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- {fon:homAAFF1D}
- How do they do that?
- {fon:tri}
-
- Mike Williams of Sounds Riscy created a ray traced animation of a
- set of headphones spinning round, with the words SOUNDS RISCY in
- front of them. How did he do that?
-
- First of all, he created a sprite for the words "SOUNDS RISCY". This
- was done by creating a TEXT object in !Draw containing those words.
- A suitable outline font was chosen, in this case the PD font
- SWZ.BLACK. Then the text was converted to an outline and the
- outline was given a different colour and a thick line width. The
- drawing was then converted to a sprite by grabbing part of the
- screen with the snapshot facility in !Paint. Because the sprite
- was intended to end up as the full width of a mode 13 screen it was
- captured in a higher resolution mode (actually mode 40) and
- converted to mode 13 late. If it had been captured in mode 13, the
- maximum size would have been reduced by the width of the scroll
- bars of the !Draw window.
-
- Then the clouds INSIDE the letters were created. The clouds were
- created using POVRay, an excellent PD raytracer. The clouds use the
- standard POVRay texture called Bright_Blue_Sky, with the lighting
- set to "ambient 1". The POVRay output was created as a CLEAR file
- and converted to a mode 13 sprite using the Shareware Translatr
- program. The sprite with the letters was then given a mask, and the
- INSIDE of the letters was made transparent. Using Paint in a high
- resolution mode (so I could see right to the edge at 100% scaling),
- I then performed a brush-with-sprite operation using the letters
- as a brush (remembering to switch the "shape" facility off. This
- resulted in a sprite containing a white background, black edges,
- and in the insides of the letters the clouds showing through. This
- was then trimmed; using adjust size for the top and right edges,
- then flipping the sprite over and using adjust size to trim the
- other two edges. Finally the outside of the letters was made
- transparent.
-
- Then the headphones and background were constructed in POVRay. The
- cans are made of half-ellipsoids. The headband is made by cutting
- one cylinder out from the centre of another one, then cutting the
- resulting ring in half. The cuffs at the edge of the cans are
- elliptical torusses.
-
- Working out the equation for an elliptical torus is tricky, how do
- they do that? The answer is that they don't work out the equation.
- The PD program POVShape (by Mike Williams) was used to calculate
- the equation of a torus with a suitable major and minor radius,
- and the resulting circular torus was later stretched in the Y
- direction using a scale command.
-
- After checking that the POVRay image looked OK, the source file was
- split into two parts. One containing the background and one
- containing the headphones against a plain background. If this
- isn't done, then when the image is converted to a sprite, the
- error correction on the background is slightly different on each
- frame, and the colours will ripple disconcertingly when it is
- animated.
-
- Because the headphones are symmetrical, they look exactly the same
- after a rotation of 180 degrees, therefore it was not necessary
- to rotate them through 360 degrees. 18 versions of the headphone
- source file were prepared, varying only by the angle of rotation of
- the headphones. Then they were all raytraced with POVRay. They
- were all created as CLEAR files and converted to sprites using
- Translatr, because it's got a better algorithm than the one built
- into POVRay. Then the sprites were given transparency masks, and
- the background made transparent.
-
- Then a small BASIC program was written which loads the background,
- plots the headphones on top of the background, plots the words on
- to of that, then sages the resulting sprite.
-
- The individual frames were then animated using the Delta Animator
- part of Render Bender I. (I would have used SPLICE if I had it).
- Delta Animator accepts input from files of type RenPic, so the
- sprites were converted to this format first using the screen
- compressor supplied with Render Bender I.
-
- The Delta Animator produced the file "HEAD" which contains all the
- differences between the frames of the animation. To perform an
- animation you need an original frame as well as the changes. This
- was converted back from RenPic to sprite format because the
- decompressor is not PD, and cannot be given away as part of the
- final animation.
-
- Finally a little BASIC program was written to display the results.
-
- So now you know.
-
- {spr:l03}
- {end}
-