:38
- Subject: Re: Bad chunk size - hel
- From: Marc Reinig <72410.77@compuserve.com>
-
-
- ----------------------------------------------------------------------------
-
- I have 3.3 PC, and have discovered that it will do it spontaneously sometimes
- so I ALWAYS save important stuff regularly with new names, clear the detail
- editor, and reload the new named object/group to make sure it is alright.
-
- I had one problem object that had states. I could take a good version of it
- that had no visible problems, load it set it to one of its existing states,
- save it under a new name, and reload that newly named object and it had a
- good chance of being corrupted with either new points at (or existing points
- moved to) an x, y, or z of 31,000+. Looked very strange!
-
- I had a similar problem recently and GreG T. and Tim Wilson made two
- suggestions that have pretty much eliminated my problems lately:
-
- 1. With objects that started as DXF, use check object and merge them
- several times immediately after loading the DXF data.
-
- 2. Merge after any significant modeling in Imagine and always before
- saving after modeling.
-
- Remember, you or Imagine can still create problems in your data and not know
- it. But when you save it and try to reload, it may be different than
- what you last saw, or Imagine might say, "Uh, Uh, Uh. Bad chunk size!" or
- something just as sweet. Merge seems to be a good protection against those
- problems. And of course, as Bill Boyce says "Backup, backup, backup."
-
- -Marco
-
-
- Date: Sunday, 27 August 1995 15:40:40
- Subject: Problems
- From: ulf.christofer.vikstrom@mailbox.swipnet.se
-
-
- ----------------------------------------------------------------------------
-
- FROM too long. Original FROM is 'ulf.christofer.vikstrom@mailbox.swipnet.se (Chr
- istoffer Vikstom)'
-
- ---------------------- Original Message Follows ----------------------
-
- Hi! Im a newbie on both Imagine and this mailing list. I have experienced=20
- some problems since i bought Imagine 3.0 and have the following questions:
-
- 1. When i try to render an animation in "Hires" and "TrueColor" the=20
- animation is turned into a moving color-blur and it is only renderd in=20
- "Lores"(320x240) instead of "Hires"(640x480). Im running on a PC and i have=
- =20
- two animation options. Either the FLC format or Imagines own anim format.=20
- Question goes: How do i do, or what am i doing wrong?
-
- 2. In the Projekt editor of Imagine 3.0 there is a menu called SVGA (or=20
- something like that). There i can check all my "SVGA view modes", but when i=
- =20
- try it only tells me that i have none available and that it will use default=
- =20
- instead(320x200). I have a "Cirrus logic 5428" video card with 1 Mb video=20
- memory and are therefor capable of viewing truecolor in hires(640x480).=20
- Question goes: How do i get video modes, are they missing or are my hardware=
- =20
- insufficient?
-
- 3. When i bought Imagine 3.0 it was missing a texture. The "Lensflar.itx"=20
- simply wasnt there. When i called the company i bought it from they told me=
- =20
- that it was a miss by impuls and that the PC version doesnt include it.
- Question goes: Are they right, or do i have a defect copy, and if they are=
- =20
- wrong, how can i get this file?
-
- I would be very grateful=20
- if somebody could answer=20
- these simple questions.
-
- Thanks in advance!
-
- Christoffer Vikstr=F6m
- (ulf.christofer.vikstrom@mailbox.swipnet.se)
-
-
- Date: Monday, 28 August 1995 00:14:47
- Subject: Compuserve
- From: Torgeir Holm <torgeirh@powertech.no>
-
-
- ----------------------------------------------------------------------------
-
- On 26-Aug-95 14:13:35, Granberg Tom wrote:
-
- >I cant seem to get any respons from you guys and gals, have you banned me
- >from the list, or what?
-
- >If not, here are a request/wish I want some help with.
- >I hear a lot of talk about Impulse's account on Compuserve. And I wonder how
- >I can get there, you know, adresses etc.
-
- All the mail I send to you bounces, Tom. Maybe you should have the TV2 guys
- fix the server again, or something...
-
- Hmmmmm, what's the point of me writing this if he can't read it?
-
-
- Torge!r
-
- Date: Monday, 28 August 1995 05:25:27
- Subject: Jurassic Park
- From: dvwilson@tibalt.supernet.ab.ca (Dave Wilson)
-
-
- ----------------------------------------------------------------------------
-
- Wow, I've just watched the making of Jurassic Park.
- My clothes are just soaked from drooling over all the stuff ILM
- did for that show. You should see thier rendering farm, it's huge.
- There nust be at least 40 systems side by side, no monitors,
- doing nothing but rendering. The amount of detail they included
- on their objects is amazing. For inspiration I suggest everyone
- go out and rent this "Making Of" tape. You won't regret it (well
- maybe abit due to massive inferiority complex buildup). Oh, well.
-
- Damn, now what the heck was the point of this note?
- {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
- {} Dave Wilson - aka: The Highlander {}
- {} dvwilson@tibalt.supernet.ab.ca {}
- {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
- {} President - BrainWave Productions {}
- {} Music, Grafx, And Animations {}
- {} "t e C h n o L O g y i S g o D !" {}
- {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
-
-
- Date: Monday, 28 August 1995 10:08:59
- Subject: Re: Jurassic Park
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Hey Dave,
-
- Yeah, he went all out for the lizards in that movie. Now, if
- he'd just come up to speed with his music, and get out of that high
- school anthem rut . . . :)
-
- Date: Monday, 28 August 1995 11:57:37
- Subject: RE:Mail bounce
- From: Granberg Tom <tom.granberg@tv2mail.TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi Torgeir!
- Your last mail I got, it didnt bounce. So it seems to be alright now. But, yeah
-
- we have had a minor problem with our server in the last two weeks. But I hope
- it's fixed now. And thanks again Torgeir for informing me of this, and if it
- happens again please bend my ear.
-
- Later
-
- Tom Renderbrandt
-
-
- Date: Monday, 28 August 1995 14:21:00
- Subject: Problems
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> From: ulf.christofer.vikstrom@mailbox.swipnet.se (Christoffer Viks=tom-> 2. I
- n the Projekt editor of Imagine 3.0 there is a menu called SVG=A (-> something l
- ike that). There i can check all my "SVGA view modes", =but-> try it only tells
- me that i have none available and that it will u=se-> instead(320x200). I have a
- "Cirrus logic 5428" video card with 1 M=b v-> memory and are therefor capable o
- f viewing truecolor in hires(640x=480-> Question goes: How do i get video modes,
- are they missing or are m=y h-> insufficient?Both your problems should be solve
- d by installing UniVesa first. Itis a shareware VESA driver that allows Imagine
- to access all yourvideo modes supported by your card.-> 3. When i bought Imagine
- 3.0 it was missing a texture. The "Lensfl=ar.-> simply wasnt there. When i call
- ed the company i bought it from the=y t-> that it was a miss by impuls and that
- the PC version doesnt includ=e i-> Question goes: Are they right, or do i have a
- defect copy, and if =the-> wrong, how can i get this file?Lensflare is not a texture, it is an Effect and should be in yourEFFECTS directory ca
- lled Lensflar.ifx (not .itx). ^^^ /----------
- -------------------- ___ ___ ___ ___ | Mike van der Sommen
- / __ /__/ /__/ /_ \ / | Santa Barbara, Ca.
- /___/ / \ / / / / \ | mike.vandersommen@caddy.uu.silcom.com HAUS
- BBS (805-683-1388) | "Blackouts make for nice breaks in the day" \_
- ____________________________________________________________--- =FE InterNet - G
- raFX Haus BBS - Santa Barbara, Ca - (805) 683-1388
-
- Date: Monday, 28 August 1995 17:45:04
- Subject: Re: 040 patch for Imagine? CyberPatch?
- From: Mikael Ostergren <Mikael.Ostergren@p36.anet.canit.se>
-
-
- ----------------------------------------------------------------------------
-
- 1 Jan 70 skrev The Prophet detta:
-
- >> As far as I know, Imagine has been optimized for the '040 since V2.9.
- >> Seem to remember some mention of it in the 2.9 docs. Hence no '030
- >> (specific) code, anyway. Anyone confirm that?
-
- TP> I can confirm that it is NOT. The C code may be highly optimized
- TP> itself but you get processor specific at compile time. If Imagine were
- TP> compiler optimized for the 040, it would not run on anything lower than
- TP> an 040. It would be like running the FP version of Imagine without
- TP> having a math coprocessor.
-
- TP> I would very much like to see 040 and 060 compiler optimized versions
- TP> of Imagine 4.0. Just get rid of the Integer version. You are severely
- TP> penalized if you've got no math coprocessor at all.
-
- I sugested this for about 1 year ago and got a mail directly from Impulse
- (Halvorson) telling me not too spread rumors about that Imagine wasn't optimized
-
- for 040. I was newbie then, so I didn't dare to continue my questions about it.
- Now I think a 040 optimized version would scream! I tried recompiling a screen
- blanker module for the blanker "Before The Dark". It was compiled for 030,FPU
- before. Compiling it for the 040FP more than doubled its speed.
-
- .--
- | FidoNet: 2:201/411.36 Internet: micce@p36.anet.canit.se |
- | CompuServe: 100303,2117 Internet: micce@aktiv.se (work) |
- Amiga 4000/040 --'
-
- Date: Monday, 28 August 1995 22:38:39
- Subject: Re: Problems
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-28 12:24:54 EDT, you write:
-
- >-> 3. When i bought Imagine 3.0 it was missing a texture. The "Lensflar.
- >-> simply wasnt there. When i called the company i bought it from they t
- >-> that it was a miss by impuls and that the PC version doesnt include i
- >-> Question goes: Are they right, or do i have a defect copy, and if the
- >-> wrong, how can i get this file?
-
- If I remember right the texture got renamed to twinkle. Try looking for
- that.
-
-
-
- Date: Monday, 28 August 1995 22:39:58
- Subject: Compuserve
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- Impulse's Internet address on CompuServe is 76004.1767@compuserve.com.
- You'll be talking to Mike himself.
-
- I must add my own perception of CompuServe (CIS) to those already posted
- here: even though the Internet costs me $0.26/hour, compared to
- $4.80/hour or so for CIS, I still log onto CIS like clockwork. It offers
- a high signal/noise ratio, certainly higher than the IML, for example.
- When you pay that much for your online time, you tend not to spend it
- writing juvenile, pointless messages. This means I don't have to waste
- time reading those, either. CIS is a real goldmine of information.
-
- I feel that for the time being, both CIS and the Internet have a place
- in my life.
-
-
-
- Date: Monday, 28 August 1995 22:44:02
- Subject: Computer software graphics
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Earle5@aol.com
- >
- > I am looking for user friendly software that will allow me to scan in a
- > copy of a house suvey ie; basic floor plan, and make structural changes
- > to the property to include electrical and plumbing alterations.I would
- > like to be able to show the proposed changes in 3-D and in addition to
- > all this I want to be able to export these changes in a cadd format, DXF.
- > for example.Can you help, I would appreiciate any info you have, thanks
- > in advance for your help.
-
- I would steer you towards the new breed of easy-to-use 3-D CAD software
- aimed specifically at the home user wishing to undergo some renovation.
- No specific name comes to mind, but these would be much easier to get
- into than a full-blown 3-D program such as Imagine, especially given its
- interface, which rewards longtime users rather than novices. The
- inexpensive 3-D home renovation packages probably won't offer
- document-scanning features, but they should allow you to manually enter
- floor plans relatively easily. That's my opinion. Sometimes you don't
- need a Cuisinart when a simple kitchen knife will do.
-
-
-
- Date: Monday, 28 August 1995 22:47:24
- Subject: Re: Impulse!!! Webpage??? Suggestion....
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- Im my conversation with Mike Halvorson earlier this month, he told me
- that Impulse is busy creating such a home page. Should prove quite a
- popular site with the IML crowd.
-
-
- Date: Tuesday, 29 August 1995 11:42:03
- Subject: A3000 speed hack
- From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
-
-
- ----------------------------------------------------------------------------
-
- About a week ago some people were asking about the file on aminet about
- increasing the speed of the A3000.
- You basically cut a track and give the chips faster clock speeds.
- After reading about the questions, I dug up the file (it had been sitting
- on my harddisk for over a year), printed it out (while your modifying the
- computer you can't call it up again till your finished!), took a deep
- breath, and started.
- You'll need a fine scaple to cut the tracks. I only cut them out by about a
- 1mm, just in case it didn't work and I had to lay a piece of wire back on
- hte track. Luckly I didn't need to.
- I used a fine tip soldering iron.
-
- Completed the modifications, turned the machine on, and bingo! it worked.
- I did a few test renders and there is a speed increase. It's not quite
- double, but is perhaps 1/3 faster. This would probably go up if you have a
- detailed scene, as mine was just the imagine cow.
-
-
- Hehe... I now have one very fast machine :-)
-
- Darryl
-
- -- Via DLG Pro v1.0
-
- #####\ _ /#####
- #( )# | _( )__ | #( )#
- ##### | /_ / | #####
- #" "# | ___m/I_ //_____ | #" "#
- # O # |____#-x.\ /++m\ /.x-#____| # O #
- #m.m# | /" \ ///###\\\ / "\ | #m.m#
- #####/ ######/ \###### \#####
-
- Date: Tuesday, 29 August 1995 12:02:06
- Subject: Recent FAQ
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Anybody else have trouble decoding the recently mailed Faq#8? All four
- parts of the file seemed to be corrupted, at least on my end. UUxt kept
- gagging on them.
-
- (Thanx).
-
- Date: Tuesday, 29 August 1995 20:40:54
- Subject: CD-ROM's
- From: mikael@pip.dknet.dk
-
-
- ----------------------------------------------------------------------------
-
- I saw this ad in PC Format , Issue 48 for some interesting CD's.
-
-
- 3D STUDIO =A319.99
- =09CD145 - Imagine, Lightwave & Real 3d. From 24bit
- =09club Scotland. Exclusivity for this CD. You
- =09will also find deticated animations for Retina
- =09and Opal Vision cards, a selection of EGS util-
- =09ities and rendered textures in a variety of
- =09formats. 3D Arena is one of the better cdroms
- =09with some very tasty textures and objects.
-
- TEXTURES =A339.99
- =09CD115 - 1.3 GIG of textures designed for artists.
- =09Nearly 1,000 24 Bit textures in numerous file
- =09formats including IFF, TARGA, JPG, PICT, TIFF and
- =09SGI. All are presented with thumbnail renderings
- =09on 640x400 index images for easy previewing, its
- =09perfect for use with 3D programs like Lightwave
- =09& can be used to create bump maps.
-
- PD SOFT
- 1 Bryant Avenue,
- Southend-On-Sea,
- Essex,
- SS1 2YD,
- UK.
- Email: pdsoft@mymagic.demon.co.uk
-
- They accept: VISA, Mastercard, SWITCH and Access.
- =09
-
-
-
- Date: Tuesday, 29 August 1995 21:00:34
- Subject: Re: A3000 speed hack
- From: jbk4@email.psu.edu (The Prophet)
-
-
- ----------------------------------------------------------------------------
-
-
- >Any hacks for a 4000?
-
- The A4000's speed problem revolves around its memory access
- design. Because of the slow memory access, any hack to up
- the clock speed of the 040 will only result in minimal speed
- improvements. Check out some of the speed comparisons in VTU.
- They examined the Doubler upgrade that puts a 50Mhz processor
- in your 4000. The speed increase is less than dramatic.
-
- You need an excelerator card that has onboard memory to see
- greater performance.
-
- One hack(or upgrade option) that Impulse could provide is a
- compiler optimized version of Imagine for the 040 and 060
- processors. I'd like to see some of my upgrade program money
- going towards that effort.
-
- Jaeson K.
- ____ ____ _ _
- ( | \ ( / \ ( ) _ / )
- )| )_ __ / /_ _ __ / __ ( X_)
- ( | /~ \ /\_) /---~/ ) / )/ )/~\ /\_) / _
- )ll/ l/ \__ (/ (/ (_//__// / \__ (___)
- (____________) (___/ (___)
-
- Jaeson Koszarsky Amiga 3000+
- ---------------- -----------
- cyberprophet@psu.edu 68040/30Mhz
- jbk4@email.psu.edu 24Megs-1GIG
- jason@chaos.ezgate.com OS3.1
-
- Date: Tuesday, 29 August 1995 21:43:36
- Subject: Re: A3000 speed hack
- From: craigh@fa.disney.com
-
-
- ----------------------------------------------------------------------------
-
-
- Any hacks for a 4000?
-
-
-
- Date: Tuesday, 29 August 1995 23:32:10
- Subject: Recent FAQ
- From: ulrik@inet.uni-c.dk (ulrik)
-
-
- ----------------------------------------------------------------------------
-
-
- >Anybody else have trouble decoding the recently mailed Faq#8? All four
- >parts of the file seemed to be corrupted, at least on my end. UUxt kept
- >gagging on them.
-
- >(Thanx).
-
- Yes, same thing here.
-
-
- Ulrik Al Brask
-
-
- Date: Wednesday, 30 August 1995 00:09:13
- Subject: Re: Wish List
- From: Kent Marshall Worley <mumu@america.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Tue, 15 Aug 1995, Robert Byrne wrote:
-
- I thought of something I would like to see in a future version of
- Imagine. I would like a text file that you could save with a project
- file. It would have a menu item that would bring up a simple text editor
- that you could jot down notes about any aspect of a project. I often work
- on something for a while then come back to it later and it would be nice
- to have notes about what I was doing saved with the projects file.
- Kent Worley
-
- Date: Wednesday, 30 August 1995 00:47:07
- Subject: A3000 speed hack
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- Re Darryl Lewis's post about the 3000 speed boost:
- since the 'hack' requires simply cutting traces, I assume it involves
- essentially clocking the processor at a higher speed than shipped. One
- severe potential problem with this is heat build-uup and eventual chip
- failure, from running the chip higher than it's rated speed. I'd suggest
- checking the actual rating on the chip, and run some benchmarks to try to
- determine the "actual" speed achieved, then, if you have tough fingers,
- touch the processor and see how long it takes to smell burning flesh.
- There is a tolerance in each chip regarding clock speed, but driving
- past it's rating CAN sometimes blow the chip, depending on many factors,
- including percent speed increase, internal temperature within the computer
- housing, and the actual tolerance of the individual processor in question.
- 2 cents worth
- Joel
- PS:
- You can get chip-mount fans and cooling fins (heat sinks) for Pentiums,
- if such a device could be fitted to a 68020/030 it would certainly decrease
- the chances of overheat and increase the possible clock speed below the
- "pop point" of the chip.
-
- Date: Wednesday, 30 August 1995 02:37:54
- Subject: Re: Geodesic dome
- From: imag-l@phx.phxmedia.com (Imagine Users Mailing List)
-
-
- ----------------------------------------------------------------------------
-
- >
- > In a message dated 95-08-30 21:56:48 EDT, NEWKIRK@delphi.com writes:
- >
- > >I'm trying to create, or locate, a Geodesic Dome object (A La Bucky Fuller)
- > >basically, I want to play with modelling a dome home, but would like to
- > avoid
- > >having to manually calculate all the points and angles involved. Any help?
- > >Joel
- >
- > Easy, cut a sphere in half. The number of polygons in your sphere shape will
- > make it look more or less geodesic.
- >
- >
-
- Funny - I have the same requirement (i.e. use a 3D Modelling package to model
- a dome home). The tricky thing about just cutting a sphere in half is that it
- doesn't necessary give you the strut effect you're looking for. I'm trying
- to address this in Caligari Truespace, but would appreciate any assistance
- someone might be able to give to use Imagine to achieve the same result.
-
- Basically, my approach consists of painting each FACE transparent, while
- painting the vertices opaque... can this same thing be done in Imagine?
- Admittedly, I prefer to complete the task in Truespace, but .. this is an
- Imagine mailing list after all.
-
- BTW, there is a program on the 'net somewhere that can be used to generate
- geodesic shapes for rendering with Renderman. I believe it's written in C,
- so if I can find it I'll try my hand at porting it to DOS/Windows. I have
- a big interest in geodesic geometry...
-
-
- j.
-
- Jay Vaughan
- jay@phxmedia.com
-
-
- Date: Wednesday, 30 August 1995 03:31:26
- Subject: Re: Bad chunk size - help!!
- From: Duncan <dunc@eraser.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Hi Martin,
-
- >
- > I've been working on a walking panther, and I lost it. I saved it over
- > the previous version, and when I tried to reload it, I got the message
- > "Error: Bad chunk size".
-
- this happened to me a couple of days ago :( i was editing the attributtes
- of an object in the stage (it was FX-ing) and i saved the object over the
- 'old' object and went to another frame to have a look at it and i got the
- same error
- i pressumed that the half particaled/exploded object had saved wrongly
- over the old file -as the same points would be in more than one place
- so it could not be reloaded (i havent really explained this well have
- i ?) -the particle effect was/does seem to calculate each frame from
- the first and not the previous frame so ermm what ia i talking about
- ?? i dont know how to 'mend' it anyway
-
- Duncan
-
-
- Date: Wednesday, 30 August 1995 06:26:31
- Subject: '040 Optimizations (Re: 040 patch for Imagine? CyberPatch?)
- From: Cedric Georges Chang <changc9@rpi.edu>
-
-
- ----------------------------------------------------------------------------
-
- On Aug 28, 6:45pm, Mikael Ostergren wrote:
- > I sugested this for about 1 year ago and got a mail directly from Impulse
- > (Halvorson) telling me not too spread rumors about that Imagine wasn't
- > optimized for 040. I was newbie then, so I didn't dare to continue my
- > questions about it.
-
- One aspect of Imagine that does not seem to be '040 optimized are the textures.
- My mouse pointer, which usually moves smoothly no matter what programs
- are running in the background, is jumpy when rendering certain Imagine
- textures (such as fire). I know that when I write programs with a lot of
- sine and cosine functions, the mouse pointer also becomes jumpy. I was told
- that this was due to interrupts that are created because the FPU on the
- '040 does not have trig functions. I assume that an optimized version of the
- textures would be able to avoid the interrupts, though I'm not sure how
- much time this would save. As a side note, the Essence textures come with
- '040 versions; apparently Apex felt that there was enough of a speed
- difference to include '040 specific textures.
-
- Cedric
- --
- ---------------------------------------------------------------------------
- Cedric Chang Mechanical Engineer // Amiga 3000 '040
- changc9@rpi.edu Rensselaer Polytechnic Institute \X/ CgFx/EGS Piccolo
- ---------------------------------------------------------------------------
-
- Date: Wednesday, 30 August 1995 08:25:47
- Subject: Re: A3000 speed hack
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >
- >>Any hacks for a 4000?
- >
- >The A4000's speed problem revolves around its memory access
- >design. Because of the slow memory access, any hack to up
- >the clock speed of the 040 will only result in minimal speed
- >improvements. Check out some of the speed comparisons in VTU.
- >They examined the Doubler upgrade that puts a 50Mhz processor
- >in your 4000. The speed increase is less than dramatic.
-
- Apparently the 3640 (the CPU card in the 4000) is tightly
- tied to 25MHz, so there is no easy way to overclock it.
- There has been much discussion on this in the Newsgroups.
- The other chips on the card, and the way it talks to the
- motherboard would go bonkers (sorry for the technical language),
- from memory.
-
-
- Date: Wednesday, 30 August 1995 08:28:46
- Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPatch?
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- SUBJECT too long. Original SUBJECT is 'Re: '040 Optimizations (Re: 040 patch for
- Imagine? CyberPatch?)'
-
- ---------------------- Original Message Follows ----------------------
-
- >On Aug 28, 6:45pm, Mikael Ostergren wrote:
- >> I sugested this for about 1 year ago and got a mail directly from Impulse
- >> (Halvorson) telling me not too spread rumors about that Imagine wasn't
- >> optimized for 040. I was newbie then, so I didn't dare to continue my
- >> questions about it.
- >
- >One aspect of Imagine that does not seem to be '040 optimized are the textures.
-
- >My mouse pointer, which usually moves smoothly no matter what programs
- >are running in the background, is jumpy when rendering certain Imagine
- >textures (such as fire). I know that when I write programs with a lot of
- >sine and cosine functions, the mouse pointer also becomes jumpy. I was told
- >that this was due to interrupts that are created because the FPU on the
- >'040 does not have trig functions. I assume that an optimized version of the
- >textures would be able to avoid the interrupts, though I'm not sure how
- >much time this would save. As a side note, the Essence textures come with
- >'040 versions; apparently Apex felt that there was enough of a speed
- >difference to include '040 specific textures.
- >
- >Cedric
-
- Hmmm. The other post on reassembling a screen blanker got me thinking.
- The textures are just small programs which Imagine calls, so they
- could be dissasembled and reassembled for the 040??? Anyone game/capable?
- Or am I way off base??
-
-
- Date: Wednesday, 30 August 1995 09:20:00
- Subject: PC Essence
- From: Paul Rance <paul@rance.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
-
-
- Has anyone purchased Essence for the PC yet? I received an info pack
- from Apex a while back and I`m probably going to buy them. Thing
- is I lost the order form, anyone know a price to upgade from the
- Amiga textures to PC.
- Also, any ideas if Forge is available for PC aswell?
-
- thanks
-
- Paul R
-
- ---------------------------------------------------------------
- email: paul@rance.demon.co.uk
-
- gallery web page http://metro.turnpike.net/P/paulr/index.html
- ---------------------------------------------------------------
-
- Date: Wednesday, 30 August 1995 09:40:57
- Subject: Re: Wish List
- From: Fernando D'Andrea <DANDREA@aton.inf.ufrgs.br>
-
-
- ----------------------------------------------------------------------------
-
- On 29 Aug 95, Kent Worley wrote:
- > On Tue, 15 Aug 1995, Robert Byrne wrote:
- >
- > I thought of something I would like to see in a future version of
- > Imagine. I would like a text file that you could save with a project
- > file. It would have a menu item that would bring up a simple text editor
- > that you could jot down notes about any aspect of a project. I often work
- > on something for a while then come back to it later and it would be nice
- > to have notes about what I was doing saved with the projects file.
- > Kent Worley
- >
- I think you need is a "file comment" editor, not a text editor. But
- while Impulse do not release this, you can use Dopus to do this.
-
- *********************************
- Fernando Pena D'Andrea.
- E-Mail: dandrea@aton.inf.ufrgs.br
- *********************************
-
- Date: Wednesday, 30 August 1995 11:09:19
- Subject: Re: recent FAQ
- From: Ian M Smith <iansmith@ncinter.net>
-
-
- ----------------------------------------------------------------------------
-
- On Tue, 29 Aug 1995, Mike McCool wrote:
- > Anybody else have trouble decoding the recently mailed Faq#8? All four
- > parts of the file seemed to be corrupted, at least on my end. UUxt kept
- > gagging on them.
-
- Decoded fine for me... I have both an lha and a zip compressed version
- of the FAQ#8 on my Web page. Plain ASCII or my HTML converted version.
- Take your pick! :-)
-
- --
- IanSmith@ncinter.net Visit Below!
- My HP48/Imagine/ImageMaster Page --> http://www.ncinter.net/~iansmith/
- Come and stop by Africa Imports --> http://www.cybernet.net/~africa/
-
-
- Date: Wednesday, 30 August 1995 12:17:49
- Subject: Re: recent FAQ
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Hey Ulrik, (et al),
-
- Well, of four responses, two seemed to have trouble just as I
- did. Guess we'll have to wait for it to show up down on aminet. Thanks,
- you, for responding.
-
- On Wed, 30 Aug 1995, ulrik wrote:
-
- >
- > >Anybody else have trouble decoding the recently mailed Faq#8? All four
- >
- > Yes, same thing here.
-
- Date: Wednesday, 30 August 1995 12:17:54
- Subject: Re: Wish List
- From: Marc Reinig <72410.77@compuserve.com>
-
-
- ----------------------------------------------------------------------------
-
- Kent Worley writes:
-
- >>
-
- I would like a text file that you could save with a project file. It would
- have a menu item that would bring up a simple text editor that you could
- jot down notes about any aspect of a project. I often work on something
- for a while then come back to it later and it would be nice to have notes
- about what I was doing saved with the projects file.
-
- >>
-
- I would like to see this extended to objects and attributes as well as
- projects.
-
- -Marco
-
-
- Date: Wednesday, 30 August 1995 12:29:53
- Subject: Re: A3000 speed hack
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Hey you,
-
- Great wake-up call, about being wary of heat-up in a hacked
- 3000. Frankly, this has been my reason for holding back on the hack.
- But someone else gave the address of an outfit that sells heavier-output
- cooling fans. Maybe it's time to upgrade my fan before I re-wire my cpu
- chip.
-
- Thanks, you.
-
- Date: Wednesday, 30 August 1995 13:01:30
- Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPat
- From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege)
-
-
- ----------------------------------------------------------------------------
-
- >Hmmm. The other post on reassembling a screen blanker got me thinking.
- >The textures are just small programs which Imagine calls, so they
- >could be dissasembled and reassembled for the 040??? Anyone game/capable?
- >Or am I way off base??
- No, you're quite close, but there is more to it then you think.
- I'll admit that I'm guilty ;)
-
- I did disassemble the textures, when there was no information available for
- them from Impulse.
- You run into the same problems as with the main executable except that the
- textures are actually manageble concering its size and complexity.
- You would need to replace any calls to fsin with the correct lower level fpu
- instructions, e.g. use a table lookup if you want to be real fast but a bit
- sloppy on precision.
-
- Hmm, Impulse seems to read this list too and I don't think they will be very
- happy about this discussion, but I really would like to demonstrate that
- ImagineFP isn't 040 optimized. I wonder if one could demand a recompiled 040
- version if it isn't already.
-
- Joop
-
-
- Date: Wednesday, 30 August 1995 16:19:23
- Subject: Re: Creating landscapes
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: mikael@pip.dknet.dk
- >
- >
- > I found a way on how to make easy landscapes, using Fractint (I use
- > Fractint 19.2). Start Fractint, make Plasma, save image. From main menu
-
- Or, you can create a 2-D, greyscale bitmap using Essence noise textures,
- or even Imagine's own Dirt applied to a white plane, and Quickrender.
- Then, apply this brushmap to a detailed plane using the Applique
- function. To get more than 10x10 points on the plane, Fracture it a few
- times before Appliquing.
-
-
- Date: Wednesday, 30 August 1995 16:31:48
- Subject: Imagine LT
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Dave Wilson <dvwilson@tibalt.supernet.ab.ca>
- >
- > I work at a local computer store and we just got a
- > couple of copies of Imagine LT.
- > I'm using one as a demo and I've gone through the documents but there
- > doesn't seem to be
- > any sort of upgrade offer.
-
- To upgrade from Imagine L/t to the full 3.0 version costs $200 US. To
- get on the constant upgrade program, i.e. to upgrade to version 4.0, but
- also receive all interim version up to and including 4.0, costs you an
- additional $100 US, if you have the full 3.0.
-
- So: $200 to go from L/t to 3.0
- $300 to go from L/t to 3.3, and then 4.0
-
-
- Date: Wednesday, 30 August 1995 16:44:09
- Subject: Re:Merge Points
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: gregory denby <gdenby@vyasa.helios.nd.edu>
- >
- > I sometimes have this problem, and I believe that it may be due to very
- > small changes in the point co-ordinates caused when Imagine rounds
- > numbers when translating or scaling objects. Merge seems to only work
- > when the points are exactly together, i.e. 3,3,3 & 3,3,3; not
- > 3,3,3,&3,3,2,9999.
-
- Here's an idea: set the grid to something small enough to have no
- visible effect, but not too small. 0.01 would be a good value, Then snap
- all points to the grid. This would force all, or almost all, pairs of
- similarly-located points to the exact same coordinates. You could then
- Merge the points. The only time this wouldn't work, would be when one
- point is closer to grid intersection A, and its companion is closer to
- grid intersection B. But this would be rare, as the grid setting (0.01)
- is so much larger than the presumed error (1/65536)
-
-
- Date: Wednesday, 30 August 1995 16:46:52
- Subject: Re: Merge Points
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: SGiff68285@aol.com
- >
- > It would be nice if you could select all of the points and force them to
- > move to the same x y or z coordinant. For example if you wanted to move
- > all points on a curvy line to -50 on the Y axis. It would ignore the X
- > and Z positions and leave them as they were.
-
- You can already do this! Just multi-select the desired points and enter
- Transform/Position. The XYZ fields will show the coordinates of the
- first selected point. Just enter -50 in the Y field; if you don't modify
- the other coordinates, Imagine will detect no change, and will not
- change those values for all the other points, either. The Y position
- will be the only one affected.
-
-
- Date: Wednesday, 30 August 1995 16:51:49
- Subject: Quickie (multiple stages)
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: cjo@esrange.ssc.se
- >
- > <grinning at all PC users> I simply copied the staging file (which can be
- > found in your PROJECT.IMP directory), renamed it to "staging.original",=20
- > went back to Imagine and modified the scene, saved changes, etc... And I
- > can do this for as many times as I want. When I want to go back to a=20
- > previous setup I simply copy the "staging.whatever" to "staging".
- >
- > Now, there is another way to do all this, which even works on a PC!! ;)
- ....
- > nevertheless, go to "action", increase the number of frames, extend the=20
- > action bars for your objects, add new bars for the cameras position and=20
- > alignment in your new frame, save changes, got to "stage", modify the=20
- > camera (don't forget to select "position bar" and "alignment bar" from
- > the=20 menues) and save changes. Voila!
-
- Great technique, Conny, and one that might not occur to everyone. The
- only comment I would add: don't rename your staging file to
- "staging.bak", as this name is temporarily used by Imagine when Saving
- Changes. (I use "staging.old" when I want to keep a backup copy of my
- settings)
-
-
- Date: Wednesday, 30 August 1995 17:13:02
- Subject: RE: Wish List
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Jeff Hanna <quarters@kesmai.com>
- >
- > Along with these text files I would like to see a command within Imagine
- > which will archive (via LHA or a user-chooseable compressor) the entire
- > project. This archive would retain all directories, textures, objects,
- > etc... necessary to recreate the project on a different machine.
- >
- > The current system of not knowing where textures, bitmaps, objects, etc..
- > should be located because of Imagine hard-coding the path to them into
- > the project file is impossible to manage. An archive command (like what
- > 3DStudio has) would clear this all up.
-
- If you're using an Amiga, do what I do: in your startup-sequence, ASSIGN
- Imagine: to whatever directory holds your Imagine work. Then, within
- Imagine, always make sure that every object, texture, brushmap...
- reference always starts with the Imagine: device. This will make every
- project you create totally portable; when you copy your files over to
- another computer, all you need to do is ASSIGN Imagine: to the new
- directory location, and everything will render just as it did on your
- home machine.
-
- If you're on a PC, I can't help you. Sorry.
-
-
-
- Date: Wednesday, 30 August 1995 17:13:02
- Subject: RE: Wish List
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Jeff Hanna <quarters@kesmai.com>
- >
- > Along with these text files I would like to see a command within Imagine
- > which will archive (via LHA or a user-chooseable compressor) the entire
- > project. This archive would retain all directories, textures, objects,
- > etc... necessary to recreate the project on a different machine.
- >
- > The current system of not knowing where textures, bitmaps, objects, etc..
- > should be located because of Imagine hard-coding the path to them into
- > the project file is impossible to manage. An archive command (like what
- > 3DStudio has) would clear this all up.
-
- If you're using an Amiga, do what I do: in your startup-sequence, ASSIGN
- Imagine: to whatever directory holds your Imagine work. Then, within
- Imagine, always make sure that every object, texture, brushmap...
- reference always starts with the Imagine: device. This will make every
- project you create totally portable; when you copy your files over to
- another computer, all you need to do is ASSIGN Imagine: to the new
- directory location, and everything will render just as it did on your
- home machine.
-
- If you're on a PC, I can't help you. Sorry.
-
-
-
- Date: Wednesday, 30 August 1995 17:22:34
- Subject: RE:Soccer ball
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi there!
-
- Rod Macey wrote:
- I saw a quite believable soccer ball on Tom G's home page. I'm sure he
- may be persuaded to reveal his secrets to all.
-
- It's true that this ball looks cool, but that is not my fault since it is a real
-
- polygon modeled soocer ball made by Veiwpoint, so I'm sorry I cant give it away.
-
- I tried to model one by myself, but after 4 days of constant hope crushing due
- to the mix of the two shapes involved. I gave up and made my employer buy one
- instead.
-
- Later.
-
- Tom Renderbrandt.
-
-
-
-
- Date: Wednesday, 30 August 1995 19:20:28
- Subject: RE: Wish List
- From: Jeff Hanna <quarters@kesmai.com>
-
-
- ----------------------------------------------------------------------------
-
- Along with these text files I would like to see a command within Imagine =
- which will archive (via LHA or a user-chooseable compressor) the entire =
- project. This archive would retain all directories, textures, objects, =
- etc... necessary to recreate the project on a different machine.
-
- The current system of not knowing where textures, bitmaps, objects, =
- etc.. should be located because of Imagine hard-coding the path to them =
- into the project file is impossible to manage. An archive command (like =
- what 3DStudio has) would clear this all up.
-
- Date: Wednesday, 30 August 1995 21:42:46
- Subject: Re: Football (Soccer)
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- On Wed, 23 Aug 1995, Roger Straub wrote:
-
- >
- >
- > On Thu, 24 Aug 1995, Bill Boyce wrote:
- >
- > >
- > > Try creating a sphere and add RadHex (?) texture. Looks a lot like a soccer
- > > ball.
- > > You may have to use the texture twice to get black and white hex's.
- > >
- > >
- >
- > This won't work, because soccer balls have black hexes and white
- > pentagons, or is that vice-versa? Anyway, nobody that I know of has
- > devised a texture or brushmap that will do a believable, rotatable soccer
- > ball.
- >
- > See ya,
- > Roger
- >
-
- I saw a quite believable soccer ball on Tom G's home page. I'm sure he
- may be persuaded to reveal his secrets to all.
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
-
- Date: Wednesday, 30 August 1995 22:22:45
- Subject: Imagine mailing list
- From: IBS <ibs@ilink.nis.za> (00749640)
-
-
- ----------------------------------------------------------------------------
-
- Hi,
-
- What is this all about ?
- I believe it is an interesting e-mail address.
-
- Cheers
- Dylan Anderson
-
- E-Mail: ibs@ilink.nis.za
-
-
- ....waiting for your response
-
- Date: Wednesday, 30 August 1995 22:42:09
- Subject: Geodesic dome
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- I'm trying to create, or locate, a Geodesic Dome object (A La Bucky Fuller)
- basically, I want to play with modelling a dome home, but would like to avoid
- having to manually calculate all the points and angles involved. Any help?
- Joel
-
- Date: Thursday, 31 August 1995 01:09:17
- Subject: Re: Wish List
- From: greggh@dialup06.odyssey.apana.org.au (Gregory Helleren)
-
-
- ----------------------------------------------------------------------------
-
- > Ken Worley wrote
- > I thought of something I would like to see in a future version of
- > Imagine. I would like a text file that you could save with a project
- > file. It would have a menu item that would bring up a simple text editor
- > that you could jot down notes about any aspect of a project. I often work
- > on something for a while then come back to it later and it would be nice
- > to have notes about what I was doing saved with the projects file.
-
- You mean like pressing <ALT>+<F1> and having an editor window popup? Guess
- what, that's what I already do! It would, however, be nice if Imagine had
- a rexx interface so I could put such a feature on the menu, or on a button.
- I'm not too keen on the idea of providing (and paying for) features in a
- product that are already available and accessible in existing utilities.
-
- Love Peace and Palm Trees
- Gregg
-
- --
- +------------------------------------------///\/\/\_Amiga Technologies_/\/\+
- Gregory Helleren AMIGA is REBORN /// Lecturer Information Technology
- Developer - LaseRage /// SEMC TAFE Western Australia
- Ferndale W.A. Australia ___/\___/\\\/// greggh@odyssey.apana.org.au
- CBMNET:greggh@laserage.adsp.sub.org\XX/ greggh@laserage.DIALix.oz.au
- +--------------------------------------------------------------------------+
-
-
-
- Date: Thursday, 31 August 1995 03:06:20
- Subject: Re: Imagine mailing list
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- I have been trying to subscribe to the IML. I am dumping AOL, and am using a
- local access provider. I have sent several subscribe requests to IML over
- the last week or so and no response. Please If anyone knows what the correct
- address to subscribe to or the reason why I have not been subscribed. My new
- address is SGiff@airmail.net. Please advise.
-
- Help! AOL prices are killing me, I need to send them to the recycle bin!
-
- P.S. Windows 95 is great, and it runs Imagine with one touch of a button,
- (only in dos mode) however it is still nice not to have to do it quickly. I
- was running 3 animations full speed downloading graphics off of the Net and
- looking through the filemanager. No problem.
-
- s.g.
-
- Date: Thursday, 31 August 1995 03:14:54
- Subject: Re: Geodesic dome
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-08-30 21:56:48 EDT, NEWKIRK@delphi.com writes:
-
- >I'm trying to create, or locate, a Geodesic Dome object (A La Bucky Fuller)
- >basically, I want to play with modelling a dome home, but would like to
- avoid
- >having to manually calculate all the points and angles involved. Any help?
- >Joel
-
- Easy, cut a sphere in half. The number of polygons in your sphere shape will
- make it look more or less geodesic.
-
- s.g.
-
-
- Date: Thursday, 31 August 1995 06:53:52
- Subject: Re: Geodesic dome
- From: Ted Stethem <tstethem@linknet.kitsap.lib.wa.us>
-
-
- ----------------------------------------------------------------------------
-
- Have you tried using Latticize for the struts? Try a very small number
- applied to your dome object and it will make it appear to be constructed
- of struts.
- As for the dome object itself, I seem to remember a program called
- Polyhedra that produced the geometric solids needed. I remember it does
- have the Platonic solids but can't remember if it allowed for the
- 3-frequency or 5-frequency icosahedrons usually used for dome homes. The
- icosahedron based dome is probably the most common but there are a myriad
- of others including the dodecahedron, the rhombic triacontahedron, and
- combinations of the various polyhedra.
- The spheres that 3D programs produce are not geodesic (not derived
- from the Platonic solids) so they aren't really accurate for this
- application, if accuracy is important.
- I've built a few domes including a 15 foot diameter 3-frequency
- icosahedron hemisphere greenhouse and a 30-foot 5-frequency icosahedron
- 3/4 sphere house. Those were fun projects. Don't know if I'll ever get
- around to it but I always wanted to try a Spiral Bindu.
-
- On Wed, 30 Aug 1995, Imagine Users Mailing List wrote:
-
- > >
- > > In a message dated 95-08-30 21:56:48 EDT, NEWKIRK@delphi.com writes:
- > >
- > > >I'm trying to create, or locate, a Geodesic Dome object (A La Bucky Fuller)
-
- > > >basically, I want to play with modelling a dome home, but would like to
- > > avoid
- > > >having to manually calculate all the points and angles involved. Any help?
-
- > > >Joel
- > >
- > > Easy, cut a sphere in half. The number of polygons in your sphere shape wil
- l
- > > make it look more or less geodesic.
- > >
- > >
- >
- > Funny - I have the same requirement (i.e. use a 3D Modelling package to model
- > a dome home). The tricky thing about just cutting a sphere in half is that it
-
- > doesn't necessary give you the strut effect you're looking for. I'm trying
- > to address this in Caligari Truespace, but would appreciate any assistance
- > someone might be able to give to use Imagine to achieve the same result.
- >
- > Basically, my approach consists of painting each FACE transparent, while
- > painting the vertices opaque... can this same thing be done in Imagine?
- > Admittedly, I prefer to complete the task in Truespace, but .. this is an
- > Imagine mailing list after all.
- >
- > BTW, there is a program on the 'net somewhere that can be used to generate
- > geodesic shapes for rendering with Renderman. I believe it's written in C,
- > so if I can find it I'll try my hand at porting it to DOS/Windows. I have
- > a big interest in geodesic geometry...
- >
- >
- > j.
- >
- > Jay Vaughan
- > jay@phxmedia.com
- >
- >
-
- Date: Thursday, 31 August 1995 07:04:22
- Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPat
- From: Ted Stethem <tstethem@linknet.kitsap.lib.wa.us>
-
-
- ----------------------------------------------------------------------------
-
-
- On Thu, 31 Aug 1995, Bill Boyce wrote:
-
- > >Hmm, Impulse seems to read this list too and I don't think they will be very
-
- > >happy about this discussion, but I really would like to demonstrate that
- > >ImagineFP isn't 040 optimized. I wonder if one could demand a recompiled 040
-
- > >version if it isn't already.
- > >
- > >Joop
- > >
- > How long has the '040 been out now? And how many Imagine users have anything
- > less? We shouldn't have to ask! How hard would it be to include '030 and '040
- > versions? Isn't it just a compiler flag?
- >
- >
- The rumor is that they use a hacked-up Manx C compiler (never had '040
- compiler capability) and aren't
- willing/able to move to another compiler system. Since SAS/C is the only
- remaining '040 compiler system left for the Amiga, I wouldn't hold my
- breath for Impulse to switch development tools, especially this late in
- the game. Guess we have to be happy that they are still developing for
- the Amiga at all.
-
- Date: Thursday, 31 August 1995 08:16:47
- Subject: Re: A3000 speed hack
- From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
-
-
- ----------------------------------------------------------------------------
-
-
-
- > Any hacks for a 4000?
-
- Yeah. A cyberstorm 060 :-)
-
- Na, the A4000's are fast enough as it is! I'll swap you my modified A3000T
- for your A4000 if you like.
- Darryl
-
- -- Via DLG Pro v1.0
-
- #####\ _ /#####
- #( )# | _( )__ | #( )#
- ##### | /_ / | #####
- #" "# | ___m/I_ //_____ | #" "#
- # O # |____#-x.\ /++m\ /.x-#____| # O #
- #m.m# | /" \ ///###\\\ / "\ | #m.m#
- #####/ ######/ \###### \#####
-
- Date: Thursday, 31 August 1995 08:28:44
- Subject: Re: A3000 speed hack
- From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
-
-
- ----------------------------------------------------------------------------
-
- NEW> Re Darryl Lewis's post about the 3000 speed boost:
- NEW> since the 'hack' requires simply cutting traces, I assume it
- NEW> involves
- NEW> essentially clocking the processor at a higher speed than shipped.
-
- Not the processor, the FPU. This hack only speeds up floating point calcs,
- so things that use a lot of them are faster-such as Imagine.
- As for clocking the FPU at a faster speed than recommend, read the docs
- that come with the hack. The go into some detail about what the speed
- rating really means. I worked for a company that manufactured IC's
- (FERRANTI) that what the docs say is essentially correct.
- (You also used to be able to increase the crystal clock speed in AT's by
- about 20%. I haven't tried it on the new 486 or Penties - any one want to
- give me one to find out :-)
-
- NEW> checking the actual rating on the chip, and run some benchmarks to
- NEW> try to
- NEW> determine the "actual" speed achieved, then, if you have tough
- NEW> fingers,
- NEW> touch the processor and see how long it takes to smell burning
- NEW> flesh.
-
- Try touching a 486 or Pentie. They run a lot (a hell of a lot) hotter!
-
- NEW> There is a tolerance in each chip regarding clock speed, but driving
- NEW> past it's rating CAN sometimes blow the chip, depending on many
- NEW> factors,
- NEW> including percent speed increase, internal temperature within the
- NEW> computer
- NEW> housing, and the actual tolerance of the individual processor in
- NEW> question.
-
- Most IC's can survive a lot of punishment now days. Once again check out
- the docs on why it works, it answers all this.
-
- NEW> You can get chip-mount fans and cooling fins (heat sinks) for
- NEW> Pentiums,
- NEW> if such a device could be fitted to a 68020/030 it would certainly
- NEW> decrease
- NEW> the chances of overheat and increase the possible clock speed below
- NEW> the
- NEW> "pop point" of the chip.
-
- Good idea! For about $12 Australian I can get a cooling fan. For a bit
- less, just add a heat sink with out the fan. I think I'll put just a heat
- sink on the FPU and perhaps the '030 aswell.
- Darryl
-
- -- Via DLG Pro v1.0
-
- #####\ _ /#####
- #( )# | _( )__ | #( )#
- ##### | /_ / | #####
- #" "# | ___m/I_ //_____ | #" "#
- # O # |____#-x.\ /++m\ /.x-#____| # O #
- #m.m# | /" \ ///###\\\ / "\ | #m.m#
- #####/ ######/ \###### \#####
-
-
- Date: Thursday, 31 August 1995 09:49:53
- Subject: Revolving light
- From: Peter Borcherds <prb@iafrica.com>
-
-
- ----------------------------------------------------------------------------
-
- Hi there
-
- I'm having trouble creating a revolving light (ala Emergency vehicle)
- - I am making an animation of a room which has hanger-type doors opening,
- and I want to make a warning light which flashes when the doors open.
- That is easily done by making the object alternatively bright, but I
- want to get the effect of an emergency vehicle type light which
- reflects off the walls, and which causes a flare when it points
- directly at the camera. If anyone has any idea what I am talking
- about (I've just woken up, sorry : ^ ) ) please help mail me
- personally at the following address - prb@iafrica.com - I am not on the
- list at the moment.
-
- Talking about that, has anybody have any idea what is going wrong
- with the IML at the moment. I have tried subscribing threes times,
- each time I get a return receipt - so it is getting through - I got a
- path test once - I sent a reply, and that was the last I heard. I
- have been on the list since January, but have since changed
- providers, so I need to re-subscribe. Any help?
-
- Thanks guys........
-
- Cheers........
-
-
-
- Peter Borcherds prb@iafrica.com
- =========================================================
- Greetings from the Southern Hemisphere
- Amiga 4000/030 68882/50mhz 10mb Ram 540mb HD
- =========================================================
-
-
- Date: Thursday, 31 August 1995 09:58:35
- Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPat
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >Hmm, Impulse seems to read this list too and I don't think they will be very
- >happy about this discussion, but I really would like to demonstrate that
- >ImagineFP isn't 040 optimized. I wonder if one could demand a recompiled 040
- >version if it isn't already.
- >
- >Joop
- >
- How long has the '040 been out now? And how many Imagine users have anything
- less? We shouldn't have to ask! How hard would it be to include '030 and '040
- versions? Isn't it just a compiler flag?
-
-
- Date: Thursday, 31 August 1995 10:13:55
- Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPatch?
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- SUBJECT too long. Original SUBJECT is 'Re: '040 Optimizations (Re: 040 patch for
- Imagine? CyberPatch?)'
-
- ---------------------- Original Message Follows ----------------------
-
- Hello Cedric, on Aug 30 you wrote:
-
- > One aspect of Imagine that does not seem to be '040 optimized are the
- > textures.
-
- < deleted >
-
- > As a side note, the Essence textures come with
- > '040 versions; apparently Apex felt that there was enough of a speed
- > difference to include '040 specific textures.
-
- I've done a comparison of Essence 2 textures on an '040 and the optimised
- versions are at least 30% faster. A substantial increase when applying
- multiple textures.
-
- -- Bob
-
- Date: Thursday, 31 August 1995 10:17:46
- Subject: Re: Windows95
- From: "Anime a day..." <b7655@hopi.dtcc.edu>
-
-
- ----------------------------------------------------------------------------
-
- On Sun, 27 Aug 1995 yrod@ozemail.com.au wrote:
-
- > Well, well, well,
- > Windows95 was released in Australia on the 25th, and wasn't it fantastic.
- > Everywhere you looked there were people going on about Windows95. The
- > news had it as there opening story, saying things like "this new computer
- > software is set to be one of the greatest inventions of the 20th Century",
- > people were queing out side of the shops at midnight, waiting for the
- > doors to open and these stores ranged from Compter stores, to Department
- > stores to local Video stores!
-
-
- Around here.. the strangest place I saw Windoze 95 being sold was at a
- Trading Card/Collectables store... ????
-
- Bill
-
-
-
- Date: Thursday, 31 August 1995 10:18:37
- Subject: Re: Geodesic dome
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >In a message dated 95-08-30 21:56:48 EDT, NEWKIRK@delphi.com writes:
- >
- >>I'm trying to create, or locate, a Geodesic Dome object (A La Bucky Fuller)
- >>basically, I want to play with modelling a dome home, but would like to
- >avoid
- >>having to manually calculate all the points and angles involved. Any help?
- >>Joel
- >
- >Easy, cut a sphere in half. The number of polygons in your sphere shape will
- >make it look more or less geodesic.
- >
- >s.g.
- >
- Bzzzt. Wrong. Geodesic domes have triangles all the same size. Sweet talk
- someone with Lightwave - it does tesselated spheres as an option. I believe
- this gives you a geodesic.
-
- Bill
-
-
- Date: Thursday, 31 August 1995 11:34:31
- Subject: Beyond.zip
- From: Ayalon Hermony <ila2024@zeus.datasrv.co.il>
-
-
- ----------------------------------------------------------------------------
-
-
- Hello,
-
- How can Beyond.zip be ftp?
-
- Don't have WWW yet, so can't get it from the address given before.
-
- Or, any kind soul there can email it to me? (pppplease...)
-
- Thanks.
-
-
- How do you come back from 3D ?
- Ayalon M. Hermony, Internet: ila2024@datasrv.co.il
-
-
-
- Date: Thursday, 31 August 1995 11:56:57
- Subject: Re: PC Essence
- From: williamp@triode.apana.org.au
-
-
- ----------------------------------------------------------------------------
-
- > Has anyone purchased Essence for the PC yet? I received an info pack
- > from Apex a while back and I`m probably going to buy them. Thing
- > is I lost the order form, anyone know a price to upgade from the
- > Amiga textures to PC.
-
- I ordered the upgrade from Apex ages ago,as soon as I recieved the
- newsletter.Nothings shown up,my card HASN'T been debited and I haven't
- been able to contact Apex via either email or the phone.Has anything
- happened to Steve Worley,or did 3.3 introduce incompatibilities with the
- essence PC textures - I'm wondering.
-
- I believe the cross/upgrade was US$50 for the two volumes.
-
-
- > Also, any ideas if Forge is available for PC aswell?
-
- Not yet.
-
-
- William John Porter
- williamp@triode.apana.org.au
-
-
-
- Date: Thursday, 31 August 1995 12:20:23
- Subject: Re: Wish List
- From: cjo@esrange.ssc.se
-
-
- ----------------------------------------------------------------------------
-
- Charles Blaquiere wrote;
-
- >>From: Jeff Hanna <quarters@kesmai.com>=20
- >>The current system of not knowing where textures, bitmaps, objects, etc..=
- =20
- >>should be located because of Imagine hard-coding the path to them into
- >>the project file is impossible to manage. An archive command (like what=20
- >>3DStudio has) would clear this all up.
-
- >If you're using an Amiga, do what I do: in your startup-sequence, ASSIGN=20
- >Imagine: to whatever directory holds your Imagine work. Then, within=20
- >Imagine, always make sure that every object, texture, brushmap...=20
- >reference always starts with the Imagine: device. This will make every=20
- >project you create totally portable; when you copy your files over to=20
- >another computer, all you need to do is ASSIGN Imagine: to the new=20
- >directory location, and everything will render just as it did on your home=
- =20
- >machine.
-
- Why? Doesn't this just complicate things? Well, maybe not really, but...
-
- What I do is to have the "projects"-, "objects"- and "textures"-directories=
- =20
- (and all other Imagine related directories) in the directory where Imagine=20
- is located. Then all filerequests start from that directory, for example=20
- "projects/yourname.imp/objects/ball" to get the object called "ball".
- The blacky-way ;) would be "Imagine:projects/yourname.imp/objects/ball".
-
- The few times that I have exchanged projects with other imagineers it has=20
- proved that they use the same directory structure as I do.
-
- Of course, this could get you into trouble once your harddrive starts to=20
- get full and you want to save your projects onto another drive.
-
- OK, that's my 2 cents/penny/pfenning/oere/whatever.
-
- *---------------------------------------------------------------*
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@smtpgw.esrange.ssc.se |
- *---------------------------------------------------------------*
-
- Date: Thursday, 31 August 1995 12:42:45
- Subject: Here we go again...
- From: cjo@esrange.ssc.se
-
-
- ----------------------------------------------------------------------------
-
- Yes, I know, I know, I promised never to promote my www page on this=20
- mailing list ever again, but...
-
- As some of you have noticed the Kiruna web server has been down for the=20
- last two weeks, because the 2 GB HD crashed.
-
- Today I installed (most of) the pages on another machine, so now they are=20
- reachable again, but from a different URL; <http://kyla.kiruna.se/~cjo/>
- (In case the "tilde" doesn't show up in this message, ie get filtered by=20
- our mailing software, it should be just before "cjo", you know, "tilde" the=
- =20
- little "wave"-thingy...)
-
- *---------------------------------------------------------------*
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@smtpgw.esrange.ssc.se |
- *---------------------------------------------------------------*
-
- Date: Thursday, 31 August 1995 13:06:00
- Subject: Another Geodisic dome idea
- From: KEN_ROBERTSON@robelle.com
-
-
- ----------------------------------------------------------------------------
-
- I haven't tried this (my 4-year old is currently hogging my Amiga
- using Dpaint...) but how about this...
-
- Chop a sphere in half, copy and paste it to the same position.
- Latticize(sp?) the current copy of the hemi-sphere. Set the
- colour to shiny metal, or whatever. Use alt-n to select the
- next sphere, and make it mostly transparent, and render.
-
- Here's a problem (to which there may be a solution...): The inner
- hemi-sphere will use phong shading to try and curve the edges.
- Using no phong will probably distort the ray-traced effect that you'd
- like, I think.
-
- Perhaps you can "make edges sharp" to all of the edges in the "window"
- hemisphere, then fracture everything a couple of times.
-
- Just a thought. (Now that I've described it, _I_ want to try it.
- sounds cool...)
-
- \KenR
-
- Date: Thursday, 31 August 1995 13:53:33
- Subject: Re: Merge Points
- From: Dave Rhodes <dave@darhodes.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Hi Charles etc.. (..and welcome back..)
-
- > > It would be nice if you could select all of the points and force them to
- > > move to the same x y or z coordinant. For example if you wanted to move
- > > all points on a curvy line to -50 on the Y axis. It would ignore the X
- > > and Z positions and leave them as they were.
- >
- > You can already do this! Just multi-select the desired points and enter
- > Transform/Position. The XYZ fields will show the coordinates of the
- > first selected point. Just enter -50 in the Y field; if you don't modify
- > the other coordinates, Imagine will detect no change, and will not
- > change those values for all the other points, either. The Y position
- > will be the only one affected.
-
- This doesn't do it for me Charles, - however, the following (nearly) does.
-
- If you pick a load of points, for example drag a box around the front third
- of a default primitive sphere, then using the Translate requester, Scale the
- points to -0.0001 on the required axis, (in this case, Y ) the points will
- all be put onto ALMOST the same Y pos, and could then be easily moved to the
- exact required place, as one. For some reason, our beloved puts them into a
- kind of average position, between the frontmost and rearmost of the set
- selected. If you examine the exact positions of them all, you'll see that
- they're close, but not exactly on the same plane. I can't figure out a way
- of making them go to a specific position though. I've tried shouting.
-
-
- --
-
- ~===========================================================================~
- Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England -
- ---------------------------------------------------------------------------
-
- Date: Thursday, 31 August 1995 14:07:14
- Subject: Re: PC Essence
- From: gregory denby <gdenby@vyasa.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
- William John Porter writes:
- >I ordered the upgrade from Apex ages ago,as soon as I recieved the
- >newsletter.Nothings shown up,my card HASN'T been debited and I haven't
- >been able to contact Apex via either email or the phone.Has anything
- >happened to Steve Worley,or did 3.3 introduce incompatibilities with the
- >essence PC textures - I'm wondering.
-
- I too ordered the Essence PC textures just as soon as I got the newsletter.
- When nothing showed up in the mail after 10 days, I did e-mail Apex.
- Steve replied that with the arrival of the re-worked 3.3 texture effects,
- he had written a patch for Essence, and had his beta-testers giving it
- a going over. At that point, he seemed to think it was just a matter
- of checking reliability. Considering the delay, perhaps it was worse,
- or perhaps he is adding some improvements to take full advantage of
- the new texture handling.
-
- At any rate, I sure hope he comes through soon, since my Ami's HD controller
- died, the company that made it has had its phone dis-connected, and I now
- find myself living full time in PC land. As good as the Imagine textures are,
- some thing Essence does just can't be replicated.
-
- Greg Denby
-
- Date: Thursday, 31 August 1995 14:18:41
- Subject: Re: Imagine Tutorials
- From: "Scott J. Geertgens" <geertges@colorado.edu>
-
-
- ----------------------------------------------------------------------------
-
- >
- > I think it would be a great idea if users starting sharing Imagine
- > Tutorial files. Users could create objects and release an archive with
- > step by step instructions on creating the object from scratch. Everyone
- > has a different approach at creating objects. Some are better then
- > others. Would be nice to see how some real experts create certain type
- > of objects.
- >
- > Anyone agree?
- >
- > robert.buonincontro&canrem.com
-
- For anyone interested, and who may not know about it, Steven Blackmon
- has done just that with his stuff. I urge _everyone_ to check out
- http://www.websharx.com/~kinda
- He displays his amazing artwork, and then goes on to divulge many of his
- 'secrets'. Unfortunately, his page hasn't been updated since 8/5 due to
- internet problems... :(
-
- SJG
-
-
-
- Date: Thursday, 31 August 1995 14:29:50
- Subject: Re: Geodesic dome
- From: --Craig <dalamar@MIT.EDU>
-
-
- ----------------------------------------------------------------------------
-
-
-
- >> Basically, my approach consists of painting each FACE transparent, while
- >> painting the vertices opaque... can this same thing be done in Imagine?
- >> Admittedly, I prefer to complete the task in Truespace, but .. this is an
- >> Imagine mailing list after all.
-
- >>
- >> Jay Vaughan
- >> jay@phxmedia.com
- >>
-
-
- Well, geometric considerations aside, the Wires texture will make
- faces trasnparent while leaving edges opaque. It's an undocumented
- texture that I think is only in 3.3.
-
- Hope this is somewhat helpful.
-
- --Craig
- dalamar@athena.mit.edu
-
- Date: Thursday, 31 August 1995 16:07:00
- Subject: The fractured dome
- From: KEN_ROBERTSON@robelle.com
-
-
- ----------------------------------------------------------------------------
-
- Of course fracturing the hemisphere didn't work!
-
- Silly me...what I really wanted was triangles within triangles,
- but fracture didn't work at all. (I tried it out, finally.)
-
- However, A latticize value of .25 makes the struts look pretty
- good. For the windows part, I used a slightly smaller hemisphere
- to let the struts stand out. Doesn't look half bad, but it is a little
- round-looking.
-
- Of course, a 5-sided faceted geodisic dome would be much cooler, but in a
- 3-sided facets are fine.
- \KenR
-
- Date: Thursday, 31 August 1995 16:56:55
- Subject: Re: Geodesic dome
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Seems to me, if we opt for the simplest sphere,--with even fewer
- sections than default--that the poly's will be exaggeratedly
- visible--hence a geo dome?
-
- (Just tried it, 12 circle sections and 6 vertical sections, then deleted
- the lower half, and it looks like a perfect geo).
-
- (Just rendered it, and it's a bit smooth looking. Woops, tried it again,
- with phong shading OFF, and it's a perfect geo-dome).
-
-
- Date: Thursday, 31 August 1995 17:17:08
- Subject: Creating Lanscapes
- From: mikael@pip.dknet.dk
-
-
- ----------------------------------------------------------------------------
-
- >Or, you can create a 2-D, greyscale bitmap using Essence noise textures,
- >or even Imagine's own Dirt applied to a white plane, and Quickrender.
- >Then, apply this brushmap to a detailed plane using the Applique
- >function. To get more than 10x10 points on the plane, Fracture it a few
- >times before Appliquing.
-
- It does require you have the Essence textures. Does anyone knows if the
- Essence textures is available for the PC.
-
- thanks mikael@pip.dknet.dk
-
-
- Date: Thursday, 31 August 1995 17:20:50
- Subject: Re: '040 Optimizations
- From: jbk4@email.psu.edu (The Prophet)
-
-
- ----------------------------------------------------------------------------
-
- >How long has the '040 been out now? And how many Imagine users have anything
- >less? We shouldn't have to ask! How hard would it be to include '030 and '040
- >versions? Isn't it just a compiler flag?
-
- An 030 option may not be worth it. One consideration in making different
- versions is the actual speed gained by doing so. An 030/882 version may not be
- significantly faster than running an 020/881 version on an 030/882. The odd
- numbered motorola chips represent an upgrade to previous design. The even
- numbers are new designs in the family, bigger improvements. 040 and 060 version
- s
- should be invested in.
-
- Jaeson K.
-
- ____ ____ _ _
- ( | \ ( / \ ( ) _ / )
- )| )_ __ / /_ _ __ / __ ( X_)
- ( | /~ \ /\_) /---~/ ) / )/ )/~\ /\_) / _
- )ll/ l/ \__ (/ (/ (_//__// / \__ (___)
- (____________) (___/ (___)
-
- Jaeson Koszarsky Amiga 3000+
- ---------------- -----------
- cyberprophet@psu.edu 68040/30Mhz
- jbk4@email.psu.edu 24Megs-1GIG
- jason@chaos.ezgate.com OS3.1
-
- Date: Thursday, 31 August 1995 18:20:03
- Subject: Re: Geodesic dome
- From: Steve Gardiner <Steve@mg-plc.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Jay Vaughan wrote :
- >
- >Basically, my approach consists of painting each FACE transparent, while
- >painting the vertices opaque... can this same thing be done in Imagine?
- >Admittedly, I prefer to complete the task in Truespace, but .. this is an
- >Imagine mailing list after all.
- >
- >j.
- >
- >Jay Vaughan
- >jay@phxmedia.com
- >
- >
-
- How about using Imagine 3.3's new Wire (or is it Grid ?) texture to colour the
- edges and set the objects attribs to full transparency ? Am I off track or am
- I right in thinking that this would do what you require ? Charles, any ideas ?
-
- Cheers
- --
- +-----------------==============+================-----------------+
- | Steve Gardiner | Paying my debt to society... |
- | Steve@mg-plc.demon.co.uk | Working in Business Publishing !|
- +-----------------==============+================-----------------+
-
- Date: Thursday, 31 August 1995 18:20:12
- Subject: Creating Lanscapes
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: mikael@pip.dknet.dk
- >
- >
- > It does require you have the Essence textures. Does anyone knows if the
- > Essence textures is available for the PC.
-
- No it doesn't. Reread my message; I mention that you can use Imagine's
- Dirt texture if you don't have Essence.
-
-
-
- Date: Thursday, 31 August 1995 18:49:30
- Subject: Re: Wish List
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: cjo@esrange.ssc.se
- >
- >
- > What I do is to have the "projects"-, "objects"- and
- > "textures"-directories (and all other Imagine related directories) in the
- > directory where Imagine is located. Then all filerequests start from that
- > directory, for example "projects/yourname.imp/objects/ball" to get the
- > object called "ball". The blacky-way ;) would be
- > "Imagine:projects/yourname.imp/objects/ball".
- >
- > The few times that I have exchanged projects with other imagineers it has
- > proved that they use the same directory structure as I do.
- >
- > Of course, this could get you into trouble once your harddrive starts to
- > get full and you want to save your projects onto another drive.
-
- ....and that's my point: always cover your butt. Sooner or later, you
- will get into a situation where the target machine's Imagine directory
- is located on a drive that can't hold all those wonderful objects and
- brushmaps you've been busy creating, and when that happens, you'll kick
- yourself for not using a logical device.
-
- It's a personal choice, obviously. Some people are more anal-retentive,
- yours truly for example, while others prefer to save themselves the
- trouble of locating "Imagine:" in their file requester, only to risk
- encountering much larger trouble if they ever have to redefine every
- brushmap and texture of every object used in an animation. To me, that
- prospect is horrifying enough that I'd much rather define everything as
- being stored in "Imagine:".
-
-
- Date: Thursday, 31 August 1995 19:04:00
- Subject: Imagine Tutorials
- From: robert.buonincontro@canrem.com (Robert Buonincontro)
-
-
- ----------------------------------------------------------------------------
-
-
- I think it would be a great idea if users starting sharing Imagine
- Tutorial files. Users could create objects and release an archive with
- step by step instructions on creating the object from scratch. Everyone
- has a different approach at creating objects. Some are better then
- others. Would be nice to see how some real experts create certain type
- of objects.
-
- Anyone agree?
-
- robert.buonincontro&canrem.com
- ---
- * DeLuxe2 1.12 #8947 * The Amiga Is Not A Religion! It's A Computer!
-
- Date: Thursday, 31 August 1995 20:15:00
- Subject: Re: Geodesic Dome
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- Ted Stethem is the only person who picked up the part I didn't clarify:
- I'm interested in modelling a dome home, accurately, with the goal of
- creating an accurate model of a potential construction project. Angles
- and sizes of the pentagonal/hexagonal components would be critical.
- Somewhere in the back of one of my filing cabinets I have a complete
- construction manual for (I think) an Oregon Dome 3/5 dome. I'm gonna
- dig it out and work this out the hard way. Of course, that's usually
- the most effective approach anyway, but I hoped to find a shortcut.
- Thanks for the suggestions, everybody.
- Joel
-
- Date: Thursday, 31 August 1995 20:42:54
- Subject: Re: Merge Points
- From: Doug Smith <doug@defocus.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Hi gregory,\n\tYou wrote this about Re:Merge Points:
- : (someone else said)
- : I copied/pasted it, scaled it -1 along x and
- : joined the two halves. I used merge, and did a check object afterwards. No
- : double points showed up. But when I rendered it, it really looked bad,
- : because it still had hard vertical lines going down the middle, just not
- : everywhere.
- : (snip)
- :
- : I sometimes have this problem, and I believe that it may be due to very
- : small
- : changes in the point co-ordinates caused when Imagine rounds numbers when
- : translating or scaling objects. Merge seems to only work when the points
- : are
- : exactly together, i.e. 3,3,3 & 3,3,3; not 3,3,3,&3,3,2,9999.
-
- The quick way to fix this is to :
-
- mode->Pick Method->Dragbox
- mode->Pick Points
-
- drag a box round the faulty seam and multiselect the seam points
-
- s - scale points
- yz - Don't scale in y and z
-
- then hold left mouse button down and drag left until you get a
- scale factor of 0.0
-
- space - accept change
-
- then merge the object again.
-
-
-
- you can also use this for flattening points along arbitrary lines,
- (i.e ensuring that a curve is 2-D)
- just move the axis and scale "locally"
-
- Cheers,
-
- Doug.
- --Amiga 4000/40 2+8 - Not better just different
- Oh god, I can't think of anything witty today, tomorrow maybe.
-
-
- Date: Thursday, 31 August 1995 21:21:41
- Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPat
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >
- >On Thu, 31 Aug 1995, Bill Boyce wrote:
- >
- >> >Hmm, Impulse seems to read this list too and I don't think they will be
- very
- >> >happy about this discussion, but I really would like to demonstrate that
- >> >ImagineFP isn't 040 optimized. I wonder if one could demand a recompiled
- 040
- >> >version if it isn't already.
- >> >
- >> >Joop
- >> >
- >> How long has the '040 been out now? And how many Imagine users have anything
- >> less? We shouldn't have to ask! How hard would it be to include '030 and '040
-
- >> versions? Isn't it just a compiler flag?
- >>
- >>
- > The rumor is that they use a hacked-up Manx C compiler (never had '040
- >compiler capability) and aren't
- >willing/able to move to another compiler system. Since SAS/C is the only
- >remaining '040 compiler system left for the Amiga, I wouldn't hold my
- >breath for Impulse to switch development tools, especially this late in
- >the game. Guess we have to be happy that they are still developing for
- >the Amiga at all.
- >
- Nuts. Another nail in Imagines coffin for me, I'm afraid. Oh well, it still does
- the job. Wonder if they compile it on the PC for 386sx, using a public domain
- compiler they found somewhere :)
-
-
- Date: Thursday, 31 August 1995 21:27:32
- Subject: Re: Wish List
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >Charles Blaquiere wrote;
- >>If you're using an Amiga, do what I do: in your startup-sequence, ASSIGN
- >>Imagine: to whatever directory holds your Imagine work. Then, within
- >>Imagine, always make sure that every object, texture, brushmap...
- >>reference always starts with the Imagine: device. This will make every
- >>project you create totally portable; when you copy your files over to
- >>another computer, all you need to do is ASSIGN Imagine: to the new
- >>directory location, and everything will render just as it did on your home
- >>machine.
- >
- >Why? Doesn't this just complicate things? Well, maybe not really, but...
- >
- >What I do is to have the "projects"-, "objects"- and "textures"-directories
- >(and all other Imagine related directories) in the directory where Imagine
- >is located. Then all filerequests start from that directory, for example
- >"projects/yourname.imp/objects/ball" to get the object called "ball".
- >The blacky-way ;) would be "Imagine:projects/yourname.imp/objects/ball".
- >
- >The few times that I have exchanged projects with other imagineers it has
- >proved that they use the same directory structure as I do.
- >
- >Of course, this could get you into trouble once your harddrive starts to
- >get full and you want to save your projects onto another drive.
-
-
- A lot of users keep programs (imagine) on one partition, and data on another
- (objects etc), to facilitate easy backups, among other things. What we need is
- a Project mover, which interrogates a staging file and shifts everthing as
- needed, say into one directory, then modifies the scene file and objects
- in it to reflect the new path. Any keen PD writers out there??
-
-
- Date: Thursday, 31 August 1995 21:28:00
- Subject: PC Essence +
- From: m.rubin9@genie.geis.com
-
-
- ----------------------------------------------------------------------------
-
-
- Also, has anyone heard anything further regarding "Understanding
- Imagine 3.x?" Maybe it will become 4.x?
-
- floater
-
-
-
- Date: Thursday, 31 August 1995 22:49:43
- Subject: Re: Wish List
- From: jprusins@cybergrafix.com (John Prusinski)
-
-
- ----------------------------------------------------------------------------
-
- >X-UIDL: 809816261.002
- >From: greggh@dialup06.odyssey.apana.org.au (Gregory Helleren)
- >X-Smtp-Client: Amiga PutMail 1.23 by Martin Lanza.
- >Date: Thu, 31 Aug 95 00:09:17
- >Reply-To: greggh@odyssey.apana.org.au
- >To: imagine@email.sp.paramax.com
- >Subject: Re: Wish List
- >Organization: LaseRage, Western Australia
- >
- >> Ken Worley wrote
- >> I thought of something I would like to see in a future version of
- >> Imagine. I would like a text file that you could save with a project
- >> file. It would have a menu item that would bring up a simple text editor
- >> that you could jot down notes about any aspect of a project. I often work
- >> on something for a while then come back to it later and it would be nice
- >> to have notes about what I was doing saved with the projects file.
- >
- >You mean like pressing <ALT>+<F1> and having an editor window popup? Guess
- >what, that's what I already do! It would, however, be nice if Imagine had
- >a rexx interface so I could put such a feature on the menu, or on a button.
- >I'm not too keen on the idea of providing (and paying for) features in a
- >product that are already available and accessible in existing utilities.
- >
- >Love Peace and Palm Trees
- >Gregg
-
- Unless I'm mistaken, I believe what is needed here (i.e., what I would want
- :>)) is a text file which is attached by internal code to the Imagine
- project in question. In my case at least, saving notes in an external
- editor is an invitation to (months later) spending hours looking for where I
- saved (and what I called) the associated text file so as to avoid spending
- hours trying to figure out what I was doing in the project itself! Unless
- my comments are loaded automatically with the Imagine project, I might as
- well write them down on Post-It notes and stick them to my head...
-
- John.
-
-
- Date: Thursday, 31 August 1995 22:49:53
- Subject: Re: Geodesic dome
- From: jprusins@cybergrafix.com (John Prusinski)
-
-
- ----------------------------------------------------------------------------
-
-
- >>
- >> In a message dated 95-08-30 21:56:48 EDT, NEWKIRK@delphi.com writes:
- >>
- >> >I'm trying to create, or locate, a Geodesic Dome object (A La Bucky Fuller)
- >> >basically, I want to play with modelling a dome home, but would like to
- >> avoid
- >> >having to manually calculate all the points and angles involved. Any help?
- >> >Joel
- >>
-
- >
- >Funny - I have the same requirement (i.e. use a 3D Modelling package to model
- >a dome home). The tricky thing about just cutting a sphere in half is that it
- >doesn't necessary give you the strut effect you're looking for. I'm trying
- >to address this in Caligari Truespace, but would appreciate any assistance
- >someone might be able to give to use Imagine to achieve the same result.
- >
-
-
- I recently had a job modelling a geodesic sphere; I believe you can use the
- same procedure, just cut the sphere in half. You need to make sure that
- when you add the primitive you DON'T specify "stagger points", and I found I
- needed to play with the number of sections to get the look right. Once you
- have the object you want, "copy" and then "paste" it, select the new object,
- and latticize it. This will provide you with the "ribs" for the sections.
-
- John.
-
-