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-
-
- Dare to Imagine
- ===============
-
- Compiled by Shane Davison
- (daviso@cs.uregina.ca)
-
-
- This is a compilation of almost all the tutorials and fun things to try
- from the archives of the Imagine Mailing List. I have carefully read
- each and every archive since the start of the IML to the present day
- (Feb. 14, 1995) and extracted this valuable information in the process.
- The authors of the messages deserve full credit for the great tips and
- hints contained within and, if you use any part of this compilation
- elsewhere, please credit me for the time and effort to put it together.
-
- Each new topic begins with ### and is followed by one or more KEYWORDS.
- Source text begins with an asterisk and is one of Subject, Date, or From.
- The archive number in [] follows the date. The order is chronological.
-
- Note: I have snipped but not modified the original text.
-
- Enjoy!
-
-
- ### GOLD
-
- * Subject: metal attributes by M. Halvorsen
- * Date: Thu, 31 Jan 91 11:34:19 PST [0]
- * From: "\"davis@soomee\""@rust.enet.dec.com
-
- I make the object color Red 205, Green 205 and Blue 80.
- Refelctive settings are Red 180, Green 160 and Blue 125
- I use hardness at 255 and specular 255 on all guns Red
- Green and Blue.
-
- * Subject: Re: metal attributes by M. Halvorsen
- * Date: Fri, 01 Feb 91 09:11:23 EST [1]
- * From: Mark Thompson <mark@westford.ccur.com>
-
- specular R = 255, G = 255, B = 160 should yield more
- realistic results.
-
- ### REFRACTION INDEX
-
- * Subject: Glass
- * Date: Wed, 13 Feb 91 16:05:09 EST [1]
- * From: spworley@ATHENA.MIT.EDU
-
- Air 1.02
- Ice 1.309
- Alchohol 1.329
- Water 1.333
- Glass 1.50
- Quartz & salt 1.644
- Diamond 2.417
-
- ### GLASS
-
- * Subject: Glass
- * Date: Wed, 13 Feb 91 16:05:09 EST [1]
- * From: spworley@ATHENA.MIT.EDU
-
- Also, glass has a SLIGHT bluish tinge, so I use
- RGB=250,250,255. Cherry Jello might be 240, 140, 140.
-
- Glass is a real light reflector - It has very bright,
- tight highlights. I crank specular up to 255,255,255,
- and hardness up to 255.
-
- The color that you set glass determines the shade
- Imagine will give to non-perfect glass - ie glass
- without transparency set at 255 255 255.
-
- Black ( 0 0 0 ) works well, since then the color
- doesn't cover up the image. You can experiment, though.
-
- One last important attribute of glass is reflection.
- Glass reflects light a little bit, so should be slightly
- reflective. Too reflective, and the transmitted image gets
- overpowered. Think of a window- you see though it quite
- clearly without seeing much reflection. At night, when
- there is little light coming though, you can see the
- mirror-like qualities of the glass. Transparency should
- almost always dominate. Good value for reflection are in
- the range 30-60, and again, I use a SLIGHT blue tint.
-
- Steve's cool transparent ball-
-
- Color =0 0 0
- Transp= 250 250 255
- Reflec= 49 49 53
- Specular= 150 150 150
- hardness= 255 255 255
- rough=0
- shininess=0 (CRITICAL)
- Index=1.08
-
- ### FORMS EDITOR
-
- * Subject: Forms Tutorial Part III
- * Date: Wed, 29 May 91 13:17:15 EDT [6]
- * From: spworley@ATHENA.MIT.EDU
-
- As a final demonstration of how the Form Editor is used, I'll describe
- three tutorial objects you can make. You are EXTREMELY advised to sit
- down an make these objects. Reading the tutorial is fine, but moving
- the mouse around is the best way to learn how to make these sorts of
- things yourself.
-
- There are some screen grabs of some key steps in these tutorials in a
- file called Form_Tutorial.lzh on hubcap.clemson.edu in the
- /pub/amiga/incoming/IMAGINE/MISC directory. These screen grabs show
- the step by step evolution of the examples, as well as a couple of
- rendered examples. You might want to get these (especially for the
- last example) but you're welcome to wing it by using the text alone.
- The file also has a copy of this text in it, so you won't have to
- separate this mail message out if you're getting it on the mailing list.
- If you don't know what FTP is, ask a local computer wizard and hope
- you have access. :-)
-
- ---------------------------------------------------------------------
- A Coke (TM) Can
- ---------------------------------------------------------------------
-
- The Detail Editor has a powerful tool called sweep that can create
- simple radially symmetric objects like a soda can or a candlestick
- holder. However, the Forms editor can one-up sweep pretty easily.
-
- Our goal is to create an object in the shape of a standard 12 ounce
- soda can with all the details like the hollow on the bottom and the
- little metal ridge on the top. The Forms Editor can create objects
- like this with no trouble, and do it faster and much easier than using
- the Detail Editor to spin a line outline of the can would take.
-
- Enter the Form Editor, and make a new form (in the Object menu) with 4
- slices and 20 points. A can at first approximation is just a cylinder.
- We need many points around the radius to get a nice smooth circle
- cross-section, but only a few slices to define the rectangular
- vertical cross-section. For this example, we'll never muck with the
- 20-point circle cross section.
-
- The cylinder is obviously radially symmetric, so we will probably want
- to turn on 90-degree symmetry from the symmetry pull-down menu. The
- points that you manipulate in the front and right views will now move
- their corresponding siblings, keeping the object radially symmetric.
-
- To make a quick and dirty cylinder, move each point in the vertical
- cross sections so that they are on the same Z line- they should stack
- vertically on top of each other. I like manipulating the right hand
- cross section in the Front view. Remember, the symmetry mode will move
- the other three points for you. You can use the perspective view to
- see what effect you're having on the form. You might look at the
- screen-grab called can_one to see how the first simple model should
- look. Again, these screen-grabs have to be downloaded from the FTP
- site hubcap.clemson.edu.
-
- What do we get? Well, our horizontal cross section is unchanged, its
- still a nice circle. We don't want to muck with it. Our horizontal
- cross section is a nice straight vertical line. If you think about it,
- this should give us an object in the form of a tube. If you look at
- your perspective view and don't see a tube, something is wrong. Look
- at the can_one picture again to see what the problem is.
-
- There are two problems with this tube. First, the sides are a bit
- wavy, since each point was moved manually and they might not be
- exactly on the same vertical line. Second, if we really want to make a
- Coke can, we should at least get the proportions and scale right so we
- don't have to squash and stretch things later to get it to look
- reasonable.
-
- To fix the wavy line problem, we just use "lock" mode from the
- select menu. Remember, this will make any point we move jump to grid
- intersections, so if we move the points around by the same Z line
- they'll all line up on the same grid line.
-
- We should also figure out how to get the right can proportions. If you
- get out a ruler, you'll find a standard Coke can is 12.2 cm tall and
- the main body is 3.25 cm in radius. It is difficult to accurately
- change the radius of our form, but we can make every other measurement
- use the default radius of 100 Imagine Units as a reference. Hence,
- there are 3.25 cm in 100 Imagine Units, so the can should be 375 units
- high. If we change the grid spacing to 25, our can should be fifteen
- grids high. It is easy to automatically set the height of our object,
- because the points will leap to the right position when we move them
- to the correct (coarse) point. You might want to turn on "coordinate"
- mode from the display menu to help identify where you are moving your
- points.
-
- It might occur to you that we also don't want a tube, we want a solid
- cylinder, with ends. This is easy to make, we'll just take the top
- cross section point and move it to the Z axis to enclose the top and
- move the bottom point to the Z axis to enclose the bottom. This gives
- us the rectangular cross-section we need to form a cylinder.
-
- We'll make our can so that the axis is at the very bottom, at 0, 0, 0,
- and the can rises to a height of 375 in the Z direction.
-
- To actually change our rough tube to this properly proportioned, capped
- cylinder, set the grid size to 25, turn on lock, and move the top
- right point in the FRONT view to the 0, 0, 375 grid intersection. The
- other views should show the corresponding points moving up as well.
- Move the second point to form the outside top edge of the can, to 100,
- 0, 375. The third point forms the side, at 100, 0, 0, and the last
- point will define the bottom, and should go to 0, 0, 0.
-
- Your can should look like the picture can_two.
-
- Ok, this DOES indeed look like a nice cylinder. So how do we get the
- nice details like the top rim, and the dent on the bottom, and the
- narrower "lip ridge" just below the top rim? I said that it was easy
- to add detail once you had a basic, crude form. Let's make the bottom
- dent of the can. Turn _off_ lock, so that we can move the points
- freely to whatever location we want. We want to add come points to the
- vertical cross sections so we have more control over the shape of the
- can.
-
- Select 'Add' from the mode menu. Now, whenever you click on a point, a
- new point will appear at the midpoint of the line below it. We want to
- add a point to the very bottom line segment (Which is currently the
- horizontal line making the bottom of the can). Just click on the
- bottom outer point and a new point should appear on the bottom
- horizontal line. Enter 'Edit' mode from the mode menu, and you'll find
- this new point is just as easy to manipulate as the originals.
-
- To form the bottom dent, we want to move the very last point on our Z
- centerline UP to make a cavity. The point should be moved about a third
- of a cm, or 10 units. You might want to turn on 'coordinates' from the
- display menu to help measure the distance. Once you move the point up,
- you'll see the dent in the perspective view if you move it so you can
- view the bottom of the can. The new point that we added can be moved
- up to make the bottom dent more bowl-like instead of a cone.
-
- The trick to adding detail is to identify where you want to add a new
- feature. If you want to add a new dent or bulge, a new point added at
- the location you want can be moved in or out to make the feature. If
- you need to line things up, judicious use of changing the grid size
- and using 'lock' will let you place the points accurately. Note that
- the Forms editor LACKS the transformation requester that you find in the
- Detail Editor, so you can't just type in coordinates for critical
- points. You have to use grid size and lock to accurately place
- objects.
-
- OK, we know how to add details. Now how do you take the measurements
- off of the can? There are a few ways- you could judge by eye, you
- could take a ruler and measure everything, or you can try sneaky
- tricks. If you fake it by eye, your model is obviously going to be
- somewhat inaccurate, even if you use a can sitting right next to you as
- a model. Measuring distances works quite well, though. I used a finely
- measured rule and a sheet of graph paper to transcribe the shape of all
- the ridges and bumps. Inputting these coordinates to Imagine involves
- using the Coordinates display and matching points.
-
- However, there is a quick and dirty trick you can use, though this
- probably isn't applicable to most objects you model. Zoom the front
- view so that it takes up the whole screen. Center your can in your
- display by using the "set center" command in the Display menu and
- clicking at the center of your object. Now, zoom in or out until the
- size of the outline on your monitor approximates the real size of a
- Coke can. Take a real can, and press it against your monitor, then
- eye it. Use the radius as the determining factor, not the height.
- Now repeatedly use the "set zoom" command from the display menu and
- muck with the zoom to get the screen can size as close as you can to
- the real can size when you press it against the monitor. On my 1950
- monitor a zoom of 1.05 worked well, but it will vary from monitor to
- monitor.
-
- Once you match sizes, you can actually press the can against the screen
- with one hand, and move points to match the can outline with the
- other. [You'll look like a fool if anyone else is around, too!]
- However silly this seems, I found it the easiest way to input the
- shape of the can. When I sat with a ruler and some graph paper, my
- paper diagram turned out to be less accurate as the screen method and
- took much more time.
-
- A rehash on adding the fine details: You have a rough outline. To
- refine it, just pick the area you want to refine, add a new point on
- that line, and drag it where you want it. I found that getting a highly
- accurate cross-section (using 17 points) took less than 3 minutes with
- the admittedly stupid screen trick. Using a ruler I spent 10 minutes
- measuring and converting before I even moved the mouse.
-
- When you're done, you should have an outline similar to mine, which is
- shown in the picture can_three.
-
- Take a look at your object in the perspective mode with the window zoomed
- to full screen, and solid display mode on. Rotate the view up and down.
- Nice, huh?
-
- What about the top hole, and the tab? The tab is easy to add in the
- Detail Editor, by extruding a flat outline. If you expected to make it
- as an integral part of the can form, I'm sorry to say you were
- expecting a bit much. The Form Editor likes to make single-piece
- objects, and you can see how the tab is really a separate part of the
- can "form." This doesn't prevent you from making a separate tab object
- and sticking it on, and this is exactly what I did.
-
- The hole, on the other hand, is pretty easy to include using the Form
- Editor! If the hole is facing towards us as if we were going to take a
- drink, the hole is obviously non-radially symmetric, and it is not
- front-back symmetric. It IS left-right symmetric. Turn the symmetry
- from the radial '90-degree' to 'right'. Now, in the FRONT view, move
- the top point (that is now on the Z axis) straight OUT about a third
- of the way to the outer radius. This is the WIDTH of the hole on top.
-
- In the RIGHT view, move the left-top point (which is the front-top on
- the can) about 90% of the way to the can rim. Leave the right-top
- point where it is. The finished can form can be seen in picture
- can_four.
-
- See what we've done? Moving the points away from the center made a
- hole. We made the front-to-back cross section asymmetric to one side,
- so the hole location is moved. Look in the perspective view. Play
- around with moving the hole around and turning symmetry on and off.
-
- Why did this make the asymmetric hole? Remember how the form is
- generated? Each cross-section is interpolated from the 4 defined cross
- sections. The front cross section blends to the right, which then
- blends to the back, then to the left, then back to the front. This is
- very hard to describe, but play with the points and you'll see the
- kind of control you have.
-
- Note that the hole is an oval, which is not quite true for a can. The
- Forms editor really won't let you do much more unless you want to
- start mucking with radius modulation, but that's for the next example.
-
- This completed can object can object can be loaded into the Detail
- editor, at which point it becomes a normal object. You can move
- individual points, apply brush maps, attributes, textures, and
- manipulate it in any way you would a normal object. After manipulation
- in the Detail Editor, the objects are generally not reloadable back
- into the to the Forms editor. Using the Detail editor, you might make
- and attach the can tab, or move individual points on the top hole to
- make the ellipse to match a real can's hole more accurately.
-
- A final rendered view of a can generated using this tutorial can be
- seen in the HAM image 'Craftsman', where you can see two separate
- versions of the can. The carved wood Coke logo was an experiment that
- turned out well. The Coke logo itself was made with wire cutters, a real
- can, Digiview, and an hour's touchup in DPaint III.
-
- The can could have also been generated in the Detail editor by using
- the powerful "Sweep" mold function. However, sweep certainly does not
- provide the interactive updates that the Forms Editor does, and can
- only make completely symmetric objects. The next examples will show
- how much more powerful the Form Editor is when it makes very
- non-lathed objects.
-
- ---------------------------------------------------------------------
- Building a Water Splash
- ---------------------------------------------------------------------
-
- Think of a ball dropping into a pool, and how a corona of water spurts
- out around it. The splash is vaguely symmetric, and is certainly not a
- group of primitive cylinders and tori merged together.
-
- Building a splash like this using the Forms Editor is obscenely easy,
- much easier than the Coke can! It is even simple to animate the
- splash!
-
- If we want to make a crude splash model, we should first envision what
- a cross section of such a splash would look like. The picture
- splash_one is a 10 second DPaint line drawing of how I see water would
- splash up and away at the peak of the splash. The center is disturbed
- but mostly flat, and there is a steep "wall" of water at at certain
- radius pointing out and up. It curls a bit at the top, with a bulge at
- the peak, and slopes back IN and down. Outside the wall the water is
- less disturbed. The wall is the 'shock wave' and is expanding (and
- falling) with time.
-
- It is very, very easy to make a primitive version of this in the forms
- editor. We pretty obviously want our main axis that our slices are
- centered around to be vertical. Start a new form, with 30 points and
- 10 slices, which should give us enough detail to rough something out.
-
- Initially, we'll want to make the splash symmetric. Later, we can add
- asymmetric details, but for now we want the coarse primitive to be
- radially symmetric, since it will define the basic structure of the
- form. Use the '90-degree' mode in the Symmetry menu.
-
- The initial spherical horizontal cross section is completely useless
- for our purposes. Pick a height at which you want to base the splash
- (the bottom point of the cross section is a logical choice) and when
- you're building the splash, imagine that it is sitting on top of this
- water. It will give us a good reference point.
-
- Pull the top point of the cross section way out and down to the water
- level. Keep the bottom point in at the center, and also at the water
- level. The inbetween points should be moved into a crude outline of
- the sloping water wall that we envisioned. My initial model is shown in
- the picture splash_two. It took about a minute to build.
-
- Look at the perspective view. A bit bland, but it is certainly on the
- right track. Add a few points to the cross section at the top of the
- water wave to give it a more complex, bulging appearance. You might
- want to add some points near the base, especially on the inside, and
- make the water near the wave a bit more ragged.
-
- Now what? Our coarse form was trivial to make, but is far to
- artificial. Let's jazz it up! Turn OFF symmetry, and muck around with
- ALL FOUR cross sections. You can increase the height of the wave in
- one, make the water a little rougher in another, make the peak on one
- a bit more curved... give them character. DON'T make huge changes like
- adding a second wave (you're welcome to try!) but certainly make them
- a bit different from each other. Think of adding a 25% noise level.
- You might keep an eye on the perspective view, as well- it will show
- you how the Forms Editor copes with blending these different shapes
- together.
-
- Now what? A little more variation? There's no reason the splash has to
- be a perfect circle, or even an oval, is there? Of course not. The TOP
- display shows what the HORIZONTAL cross section of our splash looks
- like. Right now it's a nice circle. Now, our splash really should be
- pretty circular when looked from above, but not perfectly... Go ahead
- and muck with the shape, and again, watch the perspective view to see
- what happens. You might want to leave SOLID mode on, especially with a
- fast machine, since the wireframe of such a non-structured object is
- often very confusing.
-
- You can move the radial points any way you like. I suggest that you
- only move them generally in and out, or the splash will get somewhat
- lopsided. Also, avoid having sharp spikes. You can see how easy it is
- to make our splash look like the Statue of Liberty's crown. 2 or 3
- point bulges look very nice, major details formed with just 1 point are
- sharp and look like knives. Not very appropriate for a soft water splash!
-
- My final splash is shown in the picture splash_three. A
- rendered version with three different splashes is called Ocean_Sunset.
- Ocean_Sunset is actually a still from the current version an anim I'm
- working on. It has the dolphins jumping around, the water moving with
- wind-driven waves, and eventually will have a ship slowly steaming
- along with a nice wake and smoke. The animation of the splashes
- still need a lot of tweeking, but it's getting better. This is still a
- work in progress, but it looks nice even now.
-
- What about animation? I said it was easy to animate, but how? Well,
- let's think of what the animation SHOULD look like, then figure how to
- implement it. How does a splash evolve? The big wall of water starts
- at the center of the circle and moves outward at a pretty constant
- speed. It grows in height, curls over, and crashes down as is
- progresses. If we make maybe 4 or 5 splashes, one for each stage of
- the splashes growth, we can just move from one to the other. How?
- Morph! Morph is easy to forget when you're dealing with complex
- objects like splashes. Since morph requires its objects to have the
- same structure, different complex objects often won't work with each
- other. However, if we use the same basic starting form for each of
- the splashes (same # points and slices) we can have Imagine smoothly
- interpolate from one form to the next.
-
- Considering the fact that creating the splash took maybe 5 minutes,
- you can see that making an entire animated splash is a 15 minute task.
- You don't even have to make new splashes, just modify old ones! When
- animated, you might add frills like separate objects for flying water
- droplets, and have them follow parabolic arcs. The Form Editor won't
- let you make detached objects like that, so you'll have to make them
- as separate objects that fly out, as opposed to pinch off and fly
- away... You might also use two different splash forms superimposed to
- give the splash a more complex character. The splash we built is still
- a bit plain.
-
- This example should impress how easy it is to make complex shapes with
- an amazing amount of speed and control. Asteroid-maker, indeed!
-
-
- ---------------------------------------------------------------------
- A Complex Boat Hull
- ---------------------------------------------------------------------
-
- Making a boat hull might not seem very easy. If we want to use the
- Form editor, shouldn't there be some sort of near-radial symmetry? It
- turns out that you can really push the Forms Editor around in ways
- Impulse hoped we'd discover.
-
- A boat hull is a pretty simple object, right? Well, sorta. If you
- wanted to build one in the Detail editor, you'd make an outline the
- shape of an iron (as in for pressing clothes), then you'd extrude it
- and use slice to make the bottom.
-
- Well, this would work, but it's a pretty cheesy boat hull, no matter
- how good your iron outline was. Even if you were a good modeler, made
- a series of outlines and used skin to blend them, you are going to get a
- hull that is boxy as opposed to a nice graceful curve.
-
- Think of a big ocean-going vessel, not a cheeseball rowboat. The prow
- is sharp, to cut into the water, and it angles down and back. The body
- of the hull is fairly straight, and the stern rounds off smoothly with
- a flat face as opposed to the prow's sharp point. At no point,
- however, does the hull look like it was constructed of different sections.
- To reduce drag, the shape smoothly changes both from the top
- view (a teardrop with a squashed bottom?) and the side view. It has
- one axis of symmetry (left/right).
-
- How could we ever model this in the Detail Editor? Not easily, and
- certainly not in one piece.
-
- Well, fine. But how could we ever model this in the Forms Editor,
- either? It certainly is not very obvious.
-
- A big hint of how we would design a form for the hull lies in where
- we place the center, the radial point, of our cross sections. We also
- have to decide whether the slices should be coming out horizontally
- (like the axis was a vertical mast) or at right angles. The choice is not
- obvious.
-
- If the axis is horizontal, then the radial sections would tend to
- form a dome over the hull. If you made the radii of the
- overhead portion negative (There is no problem doing this!)
- we could just make a double-thickness of hull. This is messy, but
- workable.
-
- The second option is to use a vertical axis, which gives us the
- benefit of a simpler object since there is no "dome" to add extra
- needless points. We want to make a new form object with an XY cross
- section. Select 3 slices and 7 points and we'll make a very simple
- version of the hull and work from there.
-
- The question is where to but the center of our (vertical) axis. There
- are three places on the hull where there is a sudden change in
- cross-section -- the bow, and the two stern corners. If we want to
- make these changes fairly sudden, we probably want to define each one
- of them as one of our 4 cross sections. The interpolated cross
- sections by definition are interpolated, so there's no major change in
- shape. Thus, we want the bow to be in line with one of the four cross
- sections, as well as in line with the two stern corners. This makes
- our choice easy- the only place we can do this is the very back of the
- boat, along the (port-starboard) centerline.
-
- Now that we've decided where to put the axis, how do we want to define
- the cross sections? Well, we want something that is left-right
- symmetric, and NOT front-back symmetric, so we should turn on
- left-right symmetry.
-
- We want to change the default nearly-closed spherical cross section to
- something more resembling an open gravy dish. Move the very top point(s)
- way out and down some. The front cross section point (the left one in
- the Right view) should be moved the most. The back cross section point
- should be moved down, but not out very much. Remember that the stern is
- very close to the axis, and does not have much detail.
-
- The Front view should look somewhat like a big "U", and the Right view
- should look like a sideways stretched "U" with one end (the bow) sloping
- back and the other pretty vertical.
-
- The horizontal cross section (top view) should look (reasonably) like
- a boat viewed from above. The front should be pointed, the back should
- be fairly blunt, but rounding off to the sides.
-
- Describing the shape of these forms is harder than describing a Coke
- can. Look at the picture hull_one to see what my crude shape looks like.
-
- You can see in the perspective view that this basic form has a little
- hull-like character. It is sharp in front, and has a blunt rear. You can
- add extra points to each of the views to make a smoother form with
- more details. My final boat hull is shown in picture hull_two. To get an
- idea of how complex the real object is, there is a picture of the same
- hull shown in the detail editor in picture hull_three.
-
- -Steve Worley 5/28/91
-
- ---------------------------------------------------------------------------
- Steven Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- Because I was erked when my brush and texture tutorials were posted on
- Compuserve sans credit, I include the following:
-
- The text contained within this document as well as the associated
- computer files are (C) Copyright 1991 by Steven P. Worley.
- They be distributed freely under the following conditions: 1) The entire
- text, including this copyright notice, is kept entire and 2) Steven Worley
- is duly credited as being the author. The author reserves all other rights
- to this text.
-
- ### DETAIL EDITOR
-
- * Subject: Introductory Detail Tutorial
- * Date: Tue, 11 Jun 91 23:49:06 EDT [7]
- * From: spworley@ATHENA.MIT.EDU
-
- An Introduction to the Detail Editor
- Last Revised 6/11/91
- By Steven Worley
-
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- I. What are Imagine objects?
- -------------------------------------------------------------------------
-
- When a computer program wants to draw a 3D object, it must have some
- way of internally representing it. Some modelers store each object as
- a bunch of 2 dimensional polygons- a 3D object is a formed from a
- whole bunch of these polygons pasted together. A cube might be defined
- as six 2D squares arranged in a group. Since our final picture just
- has to LOOK like it is solid, defining the outer surface is usually
- all we need to do to make it seem as if the objects ARE solid.
-
- Any object can be defined as a bunch of flat polygons. Curved surfaces
- like a sphere can use a lot of polygons in order to approximate the
- surface closely; certain computer tricks (including a very important
- one called Phong shading) can smooth out the surface even more. Most
- of the 3D objects, or models, that you've ever seen in any 3D computer
- graphic were defined as polygons. Sometimes advanced programs define
- surfaces with a mathematical equation, or by a certain type of curve,
- and sometimes a computer model will have certain objects it "knows"
- how they should look (like a mathematically defined sphere or cone)
- but most use polygons for definition, Imagine included.
-
- All objects in Imagine are defined as a bunch of triangles. Nothing
- more. It is particularly easy for a computer to decide what a
- triangle would look like when viewed as a 3D image. Any more complex
- polygon (like a square or octagon) can be broken down into a bunch of
- triangles pretty easily. Having only one "shape" to deal with is
- actually a convenience for us, as we don't have to worry about
- questions of what type of polygons a certain object is made of, or how
- to convert one type of polygon into another. The computer likes
- dealing only with triangles because it can optimize it's renderer, the
- program that actually draws the pictures, to expect and deal with just
- one shape simple instead of 246 different ones.
-
- Although an object is made of only triangles (called FACES) it has
- points and edges which define where these faces go. If you think of a
- simple triangle, it has 3 defining points at the corners, three edges
- connecting these points, and one face which actually makes up the body
- of the triangle. Imagine can better deal with the objects by defining
- these sub-parts, and it allows us to manipulate the objects much more
- easily.
-
- Every object has a number of defined POINTS. Imagine understands an
- EDGE to be a line segment that connects any two of these points. A
- face is defined by naming the three edges that make it up. Instead of
- storing nine numbers for each triangle (the X,Y,Z location of each
- corner) it just names the edges, which in turn name the points. This
- reduces the size of a description of an object considerably. It also
- helps in editing objects, since if you move a point, each face that it
- is part of will adjust itself to the include the new location of the
- point. The other alternative would be to have each face manually
- manipulated individually, which is obviously a big pain.
-
- Think of a square. Imagine would store a square as two triangles that
- share one edge together. The square would actually contain FIVE edges
- (the four sides and the diagonal) and FOUR points (one at each of the
- corners.) It would have two faces, or triangles. A cube is stored as
- twelve faces, formed by eighteen edges, which are in turn defined by
- eight points.
-
- This definition of objects actually gives us some extra leeway in how
- we define our model. Imagine doesn't require your object to be
- connected at all; that is, your object could be two completely separate
- surfaces that never touch. You might want an object to be a flying
- logo. The letters don't actually touch and form one solid object; they
- are independent from each other. Imagine doesn't care; you can call
- any collection of points, edges, and faces an object. Imagine also
- gives you tools for splitting off part of an object (like a letter) or
- joining two parts together.
-
- Since this is a computer model and not a physical one, we can violate
- physics and have objects self-intersect. You might overlap two spheres
- half-way and join them together to form one object. You'll only see the
- outer surface when you render the new double-sphere object.
-
- There actually are two objects that Imagine does not define as a group
- of points, edges, and faces: a perfect sphere and an infinite plane.
- These are the only exceptions to the normal definition of objects in
- Imagine. Well, OK, there's another. An axis containing NO points can
- still be manipulated as an object. It certainly won't show up in a
- render, but sometimes it's nice to use a lone axis as an invisible
- object in certain cases. You can also use the axis as the start of a
- brand new object.
-
- There are certain "Editors" in Imagine that allow us to view and
- manipulate objects in different ways. Some editors let you place
- objects in scenes, or define how the objects change with time. The
- Detail Editor is where objects are usually created and modified. It
- allows low-level editing of objects; you can add points and faces by
- hand, move them, delete old ones and in general be as picky as you
- like in adjusting every point.
-
- Defining objects point-by-point is obviously not very suited to
- complex objects, sometimes with THOUSANDS of points. There are more
- powerful controls that let you modify your object in more global ways.
- You can add pre-made 'primitive' objects like a cylinder or a torus
- (doughnut shape.) These primitive objects have the points, edges, and
- faces that define it already defined. There are certain tools that
- let you draw an outline, say the profile of a chess pawn, which is
- converted to a three-dimensional `spun' object, as if it was chiseled
- out on a lathe. Other tools let you slice off parts of your object
- using knives that you can build yourself. In general, object creation
- is done with these powerful tools, and picky touch-ups are the only
- time you grab and move individual points. A sculptor does not glue
- sand grains together!
-
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- II. Looking at Stuff in the Detail Editor
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-
- The Detail Editor is the program that lets you manipulate and modify
- objects in Imagine. Like the other editors (and any Amiga program, for
- that matter) Imagine gets input and directions from you by either
- moving the mouse and clicking it's buttons, or by typing on the
- keyboard. Most advanced options use pull-down menus to select the
- function you want to perform. An important trick, especially when you
- start using Imagine a lot, is keyboard-equivalents. This lets you
- select menu items via the keyboard, by pressing the right Amiga key
- along with another letter or number. All of the keyboard equivalents
- can be selected via pull-down menus, although not all menu items have
- keyboard equivalents. You'll find that learning the most used
- commands' keyboard equivalents can save a LOT of time. Its quick and
- easy to punch right-Amiga-o to zoom your view out; pulling the menu
- down repeatedly is a pain. A few other commands (especially moving,
- rotating, and scaling objects) use the keyboard to indicate what you
- want to do (move, rotate, or scale) while simultaneously using the
- mouse to control the extent of the transformation.
-
- You can get into it from any point in Imagine by selecting the menu
- item 'Detail Editor' from the Project pull-down menu. The screen
- should then split into four smaller windows with a thin status line at
- the bottom of the screen and another at the top.
-
- When you start up the Detail Editor, you'll see what is known as a
- "Quad-View." Are four windows labeled "top", "front", "right", and
- "perspective", which are different ways of viewing the object you are
- manipulating. It is difficult to manipulate 3D objects with a 2D mouse
- and a 2D screen, and the tri-view is a compromise that makes the best
- of these unfortunate 2D restrictions.
-
- The top, right, and front views show you the wire-frame skeleton of
- the object you're editing. A wire-frame is a view of your object with
- each edge shown as a line segment. Faces are NOT shown, so the object
- looks like it's built from pieces of wire that join at the outside
- edges of the object, hence the name wireframe. Wireframes have two
- advantages; they are much faster to draw than "solid" models, and
- since you can see _into_ the object, you can manipulate points and
- edges on the interior of the object that you wouldn't normally see.
-
- The top, right and front views are just that- a wireframe view of your
- object shown from the three orthogonal (right angle) directions. There
- is also a small axis at the bottom left corner of each view that shows
- the world's X,Y,Z coordinate system. In Imagine, the X,Y,Z is defined
- just like it is in mathematics- X is left to right, Y is in to out,
- and Z is down to up. Some 3D programs define Z to be in-and-out, so
- note Imagine's difference.
-
- There is an absolute "world" coordinate system defined by these axes.
- You can select "Coordinates" from the Display menu, which will
- continually display the coordinates of the mouse pointer in the
- world's X, Y, and Z system. The units that it measures in are
- arbitrary, but it is often convenient to call them "Imagine Units."
- Objects tend to be on the order of 10 to 100 Imagine Units in size,
- since this is a comfortable scale to deal with when we design
- scenes to be rendered.
-
- There is a grid shown in the three main windows. This grid is used to
- give you a sense of scale, and can be turned on or off in the Display
- menu. The spacing between the lines can be set by choosing "Grid
- Size", also from the Display window. The default is 20, which is a
- reasonable starting size. Some commands let you use the grid to snap
- objects to precise locations- these are the most common reasons you
- want to change the grid size.
-
- The fourth window (with no grid in it) is called the "perspective"
- window, which allows you to view your object from any direction. You
- can also change modes to view your object as a wireframe or as a
- "solid" model, where the faces become opaque so that you cannot see
- through your object. In this window, you CANNOT manipulate your
- objects- it is a view only.
-
- Each of the four windows can be quickly zoomed to take up the full
- screen very easily by merely clicking on the tall narrow box to the
- left of each view that contains the name of the window. The window
- will expand to take up the entire screen, allowing you to have a
- better view of whatever you're working on. To zoom back to the
- quad-view, just click on the name to the left again. To go immediately
- from a full screen display of one view to a full screen display of
- another, you just click the name of the new view to the right. Being
- able to see all four views at once is often an advantage, but so is
- seeing a larger, more detailed view. This method allows you to quickly
- and easily change how you look at your model.
-
- Just to get a sense of how this works, pull down the menu item
- 'Functions' and select 'Add primitive'. Click on the 'Torus' button
- and click on 'OK' to accept the default parameters. All this did was
- make a pre-defined object that we can look at when we manipulate the
- views.
-
- You should see an object in all four of the windows. This is the same
- object, just viewed from different directions. Remember the three main
- views (Top, Front, and Right) all show a WIREFRAME view from their
- respective directions, so the inside of the doughnut might look very
- complex.
-
- Perspective, the remaining view, also shows a wireframe view of the
- doughnut. You can change the view by manipulating the two white
- sliding boxes on the top and left of the window. The bottom white
- slider lets you view from different directions AROUND the object. If
- the slider is in the middle, you're looking at the front. If it's 3/4
- of the way to the right, you're looking at the right hand side, and if
- it's all the way in either direction, you're looking at the back. The
- vertical slider on the right controls the ANGLE you're looking at the
- object from. Centered is a level perspective, all the way up gives you
- a straight-down view, and all the way down gives you a straight-up
- view. By combining these two sliders you can look at your object from
- any direction.
-
- You can change the perspective view by selecting 'wireframe' or
- 'solid' from the Display pull-down menu. Solid takes longer to show
- your object, but removes the points that are hidden, getting rid of
- the X-ray wireframe view. A final way of changing the perspective view
- is by selecting 'shaded' from the Mode pull-down menu and zooming the
- perspective view to the full screen. This shades the object in false
- black and white colors which sometimes lets you see the shape of the
- object more clearly.
-
- There are a few commands that let you change your absolute vantage of
- your object. You can zoom your view (on all windows) in and out by
- using 'zoom in' and 'zoom out' from the View menu. This lets you see
- more of your object at once, or just a certain portion. Each zoom in
- or out will double or halve the scale respectively. You can also
- select a numerical zoom by selecting 'set zoom' in the View menu,
- which allows more precise magnification levels by simply typing in a
- number. Zoom in and zoom out are often used, so knowing the keyboard
- equivalents of right-Amiga-i and right-Amiga-o can save a lot of time.
-
- To scroll the views around, you can click in one of the three main
- views, then use the arrow keys to move the view in whatever direction
- you like. You'll notice that if you change one view, the others will
- change as well- all of the views are linked so they show the same
- volume of space. You can also scroll the view by telling Imagine where
- you want the view centered. You select 'Re-center' from the View menu
- and click on where you want the new center of your view to be. Usually
- you click right in the middle of the object or area you're interested
- in. The keyboard equivalent of right-Amiga-. (period) is very
- convenient.
-
- The display that Imagine shows you is very important, as it is your
- interface in dealing with everything in the program. One important
- option is found in the Display menu; it is called "interlace".
- Interlace will change the screen resolution which the display uses. An
- interlaced screen is 400 pixels high, whereas a non-interlaced screen
- is only 200. Unfortunately, the interlaced display will flicker on
- many Amigas. An Amiga 3000 or a "flicker-fixer" equipped Amiga will be
- able to use interlaced mode without the flicker. The interlaced mode
- allows much more detail and more precise location of points, so it is
- by far the preferred mode to work in. Even if you do have a flickering
- display, it is probably worth the annoyance to have the extra
- resolution.
-
- A couple ways to reduce the flicker if you have it: you can muck with
- the monitor's contrast and brightness, or you can change the screen
- colors using the imagine.config file (see my Project tutorial). My
- favorite solution is wearing sunglasses- it works very well indeed,
- and you look cool while using your computer.
-
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- III. Moving Stuff in the Detail Editor
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-
- Knowing how to move your views around is important, as when you're
- manipulating an object you'll find yourself changing your viewpoints
- around constantly. There is a whole new set of commands for moving
- the OBJECTS in the editor around.
-
- In order to manipulate an object, we either have to load an existing
- one or start one from scratch. Imagine comes with several simple
- pre-built objects called 'primitives' that are very convenient to use
- as starting points for creating your own objects. Talking about these
- primitives doesn't really belong at this point in the tutorial, but
- it would be nice to be able to have something to look at and manipulate
- as each of the viewing and manipulation commands are presented.
-
- To make a primitive object, select 'add' in the Edit menu, and
- 'primitive' in the sub-menu. There are six simple shapes that Imagine
- will automagically create for you. They are a sphere, a cylinder, a
- cone, a disk, a plane, and a torus. When you select one, Imagine will
- ask how many points the object should have.
-
- With primitives like a sphere, the more points that define it, the
- smoother its appearance is going to be when rendered. Remember that
- even curved surfaces are made from triangles, and the surface becomes
- better defined with each point added. However, an object with more
- points than are necessary can become a burden; drawing the object in
- the editor takes more time, and although the final rendered picture
- with be higher quality with extra points, it will also take longer.
- Thus, when you add new primitive objects, Imagine asks what level of
- detail you would like.
-
- For example, the sphere primitive asks how many circle sections and
- how many vertical sections will make it up. The default is a
- reasonable number of defining points. If you were looking for a higher
- quality sphere because you were going to zoom in very closely to it,
- you might use extra points. If the object is going to sit in the
- background and not be examined closely, you might select fewer points.
- Most of the time, the defaults serve as a nice compromise, but you are
- much more likely to simplify the object as opposed to increase the
- default level of detail. The plane primitive in particular lends
- itself to simplification- most of the time you can bear with defining
- the simplest plane possible (2 triangles) as opposed to the
- overburdened default of a grid of 200 triangles.
-
- Each primitive lets you define the numbers of points that define it;
- the parameters that you can vary are all pretty self-explanatory. For
- example, the cylinder lets you define how many points are to form the
- circle around the rim, and also how many sections the body of the tube
- should be defined as. Other options (available for some primitives)
- are simple flags that define whether to close the ends of the cylinder
- (to create a hollow tube versus a log) or to 'stagger points' in some
- models. Staggering points increases the smoothness of curves- you
- should almost always leave it on. Note that the disk and the plane
- are actually flat objects- the others all have depth. All objects also
- let you define their size; this is quite straightforward.
-
- When you have loaded an object or added a primitive, you'll notice
- that you can see each point and edge in the wireframe. In addition,
- you'll see an AXIS, usually near the center of the object. In Imagine,
- EVERY OBJECT HAS IT'S OWN INDEPENDENT AXIS. An object's axis helps
- Imagine determine which way an object is facing, how it is scaled, and
- even what it's position is. Imagine doesn't understand what the
- objects ARE; it doesn't realize that a complex object like an airplane
- should orient itself with wheels down instead of balanced sideways on
- a wingtip. The axis actually defines the object's position; if you
- ask Imagine to move an object, Imagine really just moves the axis, and
- the object's points, edges, and faces are dragged along with it. When
- you rotate an object, the rotation occurs around the object's axis, as
- opposed to the world's absolute reference system. Scalings, where you
- change the size of the object, also use the object axis as a basis.
-
- When you want to manipulate a certain object, you have to tell Imagine
- which one (or ones!) that you're interested in, since you might have a
- dozen different object loaded at once. The way of choosing an object
- so you can manipulate it is just by clicking on it's axis. The object
- will turn a pretty blue color (or sometimes purple- more later!) which
- indicates that the object is chosen- any manipulation commands will
- be done on this one object. The object is said to be "picked", and
- Imagine knows that you want to apply commands to this object as
- opposed to another.
-
- Once you've picked an object, the most common manipulations are to
- move it around, rotate it, or scale it. These basic commands are often
- used, so Impulse has made it pretty easy to do. When you have a
- selected an object, you type the letter 'm' for move. The object will
- disappear (!) and be replaced by a big yellow "bounding box" which
- encloses the volume where your object was. This bounding box
- represents the size, shape, position, and orientation of your object.
- Since the box is so simple to draw, Imagine can update it in realtime
- as you manipulate it, allowing you to position it quickly and easily.
-
- After selecting the object and pressing "m", Imagine knows you want to
- move the object. Putting the cursor in any of the three main views,
- pressing the left mouse button and then dragging the mouse will drag
- your object in the direction you move. You do not have to click on the
- yellow box; anywhere in the view is fine. You can keep moving the
- object as long as you like; you can let go of the mouse button, move
- the pointer to another position in any of the three views, and
- continue moving the object. You are also welcome to zoom in and out,
- make one view full-screen, or re-center your views at any time. When
- you are finally done moving your object, pressing the space bar will
- accept the change and your object will be displayed as a wireframe in
- it's new location. If you've made a mistake, you can press the ESC
- key instead of the space bar. This also exits the move mode, but the
- object's position is unchanged from where it was before you started to
- move it. This is obviously useful for fixing mistakes or changing your
- mind.
-
- Two other commands work much like move: rotate and scale. If you
- select your object and press "r", you will rotate your object, and
- you'll see the yellow bounding box spin as you drag the mouse with the
- button down. You can also change spin axes (to pitch or bank the
- object, as opposed to yawing it) by pressing "x", "y", or "z" to
- define which axis you want to rotate around. All rotation is done
- around the OBJECT'S axis.
-
- Scaling is done by selecting "s" and dragging the mouse. Again,
- scaling is done relative to the OBJECT's axis. If the axis is in the
- center of the object, the object will grow in all directions. If it is
- at the bottom, the object will grow up and out, but not down.
-
- Each of these three commands (move, scale, and rotate) can be called
- either when you've picked an object or during any other move, scale,
- or rotate command. For example, you might pick an object, press "m"
- to move the object, position it in a new place, press "r" to spin it,
- then "s" to scale it. You do not have to press the space bar after
- every change; only after you are finally satisfied with the new
- location, size, and orientation of your object do you want to press
- the space bar to accept the changes you've made. Aborting by using
- the ESC key will remove all of the changes (movements, rotations, and
- scalings) that you've made.
-
- These manipulation commands are easy to use, and they have other
- controls that make certain manipulations even easier. At the bottom of
- the screen, there is a status bar that will highlight which mode
- you're in. If you are moving, the "M" in the "M=Move" at the bottom
- of the screen will be highlighted, and the "R" and "S" highlight when
- you're rotating or scaling.
-
- The "x", "y", and "z" commands that allow you to change rotation axes
- also work in moving and scaling. They act in these two modes as
- toggles- when you start a move, you are free to move it in all three
- directions, X, Y, and Z. You might want to restrict a direction of
- motion, though, if for example you are moving a table along a floor
- and you didn't want to accidentally lift the table into the air as you
- moved it left and right. Pressing the "x", "y", and "z" keys will
- toggle the allowable directions on and off, so pressing "z" will
- anchor the table's height, and pressing "z" again will allow you to
- lift it up if you change your mind. This also works in the scaling
- mode; if you want to make an object narrower without changing its
- height, you might toggle "z" and scale the object down. With the "z"
- toggle off, the object will maintain it's Z height, but will shrink in
- the X and Y directions. At any time, the display at the bottom of the
- screen shows the letters "X-Y-Z" and highlights the directions that
- are "active" or changeable.
-
- A related shortcut is using the capital letters "X", "Y", and "Z",
- which set the toggles to allow movement and scaling in one direction
- only. If you wanted to lift a table straight up, you just type "Z"
- and the table will be free to move up and down, but not in the X or Y
- directions. This method of setting the toggles overrides whatever
- position they were set in before, but you can use the individual
- toggles afterwards to set whatever freedoms you like.
-
- Imagine gives you even more flexibility if you want to use it.
- Whenever you move, rotate, and scale an object, it is based on a
- certain coordinate system. The default is to use the standard
- coordinate system- the set of axes that is fixed in place and shown at
- the bottom left of the three main views. This is called the "world"
- coordinate system. However, each object has it's own "local"
- coordinate system, defined by it's own axis. Imagine allows you to use
- a local coordinate system instead of the world system if you like.
-
- For example, if you have an object in the shape of a plane, the local
- coordinate system probably has the Y axis (going front to back) in
- line with the main fuselage of the plane. Using "r" to rotate the
- plane, you can easily position it so that it is angled up like it is
- climbing into the sky. If you then wanted to move it in a straight
- line along it's "flight path", the direction it's pointing, you could
- select move, and try to judge by eye the new position in the direction
- in front of the plane. If, instead, you select local mode (by using
- "l") and restrict motion along the Y direction by typing "Y", the
- plane will move smoothly along the line it's pointed along. In the
- world coordinate system, it's moving in both the Y and Z directions,
- but in it's local coordinate system, it's moving only in it's Y
- direction.
-
- To switch between coordinate systems, you just type "l" and "w"
- whenever you want to change. The current coordinate system has L or W
- highlighted at the bottom display just like the X-Y-Z indicators.
- Many times the local and world coordinate systems will be the same, so
- one is equivalent to the other.
-
- One final option when you're manipulating objects allows you to
- manipulate the axis of the object independently. If you want to move,
- scale, or rotate an object's axis [without simultaneously affecting
- the object!] you can use "M", "R", and "S", the capital letter
- versions of the object manipulation commands, to affect only the axis.
- There are some occasions you might want to do this for fancy tricks,
- but most of the time, you just want to move the axis around just so
- that it lies near the center of your object.
-
- The standard commands to move, rotate, and scale objects have been
- streamlined for ease of use since they are performed so often.
- Sometimes, however, they are somewhat lacking, especially when you
- need precise control over how your object is to be manipulated. For
- the precise control of object manipulation, Imagine has a special
- command called "Transform" which allows you to numerically control
- your object as opposed to judging by eye.
-
- The transform command works much like the standard interactive
- commands in that you first select your object (by clicking on it's
- axis) and then telling Imagine what to do to it. To enter the
- transform command, you click on the object (it becomes blue or purple)
- and pull down the menu item "transform" from the Object menu. A small
- requester will appear. You have six options you can choose from:
- translate, rotate, scale, position, alignment, and size. You also
- enter X, Y, and Z arguments.
-
- Translate takes the X, Y and Z arguments and moves (translates) the
- object that distance.
-
- Rotate will rotate the object around the axis you specify by an amount
- (in degrees) you specify in X, Y and Z. Performing more than one
- rotation at once is legal, but it is easy to make mistakes in final
- orientation. If you rotate around more than one axis at once, the Z
- rotation is performed, then the X rotation, then the Y rotation.
-
- Scale will scale your object by a certain factor. To double the size,
- just enter 2 in each of the X, Y, and Z boxes. A negative number is
- completely legal, and if one or three of the scalings is negative,
- you'll actually get a scaled mirror image of your original object.
-
- Position is like Translate in that it moves your object. Instead of
- moving a certain distance, however, it moves to absolute world
- coordinates.
-
- Alignment is also absolute; it will rotate your object in whatever way
- necessary to align in the direction you specify, regardless of the
- original orientation. Setting X, Y, Z all to zero will make the object
- line up exactly with the world axes.
-
- Size is again absolute. It uses the axis size as a benchmark, and will
- scale the object (and it's axis) to an absolute size. The "default"
- size that all axes start out at is 32 Imagine Units, so entering an
- XYZ size of 32 32 32 will bring most objects back to their virgin
- sizes.
-
- To use any of these sub-commands, just click on the box next to it's
- name and type in the appropriate X, Y, and Z arguments in the boxes to
- the right. Selecting "OK" will perform the manipulations, "cancel"
- will abort without affecting your object.
-
- You have the option to use world or local coordinates, just as in the
- interactive commands; just click on either box to decide. The default
- is the world system. You can also manipulate only the axis (like the
- capital letter commands in interactive manipulation) by selecting
- "transform axis only."
-
- Most manipulations use the interactive controls, and the
- transformation requester is used only for accurate, measured changes.
-
- One problem that you may run into after an interactive or a
- transformed manipulation is a "dirty" screen. Imagine erases the old
- object from before your move or scale or rotate, and draws it in the
- new position. However, to save time, it will not redraw any other
- wireframe object that was in view. This means that the areas were the
- old object intersected any other object in the view will be blank;
- part of the other object will be erased. If you want to check to see
- if this is the case, you can select "Redraw" from the Display menu,
- which will redraw all of the objects, eliminating the problem. One
- case where this is almost necessary is when you have multiple copies
- of an object at the same place. If you move one copy, the other isn't
- redrawn. Since it was in the exact same location as the old, erased,
- object, it looks like it has disappeared! This is easy to fix with
- redraw. It is another oft-used command, so knowing the keyboard
- equivalent of right-Amiga-r is handy.
-
- A problem you'll run into when manipulating complex objects is the
- sheer time it takes to redraw the wireframe model (in three views).
- Imagine has a way to speed the display of these objects- it shows
- the bounding box of the object (like the one shown in interactive
- manipulation) instead of the wireframe. You LOOSE the detailed view
- of your object, but you can still see the position, size, and
- orientation. To make an object "quickdraw" in this mode, you can
- use three commands in the Functions menu. "Quickdraw all" will make
- all of the objects display in quickdraw mode. "Quickdraw none" will
- make all objects display the normal wireframe. "Quickdraw pick" will
- make your picked (blue or purple highlighted) object display in
- quickdraw mode. These quickdraw boxes are very handy, and since
- they can be toggled at any time in the Detail Editor, it makes sense
- to use them when screen updates start to get too slow.
-
- -------------------------------------------------------------------------
- IV. Harvesting and Sorting with Pick
- -------------------------------------------------------------------------
-
- Since you can have many objects loaded at once, there has to be a way
- for you to tell Imagine what object or objects you want to deal with.
- You've done this already, by clicking on an object's axis, and
- watching it turn color. This shows that the picked object is ready to
- be manipulated on.
-
- What if we want to manipulate more than one object at a time? A
- standard way to "multi-pick" things (like icons in AmigaDos, or
- objects in Imagine) is to use the shift key. By holding the shift key
- as you click on objects, Imagine knows you want ALL of them picked,
- not just the latest one. In fact, if you press the shift key, the
- display line at the top of the screen will change to show how many
- objects are picked. Commands will affect all of the picked objects,
- not just one. In the case of moving, scaling, and rotating more than
- one object, the FIRST picked object's axis defines the basis of all
- the manipulations, as well as the local coordinate system for
- manipulating all of the objects.
-
- There are easier way to pick many objects than by repeatedly clicking
- on each object's axis. Imagine allows you to change how objects are
- picked by the "Pick Method" submenu in the Modes menu. The default is
- "click", which means that when you click directly on an object's axis,
- it will become picked. Other methods of picking can be chosen from
- the pick method submenu. If you use "drag box", instead of clicking on
- the object axes, you should press and hold the mouse button while
- dragging the mouse. A large box will follow your mouse, and when you
- release the button, an object within the box will become picked. If
- you press and hold the shift key when you release the mouse button,
- ALL of the objects within the box will become picked.
-
- Lasso is similar, but more versatile. You press and hold the button
- while drawing a large circle or oval or squiggly shape. When you
- release the button, an object within the region you've drawn will
- become picked. Again, you can hold the shift key to pick ALL of the
- objects within.
-
- A final option in the pick method submenu is called "Lock". Lock isn't
- a method of picking; it really has more to do with when moving picked
- objects. Lock is a flag; you can toggle it on and off by selecting it
- from its submenu. When Lock is on, any moved object will snap to the
- nearest grid location when released. This is automatic and is easier
- than using the one-time "Snap to Grid" (described later, I promise!)
- again and again when you're trying to get precise placement.
-
- Two other utility commands can be found in the Pick/Select menu.
- "Pick all" will pick ALL of the objects in your workspace. "Unpick
- Last" will allow you to remove the last object you picked from your
- set of picked objects. This is handy when you pick one too many
- objects and you want to unpick the last one you chose.
-
- It is easy to pick objects or sets of objects using the different pick
- methods. There is actually another powerful way to change what object
- or objects are picked; it is called "select." There is a very, very
- important difference between a "picked" object and a "selected"
- object; you've been using pick to highlight objects and manipulate
- them. Select is sort of a pick-wanna-be.
-
- One problem that can occur is when two object axes are directly on top
- of each other. If you click on the common axis location, one of the
- objects will become picked. (The first one that was created or loaded
- into the Editor). If you click again, the same object will remain
- picked and the second object will just sit there. If you hold the
- shift key and click on the common axis again, the second object WILL
- be picked, but now BOTH objects are picked. If you want to pick just
- the second object and not the first, you can either MOVE one object
- just to uncover the other axis, or you can use select.
-
- There is a solution when picking (or unpicking) objects becomes
- awkward (or impossible!). SELECT allows you to control what objects
- are picked by allowing you to add and remove objects from your set of
- picked objects one at a time.
-
- Think of buying lunch at a cafeteria, and you pick which food you want
- to eat. One way of "picking" food to add to your tray is by having the
- lunch worker point to each of the cafeteria's food bins, and saying
- "No, the next one, the next one, the next one- yes! That one!" as the
- worker points to the foods in turn. As the worker selects item after
- item, you can choose to PICK the item he's pointing to at any time.
- The analogy extends; What if your arms are full of cafeteria food and
- you want to put some back? Your arms are busy holding all the food;
- you can't easily grab an item and put it down. You can, however, ask
- a friend to "unpick" the item for you. If your friend has trouble
- with big words (like the names of food), he can just point at each
- food in your arms in turn until he points to the granola yogurt you
- want to put down. You then say "Yes, yes! Get rid of that!"
-
- This is exactly what select allows you to do. Your arms are full with
- picked objects. You can't just click on an object to "unpick" it
- because Imagine thinks you're just making sure you have it picked. You
- also might have problems indicating the right object to pick, as in
- the case of two objects on top of one another. The major difference
- between the the cafeteria and Imagine is that your mentally challenged
- friend is also the cafeteria worker, and will point to both types of
- objects for you.
-
- Select works by allowing you to highlight different objects in a
- controlled way. A "selected" object might be picked or not; A normal
- object is white, a selected object is orange, a picked object is blue,
- and a picked AND selected object is purple.
-
- Only one object is ever be selected at once, which is helpful in
- reducing confusion. The commands for selecting objects are completely
- different from those of PICKing objects; the whole point of select is
- that sometimes the methods used to pick objects are awkward, and
- select gives you an alternative way to pick them.
-
- The easiest and most common method of selecting an object is by using
- two commands, "Select next" and "Select previous", both found in the
- Pick/Select menu. Using "Select next" repeatedly will cycle through
- all of the objects in the order that they were created or loaded.
- This command does NOT care whether the object is picked or not; it
- will select all objects one at a time. "Select next" is often a
- command you want to repeat, so knowing the keyboard shortcut of
- right-amiga-n is almost necessary. By repeatedly using select next,
- ANY object can be selected because Select next will eventually reach
- it. "Select previous", right-amiga-p, will select objects in the
- opposite order, in case you overshoot with select next. One
- convenience is that when an object becomes selected, your view will
- jump to center the object on the screen, always allowing you to see
- what you just selected.
-
- When an object is selected, there are certain commands that will cause
- it to become picked or un-picked. The most common command is called
- "pick select", which can be found in the Pick/Select menu. When you
- use this menu option, the selected object will become picked. If the
- selected object is picked and you want to un-pick it, you can use
- "unpick select" from the pick/select menu to unpick it.
-
- "Select next" is kinda klunky, especially if you know exactly what
- object you want to select. One quick command that is sometimes useful
- is "Home", which selects the very first object you created or loaded
- into the Editor.
-
- Two other useful commands to quickly select specific objects are "Find
- by Name" and "Find requester", both found in the Functions menu. "Find
- by Name" allows you to type in an object's name (assigned in the
- Attributes requester, more later) and your view will shift to center
- on the object you named. In addition, the object becomes selected,
- allowing you to pick-select or unpick-select it. The "Find by
- Requester" does the same thing except it displays the names of all of
- the currently loaded objects, and you just click on the name you want
- to select. This requester is also useful because it tells you the size
- (# of points, edges, and faces) of each object, which is an excellent
- judge of object complexity. It's also fun to say "Cool! My tomato has
- 1,821 points!"
-
- -------------------------------------------------------------------------
- V. Hierarchies and Complex objects
- -------------------------------------------------------------------------
-
- With complex models, sometimes you don't want to make one huge, mungo
- object to represent the entire model. You might want to make a forest
- object that has 20 trees in it, and it seems silly to carve the whole
- thing out of one block. Or, you might be building an object that is
- logically a bunch of separate parts, like a clock with a face, a
- pendulum, two hands, and a frame.
-
- Another important ability you might want is to be able to give
- different parts of a complex object different attributes, or colors.
- Imagine lets you color and define the look of your objects in
- different ways, and you can even tell it to make different parts of
- the same object look different. But when you're building something
- like a window, the glass panes are considerably different than the
- wood frames; it is easier to define each as a separate object then
- somehow group them together.
-
- There is a function that lets you do exactly this- group objects
- together. When you have a model that you want to make (and keep!) in
- separate sections, Imagine allows you to establish a group of objects
- which will stay together. It allows you to treat the group as an
- entire ensemble (if you want to move everything, or apply a command to
- the whole set), or you can pick out one particular object and deal
- with it independently.
-
- Grouping is very easy to do. If you want to group two objects
- together, you click on one object, then press the shift key and click
- on the other. Remember that this is just the method of picking more
- than one object at once. When you have multi-picked the objects, you
- select "group" from the Object menu. A purple line will appear joining
- the axes of the objects. The first object that was selected becomes
- the "parent" of the group. If you group more than two objects, the
- purple "group" lines all run from each "child" object to the parent
- object. This lets you see which axis to click on to pick the entire
- group. Sometimes it is nice to assign a lone axis as the parent of a
- group, especially when no part of a group really doesn't lend itself
- to being a parent.
-
- Splitting a group back into it's component parts is also easy; just
- pick the group by clicking on the parent. The entire group will become
- picked, and selecting "Ungroup" from the Object menu will split the
- group. The purple joining lines will disappear, and each child will
- be independent again.
-
- Once a group is made, it can be treated almost identically to an
- ungrouped object. You can pick it (by clicking on the parent) and the
- entire group will become highlighted. You can then move, scale, or
- rotate the entire group as a whole. If you click on a CHILD object,
- the child will be picked, but not the group. You can then move, scale,
- or rotate it independently of the group, assign it individual
- attributes, or perform a command on it independently of the rest of
- the group. Even when you move the child object around, it will STAY
- grouped; you must use "ungroup" to ungroup objects. There are modes
- where you can pick parents separate from their children; this is
- described in the next section.
-
- In addition, you can make groups of groups. Or groups of groups of
- groups. This is done exactly the same as before; you can pick one
- group, multi-pick a second, and group them. Having these multi-layer
- groups is sometimes very useful. One excellent example would be in
- modeling a human figure. You might make a finger group that contains
- all of the knuckles, a hand group including a palm, four finger
- groups, and a thumb group, an arm group consisting of a hand group, a
- wrist, a forearm, and an elbow, and a body group consisting of a head
- group, a torso, two leg groups, and two arm groups. This kind of
- nested grouping is called a "hierarchy", where the body is the
- great-granddaddy of a knuckle. One great advantage is obvious when you
- want to move an arm. You pick the arm, and rotate it around the
- shoulder. All of the arm's children follow it, so the arm moves as a
- whole. You do NOT have to move 15 knuckles, a palm, a wrist, a
- forearm, and so on. If you want to adjust a finger, you can manipulate
- it and the knuckles will move together, but the arm will be
- unaffected. If you move the main parent body group, everything follows
- along as if the body were just one solid object, as opposed to dozens
- of parts. Hierarchies are obviously suited for complex models.
-
- Groups are useful when you have sub-parts of an object you want to
- keep together. Sometimes grouping simple objects is still useful even
- if there is no hierarchy to follow, since the individual objects are
- free to move apart from the parent, and can easily be assigned different
- attributes.
-
- For example, if you're designing a human face, you might cause the
- eyeballs in the head to be an additional grouped object as opposed to
- just molded into the main face. Later, if you wanted to change the eye
- (make it a different color, or replace it with a different type of eye
- (chrome eyeballs! Cool!)) you can easily select the eye and change or
- replace it. This advantage compounds the other advantages of grouping;
- you can later animate the eyes looking in different directions, and
- you can easily change the attributes or texture of the eye while
- leaving the face undisturbed.
-
- -------------------------------------------------------------------------
- VII. Pick, Add, Drag. Pick, Add, Drag. Geez, how boring!
- -------------------------------------------------------------------------
-
- There are some useful commands that act on picked objects other than
- just moving, rotating, and scaling. Two of the most obvious are "Load"
- and "Save". Load will load a new object in from disk- it will give you
- a file requester which you can choose the filename from. The most
- common place to put objects are in your "objects" subdirectory in your
- project directory.See the Project Editor tutorial for the complete
- Imagine file structure.
-
- Am important suggestion; use descriptive names and extensions. I
- talked about this a lot in my Project tutorial, but it's worth
- repeating. "Obj1" is going to mean nothing to you an hour from now.
- "tablecloth.iob" tells you that this is an Imagine object of a
- tablecloth- a useful description. Some suggested file extensions:
-
- .iob Imagine Object. Loads into the Detail Editor
- .iout Imagine Object which is a faceless outline
- .ifm Imagine Form. Loads into the Form or Detail Editor
- .iff Amiga picture or brush (standard)
- .ham Amiga picture or brush in Hold-And-Modify format
- .iff24 24-bit Amiga picture of brush. Highest quality.
- .spth Imagine spline path
- .lpth Imagine line path
-
- Save will take the picked object or group and save it onto disk.
- Note that GROUPS will save as one big group, as long as you have the
- whole group picked by clicking on the parent. You can give the saved
- object or group any name you want, and you'll probably want use an
- extension of ".iob". If you pick a child of a group and save it,
- you save ONLY that object (and its children), and NOT the entire group
- it belongs to.
-
- Another command you can apply to picked objects is "Snap to Grid" from
- the Functions menu. It operates on all picked objects, moving each of
- them so that their axis lies on top of the nearest grid intersection.
- This is very useful in trying to line up objects or for precise
- positioning. This is much like a one-time "Lock".
-
- There are a few other utility object commands. "Cut", "Copy", and
- "Paste" are found in the Object menu. "Cut" will remove your object
- from the Imagine world and store it in memory. When you select
- "Paste", the object will be re-inserted into the world at the same
- place it was prior to the cut. In fact, the object is STILL retained
- in memory, so you can move the restored object around and use "Paste"
- again to get a second copy to manipulate. You can repeat "Paste" as
- many times as you like to get copies of objects. "Copy" is like cut,
- except the object is not removed from the world after being copied to
- memory. You can use "Paste" to add multiple copies to the world.
-
- Since the pasted objects are all put in the same location, often
- you'll have to move one copy to get to the next. Judicious use of
- "Redraw" can help in showing exactly what copies are still floating
- around.
-
- An incredibly useful command for making complex objects is called
- "Join", which can be found in the Functions menu. If you pick two or
- more objects, join will assemble them into one single object. The
- new conglomerate object will have use the axis of the first object
- that was picked, and will contain all of the points, edges, and faces
- of all of the joined objects. Joined objects are difficult to
- unjoin later, so only use it when you WANT a solid object. Join
- is used constantly- you might build a car with the body sides, and
- "join" on a side mirror, then join the roof on, then join the floor.
- Remember the advantages of groups though; you probably DON'T want
- to join the tires to the car; if you group them you can rotate them
- later, as well as define the chrome hubcap separately from the car's
- paint and the rubber tire.
-
- "Merge" is also found in the Functions menu. It is more of a utility
- command. It will remove any duplicate faces, edges or points in your
- object. Especially after you JOIN objects, you might have a lot of
- points lying on top of one another. Merge removes these extra,
- unneeded points, speeding rendering and even display in the editors.
- Merge also helps Phong shading; more about Phong shading in the soon
- to come Attribute Tutorial.
-
- Delete is pretty obvious command. It can also be found in the Functions
- menu. When you use delete, every picked object will be removed from the
- world. This command is used a lot to get rid of cruft and deadwood, so
- knowing the keyboard shortcut of right-amiga-d is useful.
-
- As with all of the editors, Imagine has one level of "Undo", which can
- be selected from the Project menu. When using dangerous commands like
- Delete, being able to recover from the command is important. Undo will
- work with almost any command. You can also undo an undo, reinstating a
- command you decided you wanted anyway.
-
- -------------------------------------------------------------------------
- VIII. Spraypaint and Picture Frames
- -------------------------------------------------------------------------
-
- The low-level commands to create and manipulate objects are sufficient
- to create any model you can think of. An additional level of control
- you have is the ability to define the surface color and attributes of
- your object. A flat plane might be made of two triangles, but
- depending on how you set the attributes of the plane, it might render
- as a pane of glass, a reflective mirror, a wood tabletop, a piece of
- graph paper, or a picture of your grandmother. Defining the surface
- characteristics of objects gives them their character. Luckily,
- Imagine gives you excellent control of these attributes.
-
- Every object has a set of attributes that can be modified. In a group,
- every object can have different attributes from the parent; when you
- select a group, you only modify the parent's attributes. To change any
- attributes, just pick an object and select "Attributes" from the Object
- menu. A requester will appear, and you can select different properties
- to change. In addition, you can place brush maps and textures on the
- object, as well as add or change the object's name.
-
- Choosing and setting attributes is immensely important to make your
- objects look good. Setting textures and especially brushmaps give you
- near-infinite control on what your object's surface looks like. I
- have written full tutorials on both the use of texture and brushmaps,
- and plan to write one on setting attributes. The choices in the
- attributes requester are so important that they deserve a tutorial
- unto themselves. I haven't written the attribute tutorial as of today
- (6/11/91), but look for it by the end of July.
-
-
- -------------------------------------------------------------------------
- IX. A Mode for Every Season
- -------------------------------------------------------------------------
-
- The basic commands to pick, move, and view the world and everything in
- it are very important, as they are used constantly. The actual work
- you perform in building objects depends on the user changing the view
- and manipulating the objects almost without thought.
-
- No matter how good we are at manipulating objects and changing the
- view, using these commands will never BUILD an object for us. To do
- this, Imagine has different MODES that it performs different actions
- in. Some modes allow us to manipulate objects and groups, as we have
- been doing already. Other modes let us pick and manipulate not
- objects, but the POINTS of an object, or the edges, or the faces.
- Still other modes let us drag points around in different ways. Some
- let us add NEW points, edges, and faces. (Aha! So that's how we can
- build our own objects!)
-
- These modes are easy to change; you can just pull down the Mode menu
- and select which mode you would like to be in. The current mode is
- always displayed in the status line at the top of the screen; this is
- often handy when you get confused about what you're doing. The
- keyboard equivalents for changing the current mode all use right-Amiga
- and a digit; this makes the keypad become a "mode selector" if you
- don't want to use the pull-down menus and have stuff it takes to
- remember which digit is which mode. Personally, I don't have the
- stuff, so I bear with the pulldown menu rather than strain my poor
- brain.
-
- The default mode is "Pick Groups", which means that whenever you click
- on a group, it will be picked. (Simple!) If you want to pick
- individual objects, EVEN IF THEY ARE THE PARENT OF A GROUP, there is
- a mode called "Pick Objects." Just select it from the mode menu, and
- now when you click on any object (in a group or not, child or parent)
- it will be selected. You cal obviously multi-select it using the shift
- key. When you are dealing with ungrouped objects, "Pick groups" and
- "Pick objects" work identically.
-
- Different modes let you deal with the different parts of an object. Up
- until this time, we've always dealt with entire objects at a time. We
- could rotate, scale, and move them, add them, group them, and delete
- them, though we could not affect their basic structure. The remaining
- modes all work on PARTS of objects, not objects themselves. One
- important note is that to even enter these other modes, you must have
- selected at least one object (or group) for the new modes to act apon.
-
- You'll also find that I consistently lied to you in most of the
- previous sections. I always referred to picking objects as opposed to
- picking anything else. ALL of the pick and select commands except Find
- work equally well in picking faces, edges, or points as opposed to
- just objects or groups. Most other commands like Delete will work on
- the parts of an object as well.
-
- One new mode is "Pick points." If you pick an object or group and
- enter the pick points" mode, the object will turn white (the object is
- NOT picked anymore!) and it's points will all become visible (they
- will show up as small squares.) Now you are in a different mode; you
- are no longer picking and selecting OBJECTS, you are dealing
- exclusively with points. You can then click on the points which will
- turn orange as you pick them. You can use the shift key to multi-pick,
- or the lasso and drag box to grab many points at once. You can also
- select points, and use all of the selection tools to help you get any
- subset of points you want. Selected points are green, picked points are
- orange, and picked and selected points are yellow.
-
- When you're picking points, edges, or faces, Imagine will work ONLY
- with the points, edges, or faces in the object that was picked before
- you chose the "pick points (or edges or faces)" mode. This prevents
- you from confusing one object's points with another's. When you scroll
- around your view or redraw the screen, the other objects won't even be
- updated, so don't get scared if they seem to disappear. When you
- re-enter pick objects or pick groups mode, all of the objects will
- re-appear.
-
- Just because you can pick something doesn't mean you can perform every
- command on them. In the case of points, you can delete your picked
- points, or use the transformation requester to translate them;
- interactive dragging is actually another mode of it's own, though.
- When you delete a point, you delete any edges and faces that that
- point help form. You cannot do things to selected points that make no
- sense (like grouping them, or saving them to a file)- that's just
- weird.
-
- You can perform some other commands that aren't applicable to objects
- as a whole, however. For example, a very useful command is called
- "split." It takes the selected points, removes them from the
- original object, and gives them their own axis. In effect, the
- original object is split into two parts defined by the points you
- picked. Any connecting faces or edges are deleted (two objects do NOT
- share!). This might be very useful when you have a logo and want to
- pull one letter out of the object to do something special with it.
-
- One command that is unique to pick points mode is "taut", which is
- found in the Functions menu. If you select three or more points and
- select "taut", the middle points will jump to the line segment defined
- by the first and last points. This command might be useful to line up
- a bunch of points in a straight line quickly. Taut does NOT work with
- anything other than picked points.
-
- Picked points can be manipulated with the Transform command. The
- picked points can be translated, scaled, rotated, and positioned
- INDEPENDENTLY of the rest of the object. Rotations and scalings all
- use the object's axis as a reference point. Absolute positioning will
- move the FIRST point you pick to the location you choose, and the
- rest of the picked points will be translated an equal amount. Interactive
- dragging is accomplished using the "drag points" mode.
-
- Picking edges is similar to picking points, except to specify an edge
- you just click on the two points that make it up, or lasso or drag box
- the entire edge. Just like points, you can't perform every command on
- them. You can delete them and split them.
-
- You CANNOT translate edges or use taut on them. Deleted edges will
- delete any face they belong to, but the points in the edges will NOT
- be removed.
-
- A new command you cannot perform on points but can use on faces is
- called "fracture." This command is in the Functions pull down menu,
- and is often very useful. The fracture command will take and break
- each edge into two edges, with an additional point added to the
- midpoint of each selected edge. This command is very useful when you
- need to increase the detail level at a certain area of an object; the
- extra edges that appear allow you to manipulate them to add finer
- details and structures.
-
- Select Faces is again pretty straightforward. You must click on ALL
- THREE of the points that make up the face to select it. Fracture works
- very well on faces; it splits each face (one triangle) into four
- triangles defined by the midpoints of the face. The new faces can then
- be manipulated for higher object definition.
-
- Deleting faces removes the faces, but not the edges or points that it was
- made up of.
-
- Picked faces allow you to characterize an object's appearance in local
- areas. The attribute requester normally allows you to give the object
- overall color, reflection, and transparency values. You can actually
- set these for every single face, if you like. You can pick one or more
- faces, select "attributes" from the Object menu, and use the sliders
- to set the color, transparency, and filter values for the face or
- faces.
-
- You will NOT see any change in the appearance of your object when you
- do this, but when you render, the faces you selected will all override
- the default object color with the attributes you selected. A danger is
- that face attributes are somewhat fragile. If you join or merge
- objects or start deleting or adding points to it, all face coloring is
- often lost. To keep this from happening, color individual faces LAST,
- just before saving your object.
-
- A final note about face coloring; don't depend on it for coloring your
- objects in complex ways. Using grouped objects or brush maps is much
- more robust and allows better control. Coloring individual faces is
- useful mostly for quick and dirty attribute definition or for making
- small details that aren't worth the bother of a brushmap or extra
- object.
-
- Both "pick edges" and "pick faces" will allow you to split off the
- selected parts of the object to create two new objects by using
- "split", just as split works with selected points.
-
- Three additional modes are "add points", "add edges", and "add faces".
- Add points will add an additional point to your object in the location
- you click on. Add edges lets you click on TWO points and will add a
- new edge joining them. Add faces mode will let you add a new face to
- an object by clicking on the THREE points that make it up.
-
- "Add lines" mode is a convenient combination of "add points" and "add
- edges". As you click, a new point is added in the location you point
- to, and further clicks will add additional points along with an edge
- joining the latest point to the one that was immediately preceding it.
- Thus, a few clicks around the border of a rough circle will make a set
- of points with the edges following the outline of that circle.
- Carefully clicking on the location of an existing point will cause the
- new line to connect to to that point, so making closed shapes is
- easier.
-
- "Drag points" mode allows you to interactively drag individual points
- in your object around. If you select this mode, you can click on any
- point and drag it to a new location interactively. Any edges or faces
- that this point is connected to will follow the point to its new
- location.
-
- Dragging multiple points is also easy- just use the shift key,
- multi-pick the points by clicking on each in turn, and when you want
- to start dragging them, just release the shift key.
-
- AN IMPORTANT TECHNIQUE: What if you want to select a point or points
- in one view, and drag them in an orthogonal direction? For example,
- you have a plane defined by a horizontal 10 by 10 grid, and you want
- to select a bunch of points from the middle and pull them up. If you
- click on the points from the top view, you can easily select any of
- the points you're interested in, but you can only drag them left and
- right, forward and back. You want to be able to drag them UP.
-
- Here's the method for doing this: it is invaluable, so remember it.
- Whether you want to move one point or a hundred, press the shift key
- to multi-pick the points. Click on the points you want to move in ANY
- view, keeping the shift key depressed. To move all of these points,
- KEEP THE SHIFT KEY DEPRESSED and move the mouse to the view where you
- want to move the points in. Press and hold the left button, then
- RELEASE the shift key. The picked points will move with your mouse for
- as long as you keep the button held down. Releasing the button will
- anchor the points.
-
- In the example with the 10 by 10 horizontal grid, you would press
- shift, click on the points you want in the top view, move to the front
- (or right) view, release the shift key, move the points up, and
- release the mouse button. That's it!
-
- Magnetism, a more complex way of dragging points will be covered in
- the "advanced" Detail tutorial.
-
- One problem with manipulating points, edges, and faces is picking the
- RIGHT point. When the object is complex, the wireframe displays can
- get very cluttered. There is a convenient way of simplifying a view to
- get points out of your view- it is a mode called "hide points". In
- hide points mode, any points you select (with click, drag box, or
- lasso) will disappear from view- they will go away. They still exist,
- they just aren't displayed and can't be picked or manipulated. You can
- "hide" whatever points that get in the way of your work area, then
- change modes, and manipulate the non-hidden parts of your object.
- Selecting "pick objects" or "pick groups" will make the hidden points
- re-appear.
-
- For example, if you're working on a helicopter model and you want to
- work on the rotor alone, you might select "hide points" mode, and use
- the lasso to indicate the main helicopter body. The rotor is left
- alone, and after changing into drag points or select faces mode, it is
- easy to indicate what portion of the rotor you want to deal with
- without accidentally modifying the helicopter body. Selecting "pick
- objects" mode makes the entire helicopter, with the rotor changes,
- reappear.
-
- In theory, you can create any object by adding an axis, then adding
- points, edges and faces. In practice, these are very low level
- commands; you generally use the more powerful commands like "mold" and
- "slice" found in the Object editor. The low level select and add modes
- are built to give you the low level control that you sometimes need;
- however, they are more for defining basic outlines that are then used
- in the more powerful Object commands, or for touching up small details
- on nearly complete objects. The next Detail tutorial will talk about
- these commands.
-
- This file and the text therein is Copyright 1991 by Steven P. Worley.
- All rights reserved. This file may be distributed freely in computer
- or paper form as long as 1) It is unchanged and unedited 2) is
- distributed in its entirely 3) gives proper credit to the author,
- Steven Worley.
-
- ### COLOR RGB
-
- * Subject: Colors
- * Date: Wed, 26 Jun 91 13:00:01 -0600 [7]
- * From: webbs@mozart.cs.colostate.edu (Steven Lee Webb)
-
- COLOR R G B
- --------------------------------------
- alice blue 240 248 255
- aliceblue 240 248 255
- antique white 250 235 215
- antiquewhite 250 235 215
- antiquewhite1 255 239 219
- antiquewhite2 238 223 204
- antiquewhite3 205 192 176
- antiquewhite4 139 131 120
- aquamarine 127 255 212
- aquamarine1 127 255 212
- aquamarine2 118 238 198
- aquamarine3 102 205 170
- aquamarine4 69 139 116
- azure 240 255 255
- azure1 240 255 255
- azure2 224 238 238
- azure3 193 205 205
- azure4 131 139 139
- beige 245 245 220
- bisque 255 228 196
- bisque1 255 228 196
- bisque2 238 213 183
- bisque3 205 183 158
- bisque4 139 125 107
- black 0 0 0
- blanched almond 255 235 205
- blanchedalmond 255 235 205
- blue 0 0 255
- blue violet 138 43 226
- blue1 0 0 255
- blue2 0 0 238
- blue3 0 0 205
- blue4 0 0 139
- blueviolet 138 43 226
- brown 165 42 42
- brown1 255 64 64
- brown2 238 59 59
- brown3 205 51 51
- brown4 139 35 35
- burlywood 222 184 135
- burlywood1 255 211 155
- burlywood2 238 197 145
- burlywood3 205 170 125
- burlywood4 139 115 85
- cadet blue 95 158 160
- cadetblue 95 158 160
- cadetblue1 152 245 255
- cadetblue2 142 229 238
- cadetblue3 122 197 205
- cadetblue4 83 134 139
- chartreuse 127 255 0
- chartreuse1 127 255 0
- chartreuse2 118 238 0
- chartreuse3 102 205 0
- chartreuse4 69 139 0
- chocolate 210 105 30
- chocolate1 255 127 36
- chocolate2 238 118 33
- chocolate3 205 102 29
- chocolate4 139 69 19
- coral 255 127 80
- coral1 255 114 86
- coral2 238 106 80
- coral3 205 91 69
- coral4 139 62 47
- cornflower blue 100 149 237
- cornflowerblue 100 149 237
- cornsilk 255 248 220
- cornsilk1 255 248 220
- cornsilk2 238 232 205
- cornsilk3 205 200 177
- cornsilk4 139 136 120
- cyan 0 255 255
- cyan1 0 255 255
- cyan2 0 238 238
- cyan3 0 205 205
- cyan4 0 139 139
- dark goldenrod 184 134 11
- dark green 0 100 0
- dark khaki 189 183 107
- dark olive green 85 107 47
- dark orange 255 140 0
- dark orchid 153 50 204
- dark salmon 233 150 122
- dark sea green 143 188 143
- dark slate blue 72 61 139
- dark slate gray 47 79 79
- dark turquoise 0 206 209
- dark violet 148 0 211
- darkgoldenrod 184 134 11
- darkgoldenrod1 255 185 15
- darkgoldenrod2 238 173 14
- darkgoldenrod3 205 149 12
- darkgoldenrod4 139 101 8
- darkgreen 0 100 0
- darkkhaki 189 183 107
- darkolivegreen 85 107 47
- darkolivegreen1 202 255 112
- darkolivegreen2 188 238 104
- darkolivegreen3 162 205 90
- darkolivegreen4 110 139 61
- darkorange 255 140 0
- darkorange1 255 127 0
- darkorange2 238 118 0
- darkorange3 205 102 0
- darkorange4 139 69 0
- darkorchid 153 50 204
- darkorchid1 191 62 255
- darkorchid2 178 58 238
- darkorchid3 154 50 205
- darkorchid4 104 34 139
- darksalmon 233 150 122
- darkseagreen 143 188 143
- darkseagreen1 193 255 193
- darkseagreen2 180 238 180
- darkseagreen3 155 205 155
- darkseagreen4 105 139 105
- darkslateblue 72 61 139
- darkslategray 47 79 79
- darkslategray1 151 255 255
- darkslategray2 141 238 238
- darkslategray3 121 205 205
- darkslategray4 82 139 139
- darkturquoise 0 206 209
- darkviolet 148 0 211
- deep pink 255 20 147
- deep sky blue 0 191 255
- deeppink 255 20 147
- deeppink1 255 20 147
- deeppink2 238 18 137
- deeppink3 205 16 118
- deeppink4 139 10 80
- deepskyblue 0 191 255
- deepskyblue1 0 191 255
- deepskyblue2 0 178 238
- deepskyblue3 0 154 205
- deepskyblue4 0 104 139
- dodger blue 30 144 255
- dodgerblue 30 144 255
- dodgerblue1 30 144 255
- dodgerblue2 28 134 238
- dodgerblue3 24 116 205
- dodgerblue4 16 78 139
- firebrick 178 34 34
- firebrick1 255 48 48
- firebrick2 238 44 44
- firebrick3 205 38 38
- firebrick4 139 26 26
- floral white 255 250 240
- floralwhite 255 250 240
- forest green 34 139 34
- forestgreen 34 139 34
- gainsboro 220 220 220
- ghost white 248 248 255
- ghostwhite 248 248 255
- gold 255 215 0
- gold1 255 215 0
- gold2 238 201 0
- gold3 205 173 0
- gold4 139 117 0
- goldenrod 218 165 32
- goldenrod1 255 193 37
- goldenrod2 238 180 34
- goldenrod3 205 155 29
- goldenrod4 139 105 20
- green 0 255 0
- green yellow 173 255 47
- green1 0 255 0
- green2 0 238 0
- green3 0 205 0
- green4 0 139 0
- greenyellow 173 255 47
- honeydew 240 255 240
- honeydew1 240 255 240
- honeydew2 224 238 224
- honeydew3 193 205 193
- honeydew4 131 139 131
- hot pink 255 105 180
- hotpink 255 105 180
- hotpink1 255 110 180
- hotpink2 238 106 167
- hotpink3 205 96 144
- hotpink4 139 58 98
- indian red 205 92 92
- indianred 205 92 92
- indianred1 255 106 106
- indianred2 238 99 99
- indianred3 205 85 85
- indianred4 139 58 58
- ivory 255 255 240
- ivory1 255 255 240
- ivory2 238 238 224
- ivory3 205 205 193
- ivory4 139 139 131
- khaki 240 230 140
- khaki1 255 246 143
- khaki2 238 230 133
- khaki3 205 198 115
- khaki4 139 134 78
- lavender 230 230 250
- lavender blush 255 240 245
- lavenderblush 255 240 245
- lavenderblush1 255 240 245
- lavenderblush2 238 224 229
- lavenderblush3 205 193 197
- lavenderblush4 139 131 134
- lawn green 124 252 0
- lawngreen 124 252 0
- lemon chiffon 255 250 205
- lemonchiffon 255 250 205
- lemonchiffon1 255 250 205
- lemonchiffon2 238 233 191
- lemonchiffon3 205 201 165
- lemonchiffon4 139 137 112
- light blue 173 216 230
- light coral 240 128 128
- light cyan 224 255 255
- light goldenrod 238 221 130
- light goldenrod yellow 250 250 210
- light gray 211 211 211
- light pink 255 182 193
- light salmon 255 160 122
- light sea green 32 178 170
- light sky blue 135 206 250
- light slate blue 132 112 255
- light slate gray 119 136 153
- light steel blue 176 196 222
- light yellow 255 255 224
- lightblue 173 216 230
- lightblue1 191 239 255
- lightblue2 178 223 238
- lightblue3 154 192 205
- lightblue4 104 131 139
- lightcoral 240 128 128
- lightcyan 224 255 255
- lightcyan1 224 255 255
- lightcyan2 209 238 238
- lightcyan3 180 205 205
- lightcyan4 122 139 139
- lightgoldenrod 238 221 130
- lightgoldenrod1 255 236 139
- lightgoldenrod2 238 220 130
- lightgoldenrod3 205 190 112
- lightgoldenrod4 139 129 76
- lightpink 255 182 193
- lightpink1 255 174 185
- lightpink2 238 162 173
- lightpink3 205 140 149
- lightpink4 139 95 101
- lightsalmon 255 160 122
- lightsalmon1 255 160 122
- lightsalmon2 238 149 114
- lightsalmon3 205 129 98
- lightsalmon4 139 87 66
- lightseagreen 32 178 170
- lightskyblue 135 206 250
- lightskyblue1 176 226 255
- lightskyblue2 164 211 238
- lightskyblue3 141 182 205
- lightskyblue4 96 123 139
- lightslateblue 132 112 255
- lightslategray 119 136 153
- lightsteelblue 176 196 222
- lightsteelblue1 202 225 255
- lightsteelblue2 188 210 238
- lightsteelblue3 162 181 205
- lightsteelblue4 110 123 139
- lightyellow 255 255 224
- lightyellow1 255 255 224
- lightyellow2 238 238 209
- lightyellow3 205 205 180
- lightyellow4 139 139 122
- lime green 50 205 50
- limegreen 50 205 50
- linen 250 240 230
- magenta 255 0 255
- magenta1 255 0 255
- magenta2 238 0 238
- magenta3 205 0 205
- magenta4 139 0 139
- maroon 176 48 96
- maroon1 255 52 179
- maroon2 238 48 167
- maroon3 205 41 144
- maroon4 139 28 98
- medium aquamarine 102 205 170
- medium blue 0 0 205
- medium orchid 186 85 211
- medium purple 147 112 219
- medium sea green 60 179 113
- medium slate blue 123 104 238
- medium spring green 0 250 154
- medium turquoise 72 209 204
- medium violet red 199 21 133
- mediumaquamarine 102 205 170
- mediumblue 0 0 205
- mediumorchid 186 85 211
- mediumorchid1 224 102 255
- mediumorchid2 209 95 238
- mediumorchid3 180 82 205
- mediumorchid4 122 55 139
- mediumpurple 147 112 219
- mediumpurple1 171 130 255
- mediumpurple2 159 121 238
- mediumpurple3 137 104 205
- mediumpurple4 93 71 139
- mediumseagreen 60 179 113
- mediumslateblue 123 104 238
- mediumspringgreen 0 250 154
- mediumturquoise 72 209 204
- mediumvioletred 199 21 133
- midnight blue 25 25 112
- midnightblue 25 25 112
- mint cream 245 255 250
- mintcream 245 255 250
- misty rose 255 228 225
- mistyrose 255 228 225
- mistyrose1 255 228 225
- mistyrose2 238 213 210
- mistyrose3 205 183 181
- mistyrose4 139 125 123
- moccasin 255 228 181
- navajo white 255 222 173
- navajowhite 255 222 173
- navajowhite1 255 222 173
- navajowhite2 238 207 161
- navajowhite3 205 179 139
- navajowhite4 139 121 94
- navy 0 0 128
- navy blue 0 0 128
- navyblue 0 0 128
- old lace 253 245 230
- oldlace 253 245 230
- olive drab 107 142 35
- olivedrab 107 142 35
- olivedrab1 192 255 62
- olivedrab2 179 238 58
- olivedrab3 154 205 50
- olivedrab4 105 139 34
- orange 255 165 0
- orange red 255 69 0
- orange1 255 165 0
- orange2 238 154 0
- orange3 205 133 0
- orange4 139 90 0
- orangered 255 69 0
- orangered1 255 69 0
- orangered2 238 64 0
- orangered3 205 55 0
- orangered4 139 37 0
- orchid 218 112 214
- orchid1 255 131 250
- orchid2 238 122 233
- orchid3 205 105 201
- orchid4 139 71 137
- pale goldenrod 238 232 170
- pale green 152 251 152
- pale turquoise 175 238 238
- pale violet red 219 112 147
- palegoldenrod 238 232 170
- palegreen 152 251 152
- palegreen1 154 255 154
- palegreen2 144 238 144
- palegreen3 124 205 124
- palegreen4 84 139 84
- paleturquoise 175 238 238
- paleturquoise1 187 255 255
- paleturquoise2 174 238 238
- paleturquoise3 150 205 205
- paleturquoise4 102 139 139
- palevioletred 219 112 147
- palevioletred1 255 130 171
- palevioletred2 238 121 159
- palevioletred3 205 104 137
- palevioletred4 139 71 93
- papaya whip 255 239 213
- papayawhip 255 239 213
- peach puff 255 218 185
- peachpuff 255 218 185
- peachpuff1 255 218 185
- peachpuff2 238 203 173
- peachpuff3 205 175 149
- peachpuff4 139 119 101
- peru 205 133 63
- pink 255 192 203
- pink1 255 181 197
- pink2 238 169 184
- pink3 205 145 158
- pink4 139 99 108
- plum 221 160 221
- plum1 255 187 255
- plum2 238 174 238
- plum3 205 150 205
- plum4 139 102 139
- powder blue 176 224 230
- powderblue 176 224 230
- purple 160 32 240
- purple1 155 48 255
- purple2 145 44 238
- purple3 125 38 205
- purple4 85 26 139
- red 255 0 0
- red1 255 0 0
- red2 238 0 0
- red3 205 0 0
- red4 139 0 0
- rosy brown 188 143 143
- rosybrown 188 143 143
- rosybrown1 255 193 193
- rosybrown2 238 180 180
- rosybrown3 205 155 155
- rosybrown4 139 105 105
- royal blue 65 105 225
- royalblue 65 105 225
- royalblue1 72 118 255
- royalblue2 67 110 238
- royalblue3 58 95 205
- royalblue4 39 64 139
- saddle brown 139 69 19
- saddlebrown 139 69 19
- salmon 250 128 114
- salmon1 255 140 105
- salmon2 238 130 98
- salmon3 205 112 84
- salmon4 139 76 57
- sandy brown 244 164 96
- sandybrown 244 164 96
- sea green 46 139 87
- seagreen 46 139 87
- seagreen1 84 255 159
- seagreen2 78 238 148
- seagreen3 67 205 128
- seagreen4 46 139 87
- seashell 255 245 238
- seashell1 255 245 238
- seashell2 238 229 222
- seashell3 205 197 191
- seashell4 139 134 130
- sienna 160 82 45
- sienna1 255 130 71
- sienna2 238 121 66
- sienna3 205 104 57
- sienna4 139 71 38
- sky blue 135 206 235
- skyblue 135 206 235
- skyblue1 135 206 255
- skyblue2 126 192 238
- skyblue3 108 166 205
- skyblue4 74 112 139
- slate blue 106 90 205
- slate gray 112 128 144
- slateblue 106 90 205
- slateblue1 131 111 255
- slateblue2 122 103 238
- slateblue3 105 89 205
- slateblue4 71 60 139
- slategray 112 128 144
- slategray1 198 226 255
- slategray2 185 211 238
- slategray3 159 182 205
- slategray4 108 123 139
- snow 255 250 250
- snow1 255 250 250
- snow2 238 233 233
- snow3 205 201 201
- snow4 139 137 137
- spring green 0 255 127
- springgreen 0 255 127
- springgreen1 0 255 127
- springgreen2 0 238 118
- springgreen3 0 205 102
- springgreen4 0 139 69
- steel blue 70 130 180
- steelblue 70 130 180
- steelblue1 99 184 255
- steelblue2 92 172 238
- steelblue3 79 148 205
- steelblue4 54 100 139
- tan 210 180 140
- tan1 255 165 79
- tan2 238 154 73
- tan3 205 133 63
- tan4 139 90 43
- thistle 216 191 216
- thistle1 255 225 255
- thistle2 238 210 238
- thistle3 205 181 205
- thistle4 139 123 139
- tomato 255 99 71
- tomato1 255 99 71
- tomato2 238 92 66
- tomato3 205 79 57
- tomato4 139 54 38
- turquoise 64 224 208
- turquoise1 0 245 255
- turquoise2 0 229 238
- turquoise3 0 197 205
- turquoise4 0 134 139
- violet 238 130 238
- violet red 208 32 144
- violetred 208 32 144
- violetred1 255 62 150
- violetred2 238 58 140
- violetred3 205 50 120
- violetred4 139 34 82
- wheat 245 222 179
- wheat1 255 231 186
- wheat2 238 216 174
- wheat3 205 186 150
- wheat4 139 126 102
- white 255 255 255
- white smoke 245 245 245
- whitesmoke 245 245 245
- yellow 255 255 0
- yellow green 154 205 50
- yellow1 255 255 0
- yellow2 238 238 0
- yellow3 205 205 0
- yellow4 139 139 0
- yellowgreen 154 205 50
-
- ### MIRROR
-
- * Subject: Re: mirrors
- * Date: Sun, 14 Jul 91 15:18:46 EDT [7]
- * From: spworley@ATHENA.MIT.EDU
-
- Some attributes that give a nice mirror polish:
-
- Color: RGB = 150 150 170
- Reflect:RGB = 200 200 210
- Transparency 0 0 0
- Specular 255 255 255
- Hardness 255
- Rough = 0
- shiny = 0
-
- ### BOTTLE WINE GLASS LIQUID
-
- * Subject: Green glass & Wine Attributes
- * Date: Sun, 8 Sep 1991 14:04 MDT [11]
- * From: SL3B4@cc.usu.edu
-
- John's wine-bottle-green glass & Wine:
-
- Color : 10 49 9 Color : 50 10 10
- Reflect: 15 20 15 Reflect: 0 0 0
- Filter : 205 230 205 Filter : 255 110 110
- Specul : 235 255 235 Specul : 255 0 0
- Dither : 50 Dither : 50
- Hardn : 230 Hardn : 200
- Rough : 0 Rough : 0
- Shine : 0 Shine : 0
- Refraction: 1.5 Refraction: 1.33
-
- ### LINEAR FLYING LOGO ENTRANCES
-
- * Subject: Re: Hmmm Revisited
- * Date: Wed, 11 Sep 91 17:55:59 EDT [11]
- * From: spworley@ATHENA.MIT.EDU
-
- If you want fun and exciting entrances, Wayne was right, linear
- textures would work great! Here's another fun linear texture trick.
- Make an extruded tube of your logo that is REALLY long. Add TWO
- linear textures with the Z axis facing backwards. make the first
- texture color the object a solid red, the second a transparent red.
- Put the z width of both to -zero- and the first at the front of your
- object and the second a bit into the tube, as far as you want your
- final object to be thick. Save this object. Now move the second
- texture about 50 "logo thicknesses" back with the same texture
- settings but a z transition width of maybe five "logo thicknesses".
- Set the second texture z transition to about one "logo thicknesses"
- and a position about 2 "logo thicknesses" in front of the back
- texture. Save this second object. The default attributes for both
- objects should be complete filter so they are invisible.
-
- Anyway, take these two objects and morph from one to the next. Loads
- of fun!! You get a fuzzy blob flying at you and it finally condenses into
- a sharply defined logo right where you want it. Boom, instant
- dramatic entrance!
-
- ### REFRACTION INDEX
-
- * Subject: Re: Refraction Index
- * Date: Tue, 15 Oct 91 11:06:15 -0600 [13]
- * From: HURTT CHRISTOPHER MICHAEL <hurtt@tramp.Colorado.EDU>
-
- Air 1.02
- Ice 1.309
- Alcohol 1.329
- Water 1.333
- Glass 1.50
- Quartz & Salt 1.644
- Diamond 2.417
-
- ### ROPE BRAID BREAD
-
- * Subject: Some Cool Object Tutorials...
- * Date: Wed, 25 Dec 91 10:04:07 -0500 [17]
- * From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- The first one is basically a braid. You can use this to
- create bread, or rope and perhaps even columns for a Persian
- like design.
-
- To start with, go into the DETAIL editor and a PRIMITIVE
- DISK. Select, 20 for the 20 for the radius and then OK. Now
- comes the part which makes the braid work.
-
- Rotate the AXIS (axis only- SHIFT-R) around the Z-Axis
- so that the Y-Axis of the object is facing left from the top
- view. ie: You are rotating counter clockwise. This can also
- be done from the TRANSFORMATION requestor and making the
- ALIGNMENT of the Z-AXIS = 90, then clicking on TRANSFORM AXIS
- ONLY, and then on PERFORM.
-
- Now select EXTRUDE from the MOLD requester and then
- change the following in the EXTRUDE requestor. Make
- Sections=25 and Y Rotation=720. You may also wish to turn on
- Mirror Ends. Click on perform and the braid is done. Nice
- thing is, phong shading works properly.
-
- ### HANDLE
-
- * Subject: Some Cool Object Tutorials...
- * Date: Wed, 25 Dec 91 10:04:07 -0500 [17]
- * From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- Another object created similarly is a ring. Once again
- add a PRIMITIVE DISK and select 20 for the radius. Next
- rotate the Z-Axis to +90. Then once again get into the
- EXTRUDE requestor and set Section=25 and Y Rotation=720 and
- click on Mirror Ends. But also set BOTH the X Translate and
- Z Translate = 100. Click on Perform, and an instant bicycle
- handle appears. (At least that's what it looks like to me -
- maybe you can thing of other uses for it).
-
- ### RING
-
- * Subject: Some Cool Object Tutorials...
- * Date: Wed, 25 Dec 91 10:04:07 -0500 [17]
- * From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- This next object is basically a ring (the kind you
- wear), but it is detailed with indentations in almost a
- honeycomb fashion. First, add a PRIMITIVE DISK as before
- and select OK to accept the defaults. Now rotate the X-AXIS
- (SHIFT-R and then X) or use the transformation requestor so
- that the AXIS (AXIS ONLY!) is set to 45.
-
- Now select the MOLD requestor, and then SWEEP. Then
- finally click on PERFORM to accept the defaults (note: you
- can raise or lower the # of Sections to change the number of
- 'facets' on the ring). You can then set the alignment back
- to zero to make your ring in a normal position. NOTE: Before
- you render it you should turn OFF PHONG shading. If you do
- not, the phong shader will simply smooth out the detail.
-
- ### TEAR DROP
-
- * Subject: Some Cool Object Tutorials...
- * Date: Wed, 25 Dec 91 10:04:07 -0500 [17]
- * From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- The next object is a very nice Tear Drop. Actually
- rather simple to make, without using magnetism and dragging
- points. First, add a PRIMITIVE SPHERE and accept the
- defaults by clicking on OK. Then scale the OBJECT so that
- its Z-LENGTH is 30. This is most efficiently done by using
- the TRANSFORMATION requestor, and then clicking on size, and
- then setting Z=30. Then click on PERFORM. You should now
- have a 3-D ellipse.
-
- Now, click on CONFORM TO SPHERE from the MOLD requestor
- and accept the defaults which should be 50 for the Sphere
- radius, and 160 for the Object radius. Click on Perform.
- Selecting higher Object radii will result in a more elongated
- tear drop.
-
- ### STAR
-
- * Subject: Some Cool Object Tutorials...
- * Date: Wed, 25 Dec 91 10:04:07 -0500 [17]
- * From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- The Star is basically made up of 2 TORUS's with the
- proper angle between them. Add a PRIMITIVE TORUS and change
- the Ring Sections to 3 and Tube Sections to 6. Also turn OFF
- stagger points. Click on okay, and one (beveled) triangle is made.
-
- Select it and then make a copy (RightAmiga-C). then
- Paste the copy down (RightAmiga-P). Then select the copy
- (pick select or F1 depending on whether or not you've changed
- your preferences file).
-
- Now select the TRANSFORMATION requestor and then
- ALIGNMENT. Enter 60 for Z, then click on perform. Now you
- may wish to redraw using the RightAmiga-R option.
-
- Finally select pick all (RightAmiga-A). Then Join (Right
- Amiga-J). This will give you 1 complete object.
-
- Assuming that you picked the axis which was at 60
- degrees first before you joined, your star will be lying down
- and the axis is 60 degrees from the standard Y axis. To
- correct both problems first go into the TRANSFORMATION
- requestor and select ALIGNMENT, then 30 for Z. Also click on
- TRANSFORM AXIS ONLY. Then click on PERFORM. Then go into
- the TRANSFORMATION requestor one more time and select
- ALIGNMENT. Then set X=90 and Z=0 and click on perform.
- Finally if you wish your axis to be oriented the same as the
- WORLD axis, go into the TRANSFORMATION requestor once again,
- click on TRANSFORM AXIS ONLY. Next, click on ALIGNMENT and
- set X=0. Then click on SIZE and set Y=50 and Z=150. Click
- on perform. That should create one star object, with its
- axis in perfect alignment with the WORLD axis, and facing
- front. This looks pretty cool in both phong or facet mode.
-
- You can do some neat anims with falling raindrops simply
- by scaling them. Also creating a braid as above, and then
- another not braided braid you can make a neat morph.
-
- ### FOG
-
- * Subject: Fog trick
- * Date: Sat, 15 Feb 92 20:28:10 PST [20]
- * From: Mike.G.Wilson@mtsg.ubc.ca
-
- A simple fog trick: Using global fog, set Top to 0, bottom to, say, -5000
- and then pick everything (cam, lights, objects) and rotate it 90 deg on the
- X axis: presto, a Wall O Fog, easily controlled.
-
- * Subject: Another Fog trick
- * Date: Sun, 16 Feb 92 11:27:44 -0500 [20]
- * From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- Another 2.0 fog trick, or use really is to make stars or suns.
- Simply add a sphere, make it a yellow-white, set it's fog length so it
- is a thick fog, but somewhat less dense at the outer area, and you have
- an instantaneous sun! Look really good, much better than if you had
- just added a sphere and made it bright.
-
- ### FOG LIGHTS
-
- * Subject: Foggy Lights
- * Date: Sun, 1 Mar 92 18:08:29 PST [21a]
- * From: Len@cup.portal.com
-
- However, Imagine 2.0 offers a much more elegent solution! After you create
- the light/bright object, set the FOG to some small value (I used 1.0).
- Since a fog object doesn't create a shadow, all the light passes through it
- and you have something that actually looks like a light bulb (or candle
- flame etc.) without having to turn the intensity up!
-
-
- ### SPACESHIPS PLANETS
-
- * Subject: Re: Planets
- * Date: Wed, 10 Jun 92 19:49:29 -0400 [23]
- * From: mbc@po.cwru.edu (Michael B. Comet)
-
- I have recently made an anim of this spaceship coming around a
- planet in 24 bit and found that the PASTELLA texture for Imagine 2.0 is
- great for this, if you just want swirls of color.
-
- Try these settings for a blue planet with some swiling lighter
- blue shades. Note: If you are not rendering in 24 bit, they really
- don't look that good....you kind of need 24 bit to get the full effect:
-
- ATTRIBUTES:
- R G B Value
- Color: 0 0 255 *
- Reflect: 0 0 0 *
- Filter: 0 0 0 *
- Specular: 0 0 0 *
- Dithering: * * * 255
- Hardness: * * * 0
- Roughness * * * 0
- Shininess: * * * 0
-
- Texture: PASTELLA
-
- Detail Size: 32
- RandomSeed: 123
- Red1: 255
- Green1: 255
- Blue1: 255
- Red2: 0
- Green2: 0
- Blue2: 255
- Red3: 255
- Green3: 255
- Blue3: 255
- Red4: 0
- Green4: 200
- Blue4: 255
-
- This is done for a sphere with size 40,40,40.
-
- ### GEMSTONES REFRACTION INDEX
-
- * Subject: Index of Refraction's
- * Date: Wed, 8 Jul 92 11:12:09 PST [24]
- * From: kennys@terapin.com (Kenny Sequeira)
-
- Here are a few index of refractions for some gemstones.
-
- Opal 1.44 - 1.46
- Amber 1.54
- Garnet 1.73 - 1.89
- Cubic Zirconia 2.15 Did you not want to create a fake diamond.
-
- ### SHELLS SNAIL
-
- * Subject: Snail shells
- * Date: Fri, 06 Nov 92 10:27:01 -0800 [29]
- * From: mvilaubi@sfsuvax1.sfsu.edu
-
- Add a primitive disk with default diameter. Delete the center point. Rotate it
- 90 degrees on X. Realign the axis only to 0 rotation on X. Translate the axis only
- 50 units on X, so it is in line with the edge of the disk. Scale the disk to .5 on X.
- Extrude to Length 1, Y Rotation 720, X Scaling .1, and Sections to 36. Afterwards you
- can Conform to Sphere with a Sphere Radius of 150. I have gotten interesting results
- by scaling the disk larger on X and setting Extrude Length to 100 or more.
-
- ### GOLD
-
- * Subject: uuencoded gold attributes
- * Date: 02 Dec 1992 01:59:52 -0500 (EST) [30]
- * From: VISHART@ubvmsb.cc.buffalo.edu
-
- The gold attributes of which I spoke are simply settings....
- No textures, mapping, or brushes are required...
- The settings are as follows :
-
- color, reflect, filter, specular all set as follows :
- red 255
- green 207
- blue 95
-
- dither 255 only necessary if not using 24 bit
- hardness 255
- roughness 0
- shininess 0
-
- ### WOODEN TABLE
-
- * Subject: Re: settings for color, reflectivity, filter, & realistic objects
- * Date: Mon, 7 Dec 92 10:02:59 CST [30]
- * From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith [LORAL])
-
- VISHART@ubvmsb.cc.buffalo.edu writes:
- > you design an old, unpolished wooden table top with the COLOR set
- > as follows :
- > COLOR
- > red - 100
- > green - 52
- > blue - 30
- >
- > ... all the FILTER settings should be zero.
- > If you follow the above guidelines, however,
- > you will calculate that the REFRACTION must be set
- > to exactly the same values as the COLOR settings.
- > For example , in the case of the old wooden table top,
- > the calculated settings would be :
- > REFRACTION
- > red - 100
- > green - 52
- > blue - 30
-
- ### SHADOWS
-
- * Subject: Shadow Object attributes
- * Date: Mon, 18 Jan 93 16:37:14 -0500 [31]
- * From: mbc@po.cwru.edu (Michael B. Comet)
-
- I have recieved a couple of requests for this so here are the
- attributes for a "shadow" object:
-
- COLOR: R,G,B = 5,5,5
- REFLECT: R,G,B= 0,0,0
- FILTER: R,G,B = 210,210,210
- SPECULAR: R,G,B= 0,0,0
- DITHERING=255
- HARDNESS=0
- ROUGHNESS=0
- SHININESS=0
- PHONG = ON (probably doesn't matter)
-
- Now make you normal object, and then make a simple flat object
- which would look like the shadow and place it in the proper location.
- (Ie: on the floor, wall, and parts of the object itself)
-
- You can add a texture (linear say...etc...) and set it to have
- the same texture color, but to have a higher filter...ie:255,255,255
- thus the part that becomes textured will fade into nothing and will have
- the effect of a shadow with fuzzy edges. If you want a darker shadow
- set teh above filter settings lower.
-
- ### CARPETS FLOORS
-
- * Subject: Re: Rendering Rooms
- * Date: Sat, 22 May 93 13:23:38 -0500 [37]
- * From: pjfoley@sage.cc.purdue.edu (PJ Foley)
-
- I find that a good way to make carpet is to use the dreaded lame-o,
- cheapy, "gause-screen," ant-crawling, don't-animate-this, roughness
- setting. I crank it way up. I also add the Bumps texture from
- Essence to give it that "lived-in look." Here are my settings:
-
- Color: 150,150,150 (arbitary, I suppose)
- Specular: 230,230,230 (adjust to your color)
- Dithering: 255 (I usually set this to zero since I deal with 24bit exclusively)
- Roughness: 100 (more or less depending on how far you view the carpet)
- Everything else: 0
- And for Essence "Bump"
- Initial Scale: 2.0
- # of Scales: -1.random (take off the negative if this is too slow for you)
- Scale ratio: 0.5
- Amp: 0.5
- Alt: 0.5
-
- ### WOOD
-
- * Subject: Good Wood
- * Date: Sun, 27 Jun 1993 03:11:59 -0300 [41]
- * From: LEYEN%VORTEX.UFRGS.BR@UICVM.UIC.EDU
-
- object RGB: 83 14 19
-
- wood texture
- RGB: 102 33 27
- ring spacing: depend on the object's size
-
- pastella texture
- RGB1: 130 54 54
- RGB2: 160 72 54
- RGB3: 143 73 38
- RGB4: 128 62 38
- detail size: depends on the object's size
-
- ### LIGHTBULB
-
- * Subject: Re: Shadows and Light Objects
- * Date: Mon, 4 Oct 93 10:46:18 CDT [43]
- * From: setzer@comm.mot.com (Thomas Setzer)
-
- The best setting I got for a lightbulb
- was as follows.
-
- Make the bulb glass(transparency 200, 200, 100 or what ever, I used the settings
-
- from Understanding Imagine 2.0) Not sure if you need this since you are
- going to be setting fog. I need to play some more.
-
- Make the object a light source by clicking on the light box in the attributes
- requestor. No need to set the bright box. In light requestor select
- spherical and put the light to 400 400 250, kindof yellow. Select cast
- shadows if you like.
-
- Put the object axis of the bulb where the filiment of the bulb would be.
- (shift-M to move the axis)
-
- Set the fog length as suggested by another Imagineer. You will have to play
- with this as it depends on the distance from the object axis to the edge of
- the bulb. My bulb was 40 units across(turn on coords and measure) and my
- fog length was 10 or 15, can't recall which. The smaller the setting, the
- more opaque the bulb will be. The fog will be the color of your object.
- My bulb was white.
-
- Some weirder results occured when the object was not transparent. It still
- seemed to emit light, but the bulb was completely black. Turn on "bright"
- and the bulb turned white(but it didn't look right, kindof flat looking").
- I makes sense to make the bulb transparent and this seems to work the best.
-
- ### FIRE CANDLE FLAME
-
- * Subject: Candle flame
- * Date: Thu, 11 Nov 93 23:20:41 [44]
- * From: greg.tsadilas@hofbbs.com
-
- Read the info on the FIREBALL texture. It describes how to make a candle
- flame. If you don't have time to hunt for it, here it is:
-
- "To do fire: create a candle flame shaped object. Apply the texture and
- selext "Edit Axis" from the texture requestor. Move the center of the texture
- axis to the base of your flame. Now scale the texture axis until ... [the]
- axis extends beyond the top of your object. In the texture requestor, set the
- noise to 0.3 and the "Filter 2" param to 1.0.
- Make the object bright."
-
- ### STARFIELD STARS
-
- * Subject: Starfield
- * Date: Fri, 10 Dec 93 10:14:27 [45]
- * From: greg.tsadilas@hofbbs.com
-
- Ok fellow Imagineers, we all know that Imagine's starfield is very cheesy at
- best. Here's a great solution for Imagine 2.9 users.
-
- Create a sphere that is as large as your world, minimum size should be
- at least 1000 units along each axis.
-
- Set the sphere's filter values to 255 for each R,G,B component.
-
- Apply the CONFETTI texture and make these adjustments to the default values:
- SIZE - .25
- V1 - .53
- V2 - .55
- COLOR 1 - R,G,B values to 255 each
- COLOR 2 - R,G,B values to 100 each
-
- Make sure the camera is somewhere in the center, and render. Voila! a great
- Starfield! As Impressive as FractInt's starfield, BUT this one is in 3D and
- takes up very little valuable RAM.
- Refer to the docs on the confetti texture to make any adjustments that you
- like.
- Also, try making a short anim with just the sphere, and just change the
- Camera's perspective, you can get a nice space warp effect.
-
- 1] Make the sphere bright to make sure the stars show up
- 2] Make a copy of the sphere and scale it slightly smaller
- or bigger and rotate it so it's at a diff angle.
- Then, you'll get a cool rotate effect when you move the camera.
-
- * Note: I can't seem to find the author of the following paragraph (??)
-
- However, you are on the right track to creating a better looking starfield.
- Create a large sphere, make it black in color. Make it BRIGHT. Apply
- the confetti.itx to it. Give it the two colors to use to interpolate
- all the different colors...give it a dark grey, and a light grey or white.
- Read the texture doc for all the parameters in CONFETTI.ITX, and how to
- control how many "stars" are rendered, and how their size is controlled.
-
- ### PANELS SPACESHIP
-
- * Subject: Textures
- * Date: Thu, 16 Dec 93 22:37:16 [45]
- * From: greg.tsadilas@hofbbs.com
-
- Imagine 2.9's DETHSTAR texture leaves much to be desired for my tastes. Here's
- a solution I came up with....use the RADWIND,TUBEWIND,RECTWIND
- textures to create multicolored spaceship panels:
-
- - Add a primitive sphere with it's default values.
- - Apply the RADWIND texture
- - Make these adjustments to the texture variables:
- Column One Two
- ____ ____
- 1 210 *These params will gill give you panels that are
- 3 210 randomly colored from the two color ranges defined
- 60 210 in column two.
- 0 190 *Play around with some of the variables to get the
- 1 190 affect right for you.
- 0 190
- 0 -1
- 0 0
- --------------------------------------------
-
- ### BARK MARBLE STONE
-
- * Subject: Textures
- * Date: Thu, 16 Dec 93 22:37:16 [45]
- * From: greg.tsadilas@hofbbs.com
-
- BARK, MOUNTAIN RIVULETS, GRANITE, MARBLE EFFECTS
- -Use the WRINKLE texture for all these and more!
-
- - Add default cylinder and CLOSE the TOP
- - Select the top edges of the cylinder and MAKE SHARP
- - Apply the WRINKLE texture and render.
- This will look like bark around the cylinder....play with the noise
- functions to adjust the look of the bark.
-
- Now make these changes to the Texture:
-
- Column One Two
- ___ ___
- 0.5 150 * This will look like the sides of a mountain around
- 0.5 150 the Cylinder. On the top of the cylinder it will
- 10.0 150 look like granite.
- 1.0 20 * When applied to organic object the vertical faces
- 0.5 50 will have the rivulets, the horizontal faces will
- 0.0 20 be granite-like.
- 0.0 0
- 1.0 0 * Try changing the first three variables in Column
- one to 10,10,1 respectively. The resulting look
- will make the cylinder look like a core sample
- around the cylinder, while the top of the cylinder
- will have a marble-like quality.
-
- ### BUBBLE SOAP
-
- * Subject: Soap 2.nd time.
- * Date: 05 Jan 94 17:05:22 GMT [46]
- * From: izi@scala.ping.dk (Soren Wind)
-
- After i've got a few requests on the attributes for my Soap Bouble, here it
- is... :
-
- Make a Sphere.... "no matter what size but lets make it 50 :D"
-
- COLOR REFLECT FILTER SPECULAR
- R 250 10 192 255
- G 215 10 162 245
- B 225 10 133 238
-
- Dithering Hardness Roughness Shiniess Index of refraction
- 0 245 (Or less) 0 0 1.08
-
- Then Add a Pastella Texture.
- With the following datas.
-
- 102.333374 100.00
- 0.0 0.0
- 255.0 255
- 0.0 180
- 100.0 80
- 0.0 110
- 255.0 0.0
- 100.0 0.0
-
- Now, try render it, and remember to put a object behind, and try to make
- several copies, and make a complet BoubleBath :D
-
- ### TRANSPORTER EFFECTS LOGO ELECTRICITY
-
- * Subject: Electric Field effect
- * Date: Sun, 9 Jan 94 11:09:53 GMT [46]
- * From: Andrew Nunn <apn@moby.demon.co.uk>
-
- Here's an interesting texture effect to try.
- 1. Create an object (in my case a logo)
- 2. Set the Filter Attribute to 255,255,255.
- 3. Set the Bright attribute.
- 4. Add the 2.9 Worm Vein Texture, set the vein colour to your choice eg
- electric blue,and adjust the Filter setting to 0,0,0.
- 5. Create a second version of the object with the texture axis moved (in the
- logo case say from one end of the logo to the other).
- 6. Create a short animation morphing the two versions.
-
- Further, it is then possible to morph the object filter setting to 0,0,0
- and the texture filter setting to 255,255,255, creating a transporter
- beam materialization effect. However for this to work fully,the Bright
- setting must be removed at some point.
-
- ### FIRE FLAMES
-
- * Subject: Re: Lens Flare texture
- * Date: Wed, 12 Jan 94 20:06:07 PST [46]
- * From: ua197@freenet.victoria.bc.ca (Christopher Stewart)
-
- For the person that was wondering if Imagine can do re-entry flames.
- Try the fireball texture, a teardrop and some fractel noise. Morphing the
- object's shape and textures while entering an apmosphere (you'll run into
- the fog/transparency bug here) looks pretty good at a distance.
-
- ### CAMERA SIZES FOCUS LENS
-
- * Subject: Re: Camera sizes
- * Date: Mon, 17 Jan 94 0:43:15 EST [46]
- * From: tmarshal@st6000.sct.edu (Tyrone Marshall)
-
- * Note: The next paragraph was written by greg.tsadilas@hofbbs.com
-
- > If you are using Imadine 2.9 all you have to do is set the Camera's
- > POV (Point Of View) to the desired focal length. Imagine 2.9's is 90 for
- > default. But 45 equates to a 35mm camera, and 65 is a zoom lense. Human
- > vision is around 55. Of course if you are using Imagine 2.0 you can't use
- > this.
-
- ### CLOUDS
-
- * Subject: 33300 lines of drivvel from Scott...
- * Date: Tue, 1 Feb 1994 09:45:54 -0600 (CST) [46]
- * From: kirvan@SSESCO.com
-
- I use FilNoiz2.itx (Filter Noize 2). Apply the texture to a white ground,
- set the texture's filter values to whites and blacks (doesn't really matter
- which ones you set to what), mess with the noise parameters to try and get
- the shapes you want, and set the scaling parameters to something big and
- more equivalent than the defaults (maybe 200x200x200). Put the textured
- ground up in the sky and tweek the numbers until it looks like what you
- want. This won't give you cumulo nimbus type clouds, but will do a light
- whispy, hazy, overcast look. (to do smoke, copy the cloud-plane, and paste
- the copy a little below (underneath) the cloud-plane. Now change the color
- of the lower plane to a gray and you got smoke).
-
- ### WATER DROPS
-
- * Subject: 33300 lines of drivvel from Scott...
- * Date: Tue, 1 Feb 1994 09:45:54 -0600 (CST) [46]
- * From: kirvan@SSESCO.com
-
- Here's how I've done this - first, though, an explanation of why water drops
- won't work that well as a texture: The refraction effects that water drops
- have on the surface of a pop can is dependant on the actual thickness of the
- drop. A texture doesn't actually add any thickness or bumps with real depth
- to a surface, it only changes the way the surface looks, giving the
- impression of bumpiness.
-
- Ok, how to do it: take your pop can, copy and paste it in the same spot,
- and scale one up just a tiny bit bigger than the other. Brush map the
- can's label onto the smaller of the two cans (also set up the can's
- spec/hard). The bigger of the two cans is going to be the water droplets.
- Make that can totally transparent, set the index of refraction to that of
- water (1.5 I think - I don't have space in my head for things I can look up
- when I need them), and give it a white specularity and hardness of about
- 200 to 255. Add DinoSkin to the larger can, set the scaling to make very
- small drops, reduce the values in the noise functions so the bumps won't be
- kinked up so much, put a negative number in one of the color boxes (to turn
- off the coloring), and set the dispersion to a small number (like .1, maybe
- even less) to turn off most of the bumps. You may want to experiment with
- the DinoSkin parameters on a non-transparent can to get the size /
- distribution you want. To finish off the look, make (actually build
- objects) several small water drops and stick them on the can. The drops
- you build should be the bigger water droplets on your pop can. That way
- the errors in the DinoSkin refraction are not seen because your eye is
- attracted to the bigger drops. You can also animate the bigger drops for
- more effect.
-
- ### WRINKLES FOLDS DRAPES
-
- * Subject: 33300 lines of drivvel from Scott...
- * Date: Tue, 1 Feb 1994 09:45:54 -0600 (CST) [46]
- * From: kirvan@SSESCO.com
-
- I've worked on some Wrinkle textures (they will probably be released with
- V3.0), but haven't been to impressed with how they look. I've had the
- best luck actually modeling the draped/wrinkle look by actually pushing
- points around. Let's see if I can explain the process I use to do a
- draped table cloth.... Start out with the flat object (like a flat piece
- of fabric for a table cloth). Set up the part of the fabric that is
- touching the table with enough faces around the table edge to get the
- phong shading to look correct after you bend the cloth. The parts of
- the table cloth that hang down the sides of the tabel have to be built
- so that every other triangle that hangs down has one edge alligned to the
- edge of the table and that edge's opposite point on the outside edge of
- the cloth (every other triangle points out like teeth from the table to
- the edge of the cloth). The remaining triangles around the edge are
- inverted to those just mentioned (like teeth pointing from the cloth's
- edge in towards the table). (Sorry, this isn't really that difficult,
- it's just tough to explain in text.) Now pick all the points that make
- up the edge of the cloth and using move and scale, drag them down and
- under the table like they would be if hanging from the table top.
- Use Hide points to make all the table top points go away (you should
- only have the points that make up the edge of the cloth after this).
- Using Drag Points, just randomly push the points that make up the
- bottom edge of the table cloth around to make folds and wrinkles.
- That's it - render it. Should give you some ideas for doing more
- detailed wrinkles and for animating them (using states - states now
- has spline interpolated morphing - looks great, REALLY great!).
-
- ### SPONGE
-
- * Subject: 33300 lines of drivvel from Scott...
- * Date: Tue, 1 Feb 1994 09:45:54 -0600 (CST) [46]
- * From: kirvan@SSESCO.com
-
- Try Peened.itx with coloring shut off and the Bump Adjust cranked way up.
-
- ### HELMET SHINY COPPER
-
- * Subject: 33300 lines of drivvel from Scott...
- * Date: Tue, 1 Feb 1994 09:45:54 -0600 (CST) [46]
- * From: kirvan@SSESCO.com
-
- Here's a cool finish for the helmet: Use a brush mapped pattern as a bump
- map for the patterns on the helmet. Apply the same brush again as a color
- map. Apply Antique.itx with the texture parameters set to do shiny copper
- and crank up the noise value a bit to get a good grainy look - This gives
- a really good 'used' look to the objects.
-
- ### FOOTBALL LEATHER
-
- * Subject: 33300 lines of drivvel from Scott...
- * Date: Tue, 1 Feb 1994 09:45:54 -0600 (CST) [46]
- * From: kirvan@SSESCO.com
-
- To whomever was having trouble doing a football:
- Try the textures, Pebbled and/or Leather.
-
- ### LATTICIZE LATTICES WIREFRAME
-
- * Subject: RE: textures
- * Date: Thu, 17 Feb 1994 11:20:15 +0000 (GMT) [47]
- * From: "Alex..." <eezer@dcs.warwick.ac.uk>
-
- Ahh, well, this is really easy to do in Imagine 2.9. Use the
- Lattice function (under the New Stuff menu) and enter a value of
- about -0.05 in the requester. This will turn your entire
- object into a wireframe, made up form narrow tubes.
-
- * Subject: Wireframe
- * Date: Fri, 18 Feb 94 01:51:51 [47]
- * From: greg.tsadilas@hofbbs.com
-
- Here's another way for creating the wire-frame with square or rectangular
- wireframe openings.
-
- Set the objects filter values to 255, 255, 255. Apply one of the Death Star
- family of textures to the object. Set the Bevel Filter value to 0 (zero).
-
- What you get is the bevel portion of the texture showing only. Voila!
- "Wireframe". Of course, you may or may not want to adjust the bevel width and
- the bevel slope.
-
- ### BUBBLE SOAP
-
- * Subject: Re: Renderings
- * Date: Thu, 24 Mar 1994 07:46:55 -0700 [48]
- * From: Lesk@cc.snow.edu (Lesk)
-
- Soren Wind put the basis of this buble out here on the IML and this is how
- I used them (Thanks Soren).
-
- Color Reflect Filter Specular
- R 250 10 192 255
- G 215 10 162 245
- B 255 10 133 238
-
- Dithering Hardness Roughness Shiness Index of refraction
- 0 245 less 0 0 1.08
-
- Than add pastella with the following settings
- 102.333374 100.00
- 0.0 0.0
- 255.0 255
- 0.0 180
- 100.0 80
- 0.0 110
- 255.0 0.0
- 100.0 0.0
-
- ### GOLD METALS
-
- * Subject: Re: GOLD attributes
- * Date: Wed, 6 Apr 94 13:32:00 EDT [49]
- * From: jgoldman@acs.bu.edu (Jeffrey Goldman)
-
- As for what the base attributes should be for your object,
- just use a goldish/yellow color (try 255,255,90), a reflection of a
- lighter gold/yellow (try 255,255,200), no filter, a specular color of
- yellowish white try (255,255,220), and a high degree of hardness
- (around 200). I'm doing this all from memory so I can't guarantee the
- results with these attribute values. But, remember that the illusion
- is in the global reflection map (as assigned in the globals bar of the
- stage editor).
-
- ### GLASS
-
- * Subject: Re: A Transparent Question
- * Date: Mon, 11 Apr 94 16:44:52 EDT [49]
- * From: jgoldman@acs.bu.edu (Jeffrey Goldman)
-
- Well, if you figure glass is transparent then I'd say that the
- background has a lot to do with it. Glass always looks terrible
- against a black background. Try it against the old checkerboard floor
- or something...
- My glass is never always the same (it always depends on the
- use), but try the attribute settings:
-
- Color 255,255,255
- Filter 220,220,220
- Reflect 30,30,30 <---(Play with this)
- Specular 255,255,255
- Hardness 255
- IofRef 1.5
-
- ### SPACESHIPS BORG WIREFRAME LATTICE
-
- * Subject: RE: C= and the Borg
- * Date: Tue, 12 Apr 94 15:07:00 PDT [49]
- * From: Stethem Ted <TedS@ms70.nuwes.sea06.navy.mil>
-
- The Borg ship is generally in the shape of a cube but it looks like layer
- after layer of tangled pipes and tubing. Have you thought about using the
- Latticize function in V2.9 to do this? Take a primitive plane, say 50x50,
- and extrude it by 50 with 50 sections. This gives you a cube with 50x50x50
- faces. Use Latticize with a fairly small value like .05. Make another cube
- with 20x20x20 faces, Latticize and scale it so it is slightly larger than
- the previous one. Do this for several cubes with a different number of
- faces. The other thing you can do it give it the more tangled, random look
- of the Borg ship is to remove edges/lines in the cube before Latticizing and
- rotating various layers by 90 degrees in the X, Y and/or Z axis. You can
- also add different brushmaps and textures to the differenct layers. I
- think this will create a more convincing Borg ship, although it may end up
- to be a huge object in memory size.
-
- ### FORMS EDITOR THUMBS
-
- * Subject: Re: Forms editor and hearts... (long)
- * Date: Wed, 13 Apr 94 0:13:09 EDT [49]
- * From: jgoldman@acs.bu.edu (Jeffrey Goldman)
-
- A Basic Form Example-
-
- Take a simple example, your thumb. Treat your thumb as if it
- were an object on an axis. Say that the Z-axis runs from the base of
- your thumb to the tip. The X-axis runs across the top of your thumb.
- The Y-axis goes through your thumb. In other words, if your thumb were
- an Imagine object it would be oriented as if you were viewing a
- painting with your thumb out in front of you...
- First trace the right profile of your thumb. If you want to do
- this the extra step way, lay your thumb down on a piece of paper and
- trace it for all three views (you'll have troubles with the top view,
- so just eye it.). Then, just copy what you see on paper to the screen.
- Do this for all three views. What you get is a pretty crude looking
- thumb. To get a better looking thumb you have to go in and edit
- individual cross-sections. But first...
- Remember that if the object is solid you must have a totally
- enclosed profile (the endpoints are separated normally. You have to
- place the endpoint points at the same location. An easy way to do this
- is to select the cursor lock and lock the endpoints to similar grid
- locations).
- In the case of the heart, do the same thing as the thumb...
-
- What the Forms Editor Really Does-
-
- It's important to understand what exactly you're doing when
- manipulating points in the forms editor, so go back to a simple sphere
- (new object and new defaults). Turn on the solid wireframe option and
- view the sphere object from the front. Notice how many points are on
- your front view profile. You will see that they equal the number of
- vertical sections in the wireframe object divided by two. Every point
- in an editor view has a twin on the opposite side of the object
- (except for the top view). If you add a point in the front view you
- will notice that two points are actually added. One on one side of the
- profile, and one on the other side. When altering an object's profile
- you actually directly manipulate a specific point, but because of the
- forms editor's nature it changes other points around it to tween and
- smooth the change.
-
- Editing Individual Cross-Sections-
-
- Look at a forms object like several horizontal cross-sections
- (which are circular by default) connected like skin. Think of the top
- view as the cross-section editor. By default only one cross-section
- can be manipulated, the top one. It can be considered a controlling,
- or key, cross-section. Because it is the only key cross-section
- defined on the object then whatever you change will affect every
- cross-section below it.
- To have ultimate control of the individual cross-sections you
- have to define the cross-section you want to manipulate as a key
- cross-section. You do this by selecting '+ KEY' and selecting the
- cross-section you want to manipulate (in the front or right view).
- When you perform this operation (or 'Select') Imagine will display
- which cross-sections have been defined as key cross-sections in red.
- At first, you will notice that only the top cross-section is
- highlighted in red because no others have been selected to act as key
- cross-sections. Make the middle cross-section a key cross-section.
- The object now has two cross-sections which can be separately
- manipulated as keys. Use 'Select' to pick the cross-section you want
- to alter.
- Think of key cross-sections as animation frames. In an
- animation you can set an initial postion for an object on one frame
- and a final position on another frame. These two frames are now key
- frames. When the animation is generated the object's position will
- tween between the two key frames. The same process occurs with key
- cross-sections. All non-key cross-sections tween between key
- cross-sections.
- Take an example of a salt shaker with a circular top and
- square bottom. If you create a circular key cross-section as the top
- of the shaker and a square key cross-section for the bottom all the
- cross-sections between the top and bottom will blend to form a smooth
- transition from cirle to square.
- So now you know how to alter the individual cross-sections.
- Remember that you can also delete key key cross-sections. Just be sure
- you select the appropriate cross-section. BTW, Imagine tells you waht
- cross-section you're manipulating in the upper menu bar. Also,
- remember that Imagine's cross-section tween goes from key to key in a
- downward order. If there is no key cross-section at the object's base
- Imagine will use the next highest defined key section.
-
- So Where do the Front/Right Views Come into Play?-
-
- If the top editor edits individual cross-sections then the
- front and side view editors locate the cross-sections in space. The
- default sphere has all the cross-sections parallel to each other. You
- can change the orientation of a cross-section (so that it is not
- parallel to the ground) by moving points on the front and right views.
- Basically, the front and side view alter an objects overall profile
- shape.
- This particular explanation only really works with the default
- sphere, but the results can be translated to any object. The front
- view controls all the points along the object's x-axis. The side view
- controls all the points along the object's y-axis. This effectively
- splits the sphere into four sections; a front profile, back profile,
- left profile, and right profile.
- In the front view select the right-most point and you'll
- notice that it's twin point will be highlighted on the left. These two
- points define the right-most and left-most points of one
- cross-section. Specifically, these two points represent two outermost
- x-axis points on the middle cross-section.
- Similarly, the same two points in the side view control the
- farthest points on the y-axis of the middle cross-section.
- You will find that by altering these you alter the orientation
- of the cross-section. If you raise the right-most point in the front
- view and lower the left-most point the middle cross-section now tilts.
-
- What Does It All Mean?-
-
- It's tough to explain exactly how the forms editor operates,
- and in particular what alters what exactly. So my greatest advice is
- to experiment.
- The easiest way to create object was illustrated in the first
- section. Create profiles for the object you want to create. If you
- need better form edit the individual cross-section as if you were
- manipulating spars on and airplane wing or bulkheads on a boat.
- I can tell you now that only experience can show you what will
- go wrong, and believe me something will go wrong. I can only say, keep
- things simple. You probably won't understand this now, but try and
- keep cross-sections relatively parallel to each other. If this means
- adding more cross-sections then do it. You'll find that some really
- complex things can't be done with small numbers of cross-sections, and
- it's important to realize when you need more...
-
- ### LATTICE PIPES LAYERS
-
- * Subject: Re: c= and the
- * Date: Wed, 13 Apr 94 06:31:08 [49]
- * From: greg.tsadilas@hofbbs.com
-
- Here's a way to add many layers of lattice or piping work with very little
- memory...
-
- Apply the DETHSTAR texture to the cube object. Make the cube 100% filtered.
- In the DETHSTAR texture requestor make the BEVEL FILTER 0 (ZERO). The result
- will be a lattice in the shape of the cube. Several imbedded cubes with
- varying DETHSTAR parameters would make a good base to add attitional object
- details to.
-
- ----- START FAQ
-
- * Subject: IML Frequently Asked Questions
- * Date: April 18, 1994 Monday [IML-FAQ #5]
- * From: Michael B. Comet, Steve Mund, Mark Oldfield, Dave Wickard
-
- ### GLASS
-
- You can use the following Attribute setting for a default glass:
-
- RED GREEN BLUE VALUE
- COLOR 0 0 0 *
- REFLECT 0 0 0 *
- FILTER 255 255 255 *
- SPECULAR 255 255 255 *
- DITHERING * * * 255
- HARDNESS * * * 255
- ROUGHNESS * * * 0
- SHININESS * * * 0 (Very important see below!)
-
- PHONG = ON
- INDEX = 1.50
- FOG LENGTH = 0.00
-
- This should give you glass.
-
- One thing many people get confused by is:
-
- 1) Shininess must be set to ZERO. If you set this to anything
- but 0, the FILTER setting will not work. This is just the
- way Imagine works since FILTER usage assumes shininess
- automatically.
- 2) No background. To get glass, you need surroundings. If you
- render a glass cup on a pure black screen, you'll probably
- just see the highlights. Adding global colors for Scanline
- and Ray Trace will give your object something to refract.
- 3) Ray Trace. To get refraction of surrounding objects
- exactly, you need to Trace, though scanline WILL approximate
- refractivity.
-
- ### REFRACTION INDEX
-
- (All items except Vacuum are in alphabetical order)
- (STP = Standard Temperature and Pressure)
-
- MATERIAL Index
- -------------------------------------
- Vacuum ...................... 1.00000 (exactly)
-
- Air (STP).................... 1.00029
- Acetone ..................... 1.36
- Alcohol ..................... 1.329
- Amorphous Selenium .......... 2.92
- Calspar1 .................... 1.66
- Calspar2 .................... 1.486
- Carbon Disulfide ............ 1.63
- Chromium Oxide .............. 2.705
- Copper Oxide ................ 2.705
- Crown Glass ................. 1.52
- Crystal ..................... 2.00
- Diamond ..................... 2.417
- Emerald ..................... 1.57
- Ethyl Alcohol ............... 1.36
- Flourite .................... 1.434
- Fused Quartz ................ 1.46
- Heaviest Flint Glass ........ 1.89
- Heavy Flint Glass ........... 1.65
- Glass ....................... 1.5
- Ice ......................... 1.309
- Iodine Crystal .............. 3.34
- Lapis Lazuli ................ 1.61
- Light Flint Glass ........... 1.575
- Liquid Carbon Dioxide ....... 1.20
- Polystyrene ................. 1.55
- Quartz 1 .................... 1.644
- Quartz 2 .................... 1.553
- Ruby ........................ 1.77
- Sapphire .................... 1.77
- Sodium Chloride (Salt) 1 .... 1.544
- Sodium Chloride (Salt) 2 .... 1.644
- Sugar Solution (30%) ........ 1.38
- Sugar Solution (80%) ........ 1.49
- Topaz ....................... 1.61
- Water (20 C) ................ 1.333
- Zinc Crown Glass ............ 1.517
-
- ### MIRRORS
-
- The trick with mirrors (or especially chrome-like objects) is
- not setting the attributes of the mirror correctly, but making sure that
- the environment is set up so something will be reflected into the
- camera.
-
- If a mirror is TOO reflective, the mirror can actually become
- invisible! This is because the mirror's own flat glass/metal flat
- coloring is overwhelmed by all the reflected light. You see a PERFECT
- reflected image, so the object itself isn't shown. This is especially
- true with flat mirrors.
-
- Some attributes that give a nice mirror polish:
-
- RED GREEN BLUE VALUE
- COLOR 150 150 150 *
- REFLECT 200 200 210 * (a bit of a blue tint)
- FILTER 0 0 0 *
- SPECULAR 255 255 255 *
- DITHERING * * * 255
- HARDNESS * * * 255
- ROUGHNESS * * * 0
- SHININESS * * * 0
-
- PHONG = ON
- INDEX = 1.00
- FOG LENGTH = 0.00
-
- ### METALS GOLD
-
- One thing you can do to make your objects look more like metal
- is to give them a specular setting close to the main color of the
- object, but higher in intensity. One mistake is to often make the
- specular a pure white. This makes objects look more like plastic than
- metal. For example, if you are trying to make gold, don't make the
- specular pure white, but try a bright yellow or yellow/orange creame
- color.
-
- Another problem is that many metals reflect the world. For
- example a chrome ball is pretty much just a shiny mirror. Thus, if you
- want to make realistic metals you will need to at least simulate
- reflection. This can be done by adding a global reflect map, doing a
- true ray trace or even just setting sky colors in the stage editor.
-
-
- You can use the following Attribute setting for a default gold:
-
- RED GREEN BLUE VALUE
- COLOR 205 205 80 *
- REFLECT 180 160 125 *
- FILTER 0 0 0 *
- SPECULAR 255 255 160 *
- DITHERING * * * 255
- HARDNESS * * * 255
- ROUGHNESS * * * 0
- SHININESS * * * 0
-
- PHONG = ON
- INDEX = 1.00
- FOG LENGTH = 0.00
-
- This should give you something close to gold. Note that the
- reflect values are fairly high. You may wish to lower them to see how
- it would look if you don't have anything to reflect etc...
-
- ### BUBBLE SOAP
-
- COLOR REFLECT FILTER SPECULAR
- R 250 10 192 255
- G 215 10 162 245
- B 225 10 133 238
-
- Dithering Hardness Roughness Shiniess Index of refraction
- 0 245 (Or less) 0 0 1.08
-
- Then Add a Pastella Texture with the following data in each column:
-
- 102.333374 100.00
- 0.0 0.0
- 255.0 255
- 0.0 180
- 100.0 80
- 0.0 110
- 255.0 0.0
- 100.0 0.0
-
- Now, try render it, and remember to put a object behind, and try to make
- several copies, and make a complete bubble bath!
-
- ### PANELS SPACESHIP
-
- This uses the RADWIND, TUBEWIND, or RECTWIND textures to create
- multicolored spaceship panels:
-
- - Add a primitive sphere with it's default values.
- - Apply the RADWIND texture (or other 2 textures depending on the
- shape of your object)
- - Make these adjustments to the texture variables:
-
- Column One Two
- ____ ____
- 1 210 *These params will will give you panels that
- 3 210 are randomly colored from the two color ranges
- 60 210 defined in column two.
- 0 190 *Play around with some of the variables to get
- 1 190 the effect right for you.
- 0 190
- 0 -1
- 0 0
-
- ### ORGANIC BARK STONE
-
- This uses the WRINKLE texture.
-
- - Add default cylinder and CLOSE the TOP
- - Select the top edges of the cylinder and MAKE SHARP
- - Apply the WRINKLE texture and render.
- This will look like bark around the cylinder....play with the
- noise functions to adjust the look of the bark.
-
- Now make these changes to the Texture:
-
- Column One Two
- ___ ___
- 0.5 150 * This will look like the sides of a mountain
- 0.5 150 around the Cylinder. On the top of the
- 10.0 150 cylinder it will look like granite.
- 1.0 20 * When applied to organic objects the vertical
- 0.5 50 faces will have the rivulets, the horizontal
- 0.0 20 faces will be granite-like.
- 0.0 0 * Try changing the first three variables in
- 1.0 0 Column one to 10,10,1 respectively. The
- resulting look will make the cylinder look
- like a core sample around the cylinder, while
- the top of the cylinder will have a marble
- like quality.
-
- ----- END FAQ
-
- ### FOG
-
- * Subject: Imagine v3.0 bug
- * Date: Tue, 26 Apr 94 23:01:59 [49]
- * From: greg.tsadilas@hofbbs.com
-
- They aren't really broke. You need to have a backdrop OTHER than the default
- worl background. A fog object in 3.0 only appears when it's in front of
- something, or consumes something. If you want to see the fog shape itself, it
- must be rendered or ray-traced in front of some other object in the backdround.
- This may or may not be a bug...depending on the reasons for the change.
-
- ### LIGHTS TEXTURES GLOBAL EFFECTS
-
- * Subject: Imagine v3.0 bug
- * Date: Tue, 26 Apr 94 23:01:59 [49]
- * From: greg.tsadilas@hofbbs.com
-
- > There are several new "LITES" textures, but they are not documented
- > in the
-
- Apply the texture to a light object. The resulting shadows will be the type of
- the texture you select.
-
- > The EFFECTS.TXT file is missing completely from the IMAGINE PC
- > disks! There are a couple new effects and I also don't know how to use
- > these!
-
- Ok....lensflare Global Effect. Create a Light and select it's Lensflare Check
- box. Apply the Global effect to the GLOBALS timeline. Voila...lenseflare when
- rendered. And it DOES animate very well.
-
- HAZE global effects. HAZE affects only BRIGHT objects. Create a sphere, make
- it bright. Apply the HAZE effect to the GLOBALS timeline. Render...get a
- HAZE.
-
- ### ANTIALIASING
-
- * Subject: Imagine v3.0 bug
- * Date: Tue, 26 Apr 94 23:01:59 [49]
- * From: greg.tsadilas@hofbbs.com
-
- Yep...it will only look better in RAY-TRACE mode. Yes, it _is_ slow. Change
- the number of rays that are cast from the Pref editor. The default is 255 rays
- per pixel. Lower that untill you get a comfortable speed to quality ratio.
-
- ### INVERSE KINEMATICS BONES
-
- * Subject: Imagine v3.0 bug
- * Date: Tue, 26 Apr 94 23:01:59 [49]
- * From: greg.tsadilas@hofbbs.com
-
- The Menu options are in the states Menu. They are FREEZE, RELEASE, RELEASE
- ALL, and CONSTRAIN. Create three spheresas such:
-
- O O O
-
- Group them like this: O O----------O
- then: O----------O----------O
- Base Joint Tip
-
- Be in object mode. Select the BASE and FREEZE it. Play with that New Gadget
- Box...pretty straight forward. Do the same for the other two objects in order
- to set their constraints. RELEASE the Joint & Tip. Select CONSTRAIN.
- Select the TIP while in object mode, move it, the Joint should act
- accordingly. I think the above steps are correct. I have only played with it
- so far. Impulse has mentioned that they will be providing a supplemental text.
-
- ### TEXTURES LIGHTS EFFECTS
-
- * Subject: RE:Imagine 3.0 Bug List
- * Date: Wed, 27 Apr 94 05:12:00 UTC [49]
- * From: d.kamalsky@genie.geis.com
-
- Fakely - simluate that cool effect you see with Oakly sunglasses!
- Terra - simulates basic landforms!
- BmpBrnch - soft-edged and bumbed vein like patterns or branches
- Hardwood - much more complex wood texture
- BeamMeUp - animated texture!! you guessed it!
- DancSpark - animated texture! Dancing plasma spark
-
- Here is a list of the "Lites" textures..
- Caustics
- Frnchwin
- Purphaze
- Softedge
- Strobe
- Venlite
-
- The new EFFECTS..
- Sway
- Spike
- Baloon
- Global effects: Haze, and Lensflar
-
- ### SMOKE
-
- * Subject: Nebular Texture
- * Date: Sat, 30 Apr 1994 16:42:54 -0400 (EDT) [49]
- * From: Andrew McDonald <kingb@echonyc.com>
-
- I've just been playing with the Nebular texture to create a little
- animated smoke. Works great, and I just thought some of you with 3.0
- might make some use of this info.
-
- Remember to render fog objects in front of a background object, and that
- this texture will apply to the area bounded by the texture axis, not the
- entire object. Scale the texture axis to affect the shape of the fog.
-
- General Notes:
-
- Noise 1 seems to affect the quality of the swirls. Higher
- numbers adjust the thickness and reduce the transparency. Noise 2 affects
- color transitions, color intensity of nebular color as set in texture
- requester, and color mixture, or grain. Grain appears as a very
- pointillated surface, as if there are thousands of dots of color rather
- than a smooth gradation or defined boundaries between object and nebula
- colors. Higher numbers of Noise 2 intensify the nebular color and increase
- grain.
-
- Fog length and the 'T' value work together to determine amount and
- density of the fog appearing on the object. For stills I would set the 'T'
- value between .6 and .8, object fog length at .1, and adjust the 'Fog
- Length at T' to get the right density of fog. I would use the 'T' value
- combined with some of the noise values to create a fluctuating fog, or
- even to morph from a dense fog to one very nearly dissipated.
-
-
- A nice, swirly smoke might use the following attributes in the nebular
- texture requester. I used these on a sphere primitive with diameter of
- 300, so use that number as a reference to fog length.
-
- Object color:
- R:150
- G:150
- B:175
-
- Object Fog length:
- .1
-
- Nebular attributes:
- Fog Length at T:500
- T:.8
- Noise 1 Magnitude:5.0
- Noise 1 Velocity:1.0
- Noise 2 Magnitude:.2
- Noise 2 Velocity:10.0
- R:150
- G:100
- B:225
-
-
- The texture axis forms a square completely inside the sphere object,
- whose corners touch the inside surface of the sphere.
-
- ### STATES ROBOT BONES IK
-
- * Subject: FREEZE, RELEASE, CONSTRAIN
- * Date: Tue, 3 May 94 17:49:24 -0700 [50]
- * From: etotman@gort.ucsd.edu (Ed Totman)
-
- As GreG already posted, these options in the states menu work fine for
- creating linked, jointed object movement such as a robot arm. You
- don^t need faces or points to try it out. Do this:
-
- Detail editor - front view
-
- 1. create an axis
- 2. copy and move +Z <up the screen)
- 3. do 2. again so that you have 3 axes in a line
- 4. select the bottom two axes, group them
- 5. select the top two axes, group them
- 6. states menu, select CONSTRAIN
- 7. mode menu, select PICK OBJECTS
- 8. pick the top axis, press m for move
-
- 9. HAVE FUN! try out the different freeze options, play with it
-
- If you grouped the axes as I listed, then the top axis is the parent
- and nothing will happen if you try to move it. So move the middle or
- bottom axis instead.
-
- ### SOLAR CORONA
-
- * Subject: RE: Solar corona and anti-aliasing
- * Date: Fri, 6 May 1994 16:30:07 -0500 (CDT) [50]
- * From: kirvan@SSESCO.com
-
- The discussion about how to do a solor corona got me curious so I quickly
- threw this together. This is a pretty good example of Imagine 3.0's (cool)
- new fog textures. Move the texture axes and rotate the outer object to get
- them to animate.
-
- Red Giant with Corona (from the kitchen of Scott Kirvan)
- ============
- Primative Sphere: Size: (50, 50, 50)
- Attributes: Bright
- Texture: Fireball
- Size: (86, 86, 86)
- Parameters: 0.0 0.0
- 255.0 0.0
- 255.0 0.0
- 100.0 0.0
- 200.0 0.0
- 30.0 0.0
- 0.0 0.0
- 0.4 0.0
-
- Primative Sphere: Size: (75, 75, 75)
- Attributes: Color: (255, 85, 0)
- Fog Length = 0.01
- Texture: Nebula (Fog Texture)
- Size: (4.5, 4.5, 4.5)
- Parameters: 325.0 0.0
- 1.0 0.0
- 0.0 0.0
- 5.0 0.0
- 0.2 0.0
- 1.0 255.0
- 1.0 255.0
- 0.0 100.0
-
- Texture: Ghost (Fog Texture)
- Parameters: 1200.0 0.0
- 1.0 0.0
- 0.0 0.0
- 0.0 0.0
- 0.0 0.0
- 0.0 0.0
- 0.0 0.0
- 0.0 0.0
-
- ### BONES
-
- * Subject: My bones trouble
- * Date: Fri, 13 May 1994 16:19:34 -0700 [50]
- * From: Lesk@cc.snow.edu (Lesk)
-
- >ok I am going to be as consistant as I can and for menu items I will put it
- >in the form of menu->selection->selection1 and for requesters that ask for
- >input I will just say what needs to go in.
- >
- >Detail editor:
- >add->primitive->tube
- > Radius = 30
- > Height = 300
- > circ sec = 12
- > vitr sec = 3
- > close both bottom and top.
- >
- >I like to work in the front view of the four.
- >
- >
- > ......
- > |||||| top section note that when I refer to a
- > ...... section that means the points
- > |||||| mid section above and below are selected
- > ......
- > |||||| base section
- > ......
- >
- > for example the top section is
- >
- > ......
- > ||||||
- > ...... <- these points used
- > twice once for top
- > and once for mid
- >
- >
- >
- >
- >f1 select tube
- >mode->pickfaces
- >mode->method->drag box
- >shift select top section (points above and below)
- > function->make->makesubgroup
- > enter tip1
- > deselect faces
- >shift select mid section (all points above and below mid faces)
- > function->make->makesubgroup
- > enter mid1
- > deselect faces
- >shift select base section
- > function->make->makesubgroup
- > enter base1
- > deselect faces
- >shift select top and mid section
- > function->make->makesubgroup
- > enter midall
- > deslect faces
- >shift select top, mid, and base
- > function->make->makesubgroup
- > enter baseall
- > deselect faces
- >
- >If you think about this for a minute it will all make sense especially
- >concerning how this thing is going to bend.
- >OK next phase.
- >
- >mode->pick groups
- > (and go back to pick method points)
- >object->add->axis
- > select tha axis
- > select move
- > move axis to center of tip1 (top section)
- > deslect axis
- >object->add->axis
- > select axis
- > select move
- > move axis to center of mid1 (mid section)
- > deselect axis
- >object->add->axis
- > select axis
- > select move
- > move axis to center of base1 (mid section)
- > deselect axis
- >
- >Now comes the tricky part the order here is very important and you may have to
- >try this a few times until it works just right.
- >
- >use the find requester and choose the axis in the base section. doing it this
- >way should make make the order correct.
- >
- >mode->pickobjects
- >
- >select axis in tip1
- > shift select axis in mid1
- > states->group
- > deselect
- >select axis in mid1
- > shift select axis in base1
- > states->group
- > deselect
- >select axis in base1
- > shift select object axis
- > states->group
- > deselect
- >
- >go back to group mode and check this out, and make very certain that the
- >order is right. click on the tip axis and it should be the only one blue.
- >deslect it and click on the axis in the mid section BOTH it and tip axis
- >should be highlighted. deslect them and click on the axis in base1 and all
- >three axis should turn blue. now the hard part! go back to pick object mode
- >and then click on the object axis. it should be blue with a yellow line
- >connecting it to the base1 axis.
- > If none of the above is correct all progress is at a halt! go back
- >remove all the groups and try it again this order is IMPORTANT!
- >
- >now having that done correctly we can move on make sure nothing is selected
- >and go back to pick group mode.
- >
- >select axis in tip1
- > States->bones->subgroups
- > bigsub: browse->tip1
- > smallsub: browse->tip1
- > OK
- >select axis in mid1
- > States->bones->subgroups
- > bigsub: browse->midall
- > smallsub: browse->mid1
- > OK
- >select axis in base1
- > States->bones->subgroups
- > bigsub: browse->baseall
- > smallsub: browse->base1
- > OK
- >
- >SAVE THAT SUCKER NOW!
- > If you think about this it really makes sense what has happened at
- >this point.
- >
- >
- >States->states
- > create
- > default
- > select buttons shape and grouping, the book says this will be the
- > only place you need to have this.
- > OK
- >States->states
- > create
- > start
- > OK
- >deselect all
- >select axis tip1 and rotate in the x 30 degrees.
- >space bar
- >select entire object
- >states->bones->update
- >states->states
- > create
- > bendtip1
- > OK
- >select axis in tip1 and rotate another 30 degrees in x.
- >deslect all
- >select axis in mid1 and rotate it in x 30 degrees.
- >select entire object
- >states->bones->update
- >states->states->create
- > midbend
- > OK
- >deslect all
- >select axis in tip and rotate 30 degrees in x.
- >select axis in mid and rotate 30 degrees in x.
- >select axis in base and rotate 30 degrees in x.
- >select entire object
- >states->bones->update
- >states->states->create
- > basebend
- > OK
- >
- >SAVE THIS AGAIN! to much work to loose....
- >
- >States->stateanim->make
- >OK
- >start
- >15
- >bendtip
- >15
- >midbend
- >15
- >basebend
- >15
- >start
- >0
- >full objects
- >states->stateanim->play
-
- * Subject: Re: Lesk's Bones example
- * Date: Sun, 15 May 1994 11:40:22 -0700 [50]
- * From: Lesk@cc.snow.edu (Lesk)
-
- The object at this point is to set the proper order
-
- mode->pickobjects
-
- select axis in tip1
- shift select axis in mid1
- states->group
- deselect
- select axis in mid1
- shift select axis in base1
- states->group
- deselect
- select axis in base1
- shift select object axis
- states->group
- deselect
-
- >However, you got it backwards ;^) When you're grouping axes, you state
- >that you have to select tip1 + mid1, mid1+base1... It's the other way
- >around. You need to group the object to Base1, then base1 to mid1, then
- >mid1 to tip1. Only then do you get the proper heirarchy.
- > Paul
-
- ### DEPTH-OF-FIELD DOF
-
- * Subject: Depth of Field is cool
- * Date: Thu, 19 May 1994 08:09:14 -0700 (PDT) [50]
- * From: Ed Totman <etotman@gort.ucsd.edu>
-
- Try DOF. Neat effect even though the text file on it is somewhat complex.
- Add an actor bar to the camera in the action editor. Use these settings:
-
- Y size is DOF
- Aperture size (DOF): set to 2 or 3 (larger numbers = longer render times)
- Ap size is actual size
- Eye seperation is screen width multiplier (may be used only for stereo)
-
- I like to have the camera close to the ground with an object nearby,
- with lots of background objects.
-
- ### PISTON CYLINDER IK STATES
-
- * Subject: Pffffft...
- * Date: Fri, 27 May 1994 18:02:37 -0500 (CDT) [50]
- * From: kirvan@SSESCO.com
-
- Add an axis and move it to the edge of your work area - this will be a
- parent axis for the group you are about to make. Add a primative disk.
- Add another axis and put it on the periphery of the disk (this will be the
- pivot point for the cylinder). Add a tube (piston), scale it down, and
- move and rotate it to the right (posative X) side of the disk you already
- added.
-
- Now group these all together - parent axis to disk, disk to pivot axis,
- pivot axis to piston.
-
- Now you have to set up the constraints by freezing parts of this group.
- Freeze the parent axis in X,Y,and Z world position and rotation. Freeze
- the disk in X and Z world rotation (you can still rotate it around Y).
- Freeze the piston in X,Y and Z world rotation and in Y and Z world
- position (the piston can still move in X).
-
- Now, turn on constraints. Switch to object mode, and rotate the disk around
- Y - voila - you should get the piston moving properly. Now use states to
- come up with tween positions (the transformation requester can be used to
- get the rotation angle precise).
-
- The group needs the parent axis because the parent object is automatically
- frozen, and I don't think you can rotate it. Also, you will have to create
- a lot of tweens, because the constraint info isn't used in animation, and
- the piston will take short cuts between key frames.
-
- ### PARTICLES PINNATE
-
- * Subject: Re: Particles Question / Help
- * Date: Sat, 28 May 1994 12:36:01 -0700 (PDT) [50]
- * From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- The actual particle effect worked great though! all the shperes fell off
- the logo making the logo fall apart and then they hit the ground and
- bounce...I set the Elasticity to 50 which caused them to bounce when they
- hit the ground which was set at 0...you also should remember to set the
- "time to terminal Z and H velosity to the amount of frames you wish for
- the effect to take place..these control the amount of frames it takes for
- the effect to take its full effect..at least as far as your particle
- distribution is concerned. I used Delayed/bounce and set the travel
- distance to 500 as my logo was that high above the ground..you would want
- 100 for what you are talking about.. hope this helps you out a bit..all
- of the other settings are at your discretion...
-
- ### SHELLS SNAIL
-
- * Subject: Re: 3d sea-shell
- * Date: Mon, 30 May 1994 16:01:46 -0700 (PDT) [50]
- * From: Jeremy White <jwhite@efn.org>
-
- This is how I made a 3-d snail shell.
-
- 1.) Create a spiral path
- a.) Add an axis with a point in the x direction.
- z
- |
- y---x . <-point
- b.) Extrude to a VERY small distance along the y axis, while
- scaling up and rotating several multiples of 360 degrees.
-
- This should give you a spiral path, try playing around with how
- much you scale and rotate the extrusion.
-
- 3.) Create an extude template
- a.) Create a disk primative
- b.) Delete the center point.
-
- (I also made an edge flat, so that I could overlap the shell rings
- better.)
-
- c.) Make sure that the y-axis is pointing up through the disk (x
- and z to the sides of the disk)
-
- 4.) Extrude the disk along the path (1) (Scale it bigger through the
- extrusion if you desire this effect.)
-
- * Subject: Re: 3d sea-shell
- * Date: Wed, 1 Jun 1994 00:40:11 +1000 (EST) [50]
- * From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
-
- Add a primitive tube. Accept the defaults. Go into pick points mode and
- delete the top row of points.
-
- Then, move the axis(only) by 50 units in X direction only. Then scale the
- object in x by 1.5x.
-
- Extrude the object as following. To length 1-10 (or more, it is up to you).
- No. of sections - 36. Y-rotation 720 (or more), X scaling - .1.
-
- This should give you the right shape. To make it 'bent' use Conform to
- Sphere option.
-
- ### CLOUDS GROUND
-
- * Subject: Mike's Clouds tutorial
- * Date: Tue, 31 May 1994 11:24:46 -0700 (PDT) [50]
- * From: Mike McCool <mikemcoo@efn.org>
-
- Set the texture's filter values to whites and blacks (doesn't really matter
- [NOTE: the texture referred to is FilNoiz2 in the 2.9 textures]
- which ones you set to what), mess with the noise parameters to try and get
- the shapes you want, and set the scaling parameters to something big and
- more equivalent than the defaults (maybe 200x200x200). Put the textured
- ground up in the sky and tweek the numbers until it looks like what you
- want. This won't give you cumulo nimbus type clouds, but will do a light
- whispy, hazy, overcast look. (to do smoke, copy the cloud-plane, and paste
- the copy a little below (underneath) the cloud-plane. Now change the color
- of the lower plane to a gray and you got smoke).
-
- * Subject: Re: Simulating clouds
- * Date: Tue, 31 May 94 21:16:40 GMT [50]
- * From: Andrew Nunn <apn@moby.demon.co.uk>
-
- I tried this recently: Generate some fractal clouds in Vista. With
- the landscape flat, position the camera at the very centre. Render
- four pictures with the camera positioned in the four corners ensuring
- that the pitch is set the same in each. Then use ADPro (or whatever) to
- composite the pictures together side by side in the same rotational
- order as they were rendered. The joins do show (just) but could be
- ironed out with a suitable Superbitmap capable paint program.
-
- Back in Imagine, create a hemisphere by adding a Primitive sphere and
- deleting half the points (z<0).Apply the large brush as a cylinder wrap
- (wrap Z) and set the Bright attribute. Position all your other objects,
- lights etc inside the dome. The effect is especially good if the camera
- moves because the the clouds also move around. The Bright setting ensures=
- that no shadows get cast on the sky!
-
- ### SOFT SHADOWS LIGHTS
-
- * Subject: Soft Shadows RE: Is it Possible?
- * Date: Wed, 1 Jun 94 13:52:25 EDT [51]
- * From: jgoldman@acs.bu.edu (Jeffrey Goldman)
-
- 1. Figure out how many lightsources you will have in the final
- packed bundle. In this case it will be 21 (not exactly arbitrary and
- you'll see why).
-
- 2. Figure out the final intensity of the packed bundle. In
- this case it will be 255, 255, 255 (the default value for an Imagine
- lightsource). The packed bundle (with all its lightsources) must emit
- as much light as a similar single lightsource otherwise you get too
- hot a lightsource.
-
- 3. Divide the final intensity by the number of lightsources
- (step #2 divided by step #1). This gives the individual intensity for
- any lightsource that makes up the packed bundle. In this case
- 255/21=~12.1.
-
- 4. Add a primitive disk with radius of 100 and 10 sections.
-
- 5. Add an axis and place it at the center of disk. If you're
- using defualts the axis will autmagically appear at the center of the
- disk (world center of 0,0,0)
-
- 6. Select the axis you just added and enter the Attributes
- requester.
-
- 7. Make the axis a Lightsource with Light Intensity settings
- of the number you got in step #3. In this case it's 12.1, 12.1, 12.1.
- Have the axis Cast Shadows. If you're using 3.0 and like Lens Flare
- disable the feature for now.
-
- 8. This bundled source will act the same as point source. With
- that in mind determine whether the light should fall off. For these
- purposes have no light fall-off. Exit the Atributes requestor.
-
- 9. Copy the axis (R-Amiga C), paste it (R-Amiga P), and move
- it (m) to the top of the disk where the the edge of the disk and the
- section parts meet.
-
- 10. Copy and paste the axis at every section around the outer
- rim of the disk. This will result in 10 axes at every section and one
- axis in the center. Delete the disk to get it out of your way.
-
- 11. Group the outer axes to the center axis by selecting first
- the center axis then every outer axis (using shift), and finally
- grouping the with (R-Amiga G).
-
- 12. Copy this entire array of 11 lightsources and paste it.
-
- 13. Select one array and scale it by .5. This should bring the
- outer axes closer to the center.
-
- 14. Rotate the same array by 18 degrees. This causes a stagger
- of the inner array as compared to the outer array.
-
- 15. Enter Pick Objects Mode and delete the center axis out of
- one of the arrays (you only want one center axis). Group the
- non-grouped axes to the center so that every axis is grouped to the
- center axis.
-
- 16. Enter Pick Groups Mode and save the entire bundle.
-
- A word for Imagine3.0 users. If you want Lens Flare to operate
- for this bundle select the center axis and enable the flare. Having
- all 21 axes Flare would be tediously slow, and it wouldn't look good.
-
- === Using the Bundle in the Stage Editor ===
-
- A warning. This bundle object is made of 21 lightsources.
- Rendering times will decrease with its use for obvious reasons.
- The bundle only works in Trace Mode (obviously) because it
- needs to cast shadows.
- The current bundle only works in "Studio Situations" or
- situations where the bundle only has to work in a near perpendicular
- fashion. I.E. The pyramid of spheres on a flat plane would be a studio
- situation. You can aim a lightsource as if you were in a studio or
- soundstage.
- The bundle must always be perpendicular or near perpendicular
- to the subject. You can track the Y-Axis to the subject to achieve
- this.
-
- Each of the axes on the bundle emmits a bit of light. It's the
- multiple shadows cast by each of these lights that creates the soft
- shadow. You must be prepared to experiment with the scale of the
- bundle. Scales should always be done (L)ocally. It's pretty easy to
- figure out how large the bundle should be if you understand how the
- bundle works. This I leave up to you as it is next to impossible to
- explain the 'right' scale setting...
-
- Always remember that the more lightsources you use in your
- bundle the better the results, and sadly the longer the rendering
- times. You have to make a trade off between how large your soft-shadow
- fall-off will be compared to how many lightsources you have in your
- bundle. If your soft-shadow area is too large, and you don't have
- enough lightsources, you'll see many clearly defined sharp shadows.
-
- This the only way to created a soft-shadow lightsource in
- Imagine, I believe. It may be a pain in a$$ but it works. It should
- only be used for stills for obvious reasons. Only use the bundle where
- necessary. For instance, in a conventional three point lighting setup
- you only really need the bundle for the Key and Back lights. The Fill
- doesn't cast too noticable shadows and can therefore be a point
- source.
-
- Oh, one other thing. Specular hits look way cool with light
- bundles. I mean much more realistic...
-
- ### SEASHELLS
-
- * Subject: 3d sea-shell: scallop
- * Date: Thu, 2 Jun 1994 08:28:27 GMT+1 [51]
- * From: "Wizard" <TESI2@novell.dima.unige.it>
-
- The following 10 steps show how obtain a scallop sea-shell (or
- something similar to it!), perhaps I've a problem (credit for thi little
- tutorial goes to Wizard):
-
- 1. add axis
- 2. add lines (use front view) like this:
-
- z
- __ ... | ... __
- .__| |__| +---x |__| |__.
-
- -130 .... 0 .... 130
-
- 3. invoke the extrude req:
- to length 200
- scale x 0.5
- sections 10
- 4. add a primitive tube: radius 120
- 5. scale down the tube: 70% only y (shift-y)
- 6. adjust the tube position to cut the extruded shape like this:
- _________
- / \
- /\ /\ top view
- /__\_______/__\
-
- | |
- cutted cutted
-
- 7. select extruded shape then tube and slice them
- 8. delete resulting objs except the 2 'planes'
- ('planes' should be part.2 and part.3):
- _________
- part.2 /---------\
-
- and this top view
- _________
- / \
- part.3 / \
- \_ _/
- ---------
-
- 9. select first part.2 and then part.3, join them
- 10. invoke mold req and conform to sphere:
- sphere radius 100
- object radius 320
-
- After all these 10 steps, the resulting shape should be similar
- to a scallop sea-shell except for its too planar look: anyone has found
- the proper 'conform to sphere' (or what?) to show it much realistic?
-
- ### SPOTLIGHTS BEAMS
-
- * Subject: SPOTLIGHT BEAM
- * Date: Thu, 2 Jun 1994 02:09:10 -0700 (PDT) [51]
- * From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- -Persice 2.9/3.0 version
-
- Heres ONE way to do it, make a cone with an open bottom and size,
- and shape it to how you would like your spotlight to appear in the
- sceene, then move the axis of the cone to the very top point of the cone
- making sure that the axis center matches up axactly with the top point of
- the cone. Use shift M and shift Z and move the mouse to do this.
-
- Then make the cone the color of the light you are planning to
- use and then make it BRIGHT, now go and set the Filters to 180,180,180 or
- 240,240,240 depending on how translusent you want the beam. This will make
- it so that when you render it you can see threw it. Now select the object if
- its not already and use the Transformation requester to move it to
- Position Z 100 and leave the rest of the positions at 0. Now we can save
- this object.
-
- Now you nead to make a test project to set the light up in so we can get
- the proper setting for our light. Once you have done this load the cone
- into the STAGE, now add a light and use the Transformation requester to move
- the light to position Z 100 and leave the other positions at 0 as we did
- with the cone in the Detail Editor. Save this and goto the Action Editor,
- find the light and set it to Conical, Cast Shadows (2.9) or Point Sourse,
- Round Shape, Cast Shadows (3.0) and set the color to whatever you set
- the cone to. Save this and go back to the Stage Editor.
-
- Once your back in the Stage Editor Go up to the Display Menu and select
- Light Lines then use FIND to select the light.
-
- Now use the Transformation Requester and Align X to -90, Y to 0,
- and Z to 0. Now the light should be lined up with the cone pointing down.
- So hit the S key to size it, and size it till the center light line in the
- Right View reaches the bottom of the cone. While still in size mode go to
- the Front View and Zoom in on the bottom of the cone as much as you can
- while still being able to see the outer edges of the cone. Now hit
- Shift X and then just the L key. This will put you in local size mode of X,
- now size the light lines till they match up perfictally with
- the outer edges of the cone. Now do the same thing with the Z size
- using the Right View and Shift Z then L keys. You need to do
- them seperately as they will not match up otherwise. Whew! almost done,
- This may sound hard but its really quite easy. You could actually use this
- as is in the stage, but just make sure that if you move or rotate either
- of them you select them both together. Sence it is only a simple matter
- to make them into a group I will continue.....
-
- OK, I hope someone gets some use out of this? if so let me know...
-
- Now that we have this all set up go to the Transformation Requester and
- select size, write down the sizes of X, Y, and Z exactly as they are and hit
- OK and after all this work why not save it..
-
- Now go to the detail editor and load in the cone object.
- Now add an axis and select it, use the Transformation requester
- and select Alignment and set X to -90, Y to 0, Z to 0,
- then select Size and type in the numbers you wrote down, and
- then select Position and type in X 0, Y 0, Z 100. and select OK. Now set
- the Attributes of the axis to a Light and set the light to Conical, Cast
- Shadows (2.9) or Point Sourse, Round Shape, Cast Shadows (3.0)
- and set the color to whatever you set the cone to . Now group the axis and
- cone together and save it. You can now move this object freely around in
- the Stage and Action Editors as one object.
-
- If you want the light to have transparency of the cone linearly
- over it's length ( basically Fade Out at the end ) you will need to size
- the cone maybe twice as large while leaving the Axis Light the same size
- and then use the Linear Texture on the cone and rotate the Textures Z axis
- so that it is pointing down and drag the Texture axis down to slightly above
- the Axis Lights Y axis line. If you made the cone twice the size this would
- be halfway down the cones lenghth. Then set the color of the texture to that
- of the light and the Transition Z Width to whatever looks good for your
- particular light, I like 100 or 150, for a 500 unit tall cone, then set
- the Filters for the Texture to 255, 255, 255. You would also have to set
- your Axis Light's Attribute to Diminish Intensity 2.9 or Controled Falloff
- for 3.0 to pull off the full effect. You may need to play with this to
- get it just right though.
-
- -Fairley Persice 2.0 and 2.9/3.0 version.
-
- Make a cone with an open bottom and size, and shape it to how you would
- like your spotlight to appear in the sceene, then move the axis of the
- cone to the very top point of the cone making sure that the axis center
- matches up axactly with the top point of the cone. Then make the cone
- the color of the light you are planning to use and then make it BRIGHT,
- now go and set the Filters to 210,210,210 so that when you render it we
- can see threw it. Now COPY the cone and align the X axis to -90
- locally in the Transformation requester by using Tranform Axis Only and
- Alignment. Now resize the Y axis locally till the axis line not letter
- reaches the bottom of the cones Bounding Box, then resize X axis locally
- till the axis line reaches the very end of the Bounding Box, and then do
- the same with the Z axis. Now change the Attributes, turn off Bright, set
- Filters back to 0,0,0 and set the object to a light and set it to Conical,
- Cast Shadows (2.9) or Point Sourse, Round Shape, Cast Shadows (3.0) and
- set the color to whatever you set the cone to. Now go into
- Edit Points mode and delete all the points in this object. You can now
- PASTE the old copy and group the two objects and save them out as a Spotlight
- This method is easier than the other one and produces good results as well,
- I just feel the other method is more presice if you plan to zoom up on
- something like a logo and have the spotlight moving acrossed it.
-
- If you want the light to have transparency of the cone linearly
- over it's length ( basically Fade Out at the bottom ) you can use the same
- method as I mentioned above with the Persice Spotlight.
-
- Whew! Now theres a SpotLight!
-
- While even this is not a perfect SpotLight it is a very good one, the only
- problem with it is that if you shine it threw something the Bright Cone
- object will still show through the other side, you maybe able to limit
- this by making the cone more transparant with the Filters, but I think 220's
- or 240's work pretty good..Or buy making it a fading SpotLight.
- It also doesn't have edge transparency but I haven't tried to figure out
- how to do that yet. I imagine you could use multiple cones at different
- Filter rates and sizes to get something close to it, in 2.0/2.9
- or use the global HAZE effect and the SOFTEDGE texture in 3.0.
-
- Once you set up the basic object in Imagine you could just use it and make
- changes to it as needed.
-
- I do think if you try this SpotLight you will like it
- as it works great for RayTracing when you want an object in the middle of
- the SpotLight and yet have other lights coming from other directions,
- the Spotlight will still light up the object and leave its beam and shadow
- and works fine in Global Fog unlike a Cone set to FOG as I have seen others
- suggest.
-
- ### STARFIELD STARS
-
- * Subject: STARS
- * Date: Fri, 03 Jun 94 05:47:33 -0300 [51]
- * From: greg.tsadilas@hofbbs.com
-
- Take the CSG sphere. Color it BLACK. Make it BRIGHT. Add the CONFETTI
- texture (Im3.0), set the V1 and V2 numbers to .54 and .55 so as not to have a
- ton of stars. Set the two colors to 200,200,200 and 240,240,240 (or whatever
- turns you on. Scale the Im3.0 CONFETTI texture to get the "stars" the size you
- want them, render to see how they look and adjust if need be. Place scene
- INSIDE the sphere. Voila....instant gorgeous stars. You can even add the
- NEBULA to a sphere fog object in the distance somewhere. :)
-
- ### MOEBIUS STRIP
-
- * Subject: Re: .fli ftp site?
- * Date: Mon, 6 Jun 1994 18:38:39 -0400 [51]
- * From: Jason B Koszarsky <kozarsky@cse.psu.edu>
-
- So, in Imagine, I'd start with a simple two point open path. Bend
- the path so that the endpoint meet each other & the shape of the path
- is a loop. Do the bending about the x-axis. Place the endpoints
- exactly on top of one another. Use the transformation requester to
- get/set exact location coordinates. Then take one point and rotate
- it 180 degrees on the local y-axis.
-
- With the path created, you are almost done. Now just make a single
- line consisting of 2 pointer & one edge connecting the points. Make
- sure that the axis is placed on the center of the line & that the
- y-axis is perpendicular to the line itself.
-
- You could add a primitive plane, delete 2 points, move & rotate the
- axis, it may be quicker this way. If you start with this plane, only
- use 1 vertical & 1 horizontal section. Hmm. I wonder what imagine would
- say if I were to try 0 vertical sections?
-
- Now extrude your line object along the moebius path. Use enough sections
- to get it as smooth as you desire. Also, set it so that the y is aligned
- to the path. Otherwise, it won't twist.
-
- What has been created is a flat moebius strip. If you want to have some
- thickness, you could extrude a 4point plane along the path(the y-axis
- for the plane should be perpendicular to the plane's surface).
-
- You may also want to add a 3rd point to the path by fracturing or splitting
- it. This will give you more control over the shape. If you add the 3rd
- point after doing the initial steps above, then you won't have to worry
- about rotating it on its local yaxis.
-
- * Subject: Easy Moebius Strip
- * Date: Tue, 7 Jun 1994 13:57:42 GMT +1200 [51]
- * From: "Paul Batten" <BATTENP@scico1.chchp.ac.nz>
-
- In the detail editor:
-
- 1. Add a closed path
-
- 2. Add a primitive plane, say 40x20 1 section
-
- 3. select the plane, choose Extrude: Along Path (the closed path in 1.),
- Align Y to Path, Sections = 100, Y Rotation = 180 ( to give the Moebius
- loop). Perform extrude.
-
- 4. You may need to edit the 8 faces where the 1st and last planes join, the
- seem to get twisted.
-
- ### EYES FOLLOWING
-
- * Subject: EYES THAT FOLLOW
- * Date: Sun, 05 Jun 94 01:11:31 -0300 [51]
- * From: greg.tsadilas@hofbbs.com
-
- Apply the FAKELY texture to the eye, have it affect COLOR only. Set transition
- T to .8, set the back color to -1,, (objects color), set the front color to
- 0,0,255 (The Iris color).
-
- Apply the FAKELY texture to the eye again, have it affect COLOR only. Set the
- transition T to .95, set the back color to -1,, (objects color), set the front
- color to 0,0,0 (The pupil color).
-
- Voila! Instant eye that will follow and point to the camera without the need
- to manually reposition the eye. Try this on a default sphere. Render it from
- different angles....the eye follows...OOOoooohh! Scary, eh keedz?
-
- ### PARTICLES
-
- * Subject: more < Pfffft.....
- * Date: Thu, 9 Jun 1994 18:00:10 -0500 (CDT) [51]
- * From: kirvan@SSESCO.com
-
- "Speed" is used to control how fast an object comes apart when using a
- "delayed" particle explode. This is the speed the object comes apart, not
- how fast the particles move.
-
- The "Terminal H and Z" are a bit tougher. The particles, sort of,
- accelerate away from the exploding object. These params control how many
- frames the particles will be accelerating through.
-
- Again, I suggest cranking up the gravity. This way the particles will fall
- faster and stick to the ground sooner.
-
- ### FLAG WAVING
-
- * Subject: Re: Stage Paths
- * Date: Fri, 10 Jun 1994 00:18:24 -0700 (PDT) [51]
- * From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- Make a defualt plane and Align the X axis to 90 in the Tranformation
- Requester, make sure you have Axis Only set when you do this ,
- then make a path, say with 10 axis points, move every other points Z axis
- up to make some smooth curves, then save these objects seperatley,
- make a test project and go to the Action Editor and set it to 25 frames
- load in the objects... set the plane to follow the path. Save this and go
- to the Stage, now set your camera view on and position it so you can see
- the plane object, Now heres one of the important parts hit RghtAmiga-P to
- see what your paths length is, write it down and go to frame 25 of the
- animation RghtAmiga-C. Now select the path and use RghtAmiga-T to get to
- the Tranformation Requester, click position and set Y to - (minus) whatever
- the number you wrote down is, hit return then OK. Now hit RghtAmiga-7 to
- save the position as with Position Bar. OK we're almost done, Save this
- and go back to the Action Editor and select the paths NEW Position
- timeline bar and set it to Discontinuous Knots, click OK, now select the
- plane and set its Alignment to Conform Object to Path, click OK. If this
- were a grouped object you would use Conform Group to Path...Now save this
- and go to the Stage and Use Make in the Animate Menu to make a preview
- animation...Wala! a Flag Waving!
-
- ### GLASS HOLLOW
-
- * Subject: Re: Hollow or Solid?
- * Date: Wed, 15 Jun 1994 13:46:31 -0600 (MDT) [51]
- * From: Roger Straub <straub@csn.org>
-
- Recipe for a hollow glass sphere is as follows:
- Create a primitive sphere. Copy, paste, and scale it down so that
- there is a little space between them. Give the larger sphere the
- attributes of glass, and make the smaller one transparent. Group, render
- and serve with drinks(Preferably tequila, but marguiritas will do.).
-
- ### LENSES
-
- * Subject: Lense tutorial
- * Date: Mon, 20 Jun 1994 08:37:33 GMT+1 [51]
- * From: "Wizard" <TESI2@novell.dima.unige.it>
-
- this is just an extract from an italian computer magazine,
- Commodore Gazette, about doing lens with Imagine:
-
- -enter the detail editor
- -add primitive sphere (not add sphere, add primitives and then sphere):
- circle=48, vertical sections=24
- -pick sphere, pick points, drag box pick method
- -multiple select all points except for the first (top) 5 lines (sections)
- -delete selected points (functions menu)
- -pick object (pick method menu)
- -move ONLY the axis (shift-m) to the bottom line of points/section
- (looked from front view): do this step more accurate, use zoom in
- -copy selected obj and paste it
- -invoke transformation req, scale it -1 to z axis
- -select the two objs and merge them
- -invoke atts req:
- color and filer=255,255,255 harness=100 to 130 index=1.2 to 2.0
-
- This method is much realistic one, positioning lense above a
- plane (e.g a brush mapped one) and moving lense far from it, Ya get also
- the tipically effect of getting an upset image.
-
- PLEASE NOTE: do not use spin or sweep function (drawing profile) coz so
- Ya cannot manually draw a perfect shape (as sphere primit.)&
- Ya get an increment of rendering time.
-
- ### FIRE TORCH
-
- * Subject: Re: Fire Tutorial II
- * Date: Tue, 12 Jul 94 13:33:19 CDT [52]
- * From: setzer@comm.mot.com (Thomas Setzer)
-
- * Note: the following tip is from hermelin@math.tau.ac.il
-
- Also, here is a small tip for making open fire, a torch for example:
-
- 1. Build an object to base the fire on - cone, cylinder, plane, whatever.
-
- 2. Color the object an orange-yellow hue. R221, G189, B000 worked for me.
- Phong should be enabled.
-
- 3. Add the linear texture. My object is 200 units tall, so the Transition Z
- Width is set to 150. Filter is 255 for R, G and B. Place the texture axes
- on the bottom of the object, with the Z axis pointing up.
-
- 4. From Essence I, add the misc/fractalfilter texture. The axes are oriented
- at its' default. Here are my parameters:
-
- 50.00000 Initial Scale 0.900000 Filter 1 End
- 5.000000 # of Scales 150.0000 Filter 1 Red
- 0.400000 Scale Ratio 150.0000 Filter 1 Green
- 0.400000 Amplitude Ratio 150.0000 Filter 1 Blue
- 0.400000 Time Ratio 255.0000 Filter 2 Red
- 0.000000 Time 255.0000 Filter 2 Green
- 0.100000 Base->1 Trans 255.0000 Filter 2 Blue
- 0.500000 1->2 Trans 0.000000 Fade 0..1
-
- 5. Save the object (Fire.1 could be a good name), and modify the following:
- In the fractalfilter texture, change the Time parameter to 1, and edit the
- axes so they are 10 times the length of the object higher. This setting is
- good for a 200 frame animation, so the fire goes one object height up every
- 20 frames. Save the object with a different name, maybe Fire.2.
-
- 6. In the Stage Editor, load the first fire and determine place, size and
- orientation. Go to the Action Editor and morph from Fire.1 to Fire.2 over
- the entire length of the animation.
-
- 7. Render, have 200 cups of coffee, and view. Enjoy.
-
- ### GRASS LAWN SWAY EFFECT
-
- * Subject: sway
- * Date: Thu, 28 Jul 94 09:27:00 -0100 [52]
- * From: torgeir.holm@tbc.powertech.no (Torgeir Holm)
-
- I made a one polygon object in the detail editor, stretched it so that
- it was shaped like a piece of grass, and made the Z axis come through
- paralell to the middle of the object. Picked the edges, and made them
- quick edges. Added grassy attributes, and turned Quick Edges on in the
- attributes requester. Quick edges because 3 edges is a lot quicker than
- 8 in a bounding box, when you get to stage.
-
- I then made about four hundred copies of this object, spread out in a
- 20x20 grid. Use multi select to speed things up. Could really use Macros
- Soon, impulse. I then multi selected objects using the lasso tool
- randomly, and sized, rotated, and moved the objects slightly, just to
- get an irregular look. Repeated this several times.
-
- When the objects looked like a messy patch of grass, or something like
- that, I added an axis, and picked it. Picked all the other objects with
- a drag box and grouped them to the axis. Saved object.
-
- In the action editor, I added the object for 50 frames to do a test
- anim. In the FX bar I added the Sway.ifx for all 50 frames:
-
- Start Frame 1 End Frame 50
-
- All buttons off except X-axis
-
- Minimum # of gyrations: 1
-
- Maximum # of gyrations: 3
-
- Minimum gyration angle: 10
-
- Maximum gyration angle: 30
-
- Random number seed: whatever
-
- When I render this I get a patch of grass, swaying back and forth. Some
- leaves of grass sway fast, and others slow, but they all have almost the
- same direction of sway. There are no abrubt changes from frame to frame.
-
- ### LASER PHASER EFFECT
-
- * Subject: Laser effect
- * Date: Fri, 29 Jul 94 10:20:38 EDT [52]
- * From: sauvp@citi.doc.ca (Patrick Sauvageau [SIA])
-
- For that, I have created a very thin cone object, about 400 units long
- and 10 wide at the base. The axis of the object is located at the base.
- The color of the object is blue-white and the object is bright. The next
- step is to add the "linear" texture in a way that will made the object
- transparent at the thin end. Finally, add an axis at the top of the cone.
- Make the Y axis pointing in the direction of the base and make this axis
- the parent of the cone.
-
- To use thi "laser" in an animation, I used a "feature" of Imagine: In the
- stage editor, if you resize an object on only one axis, the textures are
- not resized.
-
- So, in the firing frame, load the laser object, position it's parent axis
- in the laser "gun",and track it to it's target. Then, scale it down LOCALY
- ON IT'S Y AXIS until it become very short. Go to the frame where the laser
- hit it's target, select the laser and resize it localy on it's Y axis untils
- it touch the target (or get out of camera sight if it miss).
-
- In that way, since all the scaling have been made locally, the lenght of the
- texture stay constant. In the last frame, even if it seem that the laser
- is continuous from the "gun" to the target, ONLY THE 400 UNITS AT THE FRONT
- ARE VISIBLE, since the rest is fully transparent.
-
- * Subject: Full power to foward phaser banks.
- * Date: Fri, 29 Jul 1994 11:27:04 -0400 (EDT) [52]
- * From: "T.W. Albee" <UC245_444755@emuvax.emich.edu>
-
- Start off with a tube or teardrom or whatever shape you want, save it
- as something1. Elongate it as you imagine a phaser blast to travel, save
- that as something2. Finaly, reshape it as you think a phaser blast would
- look after comming in contact with something; something3. You can even
- reduce it to a small, dying point if you wish; something4. Color them all
- how you wish and use the marble texture as a filter map. Morph between
- objects in the Action Editor to get the desired animation look, and
- Render HO! Add another shape around the beam if you wish, setting its
- filter high, and its fog length relative to its size, and you can have
- an ionization glow too. Play around with using brushmaps you create for
- different filter-mappings to get different effects. Try animating the
- filters for a really neat effect.
-
- I forgot to mention that the phaser-beam shapes should be set to 'bright'
-
- ### CLOUDS
-
- * Subject: Imagine vmem and 3.1
- * Date: Mon, 8 Aug 94 18:05:36 CDT [53]
- * From: wilks@lbm.com (Stephen Wilkinson)
-
- The "crumpled" texture can make a pretty good "mackerel"-type
- cloud cover. Make the texture "bump" colors white and set the object
- to a nice blue (35,118,255 is ok) and scale the texture size up about
- 200x200x200 (or just bring the plane it is on nearer the camera). I've
- got a plane with this texture behind a "window" and it looks very nice
- since I don't have enough ram for a clouds backdrop image :( It looks
- a lot better if the plane is tilted away from you rather than fully
- perpendicular. You can flip the colors to make a water plane with
- "caustics" on the surface (bumps blue, object white)...
-
- ### TEXT GROWING WALL TERMINATOR
-
- * Subject: Re: text extruding from a plane
- * Date: Tue, 16 Aug 1994 22:27:30 -0600 (MDT) [53]
- * From: Roger Straub <straub@csn.org>
-
- * Note: next paragraph written by Steve McLaughlin
-
- > What's a good way of having text grow out of a wall? Starting out with
- > a flat wall and having text slowly come out of it?
- > Having the same texture and color as the wall.
- > Sort of like a terminator effect.
- > Will a bump map give a good effect?
-
- Well, I don't think a bump map will do the job. If you have 3.0, use the
- Applique function on a plane with a LOT of subdivisions. Set up the pic
- just as you would a bump map. Then pick the plane, choose Applique, find
- the pic, and say ok. Then just morph between the two objects(flat and
- Applique'd). Hope this helps...
-
- ### INVERSE KINEMATICS
-
- * Subject: Re: Kinematics
- * Date: Tue, 30 Aug 1994 23:10:48 -0700 (PDT) [53]
- * From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- Well, I am pretty new to the Kinematics in Imagine but I'll get you
- started, so that you can experiment. First make three axis, making one and
- then copy it and paste it down twice. Now press R/a_F to Find Axis.1 and
- select it and then use R/a_T for the Transformation requester and set it's
- Z position to 50. Now Find Axis.2 and set it's Z position to 100 in the
- same manner you did with Axis.1. Now select the bottom Axis and the Axis.1
- just above it by using the Shift Key as you select it. Group them together
- and then click anywhere on the screen to unselect these Axis. Now select
- the middle Axis.1 and the top axis.2 and group them together. Ok this is a
- basic bone structure or group, if you select the bottom axis while in Pick
- Groups mode all of the axis will be selected. So with this I can explain
- to you SOME simple kinematics...at least enough to get you started.
-
- Ok now go into Pick Objects Mode ( Kinematics will only work in Pick
- Objects Mode ). Select the bottom axis and and then select Freeze, in the
- Freeze menu set Rotation World X,Y and Z and OK. Now go and set Constrain
- and then select the top axis.2 of the group and press M. If you are in the
- quad view ( all four views showing ) you can go in the top view and rotate
- your pointer around the axis. You will see that all the axis follow the
- pointer as you move it, but the bottom one stays stationary and does not
- rotate with the others. If we unset the Rotation World X,Y, and Z it would
- follow along with the other axis. Now if we wanted to limit this group more
- we could do the following:
-
- Set the ALL axis so Rotation World Y, and Z are set, Un-set the bottom
- axis's Rotations. Now go and select the top axis and try rotating the
- pointer around the axis in the top view, as you can see the axis now only
- move along the Y axis or should I say will only rotate on the X axis. As we
- have limited its movement by only letting it rotate on X. Hit the Spacebar
- and then R/a_U to undo this and select the Right View Bar.
-
- Now we can make the axis move in a more controllable means. Select the top
- axis again if its not already, and press R and then X and move the pointer
- to the right slowly till the axis angle is at 45 degrees. Imagine will tell
- you this at the top right corner of the menu bar. The top axis will rotate
- on its X axis. Now press M and move the pointer to the left and slightly
- down. As you can see the top axis keeps its alignment of X and all the
- other bones or axis bend to make it look like a finger bending. This may
- cause a problem if you move to far, but you can either try moving it back
- and try again or hit the spacebar and then select the middle axis and press
- R then X and rotate the middle axis into the correct position.
-
- If you wanted to stop the bottom axis from causing this problem you could
- Freeze its World Tranlations, and then move or rotate the top axis to the
- position or alignment you want, and Then Un-set the bottom Axis
- Translations and Rotate its Axis on X to rotate the whole group. Or to do a
- similar effect, yet keep your top axis free to move and rotate you could
- rotate the middle axis into the angle you want and then Lock it's X Joint
- and select the top axis and move or rotate it's X axis. By doing this the
- bottom and middle axis stay aligned to each, yet still follow the top axis,
- and leaves the top axis free to manipulate...
-
- Oopps! typo on my part, it should read: Set ALL the axis so Rotation
- World Y, and Z are set,
-
- ### NEBULA FOG
-
- * Subject: Re: Nebula Texture.
- * Date: Fri, 2 Sep 1994 02:17:47 -0700 (PDT) [53]
- * From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- First of load the Fog.attribute onto your extruded sides, then set the
- Fog to 200.00 and the color of the object to 197,197,222
-
- Now Add the Nebula Texture and set it to:
-
- Fog Lenth 500.00
- T 1.00
- Noise1 Mag 5.00
- Noise1 Vel 0.5
- Noise2 Mag and Vel 1.0
- Central Color 220,220,250
-
- Now move the texture axis to the middle of the sides from the right view.
-
- ### ANTENNA SATELLITE DISHES
-
- * Subject: Re: Antenna dishes
- * Date: Mon, 05 Sep 94 15:55:35 CET [53]
- * From: cjo <cjo@smtpgw.esrange.ssc.se>
-
- I've made a couple of satellite-dishes myself. But i did it a little bit
- differently.
-
- 1. Create a cone (ADD PRIMITIVE CONE) with (say) 12 vertical sections.
-
- 2. Make it flat by setting the y-size =0 (you now have a circle).
-
- 3. Conform the circle to a sphere (you'll have to experiment a little with
- the two parameters to get it right).
-
- 4. Size the dish to your own preferences. Perhaps you would like it to
- be elliptic :-)
-
- 5. If you want the dish to have depth you'll just have to EXTRUDE it.
-
- 6. If you want the front and the back to have different attribute-settings
- you just pick all the faces on the back (or the front, that is your own
- choice) by PICK RANGE and FRACTURE them from the rest of the antenna.
- (I did this to make the front white and the back gold-colored as this
- is rather usual for antennas on communication satellites.)
-
- ### FOG
-
- * Subject: Re: Using Fog Objects...
- * Date: Fri, 9 Sep 1994 06:30:38 -0500 [54]
- * From: gregory denby <gdenby@twain.helios.nd.edu>
-
- Try using a plane with a transparency map placed over it. Place this infront
- of your camera. The down side of this is increased rendering time :-(.
- Or, make a single plane, not extruded, set it to an appropriate fog length
- and rotate it so that its top is farther away from the camera. That way
- the amount of fog applied near the top of the scene will be less than at the bot
- tom.
-
- ### HALO LIGHTS LENSFLARE FOG
-
- * Subject: Re: HALO AROUND LIGHT IN IMAGINE
- * Date: Mon, 19 Sep 1994 00:31:49 -0400 (EDT) [54]
- * From: jgoldman@acs.bu.edu
-
- --- METHOD #1 (The Pain in the A$s Radial Texture Method)
-
- Create a disk utilizing Imagine's standard Disk
- parameters.
- Copy the disk and scale the new one by a factor of two.
- Copy the larger disk and scale the new one by a factor of
- four. You should now have three disks of varying size.
- Position the disks so that the smallest is in front of the
- middlesized. The middlesized is in front of the largest.
-
- Make the smallest disk Bright with a Color of
- 255,255,255. Also, make it a Lightsource.
-
- Apply Radial textures to the middlesized and largest disks.
-
- The middlesized disk should be Bright and have a color of
- 150,150,255. The Radial texture should be set so that the disk's
- transparency is set to 0,0,0 at the center. Create a transition
- distance over the radius of the disk so that transparency is
- 255,255,255 at the disk's edge. You want the disk's color to fade as
- it moves toward the edge of the disk.
-
- The larger disk should be Bright and have a color of
- 255,255,255, and a Transparancy of 170, 170, 170. Set the Radial
- texture so that the color fades to total transparency (255, 255, 255)
- at the disk's edge.
-
- Transform the smallest disk's axis ONLY. Bring up the
- Transformation Requester, and Rotate the Z axis 180 degrees. Select
- the Transform Axis Only button and Perform. The disk's Y-axis should
- be pointing exactly opposite the other disks' Y-Axis.
-
- Group the three disks together using the smallest disk as the
- Parent. This is a basic "Light w/halo" object. When rendering it be
- sure to always point the Y-axis at the camera. It's easy to do. Just
- Align Y-axis to Track to Object Camera.
-
- Render that, and see what you get. In this example the
- smallest disk acts like the bright lightbulb, the second disk acts
- like the film burn area, and the third disk acts like the atmospheric
- dispersion area. This object, being 2D, has some limitations.
-
- A primary limitation is that this object only works well in
- Scanline situations. This is because in Trace Mode the two larger
- Radial mapped spheres block the smaller disk's light travelling
- backwards. To work around it create an axis, make it a Lightsource,
- place it behind the larger disk, and group it to the smallest disk. It
- isn't infallible, however...
- Experiment with values. The Color values given above were for
- a standard high intesity lightsource. Always remember what your
- lightsource would look like in the real world. In the case of a red
- exit sign, make the Color values predominently red, and substitute a
- polygon created "EXIT" object for the first disk. Or something like
- that...
-
- --- METHOD #2 (The Fog Method)
-
- Create a primitive sphere. Make it Bright with the Color
- values 255,255,255.
- Copy the sphere and scale it slightly larger than the original
- sphere primitive. Make this sphere a Fog object by experimenting with
- Fog Length values. Color it as necessary.
-
- For those with Imagine3.0 assign the Ghost texture to the
- foggy sphere.
-
- Experiment with values. I haven't actually tried this yet, but
- it should work...
-
- --- METHOD #3 (The Haze Method)
-
- Use Global FX Haze to fuzz up your exit sign.
-
- ### PARTICLES MAPPING TEXTURES
-
- * Subject: RE: Imagine bug :(
- * Date: Fri, 23 Sep 94 13:38:32 EST [54]
- * From: mrivers@tbag.tscs.com (Michael Rivers)
-
- Pick the Object, Fracture it with Scale Factor set to 1.0(Don't merge the
- object,because each face must NOT share any point/edge with another face)
- create a state with Shape checked, apply textures/brushmaps and specify the
- Lockstate. Create project using the particles. render.(may work for
- explode,fireworks etc.)
-
- ### SMOKE
-
- * Subject: Particles smoke
- * Date: Tuesday, 04 October 1994 11:11:47 [55]
- * From: Wizard <GUEST@novell.dima.unige.it>
-
- -detail editor
- -add primitives: sphere
- -attributes: color 255,255,255 fog 140
- clrnoiz texture:
- color 140,140,140 r,g,b,color vary 0
- -particles: cube
- random align
- interpolated
- dimension 150 units
- -save obj
-
-
- -action editor
- -add particle effect to loaded sphere (to all anim frames)
- emission
- travel dista 200 units
- scaling 1
- time to terminal h 2
- elasticity 50
- time to terminal z TOT/2
- velocity .5
- min angle x -5
- max angle x 5
- wind velocity 5
- wind angle 33
- wind start TOT*(-1)
- wind stop TOT
- emission 95%
- SET ALL OTHER VALUES TO 0
-
- TOT ==== number of tot frames
-
- * Note: The above tutorial was really created by
- * Massimiliano Marras (mc1606@mclink.it):
-
- I must point out that he made a few (wrong) changes: Fog Length
- should be 180, sphere color 128,128,128, ClrNoiz's color 64,64,64,
- travel distance is 100 units and time to terminal Z is TOT frames and
- not TOT/2. He has left unchanged all the other values. In addition to
- this Imagine 3.0 does render properly fog objects in front of
- backdrop pictures so his closing remark is wrong.
-
- ### LIGHTS NEGATIVE SHADOWS
-
- * Subject: ------=> Sorry NO Subject!
- * Date: Wednesday, 05 October 1994 17:38:04 [55]
- * From: Massimiliano Marras (mc1606@mclink.it)
-
- Another nice use for negative values is the simulation of shadows in
- scanline mode. Enter Detail Editor, add a ground and a primitive
- sphere, move the ground along Z axis -160 units. Leave the sphere
- unchanged but transform it's axis (only) so that has this alignment:
- X -45,Y 0,Z -90 and the Y axis (only) size is 280 (so that it
- intersects the ground). Make the sphere a parallel rays, round shape,
- controlled falloff light source and enter a _negative_ value in the
- intensity requester that is roughly 75% of the other lightsource's
- intensity. In this case use -196,-196,-196. Quickrender with a 90
- degree horizontal angle and a 45 degree vertical angle. Here you are:
- istant scanline shadows. Of course you can add softedge lite
- textures, arrange more negative light sources in order to simulate
- more complex shapes or even create "shadow volumes" that obscure the
- object travelling in their area. As long as you use controlled
- falloff and scale properly the Y axis this trick will not slow the
- rendering down (controlled lights do not affect objects outside their
- reach) and will save days of render time compared to raytracing. A
- good reference about negative lightsources is in Graphics Gems III:
- "Darklights" by Andrew S. Glassner. Well, i guess Wizard will claim
- copyright over that book too...
-
- ### WATERFALLS FIRE
-
- * Subject: Seamless Waterfalls & Fire
- * Date: Monday, 24 October 1994 22:45:31 [55]
- * From: Shinobi@ckbbs.tor.hookup.net (Shinobi)
-
- First begin with a 2D outline such as the one below:
-
- ___________________________________________
- /
- |
- | Z
- | |
- | |
- | Y-----X
- |
- |
- |
- |
-
- This shape should be extruded by whatever distance you choose as the width
- of your waterfall.
-
- Caller it whatever you like (I chose a very light blue), and turn the
- specularity way up so you can see how the light is affected by the
- texture. Now, add the BumpNoiz texture. Make the X, Y, and Z sizes
- something like 100,10,200, which basically give you long, thin bumps.
- Save this object as Waterfall.1.
-
- Now, edit the texture axis and rotate it -120 degrees (you should see
- the axis roll forward, towards the left-side of this diagram). Save
- this object as Waterfall.2. Repeat again, saving the final object as
- Waterfall.3.
-
- Rotate the axis locally around Y. This will cause the texture to rotate
- forwards to the camera, which is actually on the far left of the above
- diagram.
-
- I've been asked to explain this in a little more detail, so I'll give what
- I can.
-
- A 3D texture occupied 3D space. But the colours or bumps or whatever that
- appear occur only where the texture in 3D space intersects with the object.
- By positioning the texture axis away from the object, when you rotate the
- texture axis the intersection of the texture and the object changes. And
- because the texture occupies 3D space passing the texture "through" an
- object works the same as changing a "time" parameter that some textures
- have.
-
- I'm not sure if that is a better explanation or not, so try this. Put a
- pencil or something on the screen, with the eraser at the texture axis.
- Now rotate the pencil around the screen, keeping the pivot point at the
- eraser. See how the pencil and object intersect at different points as the
- pencil is rotated? If you think of the texture as being full of bubbles,
- you can see that the object is actually "slicing" through the 3D texture
- when it intersets it (kinda like a CAT scan).
-
- Enter the action editor and set the number of frames for, say, 90.
- Give some ambient light (say 40). Now, at frame 1 load your
- Waterfall.1 object. From frame 2 through 30, morph to Waterfall.2.
- From frame 31 through 60 morph to Waterfall.3. Finally, from frame 61
- through 90 morph back to Waterfall.1.
-
- Enter the stage editor and set the view up as you would like it. Do a
- test render to make sure all is well.
-
- Render your animation, but leave off the last frame, so in a 90 frame
- animation you would render frames 1-89.
-
- The trick is to offset the texture axis so that when it rotates the
- texture appears to flow along the surfaces it intersects. As I said,
- it works well with fire. You can use this technique to seamlessly
- morph a flame object (ala Steve Worley's example). Just make sure to
- place the axes of the textures where their rotation and intersection
- with the plane will give the appearance of movement.
-
- ### SUN SOLAR FLARES
-
- * Subject: E-Z Sun
- * Date: Sunday, 06 November 1994 17:57:00 [56]
- * From: KEN_ROBERTSON@robelle.COM
-
- All this chit-chat about generating suns made me want to try it out, too.
- I got a great-looking sun (albeit not as nice as the one with the
- solar flares and sunspots that is on Aminet in gfx/3d, I think)
- by doing:
-
- Add a sphere primitive, default values
- Set the colour to 255,255,0
- Set the Fog Length to 10
- Make it a light, intensity 655,655,255, point source, diminishing
- intensity
- Add the Ghost Texture (Imagine 3.0 supplied) with default values.
-
- ### SIRDS ZBUFFER STEREO 3D
-
- * Subject: 3D images (ZBuffer & SIRDS)
- * Date: Tuesday, 08 November 1994 23:56:49 [56]
- * From: "Ducharme, Alain: FOB" <Ducharme@fob.istc.ca>
-
- An example:
- Load an object into the Detail editor (i.e. Cow.iob). To simplify the
- process UnGroup any parts then Join them all together as one object.
- Attributes should be: Color white, set the rest to zero (0); Bright should
- be on (x), set Quickdraw on (x) and Texture: ZBuffer. Now reset your
- perspective view and rotate your object just as you would like to see it by
- the camera as viewed in the perspective view. This is important because
- ZBuffer is relative to Global coordinates, and not relative to the camera.
- Go into the "Top" view window, turn Coordinates on, move your cursor to
- the bottom of the bounding box and write down the Y coordinate (Y1), move
- the cursor to the top of the bounding box and write down the Y coordinate
- (Y2). These two Y coordinates should be entered in the ZBuffer texture's Y1
- and Y2. Leave the color settings from white (255,255,255) to black (0,0,0)
- (assuming your SIRDS generator expects white as out and black as in). Save
- the object
-
- Go into Action editor, Add your object and set camera position to 0,Y1-n,0
- alignment to 0,0,0 where n is the distance from the object to be viewed.
- Save Changes. Go to Stage editor, add a light and place it anywhere in
- front of the object, turn on camera view and fine tune the placement of the
- camera making sure not to change it's alignment.
-
- Render.
-
- The resulting image should be a gray scale image which can be loaded into
- and processed by a SIRDS generator. I've had excellent results with this
- technique, many of which surpassed some commercially available SIRDS
- posters.
-
- ### LASERS
-
- * Subject: Re: LASER ray
- * Date: Monday, 14 November 1994 19:14:34 [56]
- * From: Patrick Sauvageau <sauvp@citi.doc.ca>
-
- You can use the filter noise texture. Make an axis, apply it the filter
- noise and "apply to children". Make that axis the parent from the laser
- beem. Now, create two state where the "textured" axis only move slowly. The
- result will be that the transparency irregularity will move slowly in the
- laser beam, simulating an irregular dusty atmosphere with light wind.
- If you have 3.1, you may use the "clouds" texture and make the clouds morph
- in time as it move.
-
- ### PUDDLES WATER
-
- * Subject: Easy Puddles
- * Date: Saturday, 31 December 1994 12:57:07 [57]
- * From: Shinobi@ckbbs.tor.hookup.net (Shinobi)
-
- Here's a technique for making dead-easy puddles. You know, the kind
- of puddle of a thick solution such as mercury, oil, blood...anything
- that has a meniscus that rises above the surface the puddle lies on.
-
- First, add an axis, and make sure you are in the TOP view. Copy and
- paste this axis roughly in a circular shape. Use as many as you like.
- Rotate each axis to a different angle. These axes will be used to
- make a closed loop.
-
- Next, select each axis in turn around the circumference of your
- puddle-to-be. Usually, I group the whole bunch and save it as
- PUDDLE_OUTLINE.GROUP just to be on the safe side. Select MAKE CLOSED
- PATH. Instantly, you have an outline of your puddle. Now is the time
- to make any changes to the shape of your puddle. Try to stay away
- from very thin "fingers" as they may cause you trouble in the next
- section. Rename the object to PATH, to make life easy for us in the
- Extrude requester.
-
- Move to the FRONT view and add a disk. Choose PICK POINTS. Delete
- the center point and all the points for three-quarters of the circle.
- What you should be left with is a quarter-circle like the diagram on
- the left:
-
- ____ Z ._________ Z
- \ | \ |
- \ +---X \ +---X
- | |
- | |
- (Pardon the lousy diagram)
-
- Add one more point to the top-left line segment, so that your shape
- now looks like the figure on the right. Save this object as something
- like CIRCLE.OUTLINE.
-
- Next, bring up the EXTRUDE requester. Select FOLLOW PATH, and ALIGN Y
- TO PATH. Make as many sections as you like.
-
- Now you have a nice, smooth shape that follows the contour of your
- puddle-path. But what about the center?
-
- Here's the good part. It's so easy, I could have kicked myself for
- not thinking of it earlier.
-
- Make sure your selection method is set to both CLICK and LOCK. This
- will cause every point you drag to snap to a grid intersection.
-
- Provided you started out with a clean workspace, the 0,0,0 location
- should be right in the middle of your puddle (approximately). Change
- the grid size to something outrageous, like 1000. Select DRAG POINTS.
-
- Now, simply click once on each of the points that sticks out. After
- you click, the point will immediately jump to the nearest grid
- intersection...at the center of the puddle. In a few moments, you'll
- have all the points in the center, and the top of your puddle will
- have these wonderful faces.
-
- As a final step, make sure to MERGE the object so that you don't have
- a lot of extraneous points on top of one another.
-
- YOUR PUDDLE IS DONE.
-
- ### STARFIELD STARS
-
- * Subject: Re: Starfield object
- * Date: Friday, 06 January 1995 08:57:50 [58]
- * From: Charles Blaquiere <blaq@io.org>
-
- 1) MODELING REAL STARS:
-
- - Add a primitive cone, 5 x 5 units in size, 3 points at the base.
- No need to close the bottom.
-
- - In Pick Points, pick all and move them, say, 1000 units away
- from the origin.
-
- - In Pick Objects, enter Attributes, Phong off, Bright on.
- You've created a star.
-
- - Copy/Paste/Rotate randomly in X, Y, and/or Z. You've created
- another star.
-
- - Pick All, Join. Repeat these steps (Copy/Paste/Rotate, Pick All,
- Join) until you have enough stars to suit your fancy.
-
- - Presto, instant starfield! You may want to add a Dirt texture,
- with intensity set to 1, to vary the color of your stars from
- white to black.
-
- 2) FAKE IT:
-
- - Add a primitive sphere, make it Bright.
-
- - Add the Confetti texture, set V1 and V2 to 0.5 and 0.55,
- and the colors to black and white. Play with size until the
- stars look right.
-
- ### STARS FLY-THRU WARP
-
- * Subject: Lock & Melt.
- * Date: Sunday, 08 January 1995 09:25:02 [58]
- * From: Shane Davison <daviso@cs.uregina.ca>
-
- How to create a simple yet effective warp-drive (a la Star Wars/Trek):
-
- - quickrender an Imagine starfield
- - save it and map the image onto a plane
- (make sure you create a state and lock it)
- - set-up the camera to look directly at the entire plane
- - create an appropriate-length animation in which the
- plane scales to about 10 times its current size
- - here's the key: starting with frame 2, use the previously
- rendered frame as the backdrop image for each successive frame
- - once you've rendered the animation, you can use it as a
- backdrop for star fly-throughs or map it onto a plane for
- cool special effects
-
- The great thing about doing it this way is that you can easily
- achieve different but equally nice effects by changing the
- position of the camera, the length of the animation, the scaling
- amount, etc. and re-render. Also, other cool effects can be
- accomplished with clever uses of other parameters such as using
- the image as a transparency map on a plane with randomly colored
- faces for a colorful explosion effect.
-
- ### LIGHTS VISIBLE BEAMS
-
- * Subject: Visible light...again.
- * Date: Sunday, 22 January 1995 19:12:13 [58]
- * From: Curcio Nicholas <curcion@db.erau.edu>
-
- Now, for all you water people.
- DATAIL
- 1. Take a sphere and make it a blue color.
- 2. Remove approx. the top 2/3 of the sphere.
- 3. Apply the "crumpled" texture (3.x)
- 4. Apply the "transpar" texture (3.x)
- 5. Add an axis, and make it white light source.
- 6. Place the axis above the piece of sphere and group them.
- STAGE
- Place this object high above your scene. The light coming through
- the crumpled spots makes a great underwater effect.
-
- ### PHOTONS PHASERS LASER BEAMS
-
- * Subject: Re: Photon torpedo?
- * Date: Wednesday, 25 January 1995 00:26:06 [58]
- * From: "Francis X. Govers" <fxgovers@sun.aitc.rest.tasc.com>
-
- From: Bill Osuch <wrosuch@icon.net>
- >Anyone have any suggestions on creating the basic shape for a Trek-ish
- >photon torpedo? I basically had the idea of a ball with various spikes all
- >over it, but being a novice with the forms editor I can't quite seem to get
- >it to work.
-
- Go to the Detail Editor
- Add a primitive sphere (not a sphere) with a lot of faces. (24x24 works well)
- Go to Select Points
- Select Range
- type in 1,nnnn,5 (select every 5th point or so)
- Hit the Scale button and scale up the points
- Instant spiky sphere!!
-
- For various heights, change the select range third number (try, 20, 12, and 40
- and scale different amounts)
-
- For a wild effect, start with this first spiky sphere, and use state animation in
- the detail editor to save the state first as a sphere, then with a first set of
- spikes. Create a second set of spikes by selecting a different start
- point and step size, then save as a second state. Have Imagine morph states.
-
- * Subject: Re: Photon torpedo?
- * Date: Wednesday, 25 January 1995 02:24:37 [58]
- * From: sauvp@citi.doc.ca (P.Sauvageau)
-
- >Anyone have any suggestions on creating the basic shape for a Trek-ish
- >photon torpedo? I basically had the idea of a ball with various spikes all
- >over it, but being a novice with the forms editor I can't quite seem to get
- >it to work.
-
- The "spikes" can be created in the detail editor, by adding a primitive
- sphere with a low number of points. Select about 6 to 8 points, evenly on
- the sphere and scales thems up until you got the kind of spike you whish.
- Make this object "Bright" and add the radial texture to make the tips of the
- spikes red and the center of the object also red, but with less saturation.
- Fading from saturated color to low saturated color is a good way to make
- thing appears "bright". Add another sphere, bigger than the spikes; make it
- red with a fog setting two time it's diameter, and add the "Ghost" texture.
- This second sphere will create the "hallo" around the torpedo.
-
- When you animate the torpedo, apply two time (on different axis) the
- "rotate2.0" effect, with two very large number of degre of rotation (like
- 6000), so in each frame, the torpedo will have some pseudo-random alligment.
-
- Make the torpedo a light with controled falloff and make it's Y axis 3 time
- the size of the "halo" sphere. The torpedo will illuminate the firring ship
- when launched.
-
- Be sure to use "Controled falloff"; i remember an anim of a friend where the
- position strobe lights of a space ship where casting red light on a distant
- planet on the background; It was barely visible, and since he was short on
- time, it make it to the final tape! So "Controled falloff" is a must if you
- do not want to illuminate the whole galaxy!
-
- ### NEBULA
-
- * Subject: Re: Nebula effect
- * Date: Thursday, 26 January 1995 12:39:41 [58]
- * From: a00448@dtic.ua.es (ERNESTO POVEDA CORTES)
-
- On Jan, 25 1995 Mike wrote :
- > Say, I was wondering if anyone knows how to create a Nebula effect?
- > I'd like to use the Imagine Starfield and have a gaseous Nebula in the
- > background. I'm sure this is probably easy to do....but it's got me
- > stumped.
-
- I was after a similar effect and the best results i get was doing a sphere
- tint it to blue and use the nebula texture on it. Put the sphere behind your
- scene far far away and test it. Maybe using the ghost texture and high noise
- on it will surprise you.
-
- ### WAND MAGIC SPARKLES
-
- * Note: Unable to find author of following text.
- * Most likely came from Compuserve (GreG ?)
-
- Create an object that will be the length of the "sparkle" stream. I
- suggest a very elongated tear drop shape, though you can create whatever
- suits you. Note, make it symetric, ie: don't worry about making it bend
- or twist yet. Make the object BRIGHT. Set the filter values to the
- object at 255,255,255. Do not set specular. We now have an invisible
- object. Apply the old workhorse CONFETTI.ITX to the object. Set the 2
- colors to your liking, a yellow and an orange should work well. Make
- V1=0.5, and V2=0.55. Leave everything else at the default settings.
- Now render the object to see how large the confetti particles are.
- Scale the confetti texture axis down to decrease the size if they are
- too big. What you have now are little bright "particles" that follow
- the shape of the teardrop. This will be used to create a following
- trail. If you want more particles, decrease V1, if you want less,
- increase it making it closer to V2.
-
- In your animation, you should create a spline path that your wand follows
- for it's motion. We need it done this way so that we can have the
- confetti teardrop follow the same path as it CONFORMS to the path.
- Having it conform to the path will cause it to twist and turn and bend
- fluidly behind the wand as it moves. But the best is that we are not
- limited to types of motion. Make sure that the parent axis of the wand
- is located somewhere in the tip of the wand, because that axis is what
- follow the path.
-
- Ok, great, we have a wand that has a tail that follows it, but the
- confetti particles are static, it'll look wierd! Ok, then apply the
- technique you asked about in the previous question, and morph two
- teardrop objects where the second object has the displaced confetti
- texture axis. Now the confetti will also be in motion.
-
- ### CANDLE
-
- * Subject: Candle
- * Date: Thu, 09 Feb 95 01:17:00 +0100 [59]
- * From: torgeir.holm@tbc.bbs.no (TORGEIR HOLM)
-
- [CJO's candle flame question]
-
- I made an animation of a candle a while back, which came out pretty
- nice.
-
- Take your basic candle-flame ellipsoid shape and add the following
- attributes:
-
- Fog Length: 0.10
-
- Texture: Ghost
-
- Fog length at T: 400
- T: 0.8
-
- Texture: FogTop
-
- Fog length at T: 200
- T: 0.5
- Noise Magnitude: 0
-
- Place the axis so that the origin is in the tip of the flame,
- and the bottom of the bounding box is 2/3 towards the bottom of
- the flame. With the Z axis pointing up.
-
- Texture: Fireball
-
- Color1: 255,255,100
- Color2: 200,030,000
- Noise: 0
- Reflect&Filter 1&2: 0
-
- Place the axis so that the origin is in the bottom of the flame,
- and the end of the Y axis is in the tip.
-
- BTW: my object was about 60 units wide, and 150 units tall.
-
- You can now add a child axis in the middle of your flame, and make it a
- lightsource.
-
- To animate this, make sure the Y axis points upward (Do this before
- adding textures, as their placement is relative to the axis), and move
- the the object up along a wavy path with conform to path. Then move the
- path back dovn a mirror copy of itself, so that the flame stays in the
- same position. Makes a really nice and realistic candle- flame
-
- ### DISCO BALL
-
- * Subject: Disco Ball
- * Date: Wed, 8 Feb 1995 01:29:04 -0800 (PST) [59]
- * From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- Well, sense I had nothing else to do I thought I'd give a quick try at
- that Disco Ball and see if what I thought would work would.
-
- I think it works pretty nice, but there were a few things I didn't try
- sense I wanted to post something for you before I hit the sack.
-
- Anyways, heres what I did for a fairly simple Disco Ball, but one that
- stiil looks and works nice.
-
- Add a Sphere
- Load the Chrome.Attribute
- Add the RadWind texture and set it to:
-
- Radial Scale -1.0 Color 1 R 255.0
- Z Scaling 3.0 Color 1 G 0.0
- Sweep Division 20.0 Color 1 B 0.0
- Fraction 'On' 1.0 Color 2 R 255.0
- Dist Travelled 0.0 Color 2 G 255.0
- Min Spacing 0.4 Color 2 B 255.0
- Max Spacing 0.4 Reflect Adj 1.0
- Transparancy 0.0
-
- The colors can be changed to what you like, but its a good idea to have
- one a darker color so that when the Transpar texure lights the walls with
- the little squares some of them will be darker than others.. It maybe
- a good idea if you are going to have a couple of colored lights hitting
- the Disco Ball to use a grey color like 100,100,100 for the dark color
- and 255,255,255 for the lighter color.
-
- Anyways on to the rest of the Disco Ball.
-
- Now Add the Transpar texture and leave it at the defualts
-
- Now Add an Axis to the center of the ball and set it to a Point Source
- Light and Cast Shodows.
-
- Now your ready to render it.. If you don't have a lot of things to
- reflect or lots of glass objects you maybe able to speed things up by
- setting the RSDP in prefs to 2. if you do have a lot of things to render
- than set it to what need be. But if you want to test out the Disco ball
- so you can set it up how YOU like it then I would recomend putting it in
- a box with an open end for viewing and set RSDP to 2. This should work
- fine for these test. The Ball I have explained should give you a very
- good starting point, if not good enough for your project?
-
- The only thing I found I didn't like about it is the squares are all the
- same distance apart, but the dark and light colors help break this up a
- bit as well as having the windows Min & Max Spacing fairly large. You
- could make these smaller to make the Ball look a bit better but I didn't
- like the sqaures on the walls so close together when I did this. But then I
- was testing it in a fairly small box..I think in a larger box
- it might look quite good. Especially if there were other things in the
- room for the squares to interact with..Anyways something for you to play
- with..
-
- Well I hope you like the looks of it. I tried the Mosaic texture on it
- and that looked pretty cool too, but not quite right. I think these Disc
- Ball actually have many different shapes on them so the produce different
- shapes on the ground. But the Mosaic texture was a bit to much. I was
- going to try a combination of a couple of texture, But thought it would
- take a while to play around with this and really only wanted to see how
- my suggestion would work sense I was only guessing about it. And sense it
- did work I figured I'll leave the playing around with the textures for you..
-
- ### SMOKE CIGARETTES
-
- * From: rbyrne@3dform.edex.edu.au (Robert Byrne)
- * Date: Thu, 9 Feb 95 20:48:51 +1000 [59]
- * Subject: ideas on how to make chaotic cigarette smoke
-
- Hello Allan, here's a couple of suggestions I've found, but can't take
- credit for. I've tested the Particles method but 1 frame took about 23
- hours to render on an A3000. The texture method would be worth trying
- first.
-
- SIMULATING SMOKE WITH PARTICLES
-
- Check this Tutorial out:
-
- -Detail Editor
-
- -add primitives: sphere
-
- -attributes: color 128,128,128 fog 180
-
- CLRNOIZ TEXTURE:
- color 64,64,64 r,g,b,color vary 0
-
- -particles: cube
- random align
- interpolated
- dimension 150 units
-
- -save object
-
- -Action Editor
-
- -add particle effect to loaded sphere (to all anim frames)
-
- (TOT == number of frames)
-
- emission
- travel distance 100 units
- scaling 1
- time to terminal h 2
- elasticity 50
- time to terminal z TOT
- velocity .5
- min angle x -5
- max angle x 5
- wind velocity 5
- wind angle 33
- wind start -TOT (minus TOT)
- wind stop TOT
- emission 95%
- SET ALL OTHER VALUES TO 0
-
- REMEMBER: add a backdrop picture, plane or something else behind the
- particle object because it is a fog obj!!! -- do you want see a
- blank/black screen?
-
- SMOKE (GAS) USING THE NEBULAR TEXTURE
-
- I've just been playing with the Nebular texture to create a little animated
- smoke. Works great, and I just thought some of you with 3.0 might make
- some use of this info.
-
- Remember to render fog objects in front of a background object, and that
- this texture will apply to the area bounded by the texture axis, not the
- entire object. Scale the texture axis to affect the shape of the fog.
-
- General Notes:
-
- Noise 1 seems to affect the quality of the swirls. Higher numbers adjust
- the thickness and reduce the transparency. Noise 2 affects color
- transitions, color intensity of nebular color as set in texture requester,
- and color mixture, or grain. Grain appears as a very pointillated surface,
- as if there are thousands of dots of color rather than a smooth gradation
- or defined boundaries between object and nebula colors. Higher numbers of
- Noise 2 intensify the nebular color and increase grain.
-
- Fog length and the 'T' value work together to determine amount and density
- of the fog appearing on the object. For stills I would set the 'T' value
- between .6 and .8, object fog length at .1, and adjust the 'Fog Length at
- T' to get the right density of fog. I would use the 'T' value combined
- with some of the noise values to create a fluctuating fog, or even to morph
- from a dense fog to one very nearly dissipated.
-
- A nice, swirly smoke might use the following attributes in the nebular
- texture requester. I used these on a sphere primitive with diameter of
- 300, so use that number as a reference to fog length.
-
- Object color:
- R:150
- G:150
- B:175
-
- Object Fog length:
- .1
-
- Nebular attributes:
- Fog Length at T:500
- T:.8
- Noise 1 Magnitude:5.0
- Noise 1 Velocity:1.0
- Noise 2 Magnitude:.2
- Noise 2 Velocity:10.0
- R:150
- G:100
- B:225
-
- The texture axis forms a square completely inside the sphere object, whose
- corners touch the inside surface of the sphere.
-
- ### FORMS EDITOR
-
- * Subject: Forms Editor Tutorial (was: Imagine WWW site)
- * Date: Sun, 12 Feb 1995 23:11:01 -0500 (EST) [59]
- * From: jgoldman@acs.bu.edu
-
- The forms editor is the greatest tool in Imagine's arsenal!!! It's so
- powerful and flexible, (you can create almost anything) it's almost impossible
- to create an all-encompassing tutorial. Perhaps if you suggest types of
- objects... For instance, Creation of Humanoid Bodies and Body Parts. I
- dunno...
-
- I posted a small Getting to Know the Forms Editor type of thing a
- while back. Let me see here... Ahhh...
-
- ---- Forms Editor thing...----
-
- This is my advice to anyone interested in the forms editor. A
- lot of this may be elemantary, but some info might actually be
- useful... This might definitely (good grammar?) get confusing... It's
- also rather long...
-
- The forms editor is one of Imagine's greatest features. I find
- it's easier to create incredibly realistic things in the forms editor
- than with NURBS (ooohhh, imagine a spline based forms editor)...
- Basically, when you create in the forms editor you edit an
- object's profile. It's sort of like MRIs (Magnetic Resonance Imaging)
-
- A Basic Form Example-
-
- Take a simple example, your thumb. Treat your thumb as if it
- were an object on an axis. Say that the Z-axis runs from the base of
- your thumb to the tip. The X-axis runs across the top of your thumb.
- The Y-axis goes through your thumb. In other words, if your thumb were
- an Imagine object it would be oriented as if you were viewing a
- painting with your thumb out in front of you...
- First trace the right profile of your thumb. If you want to do
- this the extra step way, lay your thumb down on a piece of paper and
- trace it for all three views (you'll have troubles with the top view,
- so just eye it.). Then, just copy what you see on paper to the screen.
- Do this for all three views. What you get is a pretty crude looking
- thumb. To get a better looking thumb you have to go in and edit
- individual cross-sections. But first...
- Remember that if the object is solid you must have a totally
- enclosed profile (the endpoints are separated normally. You have to
- place the endpoint points at the same location. An easy way to do this
- is to select the cursor lock and lock the endpoints to similar grid
- locations).
- In the case of the heart, do the same thing as the thumb...
-
- What the Forms Editor Really Does-
-
- It's important to understand what exactly you're doing when
- manipulating points in the forms editor, so go back to a simple sphere
- (new object and new defaults). Turn on the solid wireframe option and
- view the sphere object from the front. Notice how many points are on
- your front view profile. You will see that they equal the number of
- vertical sections in the wireframe object divided by two. Every point
- in an editor view has a twin on the opposite side of the object
- (except for the top view). If you add a point in the front view you
- will notice that two points are actually added. One on one side of the
- profile, and one on the other side. When altering an object's profile
- you actually directly manipulate a specific point, but because of the
- forms editor's nature it changes other points around it to tween and
- smooth the change.
-
- Editing Individual Cross-Sections-
-
- Look at a forms object like several horizontal cross-sections
- (which are circular by default) connected like skin. Think of the top
- view as the cross-section editor. By default only one cross-section
- can be manipulated, the top one. It can be considered a controlling,
- or key, cross-section. Because it is the only key cross-section
- defined on the object then whatever you change will affect every
- cross-section below it.
- To have ultimate control of the individual cross-sections you
- have to define the cross-section you want to manipulate as a key
- cross-section. You do this by selecting '+ KEY' and selecting the
- cross-section you want to manipulate (in the front or right view).
- When you perform this operation (or 'Select') Imagine will display
- which cross-sections have been defined as key cross-sections in red.
- At first, you will notice that only the top cross-section is
- highlighted in red because no others have been selected to act as key
- cross-sections. Make the middle cross-section a key cross-section.
- The object now has two cross-sections which can be separately
- manipulated as keys. Use 'Select' to pick the cross-section you want
- to alter.
- Think of key cross-sections as animation frames. In an
- animation you can set an initial postion for an object on one frame
- and a final position on another frame. These two frames are now key
- frames. When the animation is generated the object's position will
- tween between the two key frames. The same process occurs with key
- cross-sections. All non-key cross-sections tween between key
- cross-sections.
- Take an example of a salt shaker with a circular top and
- square bottom. If you create a circular key cross-section as the top
- of the shaker and a square key cross-section for the bottom all the
- cross-sections between the top and bottom will blend to form a smooth
- transition from cirle to square.
- So now you know how to alter the individual cross-sections.
- Remember that you can also delete key key cross-sections. Just be sure
- you select the appropriate cross-section. BTW, Imagine tells you waht
- cross-section you're manipulating in the upper menu bar. Also,
- remember that Imagine's cross-section tween goes from key to key in a
- downward order. If there is no key cross-section at the object's base
- Imagine will use the next highest defined key section.
-
- So Where do the Front/Right Views Come into Play?-
-
- If the top editor edits individual cross-sections then the
- front and side view editors locate the cross-sections in space. The
- default sphere has all the cross-sections parallel to each other. You
- can change the orientation of a cross-section (so that it is not
- parallel to the ground) by moving points on the front and right views.
- Basically, the front and side view alter an objects overall profile
- shape.
- This particular explanation only really works with the default
- sphere, but the results can be translated to any object. The front
- view controls all the points along the object's x-axis. The side view
- controls all the points along the object's y-axis. This effectively
- splits the sphere into four sections; a front profile, back profile,
- left profile, and right profile.
- In the front view select the right-most point and you'll
- notice that it's twin point will be highlighted on the left. These two
- points define the right-most and left-most points of one
- cross-section. Specifically, these two points represent two outermost
- x-axis points on the middle cross-section.
- Similarly, the same two points in the side view control the
- farthest points on the y-axis of the middle cross-section.
- You will find that by altering these you alter the orientation
- of the cross-section. If you raise the right-most point in the front
- view and lower the left-most point the middle cross-section now tilts.
-
- What Does It All Mean?-
-
- It's tough to explain exactly how the forms editor operates,
- and in particular what alters what exactly. So my greatest advice is
- to experiment.
- The easiest way to create object was illustrated in the first
- section. Create profiles for the object you want to create. If you
- need better form edit the individual cross-section as if you were
- manipulating spars on and airplane wing or bulkheads on a boat.
- I can tell you now that only experience can show you what will
- go wrong, and believe me something will go wrong. I can only say, keep
- things simple. You probably won't understand this now, but try and
- keep cross-sections relatively parallel to each other. If this means
- adding more cross-sections then do it. You'll find that some really
- complex things can't be done with small numbers of cross-sections, and
- it's important to realize when you need more...
-
- ---------------------------------------- END
-
- This *compilation* is (C) Copyright 1995 by Shane Davison.
- It can be distributed freely as long as my name is included.
- Please contact the author for use of a specific message.
-