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- Date: Wed, 01 Mar 1995 14:29:59
- Subject: Transparancy bug...
- From: milan@Dieppe.artmediatech.nl (Milan Polle)
-
- Hi,
-
- this has probably been mentioned before but,
- when using an uneven number of transparant layers, Imagine's mist
- doesn't work behind it.
- I was using three transparant square surfaces in my tunnel anim
- (as layers for seperate anims) and a black fog to add depth to my
- bright tunnel. When there where three layers, the fog didn't work
- anymore.
- So I decided to make a texture for the depth effect (A zbuffer2 texture
- depending on the distance from the camera, I will probably upload it
- soon). But it had the same problem with the three layers.
- So it seems the ray's hitpoint or the camera position info goes to
- waste when tracing through a transparant layer. Very weird stuff.
- Oh yeah, I'm using Imagine3.0.
-
- Also I used Mike River's alpha texture, it's very complex but can do
- lots of neat stuff ((x)fade textures (even the bumps), combine seperate
- R, G, B elements of different textures, use tinting, use textures/brushes
- as alpha channels for combining others etc.) really powerful stuff for
- just one texture, check it out, it's way cool.
- Only, I discovered the using -1 (current attributes) as the buffer number
- doesn't work (after saving the object, I think, are you checking for
- exactly -1 ?).
-
- I am working on a reply for the replies to my wishlist (already made the
- reply twice, but it got destroyed by the network two times, STAY AWAY
- FROM QUICKNET!!!).
-
- Okay, I will shut up now, see y'all later...
-
- Milan
-
-
- Date: Thu, 02 Mar , 1995:00
- Subject: Re: Imagine crashes
- From: gregory denby <gdenby@twain.helios.nd.edu>
-
-
- Peter Borcherds writes:
- >...trying to add bones to the neck...
- >...The neck consists of +-50 sections, and from what I understand
- > of bones, I need an axis for each section...
- >...This is when Imagine crashes...
-
- If the sections of the lamp neck are from an extrusion, you do
- not need 50 axes, one for each extruded section. My experience
- with bones was that each bone axis needed at least two cross
- sections on which to operate, although the "small" section
- could be part of the "large" section in the next bone down the
- hierarchy. However, I'd guess that you need three axes tops
- to make the neck bend right if it is an extrusion. You might
- even get away with two. Its hard to describe bones just using
- words, but remember this; the small bone section flexes, so
- if most of your lamp neck is made into small bones it will
- flex snake like. However, if the "head" of the lamp is not
- placed into another bone sub-group, but left part of the neck's
- small bone group, it too will flex.
-
- Hope this didn't add to the confusion,
- Greg Denby
- gdenby@darwin.nd.edu
-
- Date: Thu, 02 Mar 1995 02:18:34
- Subject: IML Tidbits
- From: 129275 J PADFIELD <CS9H4PJQ@swansea.ac.uk>
-
- > Just a quick note to say that I will still email my compilation
- > of the IML Tidbits to those who would like it. Just send me a
- > note via private email (note: its size is about 130 K).
-
- I'd like a copy please.
-
- Cheers, Ratty
-
- Date: Thu, 02 Mar 1995 08:07:19
- Subject: Chinalake ftp
- From: El Guapo! <fubar@netcom.com>
-
- The address is:
-
- avalon.chinalake.navy.mil
-
- I just tried it to make sure that was right and
- saw a message saying it would be moving soon to:
-
- avalon.vislab.navy.mil
-
- Cris. {fubar@netcom.com}
-
-
- Date: Thu, 02 Mar 1995 19:16:39
- Subject: Wireframe
- From: MCADOO <MCADOO@edinboro.edu>
-
- When using the Stage Editor-make animation feature is the playback time
- in real time or just playback time. If I timed it right 180 frames played
- back in approx time of around 2 secs. If I render these frames in the
- Project Editor will the time be different or will it be 30frames/sec.
-
- Direct from my keyboard to your screen
-
- mcadoo@vax.edinboro.edu
-
-
- Date: Thu, 02 Mar 1995 20:40:36
- Subject: CHINALAKE/AVALON
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
-
- -> From: plucas@vt.edu (Perry Lucas)
- -> Subject: Chinalake/Avalon
- ->
- -> Can some one send me the ftp address for ChinaLake/Avalon?
- -> My ftp program crashed and I lost the address...sniff sniff...
-
- The NEW address is: Avalon.vislab.navy.mil
- _______________________________________________________
- /_________________________________________________________\
- /=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
- =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
- =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D\
- =3D| Mike van der Sommen || Email: =
- |=3D
- =3D| GraFX Haus BBS || mike.vandersommen@caddy.uu.silcom.com =
- |=3D
- =3D| Santa Barbara, Ca. || ______________________________________ =
- |=3D
- =3D| "..where the 4 Horsemen of the Apocalypse play golf..." =
- |=3D
- =3D|_______________________________________________________________=
- |=3D
- ---
- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388
-
-
- Date: Fri, 03 Mar 1995 00:28:56
- Subject: Chinalake ftp address
- From: Ron Peterson <ron@dvcorp.com>
-
-
- ******************** IMPORTANT NEWS!!! *********************
- The server "avalon" will soon be moving. The new
- full name will become "avalon.vislab.navy.mil" and
- the new IP will be 129.131.31.225. An alias will
- remain in place so that the old name will still
- work... however, anyone connecting here via numeric
- IP address please start using the name instead.
- - ftpadmin@avalon
- ************************************************************
-
- Currently it's:
-
- avalon.chinalake.navy.mil
-
- and there's a mirror of some stuff at:
-
- wuarchive.wustl.edu
- /pub/graphics/graphics/objects/chinalake
-
- Ron@dvcorp.com
-
-
- Date: Fri, 03 Mar 1995 02:41:47
- Subject: Transparency Bug...
- From: mrivers@tbag.tscs.com (Mike Rivers)
-
- MP> Hi,
-
- MP> Also I used Mike River's alpha texture, it's very complex but can do
- MP> lots of neat stuff ((x)fade textures (even the bumps), combine seperate
- MP> R, G, B elements of different textures, use tinting, use
- MP> textures/brushes
- MP> as alpha channels for combining others etc.) really powerful stuff for
- MP> just one texture, check it out, it's way cool.
- MP> Only, I discovered the using -1 (current attributes) as the buffer
- MP> number
- MP> doesn't work (after saving the object, I think, are you checking for
- MP> exactly -1 ?).
-
- Use -2. The texture converts some of the floating point numbers
- to integers, unfortunately when you reload an object, -1 becomes
- something like -.9999 which is in turn truncated to 0 by the
- texture code. Since the texture only looks for a negative number
- you can use -2 to be safe.
-
-
- -------------------------------------------------------
- | Commodore failure. Press mouse button to continue |
- | Guru Meditation $35000000 Task : $00000CBM |
- -------------------------------------------------------
- Vermin - roadkill on the information superhighway
-
- Date: Fri, 03 Mar 1995 03:18:06
- Subject: Re: wireframe
- From: jgoldman@acs.bu.edu
-
- >
- > When using the Stage Editor-make animation feature is the playback time
- > in real time or just playback time. If I timed it right 180 frames played
- > back in approx time of around 2 secs. If I render these frames in the
- > Project Editor will the time be different or will it be 30frames/sec.
-
- This depends entirely on how you playback the final animation...
-
- This next bit might get real obvious purely because a fundamental
- understanding must be made. You may know this, of course...
-
- If your machine is capable of playing back 30 frames in one second
- then your animation will playback at 30fps. That's the only way it can
- work. It's a bit obvious, but that's it.
- "Real-time" is a loaded term. Conventionally, it means 30fps, because
- of the frames used in NTSC television. In film, "real-time" can be considered
- 24fps. "Real-time" more accurately means the rate at which an animation looks
- normal.
- The Stage Editor animation preview function can playback wireframes at
- various frame rates (speeds). The fact that 180 frames took ~2 secs means that
- the preview animation box is running at ~90fps. That's playback time.
- Now, if you time your animation to look normal at this frame rate then
- you'll have timed the animation to 90fps, not 30fps... You'd also be running
- "real-time" at 90fps ('cause your animatioon looks normal).
- A major distinction must be made between the way you time an animation
- and the rate at which it is played back.
-
- Let's go to your example. If you playback the animation at 30fps then
- it will look three times slower than it does in the animation preview box
- (which is running at 90fps). If you originally made the animation look
- "normal" when viewed in the animation preview box then it will look slow when
- rendered and played back at 30fps. Again, obvious, but true.
-
- I always render 24bit frames with Imagine, convert to another format
- (usually DCTV) with another program (ifftodctv or Rend24), compile the
- animation with yet another program (makeanim, Rend24, MainActor), and playback
- with still another program (Viewtek or View)...
- But, I have an Amiga, so it's much less painful than it sounds ;)...
-
- Viewtek, on my machine, is quite capable of playing back ANIM7 DCTV
- animations in full-screen, full-color ("realtime"), 30fps. I don't know how
- robust Imagine's own viewer is, as I've never used it in all the years I've
- been using Imagine...
- So, there's no definitive answer to your question.
-
- Keep in mind, however, that the higher the frame rate you time your
- animation to, the harder it will be for your hardware to play it back
- correctly. It's much more difficult to playback a 90fps timed animation at
- 90fps then a 30fps timed animation at 30fps.
-
- Sorry if any of this came out sounding stupid... It was not my
- intention.
-
- Hope it helps...
-
- Jeff -->
-
- E-Mail: jgoldman@acs.bu.edu
-
- Date: Fri, 03 Mar 1995 07:18:45
- Subject: Re: wireframe
- From: Mike McCool <mikemcoo@efn.org>
-
- Hey J,
-
- Great post, you, in response to MCADOO's query about wireframe
- speed. I assume he knows how to use the slider in the control window of
- the wireframe preview anim player to slow his anims down to a viewable
- rate.
-
- It was good to hear from someone else who doesn't use Imagine to
- make animations. I haven't used Imagine's make-movie function since the
- 1.0 days. It seems so clunky, compared to the facility with which Imagine
- renders 24bit frames. I think I quit using it at first because it was so
- demanding, and wouldn't let me interrupt a sequence and then go back to it
- without having to start over (that is if I invoked the "ok to delete
- frames once they're done" button, which I usually did, not having my ten
- terrabyte drive in those days).
-
-
-
- Date: Fri, 03 Mar 1995 07:47:46
- Subject: Re: Link-It
- From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
-
-
-
- On Mon, 13 Feb 1995, Ayalon Hermony wrote:
-
- > Hello,
- >
- > It's a serial port connection, up to 115000 baud.
- > You get about 10K per/sec transfer, so moving IFF24 pic takes about a minute,
- > not much fan to move 100 frames, not to mention more.
- >
- > Heard of a prog name LinkIt that should be a parallel connection, so
- > should be much faster.
- >
- > But have no more info on that, anyone?
- >
- > Someone posted a while ago, he's going to try it and talk about it later,
- > but never seen more info, maybe I missed it.
- >
- > If anyone has an address, price, mail-order info on LinkIt, please post.
- >
- > Thanks.
- >
-
- I originally posted a few months back now that I was about to receive
- 'Link-It' from Legendary Design Technologies.
-
- It is meant to be a parallel link for PC-Amiga PC-PC Amiga-Amiga.
-
- Well, even though I ordered the product in late October, I never received it.
- The company was very quick to charge my M/C though.
-
- Since early November I have called them and faxed them numerous times. At
- first I got a couple of excuses that they were having difficulty getting
- the cable parts in. Then, around Christmas, the package was meant to be
- shipping. Well, I didn't receive it. So I callled again and then faxed
- them a letter in which I expressed what I thought of their service.
- I haven't heard from the since. Well, ~3 weeks ago I moved to cancel the
- charge on my M/C which my bank is in process of doing.
- Since then I have called Safe Harbour - from what I have heard a
- reputable US Amiga dealership and enquired about Link-It. They told me
- that it hadn't started shipping!
-
- I know that I won't be dealing with Leg. Design Tech. direct again.
- I still want Link-It and would like to get it as it is the cheapest
- solution for transferring the files between the 2 platforms.
-
-
- Has anyone got the package or has anyone else had any experience in
- dealing with LDT ?
-
- Nik.
- nvukovlj@extro.ucc.su.oz.au
-
-
- Date: Fri, 03 Mar 1995 11:27:46
- Subject: 3d meshes of tree and plants
- From: Peter Thisted <pthisted@login.dknet.dk>
-
- Hi there :-)
-
- This is my first posting to the list.
-
- I am sorry to say that I do not use the program Imagine, but I have got
- the impression that users in general was welcome.
-
- I have a problem in making my new house project look realistic, because
- tree and plants are missing in the scenario.
-
- Any one who can help me ? (dxf-dwg-3ds file type).
-
- I have tried the site avalon.vislab.navy.mil without any result.
-
- Peter Thisted
-
- Date: Fri, 03 Mar 1995 16:54:01
- Subject: Co-processors and imagine 2.0 on the pc
- From: surentrr@vax.sbu.ac.uk
-
- Hello there , this is my first posting to the list :)
- I am using Imagine 2.0 on a 386dx with 4MB ram and a 80387 co-processor.
- I was wondering ... would replacing my 80387 with a Weitek co-processor
- give a quicker rendering time and what is the performance gain?
- Also do all programs which use a co-pro automatically speed up
- when a Weitek chip is used, or does the program have to specifically
- support the Weitek chip. I remember this chip being used a couple of years
- ago on CAD platforms, I can by one locally for about 15% of the original
- cost but cannot try it out in the shop since they dont sell 386's anymore
- Thanks .
- Ramesh Suren e-mail : surentrr@vax.sbu.ac.uk
-
- Date: Sat, 04 Mar 1995 02:53:38
- Subject: Re: wireframe
- From: torgeir.holm@tbc.bbs.no (TORGEIR HOLM)
-
-
- > It was good to hear from someone else who doesn't use Imagine to
- >make animations. I haven't used Imagine's make-movie function since
- >1.0 days. It seems so clunky, compared to the facility with which
- >renders 24bit frames. I think I quit using it at first because it was
- >demanding, and wouldn't let me interrupt a sequence and then go back to
- >without having to start over (that is if I invoked the "ok to delete
- >frames once they're done" button, which I usually did, not having my
- >terrabyte drive in those days).
-
- Another reason for not using Imagine to make anims is the quality. I
- find that using ADPro (with ProControl) or ImageFX gives me a much
- higher quality in the final anim. It also adds a lot of control, which
- you don't get using Imagine.
-
-
- Torge!r - torgeir.holm@tbc.bbs.no
-
- Date: Sat, 04 Mar 1995 02:55:27
- Subject: DTA and Imagine.
- From: ray@kolvir.demon.co.uk (Ian Brown)
-
- Hello World,
- In the good old days, when I used POVray, its single clock variable
- and days of experimentation to produce my TGA files, I animated them with
- a program called DTA. (This is all PC based).
- Now I'm using Imagine 2.0 (3 is 'in the post'), which also says
- it produces 24-bit Targas. These look fine in PaintShop Pro, but when
- animated with DTA have a bar of static along the top, and wrap around
- the screen so that the right/left edge of the image is in the middle of the
- right hand half of the screen.
-
- Does anyone know why, or have a suggested fix for this problem?
- Ta, Ian.
- --
- /-----------------------------------------------------------------------\
- | "So what if it's a 486-33MHz PC with 4MB. It plays Doom doesn't it?" |
- |-----------------------------------------------------------------------|
- | ray@kolvir.demon.co.uk --- Ian Brown. |
- \-----------------------------------------------------------------------/
-
- Date: Sat, 04 Mar 1995 05:43:05
- Subject: Re: DTA and Imagine.
- From: dalamar@MIT.EDU (Craig Andera )
-
- > Now I'm using Imagine 2.0 (3 is 'in the post'), which also says
- >it produces 24-bit Targas. These look fine in PaintShop Pro, but when
- >animated with DTA have a bar of static along the top, and wrap around
- >the screen so that the right/left edge of the image is in the middle of
- >the right hand half of the screen.
-
- I've used 2.0, 3.0, 3.1, and now 3.2, all using DTA to compile animations,
- and have never seen this problem. I suspect that making sure you have the
- most current version of DTA will correct the problem. The version I have is
- version 2.0.8, dated 10/93. I know you can download DTA from the net, but I
- don't know exactly where. I suspect somewhere on SimTel. An Archie search
- should do the trick.
-
-
-
-
- Date: Sat, 04 Mar 1995 06:19:01
- Subject: 3.1/3.2 Question
- From: Curcio Nicholas <curcion@db.erau.edu>
-
-
- Hi all! I was just wondering if someone with 3.1 or 3.2 could check to
- see if Impulse fixed there Index of Refraction bug. The bug was, if you
- don't remember the discussion, that even small values of IOR (like 1.1)
- would cause very exaggerated effects when rendered.
-
- Thanx in advance,
-
- Nik
-
- curcion@erau.db.erau
-
-
- Date: Sat, 04 Mar 1995 06:22:59
- Subject: Re: DTA and Imagine.
- From: Shane Davison <daviso@cs.uregina.ca>
-
-
- > most current version of DTA will correct the problem. The version I have is
- > version 2.0.8, dated 10/93. I know you can download DTA from the net, but I
- > don't know exactly where. I suspect somewhere on SimTel. An Archie search
- > should do the trick.
-
- There is a newer version and the newest version can always be found on
- ftp.povray.org in pub/povray/utils as dtaxxxx.zip. Mr. Mason (Dave)
- was the one who told me about the 'most new' site.
-
- --
- Shane Davison (tsml)
- daviso@cs.uregina.ca
-
-
- Date: Sat, 04 Mar 1995 06:55:55
- Subject: Re: 3.2 is here!
- From: Charles Blaquiere <blaq@io.org>
-
- > From: William Eric Donoho <donoho@iglou.com>
-
- > Got my Imagine 3.2. (IBM version) To all wondering, here's a summary of
- > what you get:
-
- Do you know if Impulse has fixed the bug where a States object would
- only remember one set of texture axes, regardless how many textures you
- applied?
-
- Date: Sat, 04 Mar 1995 07:24:42
- Subject: Sway
- From: Charles Blaquiere <blaq@io.org>
-
- > From: m.rubin9@genie.geis.com
-
- > Has anyone gotten the Sway EFX to work? I've found it erratic and
- > there isn't a mention of it in the manual. Anything special about
- > axis placement or the like that maybe I'm missing?
-
- Sway will make all the children of a parent oscillate; the parent stays
- put. So, the proper way to use Sway is to create a bunch of objects
- (e.g. blades of grass), add an axis, select the axis, multi-select all,
- and group. This will group the grass to the invisible axis, Save the
- group. Load into Stage. Add Sway to the group in Action. Result: grass
- swaying in the breeze.
-
-
- Date: Sat, 04 Mar 1995 07:59:39
- Subject: Wireframe
- From: Charles Blaquiere <blaq@io.org>
-
- > From: MCADOO <MCADOO@edinboro.edu>
-
- > When using the Stage Editor-make animation feature is the playback time
- > in real time or just playback time. If I timed it right 180 frames played
- > back in approx time of around 2 secs. If I render these frames in the
- > Project Editor will the time be different or will it be 30frames/sec.
-
- As others have replied, playback speed of a rendered animation is a
- function of your computer's horsepower. Playback speed of a "Make anim"
- preview, however, should be constant, since we're talking 320x200, ONE
- bitplane animation. You've hit one of my favorite gripes about using
- Imagine in a professional setting: it's impossible to know what frame
- rate the quick preview plays at, so tweaking the timing of an animation
- is impossible. There just is no way to ensure preview playback at
- precisely 30 fps, or any other speed for that matter. You can vary the
- speed, but to what value? Your guess is as good as mine.
-
- I've been asking Impulse for a long time to:
-
- 1) Time the quick preview playback at 30 fps by default
-
- 2) Add a "frames/sec" display field to the animation controller,
- allowing me to accurately control playback speed (for those
- cases when I'm animating at 20 fps, say)
-
- This is the kind of functionality which professionals need, and for
- which there is no real or convenient workaround, that gets ignored while
- they implement a Top 25 Attributes requester for people too lazy to
- create their own "Attributes" directory. Bleagh.
-
-
- Date: Sat, 04 Mar 1995 15:22:49
- Subject: Imagine related CD-ROMs
- From: Andrew Nunn <apn@moby.demon.co.uk>
-
- Hi all,
-
- One of the UK public domain companies is advertising several Imagine/Lightwave
- and raytracing cd-roms? They are as follows:
-
- Imagine CD
- The Light Rom
- Imagine 3 Enhancer
- Raytracing Vol 1
- Raytracing Vol 2
-
- So does anyone have any of these? Are they different, or is it just the Aminet,
- Avalon etc stuff collected onto one disk?
-
- Andrew Nunn
- apn@moby.demon.co.uk
-
- Date: Sat, 04 Mar 1995 18:33:16
- Subject: Imagine
- From: darren priestnall <darren@hanger.demon.co.uk>
-
- Great mailing list, I find the collection of Imagine user's over
- such a wide range of platform's give's a unique wealth of
- knowledge of Imagine.
-
- I'm using Imagine 3.1 on the Amiga and I've constructed a space
- ship with several light axis grouped to the ship.
- These light emitting axis are located at the back of the ship
- just outside the back thruster's but I can't get the lens flare
- effect I'm after.
-
- I get a great lens flare if I use the original lens flare from
- Imagine 3.0 but not the new effect from 3.1 which indicates that
- there's something between the camera and the light axis...but
- there isn't.
-
- Any ideas what's stopping the flair effect.
-
-
- Date: Sat, 04 Mar 1995 19:17:41
- Subject: Re: Quicktime, MPEG, .AVI creators?
- From: Jeremy Peter Hopkin <jph@Cs.Nott.AC.UK>
-
-
- >Try FTP.NETCOM.COM. I believe this is where the MPEG utilities are. The
- >ones I have at home are CMPEG which takes .TGA images and compresses them
- >into MPEG-1 format. You can also find there the MPEG CODEC software which
- >gives you the ability to create MPEG-2 files. It also has more config
- >options, includes the MPEG FAQ and source.
-
- Where abouts are these two utils? I had a "wander" around, but the place is big
- and everything`s just be reorganised.
-
- I be very grateful if you could give me the directories it is in.
-
- Cheers,
-
- Jeremy
-
-
- -------------------------------------------------------------------------------
- I woke up this morning, had a coffee, a cigarette, and a quickrender.
-
- I know what you`re thinking, quickrenders are bad for you.
-
- ;-)
-
- -------------------------------------------------------------------------------
-
- Date: Sat, 04 Mar 1995 19:55:06
- Subject: Imagine
- From: Charles Blaquiere <blaq@io.org>
-
- > From: darren priestnall <darren@hanger.demon.co.uk>
-
- > I'm using Imagine 3.1 on the Amiga and I've constructed a space
- > ship with several light axis grouped to the ship.
- > These light emitting axis are located at the back of the ship
- > just outside the back thruster's but I can't get the lens flare
- > effect I'm after.
- >
- > I get a great lens flare if I use the original lens flare from
- > Imagine 3.0 but not the new effect from 3.1 which indicates that
- > there's something between the camera and the light axis...but
- > there isn't.
- >
- > Any ideas what's stopping the flair effect.
-
- Perhaps the light-emitting axes have the "No lens flare" button turned
- on? (Attributes/Light) I tried recreating your situation, and the lens
- flare came through. I was using the fx31/globals/lensflar effect.
-
-
-
- Date: Sat, 04 Mar 1995 21:31:42
- Subject: UNIVESA Drivers for PC
- From: Sharky <sharky@aloha.com>
-
- Hi Folks!
-
- Just got my copy of Imagine 3.2PC and found that I can't use the enhanced
- resolution modes with my ATI Graphics Wonder card. Could someone point
- me off to the location of the UNIVESA driver on the net? I'm hoping
- this'll work so I can hop up to 800x600 and above...
-
- Thanks in advance!
- Aloha,
- Sharky
-
- sharky@aloha.com/CIS#70614,2011 __ v Home Page : http://aloha.com/~sharky
- WebSurfer & Fun Guy,Funky __/ \ >*< Hawaii Related Links and Etcetera's
- WWW Page Designs, ____/ ) | ^ 3D Modelling & Animation Art,Objects,
- Tech. Planning /\_____/ } \ NOTE:Pages still under construction
- ~~~~~~~~~~~~~~~(_________ALOHA!_______)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
-
-
-
- Date: Sat, 04 Mar 1995 21:38:46
- Subject: Texture axis morphing
- From: w.graham6@genie.geis.com
-
- The texture axis position is not morphable thru States, but you can morph
- it by copying the object, renaming it, and moving the 2nd object's texture
- axis. Then simply morph the objects as in Imagine 2.0 and earlier.
-
- Date: Sat, 04 Mar 1995 22:15:17
- Subject: Wireframe
- From: w.graham6@genie.geis.com
-
- For Amiga users, I highly reccomend Magic Lantern for animation creation.
- It will enforce a playback rate, assuming your machine is capable of that
- speed. It also will let you sync sound to an animation, and when these
- animations are played back on a slower machine, it will drop frames ala
- Quicktime, to stay in sync with the sound file. It multitasks nicely, takes
- up very little ram, and is available from Terra Nova Development,P.O. Box
- 2202 Ventura, California 93002-2202. Definetly worth the $60.
-
- Date: Sat, 04 Mar 1995 22:57:30
- Subject: States Animation
- From: Curtis White <cwhite@teleport.com>
-
- Well, after about 8 months of doing stills, I have decided to try
- some of Imagine's more advanced features (States and Bones). I did
- the bones example in the manual and got it working fine in the detail
- editor. My problem is this. Now that I have it working in the
- detail editor, what do I do to get it to work in the stage editor so
- that I can render it in the Project editor? The manual is very vague
- on how to get states (bones) to the final rendering stage. I know
- how to do normal keyframe animation, but can't seem to figure out how
- to get the object in different states into other frames besides the
- first. I am probably being ignorant and I would guess this has been
- asked many times before, but I must have missed it and don't know
- where to look to find this info. I would really appreciate any help
- on this. BTW, I am using the PC version of Imagine 3.2.
-
- Thanks,
-
- Curt
-
-
-
- =========================================================
- = Do not follow where the path may lead. =
- = Go instead where there is no path and leave a trail. =
- =========================================================
-
- Curtis White
-
-
- Date: Sun, 05 Mar 1995 01:50:17
- Subject: Group Projects & F/X ?
- From: Shane Davison <daviso@cs.uregina.ca>
-
-
- Hi all,
-
- Just curious as to what happened with all those group projects
- that were mentioned on the IML: the diner ? the newsletter ?
- etc... I mean, are they still in progress ?
-
- Also, does anyone have or could point me in the direction of C code
- for special f/x's ? Something to be used with ISL so I can fully
- test it (most of my scenes are fairly simple and don't require
- the use of any external utilities). I'd even appreciate code
- that is similar to the special f/x's that Imagine already has
- so I could also learn something while having fun :).
-
- Anyway, hope you have/had a good weekend !
-
- --
- Shane Davison (tsml)
- daviso@cs.uregina.ca
-
-
- Date: Sun, 05 Mar 1995 04:04:12
- Subject: Vcolor
- From: eths1306@ele.etsmtl.ca
-
- Hi,
- I am using Imagine 3.0 for PC with a VColor XL, 24 bits video card from
- P.C. Logic. The video chip is Cirrus CL5426.
-
- My problem is that Imagine doesn't recognise it as a VESA card, even thoug
- h it is VESA compatible! Does any one has ideas about what should I do?
-
- thanks
-
- Date: Sun, 05 Mar 1995 08:12:33
- Subject: Re: realistic static
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
- From: Kaspar Stromme <kxs156@psu.edu>
-
- > Does anybody have any good ideas how to emulate a television set
- > in the AM hours ? :)
- > My digitizer won't touch the stuff, since it's not a real signal...
- > I'd hate to try to make brushmaps of the stuff, there must be an
- > easier way?
-
- If you have ADPro, Displace Pixel does a good job of moving pixels around
- and it can be done with Arexx to create frames, beats doing it by hand.
-
- Bob.
-
- --
-
- : Robert (Bob) Byrne : A3000/25 : vox Ph: +61 66 864324 :
- : rbyrne@3dform.edex.edu.au : : Ballina, NSW Australia :
-
-
- Date: Sun, 05 Mar 1995 11:23:50
- Subject: Re: States Animation
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
-
- . My problem is this. Now that I have it working in the
- > detail editor, what do I do to get it to work in the stage editor so
- > that I can render it in the Project editor? The manual is very vague
- > on how to get states (bones) to the final rendering stage. I know
- > how to do normal keyframe animation, but can't seem to figure out how
- > to get the object in different states into other frames besides the
- > first.
-
- Well, this is pretty easy actually.Say you have 3 states in a bone object
- that bends ST1 (state 1) is the objects straight ST2 is it bent half way and
- ST3 is it bent completly.
-
- You have to bend this in 30 frames. Add the object at frame 1 and set the
- States Name to ST1. if you want it to hold in the straight position for
- the first 5 frames then set the start frame to 1 and end frame to 5. If
- you want it to start to bend at frame 2 then just set the end frame to 1 too.
-
- For this example we will have it start at frame 2.
-
- Now add the same object at frame 2, but set the State Name to ST2 and set
- the frame range to start frame 2 end frame 15. This will make the states
- morph from ST1 to ST2 in 15 frames. Now add the same object at frame 16 and
- set States Name to ST3 and the start frame to 16, end frame to 30.
-
- This will make a 30 frame animation of your bone object bending. Its that
- easy. Of course this could be easier if Impulse made a way of just
- changing the states and not having to reload the same object in again and
- again. Which seams to be were you may have been getting confused.
-
- All of these objects need to be loaded into the same actor bar and you
- should never use the Default object in the actual animation process as it
- can cause problems.
-
- Oh if you had wanted the object to hold in the ST2 state for say 5 frames
- after it morphed to ST2 at frame 15, then you would just load in the
- object again for frames 16 to 21 and set the State Name to ST2. Then load it
- in again for frames 22 to 30 and set States Name to ST3 to continue the
- morph from ST2 to ST3 for the rest of the frames.
-
- Hope this gets you started in the right direction..
-
- =RRW=
-
- Date: Sun, 05 Mar 1995 12:35:20
- Subject: Re: States Animation
- From: Curtis White <cwhite@teleport.com>
-
- > . My problem is this. Now that I have it working in the
- > > detail editor, what do I do to get it to work in the stage editor so
- > > that I can render it in the Project editor? The manual is very vague
- > > on how to get states (bones) to the final rendering stage. I know
- > > how to do normal keyframe animation, but can't seem to figure out how
- > > to get the object in different states into other frames besides the
- > > first.
- >
- > Well, this is pretty easy actually.Say you have 3 states in a bone object
- > that bends ST1 (state 1) is the objects straight ST2 is it bent half way and
- > ST3 is it bent completly.
- >
- > You have to bend this in 30 frames. Add the object at frame 1 and set the
- > States Name to ST1. if you want it to hold in the straight position for
- > the first 5 frames then set the start frame to 1 and end frame to 5. If
- > you want it to start to bend at frame 2 then just set the end frame to 1 too.
- >
- > For this example we will have it start at frame 2.
- >
- > Now add the same object at frame 2, but set the State Name to ST2 and set
- > the frame range to start frame 2 end frame 15. This will make the states
- > morph from ST1 to ST2 in 15 frames. Now add the same object at frame 16 and
- > set States Name to ST3 and the start frame to 16, end frame to 30.
- >
- > This will make a 30 frame animation of your bone object bending. Its that
- > easy. Of course this could be easier if Impulse made a way of just
- > changing the states and not having to reload the same object in again and
- > again. Which seams to be were you may have been getting confused.
- >
-
- Yep, this is where I was getting confused.
-
- > All of these objects need to be loaded into the same actor bar and you
- > should never use the Default object in the actual animation process as it
- > can cause problems.
-
- I was using the DEFAULT for frame 1 and it would not let me change
- the TO frame number.
-
- >
- > Oh if you had wanted the object to hold in the ST2 state for say 5 frames
- > after it morphed to ST2 at frame 15, then you would just load in the
- > object again for frames 16 to 21 and set the State Name to ST2. Then load it
- > in again for frames 22 to 30 and set States Name to ST3 to continue the
- > morph from ST2 to ST3 for the rest of the frames.
- >
- > Hope this gets you started in the right direction..
- >
- > =RRW=
- >
- >
-
- This definately helps. Thanks! Now I can go play.
-
- Curt
-
-
-
-
- =========================================================
- = Do not follow where the path may lead. =
- = Go instead where there is no path and leave a trail. =
- =========================================================
-
- Curtis White
-
-
- Date: Sun, 05 Mar 1995 13:22:26
- Subject: DTA & Imagine... Fixed.
- From: ray@kolvir.demon.co.uk (Ian Brown)
-
- I downloaded DTA 2.2 beta and tried it again. No problems this time, thanks
- to all.
- Ian.
- --
- /-----------------------------------------------------------------------\
- | "So what if it's a 486-33MHz PC with 4MB. It plays Doom doesn't it?" |
- |-----------------------------------------------------------------------|
- | ray@kolvir.demon.co.uk --- Ian Brown. |
- \-----------------------------------------------------------------------/
-
- Date: Sun, 05 Mar 1995 13:48:47
- Subject: TEXTURE AXIS MORPH
- From: greg.tsadilas@hofbbs.com
-
-
-
- > The texture axis position is not morphable thru States...
-
- Yes it is! You have to click on the TEXTURE/BRUSH button wh
-
- Date: Sun, 05 Mar 1995 15:13:01
- Subject: Re: States Animation
- From: MGL <mischa@cats.ucsc.edu>
-
- Curtis White asked about animnation of states etc. try the action editor!
-
- -------------------------------------------------------------------
- M G L
- phat 3D renders
- mischa@cats.ucsc.edu
- -------------------------------------------------------------------
-
-
-
-
- Date: Mon, 06 Mar 1995 03:18:11
- Subject: Re: Vcolor
- From: "Daniel T. Edwards" <dedwards@scs.unr.edu>
-
- There are drivers that will make DOS aware of your VESA capabilities. You'll
- have to find one of these. UniVesa (I think) is one of them... That might be
- availiable on the net... Otherwise, call P.C.Logic. They might have it for you
- your specific board. Check the drivers disks that came with your board, because
-
- you might already have it!
-
- // James R. Walker WalkerVision Videographics //
- // dedwards@pogonip.scs.unr.edu //
-
- Date: Mon, 06 Mar 1995 07:38:10
- Subject: ISL News
- From: grieggs@netcom.com (John Grieggs)
-
- Hi.
-
- New version of ISL!
-
- Version 3.0b9 includes several bug fixes, and a new method of handling
- unknown effects. This new effect handling allowed me to modify my
- shareware policy: The un-registered version of ISL now will destage and
- restage any effect! But, it will not provide the nice syntax for them
- that you get with the registered version. Hopefully this will make ISL
- a lot more useful to the curious, while still providing a reason to
- actually register. :-)
-
- The new version is available on ftp.netcom.com, as:
-
- ftp.netcom.com:/ftp/pub/gr/grieggs/ISL/ISL3_0B9.ZIP PC
- ftp.netcom.com:/ftp/pub/gr/grieggs/ISL/ISL3_0b9.LHA Amiga
-
- Note that ftp.netcom.com became a lot easier to get into recently.
-
- Also, I went on the continuing upgrade program. The dozen or so new
- effects in 3.1 and 3.2 are what motivated me to add the unknown effect
- handling. I'll probably hold off on sending out upgrades to registered
- uses until I've got the syntax in for all the new effects. If you're a
- registered user who is in need of one of the bug fixes, send me mail
- and I'll run one off for you.
-
- Attached is an excerpt from the history file.
-
- _john
-
- --snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--
-
- 03-05-95 - ISL 3.0b9
-
- Added support for unknown effects. Effects which are not known to
- ISL may now be passed through destage and restage in a hex-based,
- generic format. The unregistered version of ISL now uses this for
- all effects. This is a Good Thing - it means the unregistered version
- now supports effects, just not as nicely as the registered version.
-
- Added support for LENSES (CAMR subchunk). Thanks to Steve Lombardi
- for pointing it out.
-
- 02-25-95 - ISL 3.0b8
-
- Fixed bug in destage involving backdrop names. Thanks to Paul
- Thompson for reporting it.
-
- Added support for QUICKEDGES object flag.
-
- 02-20-95 - ISL 3.0b7
-
- Fixed problem with large stages on the PC. Thanks to Jim Shields
- for finding the bug and helping me to duplicate it.
-
-
- Date: Mon, 06 Mar 1995 09:48:37
- Subject: Dare Imagine
- From: Calcolo Numerico 01 <CN01@novell.dima.unige.it>
-
- cc: daviso@cs.uregina.ca
- cc: plucas@vt.edu (Perry Lucas)
- cc: Imagine Mailing List
-
- >Subject: IML Tidbits...
- >
- >Sorry to post this, but to anyone that is interested in helping/
- >creating the IML Tidbit books/www/ag please contact me at
- >plucas@vt.edu Seems that there are a lot of people wanting to
- >do this and seems senseless for all of us to be covering the same
- >ground over again.
-
- Hi fellows,
- I can send my contribute, I've a partial file format for Imagine
- Staging files, I realized this file spec personally, hope this can help
- all Imagine fellows, let me know.
- I posted many months ago (I think may/june 1994)a little tutorial
- to realize a sea-shell shape, I can give my contribution with a dos and
- amiga command line utility to adjust 'PC red shifted atts' into normal
- attrib files, also.
- Last but not least I can also realize a dos-based Amiga Guide
- reader, I prefer a dos reader, windooze is rubbish:)
-
- By the way, could someone post me a copy of 'Dare Imagine', thx.
-
-
- /\_
- | O | RET
- | | MAILING ENDP T-H-A-N-X
- | O | STACK 200H ae(-_^)ue
- |___| END MAILING _ __ ___ ______Wizard signing off
-
-
- Date: Mon, 06 Mar 1995 12:23:05
- Subject: Several things.. [New obj!]
- From: CarmenR@cup.portal.com
-
- Hello Imagine folks...
-
- First thing I'd like to say is that I've released another public
- domain object for Imagine. Imagine 3 and Essence2 recommended. It's
- SpaceDock, the jumbo-sized space station from the trek films. You can
- get it from aminet [gfx/3dobj]. The filename is SDock1-IM.LHA. If you
- remember my enterprise D object I made a while back, you'll know you're
- in for a real treat.
-
- The next thing is I have some questions about these new versions of
- Imagine [3.2 now?]. I'd like to upgrade, but I want to be sure this
- bug has been fixed first.. It's where you have an opaque object, and the
- camera looking at this object. And in between the normal object and the
- camera are more than two BRIGHT objects with transparent values.
- Whenever there are three or more filter objects on top of eachother in
- a scene, the objects get muddy looking. This bug has been with Imagine
- since the beginning I believe. I was surprised to see it in v3. I was
- happy they got rid of the 'object not reflecting the environment map
- behind filter objects' bug tho. Does anyone know if the 'more than
- two object filter bug' has been fixed? I'd really like to know this.
-
- I also noticed that PROPERTIES in states don't get remembered unless
- you also select SHAPE and GROUPING as well. Maybe it only needs one of
- the others, but I just used both to be sure. The "properties" I was
- changing was changing colours of faces from state to state. I never
- really went into the attributes requestor, so maybe that had something
- to do with it.
-
- Here's something I'd like to be added to Imagine: The ability to
- select X, Y or Z values when adding action bars in the action editor.
- Recently, I'm running into more and more situations where this feature
- would save a lot of hassle, and make editing an already finished project
- a snap. The bars themselves would then be split up into three bars,
- one's bottom touching the other's top, etc.. And when the user clicks
- on the bar in INFO mode, he/she is presented with the option of adding
- "x" buttons [like in the attributes requestor] to any of the three values
- they wish to add to the scrip. Each of the X,Y and Z values would have
- it's own spline/knot controls as well. When someone uses the POSITION
- BAR function in the STAGE EDITOR's pulldown menu, this same requestor
- would pop up, probably with all three [X,Y,Z] values enabled by default.
- This would also provide better feedback that the POSITION, ALIGNMENT or
- SIZE bar has indeed been altered. As it is now, the pointer briefly
- goes to "busy," and that's all the feedback ya get.
- The briefest example I can give for how this would be an advantage
- would be a bouncing ball. Z values can dictate the bounce of a ball.
- The first bounce can then be COPIED and PASTED to give as many bounces
- as desired. THEN, the user can add a single, non-spline X and Y
- position value at the end of each bounce [when the ball hits the
- ground] to have the ball move about the environment during the course
- of the animation. Although the current way wouldn't be THAT big of
- a deal to set this up [making the ball bounce around], think of how much
- of a pain it would be to have to modify where the ball bounces to, so
- that it meets your client's rapidly shifting whims. To do this now, you
- have the X and Y values to change at the end of each bounce, but also
- all the intermediate X and Y values that are being defined during the
- bounce -that would only be used to define the Z of the bounce if this
- feature where to be added. I know that using STATES would be a good
- solution for this. But this is just one example. And seperate X, Y
- and Z tweaking could also be used for things like tracking to objects,
- or following a path. This would be a simple way to train a gun-
- turrent on a take to always aim at another object, but without becoming
- disconnected with the base of the tank. Oops, that's 'tank' not 'take.'
- Any comments on this?
-
- That's all I can think of now.. I hope you enjoy exploring the
- SpaceDock object as much as I enjoyed creating it. CYA!
-
- Carmen Rizzolo - Crazed Artist
- CarmenR@cup.portal.com
-
- Date: Mon, 06 Mar 1995 12:59:32
- Subject: Re: Transparancy bug...
- From: cjo@esrange.ssc.se
-
- Milan Polle wrote;
-
- >when using an uneven number of transparant layers, Imagine's mist
- >doesn't work behind it.
-
- I seems that some things doesn't work correctly when seen through an uneven
- number of transparent layers. A few months ago the IML came to the
- conclusion that reflections and such didn't show on a reflective object that
- was behind a transparent plane. The sollution was making the "plane-object"
- having both a front- and a backside to it. As most things do in real life ;)
- I suppose Impulse didn't think the Imagine users to be so stupid as to
- making things "simple and memory conservant" by only using half the amount
- of faces ;)
-
- My advice: use an even number of layers!
-
- -----------------------------------------------------------------
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@esrange.ssc.se |
- -----------------------------------------------------------------
-
-
- Date: Mon, 06 Mar 1995 15:21:40
- Subject: Re: wireframe
- From: cjo@esrange.ssc.se
-
-
- > I've been asking Impulse for a long time to:
- > 1) Time the quick preview playback at 30 fps by default
-
- Why 30? Why NTSC? I live in Europe and use PAL and therefore 25 fps!
-
- <sigh>
- Nobody ever thinks about poor me, everyone always thinks about themselves.
-
- -----------------------------------------------------------------
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@esrange.ssc.se |
- -----------------------------------------------------------------
-
- Date: Mon, 06 Mar 1995 15:59:23
- Subject: Add44k
- From: a00448@dtic.ua.es (ERNESTO POVEDA CORTES)
-
- I have find the Add44k program in an old coverdisk of CU Amiga. If
- anyone wants it i can uuencode it and send to the list.
-
- +---------------------------------------------------------------------------+
- | 'Do not underestimate the power of the Force.' |
- | |
- | email: a00448@dtic.ua.es --> Ernesto Poveda Cortes (I am not a number :) |
- +---------------------------------------------------------------------------+
-
- Date: Mon, 06 Mar 1995 16:21:47
- Subject: RE: 3d meshes of tree and plants
- From: Peter Thisted <pthisted@login.dknet.dk>
-
- Hi there :-)
-
- On my request, alan_gordie@ml.com (Alan Gordie) provided me with a
- program called LPARSER3.zip.
- I can recommend this program - it looks very nice by first view.
-
- By the way i am using 3d-studio R2 on a DOS-computer.
-
- Peter Thisted
- pthisted@login.dknet.dk
-
-
- Peter Thisted
-
- Date: Mon, 06 Mar 1995 17:59:46
- Subject: Re: Imagine related CD-ROMs
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
- In article <9503041237.AA003iq@moby.demon.co.uk>
- Andrew Nunn <apn@moby.demon.co.uk> writes:
-
- > One of the UK public domain companies is advertising several Imagine/Lightwave
-
- > and raytracing cd-roms? They are as follows:
- >
- > Imagine CD
- > The Light Rom
- > Imagine 3 Enhancer
- > Raytracing Vol 1
- > Raytracing Vol 2
- >
- > So does anyone have any of these? Are they different, or is it just the Aminet
- ,
- > Avalon etc stuff collected onto one disk?
-
- Hello Andrew,
-
- I only have LightROM V1.0 and can recommend it. It has a large range of
- Imagine objects, pics to use as brushmaps etc. I don't know how the prices
- compare over there but I paid AUS$90 and think it's good value.
- BTW. LightROM V2 will be out soon but will not include any Imagine objects.
-
- Bob.
- --
-
- : Robert (Bob) Byrne : A3000/25 : vox Ph: +61 66 864324 :
- : rbyrne@3dform.edex.edu.au : : Ballina, NSW Australia :
-
-
- Date: Mon, 06 Mar 1995 18:55:14
- Subject: IMLarc59 on Aminet
- From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege)
-
- Hi Everyone,
-
- Well the subject says it all, but I'll repeat it anyway.
-
- IMLarc59 is available on Aminet in the gfx/3d directory (or should within a
- day or 2)
- Just like always, 2 version are available:
- - IMLarc59.lha which contains a plain text archive with the messages
- sorted on date
- - IMLarc59guide.lha which contains the AmigaGuide file format with the
- messages sorted on date AND threads, for easy reading
- Size of both is about 210KB and contains 462 messages.
-
- Greetings Joop
-
- Date: Mon, 06 Mar 1995 19:06:49
- Subject: Making 3d trees and plants
- From: surentrr@vax.sbu.ac.uk
-
- This is a reply to Peter Thisted, who posted a enquiry about making
- plants and trees :
-
- Hi , There is a program called L-Parser which produces organic looking
- objects in a variety of formats (DXF-POV-vivid-RAW).It comes with samples
- of trees ,plants and abstract objects. This is the only program I know of which
- produces the kind of objects you require. It has a quite a steep learning curve
- and therefore may require quite a bit of time and dedication to produce the resu
- lt your after . Still for seasoned veterans it can bring a bit of *sparkle*
- to your scenes. It also produces mutations which can turn an ordinary plant
- into something which looks like its been under radiation.
- Its available on compuserve and the internet .Try the povray.org site
-
- I hope I've been of assistance : Ramesh Suren
-
- Date: Mon, 06 Mar 1995 20:39:40
- Subject: Imagine related cd-roms
- From: surentrr@vax.sbu.ac.uk
-
- Hi , in reply to Andrew Nunn's question "does anyone have one of these CDS "
- I purchased the Imagine CD-Rom for my pc for about 20 pounds.Most of the
- stuff is from Aminet and avalon . I found out about the IML from the CD .
- Also most of the objects have to have the texture paths redefined (which is
- a *great pain* to pc users since the Amiga's directory structure is different
- to the pc's ) . Also included on the CD is the IML archives from 1 to 30 I think
- . However as us pc-users have only just seen a growing interest in ray-tracing
- emerge on the pc (I used to buy amiga mags just to read the great articles on
- ray-tracing and 3d graphics ) it would be a useful purchase for pc-users.
-
- Hope it helps ! ...................:) Ramesh Suren >>>>>>>>>>>>>
-
- Date: Mon, 06 Mar 1995 20:48:02
- Subject: ISL correction
- From: grieggs@netcom.com (John Grieggs)
-
- Hi.
-
- This is a correction to the previous ISL announcement.
-
- Change
-
- --snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--
-
- The new version is available on ftp.netcom.com, as:
-
- ftp.netcom.com:/ftp/pub/gr/grieggs/ISL/ISL3_0B9.ZIP PC
- ftp.netcom.com:/ftp/pub/gr/grieggs/ISL/ISL3_0b9.LHA Amiga
-
- --snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--
-
- to
-
- --snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--
-
- The new version is available on ftp.netcom.com, as:
-
- ftp.netcom.com:/pub/gr/grieggs/ISL/ISL3_0B9.ZIP PC
- ftp.netcom.com:/pub/gr/grieggs/ISL/ISL3_0b9.LHA Amiga
-
- --snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--snip--
-
- It turns out that the /ftp portion of the path is not visible to anonymous
- ftp users. Thanks to Shane Davison for pointing it out.
-
- _john
-
-
- Date: Mon, 06 Mar 1995 20:48:06
- Subject: Essence
- From: surentrr@vax.sbu.ac.uk
-
- A quick question :
-
- Q: what is this Essence I frequently read about , Is it available for the
- PC . I'm using Imagine ver 2.0 on a 386 +4MB .
-
- Thanks in advance . Ramesh Suren (DO FAQ'S require FAA freq.asked.answers!)
-
- Date: Tue, 07 Mar 1995 00:53:27
- Subject: Par's Revenge!
- From: Lumbient@aol.com
-
- I need a par! Can anyone tell me of a place that I can get one used?
- I dont have $2000. Is there any other card that can output to tape for
- around $500-$1000? I have all these niffty anims and noone can see them
- because flc's look stupid! I have too many colors in one anim.
-
- P.S. Is it true that Essence is porting to PC? (Rumor on AOL)
-
- ---Lumbient(GOD OF
- LIGHTbulbs)
-
- Date: Tue, 07 Mar 1995 01:51:13
- Subject: DXF
- From: Carsten Bach <infoflex@inet.uni-c.dk>
-
- I am using the 5.0 version of corel draw. And it should be possible to
- save things in dxf format, but every time i try to load it into imagine
- (3.1) i get the error no usable data found.
-
- Is there a work around ? Or a PD SW dxf converter either PC or amiga ?
-
-
-
- Arne Voigt
- Copenhagen Denmark
-
- Date: Tue, 07 Mar 1995 04:53:37
- Subject: Re: Several things.. [New obj!]
- From: Michael Hazlett <tarkin@earthlight.co.nz>
-
-
-
- On Mon, 6 Mar 1995 CarmenR@cup.portal.com wrote:
-
- > Hello Imagine folks...
- >
- > First thing I'd like to say is that I've released another public
- > domain object for Imagine. Imagine 3 and Essence2 recommended. It's
- > SpaceDock, the jumbo-sized space station from the trek films. You can
-
- WOW! Carmen Long time no hear :} Good to see your back at it...Take it easy.
-
- Mike
-
-
-
- Date: Tue, 07 Mar 1995 05:13:34
- Subject: Re: Essence
- From: Curtis White <cwhite@teleport.com>
-
- > A quick question :
- >
- > Q: what is this Essence I frequently read about , Is it available for the
- > PC . I'm using Imagine ver 2.0 on a 386 +4MB .
- >
- > Thanks in advance . Ramesh Suren (DO FAQ'S require FAA freq.asked.answers!)
- >
- >
-
- Essence is a set of procedural textures for Imagine. Currently it is
- not available for the PC, but last I knew, they were working on
- porting them to the PC. I have sent about 5 email messages to Steve
- Worley to find out the status of them and have gotten no response.
- They are really great from what I have seen (a friend with the Amiga
- version). I will definately buy them when they come out, but good
- luck getting a response on their status. Apparently Steve is not
- that interested in selling them when they do come out.
-
- Thanks,
-
- Curt
-
-
-
-
- =========================================================
- = Do not follow where the path may lead. =
- = Go instead where there is no path and leave a trail. =
- =========================================================
-
- Curtis White
-
-
- Date: Tue, 07 Mar 1995 06:15:52
- Subject: Several things.. [New obj!]
- From: Charles Blaquiere <blaq@io.org>
-
- > From: CarmenR@cup.portal.com
-
- > The next thing is I have some questions about these new versions of
- > Imagine [3.2 now?]. I'd like to upgrade, but I want to be sure this
- > bug has been fixed first.. It's where you have an opaque object, and the
- > camera looking at this object. And in between the normal object and the
- > camera are more than two BRIGHT objects with transparent values.
- > Whenever there are three or more filter objects on top of eachother in
- > a scene, the objects get muddy looking. This bug has been with Imagine
- > since the beginning I believe. I was surprised to see it in v3. I was
- > happy they got rid of the 'object not reflecting the environment map
- > behind filter objects' bug tho. Does anyone know if the 'more than
- > two object filter bug' has been fixed? I'd really like to know this.
-
- Ummm Carmen, could this be caused by Imagine hitting its Resolve Depth
- limit? Try upping the value in the Preferences editor to see if it
- clears things up. (No pun intended)
-
- Date: Tue, 07 Mar 1995 08:39:46
- Subject: Spacdock
- From: plucas@vt.edu (Perry Lucas)
-
-
- All I can do is look at the pretty JPEG and all I can say is wow. This
- definately out does the the NCC1701D object.
-
- I want to play with the objects, but I don't have essence I or II for the
- pc yet...sniff sniff. Anyways, KUDOS...
-
- --Perry
-
- _,_/|
- \o.O;
- ------------------------------------------oOO =(___)= OOo------
- Perry J.Lucas U
- Emails: plucas@vt.edu "PJ" on Diversity University
- plucas@raven.cybercom.com Telnet: moo.du.org 8888
- lucasp@erau.db.erau.edu
- HTML Hompage: http://erau.db.erau.edu:80/~lucasp
-
-
- Date: Tue, 07 Mar 1995 15:44:59
- Subject: Rendering Engine
- From: colin white <cwhite@pine.shu.ac.uk>
-
-
- Could anyone please offer some advice on the following project:-
-
- I am trying to animate the four strokes of a cylinder engine (Compression,igniti
- on,exhust etc), but the
- problem is animating it. How is it possible to have one end of the connecting ro
- d following a rotary
- path (connected to the cam on the big end), while the other end (connected to th
- e cylinder head),
- following a linear path i.e up and down.
- As far as I can see the cycle editor is not capable of such an animation.
-
- Thanks in advance
-
- Colin White...
-
-
-
-
-
- Date: Tue, 07 Mar 1995 18:12:14
- Subject: Re: Rendering Engine
- From: cjo@esrange.ssc.se
-
- Colin White wrote;
- >I am trying to animate the four strokes of a cylinder engine
- >(Compression,ignition,exhust etc), but the problem is animating it. How is
- >it possible to have one end of the connecting rod following a rotary path
- >(connected to the cam on the big end), while the other end (connected to
- >the cylinder head), following a linear path i.e up and down.
- > As far as I can see the cycle editor is not capable of such an animation.
-
- Which version of Imagine are you using?
- A grouped object and a couple of states in v3.x ought to do the trick.
- (Who needs the cycle-editor? ;)
-
- -----------------------------------------------------------------
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@esrange.ssc.se |
- -----------------------------------------------------------------
-
- Date: Tue, 07 Mar 1995 19:45:02
- Subject: Communications Decency Act of 1995 (fwd)
- From: cjo@esrange.ssc.se
-
- My dear fellow imagineerers.
-
- The following message has got nothing to do with Imagine whatsoever but I'm
- posting it here anyway since it is of such importance.
-
- If someone wants to flame me for it, fine, but I would be most dissapointed
- if anyone did.
-
- So, please read on and most important of all; VOTE!!!
-
- ---------------------------
-
- The following describes how to sign a petition opposed
- to "The Communications Decency Act of 1995."
-
- -------- Forwarded Message --------
-
- A matter has come to my attention of the utmost importance to all
- of us online.
-
- Simply put, a couple of senators have proposed a particularly
- heinous piece of legislation titled the "Communications
- Decency Act of 1995" (Senate Bill S. 314). Basically, the
- bill would subject all forms of electronic communication --
- from public Internet postings to your most private email --
- to government censorship. The effects of the bill onto the
- online industry would be devastating -- most colleges and
- private companies (AOL, Compuserve, etc.) would probably have
- to shut down or greatly restrict access, since they would be
- held criminally liable for the postings and email of private
- users.
-
- Obviously, this bill is designed to win votes for these senators
- among those who are fearful of the internet and aren't big
- fans of freedom of speech -- ie., those who are always trying to
- censor "pornography" and dirty books and such. Given the
- political climate in this country, this bill might just pass
- unless the computer community demonstrates its strength as a
- committed political force to be reckoned with. This, my friends,
- is why I have filled your mailbox with this very long message.
-
- A petition, to be sent to Congress, the President, and the media,
- has begun spreading through the Internet. It's easy to participate
- and be heard -- to sign it, you simply follow the instructions below
- which boil down to sending a quick email message to a certain
- address. That's all it takes to let your voice be heard. (You
- know, if the Internet makes democracy this accessible to the average
- citizen, is it any wonder Congress wants to censor it?)
-
- Finally, PLEASE forward this message to all your friends online.
- The more people sign the petition, the more the government will
- get the message to back off the online community. We've been doing
- fine without censorship until now -- let's show them we don't plan
- on allowing them to start now. If you value your freedoms -- from
- your right to publicly post a message on a worldwide forum to your
- right to receive private email without the government censoring it
- you need to take action NOW. It'll take fifteen minutes at the most,
- a small sacrifice considering the issues at hand. Remember, the age
- of fighting for liberty with muskets and shells is most likely over;
- the time has come where the keyboard and the phone line will prove
- mightier than the sword -- or the Senate, in this case.
-
- Here's what you have to do to sign the petition:
-
- send an e-mail message to: S314-petition@netcom.com
- the message (NOT the subject heading) should read as follows:
-
- SIGNED <your online address> <your full name> <U.S. Citizen> (y/n)
-
- eg. SIGNED lsewell@leland.Stanford.EDU Laura Sewell YES
-
- If you are interested in signing the petition, I would highly suggest
- investigating the details of the situation. You can find out more on
- the Web at http://www.wookie.net/~slowdog or in the
- newsgroup comp.org.eff.talk
-
- -------- end Forwarded Message --------
-
- -----------------------------------------------------------------
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@esrange.ssc.se |
- -----------------------------------------------------------------
-
- Date: Wed, 08 Mar 1995 01:25:44
- Subject: Re: Communications Decency Act of 1995 (fwd)
- From: Douglas Rudd <rudd@plk.af.mil>
-
- <Snip>
- > A matter has come to my attention of the utmost importance to all
- > of us online.
- >
- > Simply put, a couple of senators have proposed a particularly
- > heinous piece of legislation titled the "Communications
- > Decency Act of 1995" (Senate Bill S. 314). Basically, the
- > bill would subject all forms of electronic communication --
- > from public Internet postings to your most private email --
- > to government censorship. The effects of the bill onto the
- > online industry would be devastating -- most colleges and
- > private companies (AOL, Compuserve, etc.) would probably have
- > to shut down or greatly restrict access, since they would be
- > held criminally liable for the postings and email of private
- > users.
- <Snip>
-
- Well, we don't have to watch what we say, only what we think. This
- kind of tripe is the very antithesis of the Bill of Rights and cuts
- deep at the heart of what every freedom loving person in the world
- believes in. It should be noted that recently, the Democrats tricked
- the Republicans in the house into voting (and soundly defeating) some
- liberal sounding legislation that turned out to be the Fourth Amendment
- to the Constitution. This as reported on NBC news. Our freedom was earned
- with blood and will be given away with lies and apathy. DAMN!
-
- "The Nazi whom we once did abhor is now gemielikeiter(sp?). He woos Miss Liberty
-
- with grace and rigor, a kiss of the hand and a click of the heel -- before he
- clicks the trigger!"
-
- That quote from a 30 year old record album has landed with full impact.
-
- Doug Rudd
- rudd@plk.af.mil
-
-
- Date: Wed, 08 Mar 1995 02:14:13
- Subject: Anyone out there?
- From: Joe Cotellese <joec@ensoniq.com>
-
- I haven't gotten any email in two days (not that I think I am important) and wan
- ted to make sure my outside connection was still alive.
-
- Joe C.
-
-
- Date: Wed, 08 Mar 1995 07:54:06
- Subject: X-rays
- From: m.rubin9@genie.geis.com
-
-
- One of my students just constructed a beautiful dining room set
- with a table lamp. The weird thing is that the light from the lamp
- goes right through the table top and lights up the floor and chair
- seats below. And the table has no filter value and no maps or textures
- at all. Even weirder is that even after we cloned the table top and
- put a second one below the first the light STILL shines through!
-
- Is there any weird bug that causes otherwise normal objects to act
- like they are transparent? Yikes!!
-
- A3000 w/14 Megs and a P,P&S '040.
-
-
- Date: Wed, 08 Mar 1995 08:56:40
- Subject: GVP '040
- From: m.rubin9@genie.geis.com
-
-
- Two months ago I posted problems I was having running a GVP 40Mhz
- '040 in an A3000 - mainly when running Imagine. A couple of folks
- posted their experiences (negative) with this board, but I had just
- gotten mine to apparently run OK, so I didn't save those posts. And
- now I'm having more problems.
-
- Is anyone running this board in a 3000?
- Can you run Imagine for more than an hour without it crashing?
- Is the problem heat related and can it be solved by adding an
- additional fan?
- Now Select Solutions wants me to send it back to GVP for repair, but
- GVP seems not to really exist.
- I really need more info to determine whether this board is just a
- lemon or what?
-
- Help!
-
- Jon Rubin
-
-
- Date: Wed, 08 Mar 1995 10:11:44
- Subject: Re: GVP '040
- From: "Anime a day..." <b7655@hopi.dtcc.edu>
-
- On Wed, 8 Mar 1995 m.rubin9@genie.geis.com wrote:
-
- >
- >
- > Is anyone running this board in a 3000?
- > Can you run Imagine for more than an hour without it crashing?
- > Is the problem heat related and can it be solved by adding an
- > additional fan?
- > Now Select Solutions wants me to send it back to GVP for repair, but
- > GVP seems not to really exist.
- > I really need more info to determine whether this board is just a
- > lemon or what?
- >
- > Help!
- >
- > Jon Rubin
- >
-
- In the old days I had to put a pack of ice on my 1200 baud modem for it
- to dial with 'tone' , without it, it wouldn't last 2 hours before
- dialling with 'pulse' so ANYTHING is possible when it is heat related.
-
-
- I would put some heat sinks and another fan on it and see from there..
- if that doesn't help then it seems that the heat problem is capacitor
- related (guessing) and it is a voltage problem... (limited engineering
- experience, so someone please back me up on that)
-
-
- I bought my 4000 from Select and they helped me out in times of need
- (when a PD 'game' destroyed my rigid block on the HD and I had to
- re-identify it .. we saved about 99% of all the data.. THANK GOD, and
- THANK SELECT!!!)
-
-
- Hope for the best...
-
- Bill
-
-
-
- Date: Wed, 08 Mar 1995 13:59:33
- Subject: Re: X-rays
- From: erwin@lr9pstn.lr.tudelft.nl (Erwin Zwart)
-
- Hi m.rubin9,
-
- > at all. Even weirder is that even after we cloned the table top and
- > put a second one below the first the light STILL shines through!
- >
- > Is there any weird bug that causes otherwise normal objects to act
- > like they are transparent? Yikes!!
-
- Are you sure to switch on 'cast shadows' in the action editor?
- It's in the Lightsource actor bar.
-
- Erwin
-
- --
- +--------------------------------------------------------------------------+
- | Erwin Zwart E.Zwart@LR.TUDelft.NL Faculty of Aerospace Engineering |
- | phone: +31-15-158278 (or 140034) Delft University of Technology |
- | fax : +31-15-158503 The Netherlands |
- +--------------------------------------------------------------------------+
-
-
- Date: Wed, 08 Mar 1995 15:11:01
- Subject: Re: X-rays
- From: plucas@vt.edu (Perry Lucas)
-
- >
- >One of my students just constructed a beautiful dining room set
- >with a table lamp. The weird thing is that the light from the lamp
- >goes right through the table top and lights up the floor and chair
- >seats below. And the table has no filter value and no maps or textures
- >at all. Even weirder is that even after we cloned the table top and
- >put a second one below the first the light STILL shines through!
- >
- >Is there any weird bug that causes otherwise normal objects to act
- >like they are transparent? Yikes!!
- >
- >A3000 w/14 Megs and a P,P&S '040.
- >
- What render mode are you using, scanline or Ray Trace? What version are
- you using? and are you sure there aren't any other lingering light sources
- around?
- --Perry
-
- _,_/|
- \o.O;
- ------------------------------------------oOO =(___)= OOo------
- Perry J.Lucas U
- Emails: plucas@vt.edu "PJ" on Diversity University
- plucas@raven.cybercom.com Telnet: moo.du.org 8888
- lucasp@erau.db.erau.edu
- HTML Hompage: http://erau.db.erau.edu:80/~lucasp
-
-
- Date: Wed, 08 Mar 1995 16:48:14
- Subject: Re: X-rays
- From: cjo@esrange.ssc.se
-
- Hi again m.rubin9,
-
- >> at all. Even weirder is that even after we cloned the table top and
- >> put a second one below the first the light STILL shines through!
- >>
- >> Is there any weird bug that causes otherwise normal objects to act
- >> like they are transparent? Yikes!!
- >Are you sure to switch on 'cast shadows' in the action editor?
- >It's in the Lightsource actor bar.
-
- Also:
- Are you sure that you are 'raytracing' the image?
- If you do a 'scanline' you won't get any shadows.
-
- -----------------------------------------------------------------
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@esrange.ssc.se |
- -----------------------------------------------------------------
-
- Date: Wed, 08 Mar 1995 18:40:46
- Subject: Re: Rendering Engine
- From: Soeren Birk Jacobsen <kurgan@imada.ou.dk>
-
- This is a typical inverse kinematic problem, I think Imagine 3 has some (limited
- )
- possibilities in this area (from what i've read)
-
- Time is the fire in wich we burn..
- It's better to burn .. than to fade away.....
-
- Date: Wed, 08 Mar 1995 19:36:47
- Subject: Re: GVP '040
- From: Michael Hazlett <tarkin@earthlight.co.nz>
-
-
-
- On Wed, 8 Mar 1995 m.rubin9@genie.geis.com wrote:
-
- >
- > Two months ago I posted problems I was having running a GVP 40Mhz
- > '040 in an A3000 - mainly when running Imagine. A couple of folks
- > posted their experiences (negative) with this board, but I had just
-
- Well mine's crashed a few times when doing a huge anim non stop.
-
- The big pisser is I heard that if I want to upgrade the memory I have to
- buy GVP Chips!! is that true???
-
- MH
-
- Date: Wed, 08 Mar 1995 20:59:18
- Subject: My new PC (was: ATI Graphics card-something)
- From: Jon Bagge <jon@vestnett.no>
-
-
- Well, I got my PC. I didn't get an ATI though, I got an S3-based card.
- Called WinFast or something. It has an S3-964 chip and 2MB VRAM.
-
- It can do 800x600x24 which is good for 3D images. I have Imagine 2.0
- (from the PC Format Cover Disk.) It selects the correct resolution
- (unlike my friends PC, which views images in 640x400 no matter what),
- but it always shows them in 8-bit. If I exit the program and view the
- picture with a pictureviewer it turns out 24-bit like it should.
-
- But Imagine insists on showing it in 256 colours instead.
-
- Any way around this? Will an upgrade to this maybe?
-
- And, btw, I bought a Pentium 75 (which I intend to attempt at 90Mhz) with
- 16Megs of RAM, and about 880MB of harddrive. No question it runs Imagine
- faster than my old A4000/040!
-
- :-Jon
- Only Pentium makes it possible! :))
-
-
- Date: Wed, 08 Mar 1995 22:15:40
- Subject: Re: Communications Decency Act of 1995 (fwd)
- From: Douglas Rudd <rudd@plk.af.mil>
-
- >
- >"The Nazi whom we once did abhor is now gemielikeiter(sp?).
- ^^^^^^^^^^^^^
- Gemutlichkeit sans Umlaut.
-
- Also sans tense, if that makes any sense. Hey, that's a pun, son.
- Geez, kids today...
-
- Doug Rudd
- rudd@plk.af.mil
-
-
-
-
- Date: Wed, 08 Mar 1995 22:43:10
- Subject: Re: X-rays
- From: Douglas Rudd <rudd@plk.af.mil>
-
- >
- >
- > One of my students just constructed a beautiful dining room set
- > with a table lamp. The weird thing is that the light from the lamp
- > goes right through the table top and lights up the floor and chair
- > seats below. And the table has no filter value and no maps or textures
- > at all. Even weirder is that even after we cloned the table top and
- > put a second one below the first the light STILL shines through!
- >
- > Is there any weird bug that causes otherwise normal objects to act
- > like they are transparent? Yikes!!
- >
- > A3000 w/14 Megs and a P,P&S '040.
- >
- >
- Are you in "trace" mode or "scanline"?
-
-
- Doug Rudd
- rudd@plk.af.mil
- -------------------------------------------------------------------------------
- The Amiga Guide to the Galaxy refers to Commodore's management as
- "A bunch of mindless jerks who will be the first to be lined up
- against the wall and shot when the revolution comes."
- -------------------------------------------------------------------------------
- They will get my Amiga from me when they pry it from my cold, dead hands.
- -------------------------------------------------------------------------------
-
-
- Date: Wed, 08 Mar 1995 23:09:36
- Subject: Digest format
- From: Mike Bandy <bandy@aplcomm.jhuapl.edu>
-
-
- What do you think about getting the IML to go to digest format? I
- subscribe to several mailing lists (don't we all?) and it would sure make
- sorting out the various topics easier.
-
- Dave, is it possible? What ML software are you running?
-
- Mike
- --
- Mike Bandy bandy@aplcomm.jhuapl.edu
- Johns Hopkins University / Applied Physics Laboratory
-
-
- Date: Thu, 09 Mar 1995 01:07:40
- Subject: DXF
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- -> From: Carsten Bach <infoflex@inet.uni-c.dk>
- ->
- -> I am using the 5.0 version of corel draw. And it should be possibl=
- e t
- -> save things in dxf format, but every time i try to load it into im=
- agi
- -> (3.1) i get the error no usable data found.
- ->
- -> Is there a work around ? Or a PD SW dxf converter either PC or ami=
- ga
-
- There is a pretty good converter for Windows called WCVT2POV that
- imports .GEO, .DXF, .3DS, .NFF, .RAW, .TPO, and .OBJ (wavefront).
- It exports all of the above in addition to POV files. I can't remembe=
- r
- where I got it, but more than likely it was at:
- avalon.chinalake.navy.mil
-
- If you can't find it, the author's Email address is:
-
- Keith.D.Rule@email.hub.tek.com
-
- =2E..happy hunting.
- _______________________________________________________
- /_________________________________________________________\
- /=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
- =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
- =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D\
- =3D| Mike van der Sommen || Email: =
- |=3D
- =3D| GraFX Haus BBS || mike.vandersommen@caddy.uu.silcom.com =
- |=3D
- =3D| Santa Barbara, Ca. || ______________________________________ =
- |=3D
- =3D| "..where the 4 Horsemen of the Apocalypse play golf..." =
- |=3D
- =3D|_______________________________________________________________=
- |=3D
- ---
- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388
-
-
- Date: Thu, 09 Mar 1995 01:09:20
- Subject: X-rays
- From: amadaeus@ccwf.cc.utexas.edu
-
-
- Make sure the object isn't set to 'bright'
-
- (the object upon which the shadow should project)
-
-
- Date: Thu, 09 Mar 1995 01:30:01
- Subject: 3D object render preview
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- I don't know if this has been mentioned before, but for those of you
- PC/Windows users out there that have objects in many different format=
- s,
- there is a cool utility at avalon FTP. It's called Caligari View
- Space. It will load and quick render just about any object you can
- think of including Imagine, Lightwave, 3DS, DXF, Videoscape etc.
-
- It won't convert or save (bummer)....but you can view and render from
- any angle.
-
- I forget what area it's in, but the filename is Viewspac.zip.
- _______________________________________________________
- /_________________________________________________________\
- /=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
- =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
- =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D\
- =3D| Mike van der Sommen || Email: =
- |=3D
- =3D| GraFX Haus BBS || mike.vandersommen@caddy.uu.silcom.com =
- |=3D
- =3D| Santa Barbara, Ca. || ______________________________________ =
- |=3D
- =3D| "..where the 4 Horsemen of the Apocalypse play golf..." =
- |=3D
- =3D|_______________________________________________________________=
- |=3D
- ---
- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388
-
-
- Date: Thu, 09 Mar 1995 02:12:44
- Subject: Re: GVP '040 /GVP Simms
- From: kxs156@psu.edu (Kaspar Stromme)
-
- >The big pisser is I heard that if I want to upgrade the memory I have to
- >buy GVP Chips!! is that true??
-
- Yep, GVP Simms are custom simms, usually 15-20% over regular simm prices.
- With the demise of GVP these simms could become scarce, and even pricier
-
- BTW: If you own a GVP A530 and have it maxed out memorywise, and want more
- check out the A500 towerhack on Aminet. (top_hk12.lha) In it, the author
- mentions he is working on another hack for the A530 that would allow the
- use of standard simms up to the 16MB type, for a total 32MB of FAST ram.
- Whoa!
- -----------------------------------------------------------------------------
- Kaspar Stromme 40mhz68030/'882;9MB;340MB
- kxs156@email.psu.edu DCTV true-color system
-
- PC-MAC = PoliticalCorrect-MindAbsentComputing
- -----------------------------------------------------------------------------
-
- Date: Thu, 09 Mar 1995 04:07:14
- Subject: Re: GVP '040
- From: Mike McCool <mikemcoo@efn.org>
-
- I'll try to keep the flame low, since this is IML and not the GVPsux
- mailing list,--but hey, how hard over the head do they have to hit us
- before we get the message!
-
- I made a suggestion/query pertinent to a piece of their hardware I
- made the mistake of buying once, and the only response by way of user
- support I ever got was their newsletter, showcasing some guy who used his
- GVP to work on The StarWars project. Which,--in case all us Trekkies
- dozed off in hopes this had something to do with our favorite pablum--was
- one of the most colossal rip-off's ever foisted.
-
-
- Date: Thu, 09 Mar 1995 04:07:20
- Subject: Forwarded mail
- From: Leonardo Panella <MC8265@mclink.it>
-
-
- Howdy! :-)
-
- This message is a generic one sent out to all requesters
- of the Imagine Mailing List (IML).
-
- My name is Dave Wickard. I am the administrator of the List.
-
- To avoid having any bouncing mail trouble, and to avoid
- everyone on the List having to put up with bad mailers and
- such, I send this message out.
-
- When you receive it, please respond to it immediately.
- When I receive your response, I know that the addresses
- and paths between you and the Mailing List are working
- fine. Then I immediately send you the Imagine Mailing List Guide.
- Also, I place you on the real List and you should begin
- getting your subscription promptly.
-
- You will not be included on the IML itself until I have
- received your response!
-
- Remember, the sooner you reply to this, the sooner you will
- get your Guide and hit the List.
-
- Be ready for a fairly heavy traffic mailing list. As of late,
- we have been seeing from 20-30 posts per day. If your system
- does not allow you to receive mail at this rate, or you have a
- tendency to let your mailbox fill up, perhaps the IML is not
- for you. Naturally, that is between you, and your local
- System Administrator. I will however drop any account that
- bounces mail for more than a day due to no room in the
- mailbox. You will then need to resubscribe.
-
-
- If for some reason, your reply to this message bounces back
- to you...the following addresses will reach me. They are
- listed in order of preference. Please don't email bomb me,
- just give the next ONE a try. :-)
-
-
- Thanks for your interest in our Mailing List.
-
-
- Dave Wickard (612) 456-2783 "It's not the SIZE of your image,
- dave@flip.eag.unisysgsg.com it's how you MANIPULATE it."
- dave@email.eag.unisysgsg.com -ancient proverb from Amiga Kama Sutra
- dave@shell.portal.com
- Sam_Malone@cup.portal.com
- dwickard.EAGAN@mhs.eag.unisysgsg.com
-
-
- .
-
-
- Date: Thu, 09 Mar 1995 04:46:51
- Subject: OHHH NOOO Flame war!!
- From: "Anime a day..." <b7655@hopi.dtcc.edu>
-
- On Wed, 8 Mar 1995, Jon Bagge wrote:
-
- >
- >
- > And, btw, I bought a Pentium 75 (which I intend to attempt at 90Mhz) with
- > 16Megs of RAM, and about 880MB of harddrive. No question it runs Imagine
- > faster than my old A4000/040!
- >
-
- But can you net surf WHILE you render???
-
-
-
- > :-Jon
- > Only Pentium makes it possible! :))
- >
- >
-
- b0nez
-
-
- Date: Thu, 09 Mar 1995 04:53:07
- Subject: Imagine 3.2
- From: dalamar@MIT.EDU (Craig Andera )
-
- I recently got my copy of Imagine 3.2 (PC). If there's interest, I
- could post the readme.doc that comes with it. It explains the new features,
- textures, and effect. Probably a copyright violation, but I doubt Impulse
- will sue me over what amounts to free advertising.
-
- Although I'm pretty happy with it, I have noticed one thing that's a little
- annoying:
-
- One project I'm rendering, at around 1.5 hours per frame, will not accept
- mouse or keyboard input while rendering. I can hit the cancel button only
- while "initialization" or "loading objects" is going on. During those
- times, the mouse responds properly. However, if I try to move the cursor
- during the "xx.x% complete" phase, I get nothing. It's not just that it
- won't respond to clicks - the cursor won't move at all.
-
- Not sure what's going on here. Basically, I have the choice of either
- restarting the computer, or waiting up to 90 minutes for my 10 second
- window of opportunity. Fortunately, restarting doesn't seem to cause any
- trouble, but it is a pain.
-
- The funny thing is that 3.1 doesn't do this. I still have 3.1 around, and I
- tried it on exactly the same project. The mouse responds fine, and I can
- cancel the render at any time. Also, I don't have this problem with other
- projects in 3.2, just this one.
-
- The only thing I can think of is that it may have something to do with
- memory constraints. This project already bumps me up against my pitifully
- small memory limitation. Presumably, 3.2 is slightly larger than 3.1, so
- that might be it.
-
- Any ideas on what this might be, or on how to fix it? I guess I can live
- with it, but like I said - it's a pain, and I wouldn't mind being able to
- get around it.
-
-
- Date: Thu, 09 Mar 1995 05:17:43
- Subject: My first public domain entry!
- From: Andy <A.G.Thomas@durham.ac.uk>
-
- Greetings imagineers. A while back I asked about putting an animation
- onto an FTP site. Well, it's now there! This is the first thing I've
- ever gotten into the public domain, so be gentle if you have comments to
- make. As someone recommended I've kept it small so that it'll fit
- happily on a single floppy before de-crunching. Sorry, I haven't said
- what it is: it's a short anim of a Star Trek ship doing a flyby. The
- readme file covers the other details. The name is STflyby.lha, in the
- pix/anim drawer of Aminet. Any A1200 owner can view it at full speed
- with no problem. The object used to make it should hopefully appear at
- some stage, although it hasn't yet done so. As far as I know the anim
- has only got as far as wuarchive.wustl.edu. Thanks to those who gave me
- advice, and apologies to the person I didn't send a copy to; I wanted to
- get it on FTP as a priority. If you'd still like a copy, let me know.
- If anyone wants the object now, I'll uuencode it and send it, but I've
- only got a week before vacations, so you'll have to act fast!
- Sorry about the length of the post... I'm just a bit excited! :-)
-
-
- `Have you ever danced with the Devil in the pale moonlight?': Jack Napier
-
- Andy Thomas, a.k.a. A.G.Thomas@durham.ac.uk
-
-
-
- Date: Thu, 09 Mar 1995 05:58:14
- Subject: Re: My new PC (was: ATI Graphics card-something)
- From: Michael North <IBTLMAN@MVS.OAC.UCLA.EDU>
-
-
-
-
-
- > Well, I got my PC. I didn't get an ATI though, I got an S3-based card.
- > Called WinFast or something. It has an S3-964 chip and 2MB VRAM.
- >
- > It can do 800x600x24 which is good for 3D images. I have Imagine 2.0
- > (from the PC Format Cover Disk.) It selects the correct resolution
- > (unlike my friends PC, which views images in 640x400 no matter what),
- > but it always shows them in 8-bit. If I exit the program and view the
- > picture with a pictureviewer it turns out 24-bit like it should.
- >
- > But Imagine insists on showing it in 256 colours instead.
- >
- > Any way around this? Will an upgrade to this maybe?
- >
- > And, btw, I bought a Pentium 75 (which I intend to attempt at 90Mhz) with
- > 16Megs of RAM, and about 880MB of harddrive. No question it runs Imagine
- > faster than my old A4000/040!
- >
-
- This sounds too obvious, but have you clicked the right boxes on the
- project editor screen. Click off the auto-dither and click on the
- true-color box. Sorry if this is too insultingly obvious.
-
- On the Pentium, do you _really_ want to try that with your nice
- brand new chip? The 75s are basically 90s that couldn't quite
- make it, so you're probably taking a real chance. Just my $.02.
-
- Michael
-
- Date: Thu, 09 Mar 1995 06:02:55
- Subject: CD rainbow
- From: Philips S'pore Pte Ltd <philcomp@singnet.com.sg>
-
- Hi there! I'm new at this rendering stuff, so my question may be a little
- dumb....
-
- I am trying to model a Compact Disc player. I can manage this part.
- However, how do I simulate the interferenece effect (the lovely rainbow
- colours) one would see reflected off a Compact Disc? I have tried
- several textures in Imagine (ver 2.9) but it doesn't have the correct effect.
-
- Andrew
-
-
- Date: Thu, 09 Mar 1995 06:09:49
- Subject: Re: GVP '040
- From: "Steve J. Lombardi" <stlombo@eos.acm.rpi.edu>
-
- > Two months ago I posted problems I was having running a GVP 40Mhz
- > '040 in an A3000 - mainly when running Imagine. A couple of folks
- > posted their experiences (negative) with this board, but I had just
- > gotten mine to apparently run OK, so I didn't save those posts. And
- > now I'm having more problems.
- >
- > Is anyone running this board in a 3000?
- > Can you run Imagine for more than an hour without it crashing?
-
- The following info is courtesy of another IML member. I haven't
- tried it yet. In HDToolbox check your DMA mask. Try fffffffe.
- or is it c instead of e. shit. I forget and will have to go find
- that message. I guess you could just try changing yours.
-
- good luck.
-
- --
- steve lombardi
- stlombo@acm.rpi.edu
-
-
- Date: Thu, 09 Mar 1995 07:04:35
- Subject: Re: Forwarded mail
- From: "Anime a day..." <b7655@hopi.dtcc.edu>
-
-
-
- someone just sent me the first message your server sends out which
- requests a response... maybe you can let them know before everyone
- replies and go on the mailing list twice....
-
-
- b0nez
-
-
-
- Date: Thu, 09 Mar 1995 07:19:42
- Subject: Re: States Animation
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
-
- > > This will make a 30 frame animation of your bone object bending. Its that
- > > easy. Of course this could be easier if Impulse made a way of just
- > > changing the states and not having to reload the same object in again and
- > > again. Which seams to be were you may have been getting confused.
- > >
- >
- > Yep, this is where I was getting confused.
-
- Ya I thought it might be, as well as a few other things that might have.
-
- > > All of these objects need to be loaded into the same actor bar and you
- > > should never use the Default object in the actual animation process as it
- > > can cause problems.
- >
- > I was using the DEFAULT for frame 1 and it would not let me change
- > the TO frame number.
-
- Well actually it will, but you need to remember to set the frame range
- of your animation first.
-
- > > Hope this gets you started in the right direction..
- > >
- > > =RRW=
- >
- > This definately helps. Thanks! Now I can go play.
-
- Great! glad to help out any Imagineer.
-
- =RRW=
-
-
- Date: Thu, 09 Mar 1995 08:20:49
- Subject: GVP '040
- From: m.rubin9@genie.geis.com
-
-
- It seems that one person has a problem with this board rendering long
- anims...Anyone using the 40Mhz GVP '040 in an amiga 3000 who is NOT
- having any problems? Just a few responses would help me to decide how
- bleak the situation is.
-
- Thanks for all the response regarding "X-Rays." I don't know why I
- didn't check to see if the "cast shadows" button was selected. That
- must be it.
-
- Jon Rubin
-
- Date: Thu, 09 Mar 1995 08:56:26
- Subject: Re: OHHH NOOO Flame war!!
- From: Curtis White <cwhite@teleport.com>
-
- > On Wed, 8 Mar 1995, Jon Bagge wrote:
- >
- > >
- > >
- > > And, btw, I bought a Pentium 75 (which I intend to attempt at 90Mhz) with
- > > 16Megs of RAM, and about 880MB of harddrive. No question it runs Imagine
- > > faster than my old A4000/040!
- > >
- >
- > But can you net surf WHILE you render???
- >
-
- Don't need to, since the Pentium renders sooooo fast, you can render
- the pic and then go net surf and probably be finished net surfing
- before the Amiga is done. Pentium renders are extremely fast. I
- have had one pic that took a little over an hour to render and that
- was the most complicated pic I have ever done (with all the settings
- set to their highest for the best quality pic). Most normal pics
- take anywhere from 2 to 20 mins. Not to mention, if Impulse ever
- makes Imagine able to run either in Windows or in a DOS shell under
- Windows, rendering and netsurfing will be able to both be done at the
- same time and way faster.
-
- But then I have to admit, the Amiga blows the PC away when it comes
- to animation. The PC won't even touch the Amiga in this arena. So, I
- say it is about an even trade, for now.
-
- Curt
-
- >
- >
- > > :-Jon
- > > Only Pentium makes it possible! :))
- > >
- > >
- >
- > b0nez
- >
- >
- >
-
-
- =========================================================
- = Do not follow where the path may lead. =
- = Go instead where there is no path and leave a trail. =
- =========================================================
-
- Curtis White
-
-
- Date: Thu, 09 Mar 1995 09:17:17
- Subject: Re: X-rays
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
-
- > One of my students just constructed a beautiful dining room set
- > with a table lamp. The weird thing is that the light from the lamp
- > goes right through the table top and lights up the floor and chair
- > seats below. And the table has no filter value and no maps or textures
- > at all. Even weirder is that even after we cloned the table top and
- > put a second one below the first the light STILL shines through!
- >
- > Is there any weird bug that causes otherwise normal objects to act
- > like they are transparent? Yikes!!
-
- Well, this may sound like an easy answer, But you did not mention weather
- you were raytracing the project or scanline rendering. So right off the
- bat I would say to set the project up for raytracing. When you render in
- scanline your lights will go through any objects you might have in
- the scene.
-
- To stop this you need to usually set raytracing to on.
-
- =RRW=
-
-
- Date: Thu, 09 Mar 1995 10:16:44
- Subject: Re: Imagine 3.2
- From: GGaler@aol.com
-
- I have noticed another possible problem with Imagine 3.2. I cannot use the
- F1 to multi-pick objects while pressing the SHIFT key. I have to use the
- mouse to pick all the objects, which is sometimes hard to do. The F1 key
- works okay otherwise.
-
-
- Date: Thu, 09 Mar 1995 11:36:11
- Subject: X-rays
- From: mrivers@tbag.tscs.com (Mike Rivers)
-
- Suggestions:
-
- 1. Make sure object has a fog length of 0.00.
- (fog objs don't cast shadows)
-
- 2. Make sure the light casts shadows.
-
- 3. Make sure you're using trace mode, not scanline.
-
- If the other objects in the scene cast shadows, it's
- most likely going to be #1.
-
- If nothing cast shadows then it's 2 or 3.
-
- -------------------------------------------------------
- | Commodore failure. Press mouse button to continue |
- | Guru Meditation $35000000 Task : $00000CBM |
- -------------------------------------------------------
- Vermin - roadkill on the information superhighway
-
- Date: Thu, 09 Mar 1995 11:39:20
- Subject: Re: Imagine 3.2
- From: dalamar@MIT.EDU (Craig Andera )
-
- >I have noticed another possible problem with Imagine 3.2. I cannot use
- >the
- >F1 to multi-pick objects while pressing the SHIFT key. I have to use the
- >mouse to pick all the objects, which is sometimes hard to do. The F1 key
- >works okay otherwise.
-
- I have noticed the same thing, only what I think you may be seeing is that
- only left shift-F1 will multipick. If you use right-shift, it won't work.
-
- I may have that backwards, i.e. right works, left doesn't. Anyway, only one
- of them does what you want it to.
-
- This actually reminds me of another "feature" that I find a bit irritating.
- If you use left/right shift-m (again, not sure which), you can move the
- axes, as per normal, but right/left shift-m enables magnetism.
-
- I'm all for keyboard shortcuts - once you get them down, they make
- everything much, much faster - but making the left-right modifier keys have
- different purposes is somewhat counterintuitive. It took me long enough to
- get used to only being able to use right alt...
-
-
-
- Date: Thu, 09 Mar 1995 13:18:05
- Subject: ------=> Sorry NO Subject!
- From: Mark Johnson <johnno@cs.curtin.edu.au>
-
- G'day I was wondering, has anyone done a model of the Gunstar from the last
- star fighter? or has anyone got drawings, pics or the model of it? If you do
- I want it! please.
- Another thing, what is the resolution for 35mm slides? say about 1000x800 ?
-
- With all this talk about Bones, I have a tutorial on the subject (hard copy).
- I sent it to ACAR, so it may be published, it may not. Anyway i have it in
- pagemaker 5 IBM format. If ACAR don't what it, you are welcome to it. Or I can
- send you it as ascii. One thing, i have never ftp somthing. Sure, I've grabbed
- stuff from it, but I havent sent stuff.
-
- Is there anyone in Perth West Australia that has a single frame recorder? If so
- mail me. I up the creek, I have a 360 frame anim that needs to be put to tape.
- The best I can do is 160x128 using Opal at 25fps.
-
- Date: Thu, 09 Mar 1995 14:36:05
- Subject: Re: CD rainbow
- From: Shane Davison <daviso@cs.uregina.ca>
-
-
- Philips S'pore Pte Ltd wrote:
- > I am trying to model a Compact Disc player. I can manage this part.
- > However, how do I simulate the interferenece effect (the lovely rainbow
- > colours) one would see reflected off a Compact Disc? I have tried
- > several textures in Imagine (ver 2.9) but it doesn't have the correct effect.
-
- I have extracted the following messages from the archives of the
- Imagine Mailing List and removed non-relevant lines to reduce the
- size of this message. Hope this helps a few people...
-
- -----
-
- From: "Vax Headroom (Dave E Martin)" <DAVE@NET23.MIT.EDU>
-
- I suggested that the index of refraction be setable for each wavelength of
- light. This will enable prisms and other interesting real-world transparent
- solids (like diamonds) to be better ray-traced. It would be nice if it would
- interpolate between given wavelengths (such as R, G, and B), but be able to
- produce a prismatic rainbow.
-
- -----
-
- From: Mark Thompson <mark@westford.ccur.com>
-
- The problem with this is that ray-tracers and other "light simulators"
- are programmed and run in a digital domain. Light is an analog phenomena
- with a continous range of wavelengths across the entire spectrum (visible
- and invisible). It is not really a simple matter of interpolation from
- say red to green. What you really need is to trace MANY rays per pixel
- (for every one ray you would normally trace) in an effort to simulate
- the full spectrum. There are a few ways this process could be sped up.
- First of all, only shoot ray spectrums when a single ray intersects a
- refractive medium. Second, coherence optimizations can be made since each
- sequential spectrum ray will deviate only slightly from its previously
- traced 'sibling' ray. It will be an extremely compute intensive rendering.
- >From a forward trace perspective, this all sounds somewhat intuitive but
- I question how effectively such techniques could be implemented in a
- backward tracer (the only kind of tracer any sane person would implement).
- In any event, it is most likely WAY beyond the realm Imagine to handle
- this kind of stuff.
-
- -----
-
- From: "Christopher Stevenson" <csteven@aries.yorku.ca>
-
- Here's something which requires a converter that can load separate
- eight-bit R, G, and B files (again, as can be generated in Imagine 1.1)
- and combine them into a 24-bit IFF. It's a bit labour-intensive,
- so is best used for stills; to simulate differential refraction
- effects ("prismatic coloring"), say when looking through a glass sphere
- at a pencil lying on a checker-mapped table, render the scene three
- times to separate rgb files, changing the index of refraction of the
- sphere slightly each time and deleting two of the three files each
- time. For example, for the first rendering, use an index similar to that
- for red light (say 1.55) and delete the blue and green bitplane files -
- rename the red file so it won't get over-written. Increase the index by
- .01 to 1.56 for green light, render again, delete the blue and red files,
- rename (to match your original red's name, with some distinguisher) and
- finally increase the index a third time to 1.57 for blue, render and
- keep only the blue file. For example, you might end up with
- pic01_r, pic01_g, pic01_b
- You'll then have to recombine these with something... I understand ADPro
- does this nicely. Gotta get this program sometime, but in the meantime
- does anyone know of PD routines out there?
-
- -----
-
- From: Mark Thompson <mark@westford.ccur.com>
-
- Stephen J.Gowdy writes:
- > I've been trying with little success to render a prism with a cylindrical
- >light source entering one face. I've read Steven Worleys book and it suggests
- >that light sources aren't affected by transparent objects. Can anyone confirm
- >this?I was trying to see if it would refract light as diffenent wavelengths of
- >just as one beam.
-
- Contrary to what many people believe, ray-tracers are a far cry from modeling
- real world light interaction/properties and no commercial tracer I am
- aware of deals with light as a continuous or multi-wavelength phenomina.
- So no, you can't model prismatic diffraction with Imagine.
-
- -----
-
- From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith)
-
- I have an idea that I think will work. Though it laborious to do (sigh):
-
- Do 7 renders of the same scene with the light source being the 7 colors
- of the rainbow in each of the renders. Then for the blue end of the spectrum
- give the transparent objects a slightly lower index of refraction, and the
- reddish colors will get a higher index of refraction.
-
- Then combine the pictures using DCTV or something. It should work. If you
- try it let me know how it goes.
-
- -----
-
- From: jgoldman@acs.bu.edu (Jeffrey Goldman)
-
- > >The magnify glass made me think, if we can make a magnify glass,
- > >can we make a prism??
- >
- > Why not try it?
- >
- > Here's what I think: it won't be possible. While Imagine can model a
- > magnifying glass, and other lenses to distort an imagine, it cannot bend
- > a light source. You cannot build a lens to concentrate a light to a
- > point (such as to burn 3D ants :) This also means that it doesn't work
- > the other way. You can't focus a light, or, as far as I know, reflect a
- > light (ie: you can't have a light point in one direction and reflect it
- > in another to light up an object. I think that would take something
- > like radiosity).
-
- Correct. Mainly, I believe, because you're not tracing a
- photon from a light source to the camera. It goes the other way. A
- "photon" or ray is emitted from the camera. What it hits determines
- what you see.
-
- I'm not sure, but I think radiosity is just a more complex
- simulation of "real world" conditions. Instead of tracing a ray to an
- object and finally to a light a radiosity rendererer would trace a ray
- to an object, determine what should happen at that point and then
- shoot more rays out of the object itself. One ray could turn into
- hundreds as soon as it hits another object. Of course, this is just
- speculation...
-
- Even if you could manipulate light in a "real world" manner a
- prism would still not be possible unless the nature of the
- electromagnetic spectrum were taken into consideration with the
- renderer.
-
- Light, as we all know, is made up of different wavelengths.
- White light (255,255,255) in Imagine is not a combination of ever
- wavelength in the visible EM spectrum. It is 100 percent of red,
- green, and blue. So, it's not "white" light in the real sense.
-
- To do a prism effect you have to tell the renderer that every
- color is made up of different wavelengths of light, and that your
- refractive materials are made up of physical substances capable of
- manipulating the colors on the basis of their wavelengths. Etc, etc.,
- etc... Needless to say, it would take a lot of calculation...
-
- -----
-
- From: jgoldman@acs.bu.edu (Jeffrey Goldman)
-
- > I Need a CompactDisc/LaserDisc Imagine object...ASAP..
- > And some tips about how to make a perfect reflection, like a CD...
-
- It's virtually impossinle to get an accurate, perfect
- reflection like the kind you're looking for with most renderers. Read
- the other posts about magnifying glasses/prisms/wavelengths. The
- reflective nature of a compact disc relies on a sort of primastic
- effect. Something that can't be done with a ray-tracer.
-
- You can simulate it fairly well by modelling a CD and giving
- it highly reflective attributes (like chrome). The rainbow reflection
- would come from the interaction between the object and a custom global
- reflection map. If you create a global reflection map that looks like
- a rainbow of colors you'll probably get good results with the CD
- reflection thing. Hope it helps...
-
- -----
-
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > I Need a CompactDisc/LaserDisc Imagine object...ASAP.
- > And some tips about how to make a perfect reflection, like a CD...
-
- Don't have the object, but the best I can think of is use a brushmap with
- a CD patterns on it and apply it to a chrome disk, then make a disk and
- extrude it to the thickness of the CD and give it a Glass attribute with
- an Index of Refr of maybe 1.50 to 3.55. quite a margin but I'm not really
- sure of this, You'lle need to experiment. Then fit the first disk inbetween
- the glass one. Should be halfway desent.
-
- -----
-
- From: Mike Bandy <bandy@aplcomm.jhuapl.edu>
-
- > > I Need a CompactDisc/LaserDisc Imagine object...ASAP.
- > > And some tips about how to make a perfect reflection, like a CD...
-
- How about making one of those lighting bundles talked about a few weeks
- ago - with each light in the bundle having a different color?
-
- -----
-
- From: janthony@greatwall.cctt.com (Jude Anthony - DMC)
-
- --------- Received message begins Here ---------
-
- > From: Wes Parham <parham@phoenix.cs.uga.edu>
- > Subject: Re: CD Object WANTED...
- >
- > Seriously, though: the suggestion of a prismatic global reflection
- > sounds like a real good idea to me. I tried to make one using two or
- > more of Impulses 'Angular' texture mapped onto a disc-shaped object
- > within a certain 'subgroup' of the object. Seemed to do the trick but
- > I imagine that it wouldn't look as good animated as would the global
- > raflect map. Ah, perhaps rotate the angular texture about as it
- > changes from one set of settings to another.... anyone?
- > wes~
-
- Well, since you asked for _anyone_...
-
- I took a disastrous try at this once. Absolutely ugly. I decided I'd just
- digitize stuff from now on, but since then I got _an_idea!_
-
- Looking at my CD collection, I see that there's a gray-looking disk, with a
- plastic coating. When I move the CD, I get angular-looking ranges of color
- that move in opposite directions around the CD.
-
- If I were to model this, I'd try making a gray, partly-reflective CD disk,
- with two or three thin, transparent disks on top, and a plastic,
- non-refractive, lightly reflecting disk _enclosing_ the whole bit. To each of
- the thin, transparent disks, I'd give one or two angular textures, and I'd set
- up a second object to morph the textures in different directions.
-
- This would be really easy if Imagine did diffraction, but this is as close as
- I can get, I think. If you're really desperate, give it a shot. Hell, I
- might try it tonight. I like that comment someone made on "less speculation,
- more effort."
-
- [end]
-
- Sorry for the long post but I think this would be a good one to save
- for the future in case the need arises for you to do this effect.
-
- Regards,
- Shane Davison.
-
-
- Date: Thu, 09 Mar 1995 16:30:31
- Subject: Re: itty, bitty tidbit ...
- From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
-
-
-
- On Tue, 14 Feb 1995, Steve NACAD::Sherman LKG2-A/R5 pole AA2 DTN 226-6992 14-Feb
- -1995 1019 wrote:
-
- > Forgive me if this is mentioned elsewhere, but I didn't remember this trick
- > and didn't see it in the manual. Could be something to add to the coming
- > hint sheet or whatever. Probably an old trick to most of you ...
- >
- > If you have a sphere primitive (no faces) and want to convert it to a sphere
- > with points and faces, use Split.
- >
- > Steve
- >
- Actually what you want to use is Slice. Using Split does nothing.
- Using fracture (with < 1.0 ) produces interesting results too.
-
- Nik.
- nvukovlj@extro.ucc.su.oz.au
-
-
- Date: Thu, 09 Mar 1995 16:56:55
- Subject: Re: GVP '040 /GVP Simms
- From: Michael Hazlett <tarkin@earthlight.co.nz>
-
-
-
- On Wed, 8 Mar 1995, Kaspar Stromme wrote:
-
- > Yep, GVP Simms are custom simms, usually 15-20% over regular simm prices.
- > With the demise of GVP these simms could become scarce, and even pricier
-
- Yup...heard that song b4
-
- > BTW: If you own a GVP A530 and have it maxed out memorywise, and want more
-
- I own a 2000HD GVP 040 Combo 4mb
-
- MH
-
-
-
- Date: Thu, 09 Mar 1995 18:25:25
- Subject: Re: GVP '040
- From: Michael Hazlett <tarkin@earthlight.co.nz>
-
-
-
- On Wed, 8 Mar 1995, Mike McCool wrote:
-
- > I'll try to keep the flame low, since this is IML and not the GVPsux
- > mailing list,--but hey, how hard over the head do they have to hit us
- > before we get the message!
-
- Pretty damn hard it seems :)
-
- > I made a suggestion/query pertinent to a piece of their hardware I
- > made the mistake of buying once, and the only response by way of user
- > support I ever got was their newsletter, showcasing some guy who used his
- > GVP to work on The StarWars project. Which,--in case all us Trekkies
- > dozed off in hopes this had something to do with our favorite pablum--was
- > one of the most colossal rip-off's ever foisted.
-
- What exactly was this Star Wars thing called, could you tell me about it?
-
- I'm a SW fan (Check out my Objs you'll see :}
-
- Date: Thu, 09 Mar 1995 21:21:28
- Subject: Strange black lines.
- From: ray@kolvir.demon.co.uk (Ian Brown)
-
- A problem has presented itself, and here it is.
- I'm trying to build a model spaceship (this bit works), and do a flyby
- animation to see what it looks like.
- However, every frame I have rendered from the project editor
- has a black line down the second pixel row from the left. This happens
- in trace and scanline modes (at least), in every shape and size render.
- The ship is covered in dethstar texture panels, with no filtering
- areas to speak of (and they're on the other side of the picture).
- There is a starfield set in the globals actor.
- Oh yeah, it's Imagine 3.0.
-
- Help! :-(
- Ian.
- --
- /-----------------------------------------------------------------------\
- | "So what if it's a 486-33MHz PC with 4MB. It plays Doom doesn't it?" |
- |-----------------------------------------------------------------------|
- | ray@kolvir.demon.co.uk --- Ian Brown. |
- \-----------------------------------------------------------------------/
-
- Date: Thu, 09 Mar 1995 21:56:24
- Subject: PC'S AND 24BIT ANIMATIONS ...
- From: surentrr@vax.sbu.ac.uk
-
- :-) Hi to all !
-
- There is an *excellent* program for PC users out there which
- enables you to create 24bit animations and view them .The programs are
- quite popular ,but the newer versions have additional functions which
- existing users may not know about. The program is called DTA and will
- produce an animation from TGA's , gifs and other files fed into it.
- What existing users may not know is that it now supports true - color
- animations . I use Imagine v2.0 (From the PC FORMAT coverdisk) to create
- 24 bit TGA Files which I then feed to DTA . The resulting animation
- can be 8,16 or 24 bit (you have to specify on the command line).The resulting
- animation will be quite large if you choose 24 bit. To view you require a
- program called DFV (Dave's Flic Viewer). This will then play back the animation.
-
- I must say these 24 bit animations look stunning and this is the only program
- I know of which can accomplish it. The programs are shareware and available on t
- he internet. DTA also does Chroma-key animations which are quit useful for
- overlaying space ships onto fractal or Vista-Pro Terrain. Obviously your hardwar
- e
- needs to support true color ( I am using a 386 4MB and Cirrus Logic
- video )
-
- Ramesh .
-
- Date: Thu, 09 Mar 1995 22:43:49
- Subject: Rendering Engine
- From: cwhite <cwhite@pine.shu.ac.uk>
-
-
-
-
- Could anyone please offer some advice on the following project:-
-
- I am trying to animate the four strokes of a cylinder engine (Compression,igniti
- on,exhust etc), but the
- problem is animating it. How is it possible to have one end of the connecting ro
- d following a rotary
- path (connected to the cam on the big end), while the other end (connected to th
- e cylinder head),
- following a linear path i.e up and down.
- As far as I can see the cycle editor is not capable of such an animation.
-
- Thanks in advance
-
- Colin White...
-
-
-
-
-
-
-
-
- Date: Fri, 10 Mar 1995 00:05:34
- Subject: Re: Slide Resolution
- From: beeton@SEDSystems.ca (Gary Beeton, beeton@SEDSystems.ca)
-
- >...
- >Another thing, what is the resolution for 35mm slides? say about 1000x800 ?
- >...
-
- I don't know exactly, but it is much higher than that. If you are
- planning to copy a render to slide then the following posting from a
- fellow Imagineer might help.
-
- Gary
- beeton@SEDSystems.ca
-
-
-
-
- -------- Previous Posting Follows --- Source: unknown -----------------
-
- Subj: film/print output
-
- I've been outputting my Amiga 3D imagery to film since 1989, at that time
- it was necessary to convert the file to Mac format and use a Mac service
- I have done lots of 4x5 and slide output. The advantage to larger size film
- is that you can magnify the image more without as much graininess as with
- a slide. The usual upper limit is 10x the size of the source film, so 8x10
- from a slide, 40x50 inches from a 4x5, etc. For slides I usually render from
- 1000x600 to perhaps 1500x900 pixels, depending on the image complexity. Any
- more than that is overkill. For 4x5 output I've done a lot of images at
- 1600x2000, the optimum size is 3200x4000. Any more is overkill. Bear in mind
- that when imaging to film your work becomes "original art", in other words
- an analog image. This is due to the fact that the emulsion diffuses the
- incoming pixels, so that unless there is severe "stair-stepping" in the
- original bitmap, there will be no pixelization in prints made from the film.
- For dye sublimation and other types of direct-to-printer output, I would
- reccomend converting your image to an EPS. I've had 640x480 raytraces
- output with a dye sublimation printer to 11x17 with no pixelization, and
- have done full color t-shirt transfers done at that resolution also. One
- important tip for 3D imagery output to film is to boost your gamma about
- 50%, and then make sure the dynamic range is re-sampled to the max, other
- wise your film and prints will be very dark. As far as where to get it done,
- just pick up any Mac world and the classifieds are full of places. There
- is an Amiga format 4x5 output (slides too) here in Phoenix, they charge
- $65 for one image, $35 each for three or more, and so on. Slides can usually
- be had for 4-8 bux each.
-
-
- Date: Fri, 10 Mar 1995 01:22:35
- Subject: Re: GVP '040
- From: Mike McCool <mikemcoo@efn.org>
-
- Hey Mike,
-
- Excuse the shortening of your name, but I'm a Michael/Mike, too,
- so I hope it's legal.
-
- The StarWars project I was referring to, that the GVP dweeb was
- working on, had NOTHING to do with our favorite TV show. It was one of
- the mind-numb schemes of Ronald Reagen, to place particle beam, lasar and
- ICBM weapons in orbit around the earth, presumably to be able to detect
- and make pre-emptive strikes on any possible bad guy anywhere on the
- globe. It lingered up into the Bush years.
-
- It really was an utterly paranoid, incredibly expensive, and
- ultimately (thank buddha) scrapped project.
-
- Date: Fri, 10 Mar 1995 01:44:34
- Subject: 486 performances and Imagine/Ray-tr.
- From: surentrr@vax.sbu.ac.uk
-
- Hi ,
-
- I am considering an upgrade from a 386dx+co-pro. to a 486dx4-100Mhz
- At the moment in the UK the 486dx4-100 offers the best Price/Performance
- ratio. I cannot afford a pentium yet and really could not justify the cost.
- I was wondering whether anyone has upgraded in this way and what performance
- increase would I get ? Whats the difference between this 486 and a 586 ?
- (in terms of rendering speed *not physical diffs*)
-
- Thanks... Ramesh
-
- Date: Fri, 10 Mar 1995 01:47:52
- Subject: DTA - Where is it?
- From: KEN_ROBERTSON@robelle.com
-
- Gee, just saying "it's available on the Internet" is like saying,
- "You can get it somewhere...".
- I haven't been able to find any msdos sites...I usually use an
- Amiga (greate 30 fps 24 bit video, btw), but I'd like to cross
- platforms to show my anims on PC's.
-
- So...where's a site or two where I could find DTA? Also, please
- let me know where on the site it's available.
-
- Thanks very much,
- \KenR
-
- Date: Fri, 10 Mar 1995 02:52:48
- Subject: IMAGINE & the IIT 3C87
- From: wolfram schwenzer <schwenzr@nemeter.dinoco.DE>
-
- Hi, Imagineers,
-
- Perhaps I'm only one of those rare birds which still render on a 80386, but if
- there's anybody out there like me, please listen: I use an IIT 3C87 as a math
- copro. As I've found after a time-consuming & nerve-itching search this copro
- blocks the system when moving the camera in the StageEditor (in ALL versions
- of IMAGINE from 2.0 up to 3.2).
- I've spoken to Mike Halvorson on the net who gave the advice to contact other
- users of IMAGINE for like difficulties. He insists that IMAGINE was programmed
- according to INTEL's copro specifications.
- Has anybody experienced likewise difficulties with this combo (80386, IIT 3C87
- and IMAGINE) ? If yes, has he/she experienced ANY difficulties OUTSIDE IMAGINE ?
-
-
- Thanks for listening.
-
- Wolfram Schwenzer
-
- --
- wolfram schwenzer
- Internet : schwenzr@nemeter.dinoco.DE
-
-
- Date: Fri, 10 Mar 1995 04:06:22
- Subject: Re: CD rainbow
- From: ROB NEILL <robn@ozemail.com.au>
-
- > I am trying to model a Compact Disc player. I can manage this part.
- > However, how do I simulate the interferenece effect (the lovely rainbow
- > colours) one would see reflected off a Compact Disc? I have tried
- > several textures in Imagine (ver 2.9) but it doesn't have the correct effect.
-
- Oooh, thats a good one. Umm the most effective thing I could think of is
- mapping a photo of a CD on the surface of the disk. The only problem is
- that it wouldn't move over the surface properly like a real CD.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Date: Fri, 10 Mar 1995 04:42:43
- Subject: Re[1]: Windows NT Version?
- From: ROB NEILL <robn@ozemail.com.au>
-
- Reply to message text:
-
- From: Douglas Rudd <rudd@plk.af.mil>
-
- <Snip>
- > Hey cool. If they did an NT version would it only work with the Intel version
-
- > of NT,
- > or could I run it like on a Raptor (per chance I get one :)
- >
- >
- >You know it! There is some really neat stuff showing up in NT: LightWave,
- >Real 3D, and who knows. If you could run these on a DEC Alpha class machine,
- > it would be to the Pentium as the Pentium is to an 8088. On the down side,
- > there is little else you could do with that machine. Perhaps a ShaBLAMM! card?
-
- > Then you could scream on rendering, and drop out of warp to do the other
- stuff.
-
- Whats a ShaBLAMM card? And how much is it?
-
- > I would favor the Alpha -- for speed, and since I do everything on my Amigas
- > anyway. Just farm it out to the Alpha.
-
- Cool, is this one you have at work or did you buy it? (And how much are they? :)
-
-
- > I don't know about the cpu issue though. ShaBLAMM! uses Mips, like the Raptor
- > and is thus different from Intel as is the Alpha.
-
- Yeh, Well I've never actually used NT at all, maybe the non-intel versions come
- with some sort of emulator.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Date: Fri, 10 Mar 1995 05:11:02
- Subject: PC's and 24 bit anims
- From: voc0137@comune.bologna.it
-
- >There is an *excellent* program for PC users out there which
- >enables you to create 24bit animations and view them .The programs are
- >quite popular ,but the newer versions have additional functions which
- >existing users may not know about.
-
- Yeah, you're absolutely right! It's a great program. I've got verision 2.2,
- is that the latest one?
-
- >The resulting animation will be quite large if you choose 24 bit.
-
- That's very true. I would like to ask you, and everyone else if it is
- possible to make the rendering program and the animation creator (in your
- case Imagine and DTA, in my case 3D studio v2 and DTA) work together, so
- that it DTA takes the latest image TGA file and puts it into the FL?
- animation file, and then deletes the TGA image, in order to spare some HD
- space. As an old AMIGA owner I was used to be able to do this kind of stuff
- with Real 3D for example...
-
- Thanks, and bye,
- David
-
-
- Date: Fri, 10 Mar 1995 06:04:46
- Subject: Re: DTA - Where is it?
- From: Shane Davison <daviso@cs.uregina.ca>
-
-
- KEN_ROBERTSON@robelle.com wrote:
- > So...where's a site or two where I could find DTA? Also, please
- > let me know where on the site it's available.
-
- ftp.povray.org/pub/povray/utils/dta...
-
- --
- Shane Davison (tsml)
- daviso@cs.uregina.ca
-
-
- Date: Fri, 10 Mar 1995 06:13:30
- Subject: Re: GVP '040
- From: Michael Hazlett <tarkin@earthlight.co.nz>
-
-
-
- On Thu, 9 Mar 1995, Mike McCool wrote:
-
- > Hey Mike,
- >
- > Excuse the shortening of your name, but I'm a Michael/Mike, too,
- > so I hope it's legal.
-
- No probs..my friends call me Mike :)
-
- > The StarWars project I was referring to, that the GVP dweeb was
- > working on, had NOTHING to do with our favorite TV show. It was one of
- > the mind-numb schemes of Ronald Reagen, to place particle beam, lasar and
-
- Oh that thing.....yuk! apparently Uncle George (Lucas) didn't like the
- fact that they used the name Starwars.
-
- MH
-
- Date: Fri, 10 Mar 1995 07:04:59
- Subject: Moving pistons
- From: w.graham6@genie.geis.com
-
- I've done similar animations, be prepared for some complex stuff. Try
- having the rod's axis offset from the crankshaft, following a circular
- path. You'll probably need to set up one or more Associative motion
- heirarchies also, with track axes moving along splines, etc. If you are
- a relatively new Imagineer, this animation might be a bit much to try.
-
- Date: Fri, 10 Mar 1995 13:16:37
- Subject: Re: GVP '040
- From: Catherine A Tromanhauser <ctromanh@uoguelph.ca>
-
-
-
- On Thu, 9 Mar 1995, Michael Hazlett wrote:
-
- > The big pisser is I heard that if I want to upgrade the memory I have to
- > buy GVP Chips!! is that true???
-
- From what I've read about GVP boards is that most if not all use
- proprietary memory chips which conveniently are more expensive than
- industry standard.
-
- Sully
-
-
- Date: Fri, 10 Mar 1995 15:27:40
- Subject: Re: OHHH NOOO Flame war!!
- From: Catherine A Tromanhauser <ctromanh@uoguelph.ca>
-
-
-
- On Wed, 8 Mar 1995, Anime a day... wrote:
-
- > On Wed, 8 Mar 1995, Jon Bagge wrote:
- >
- > >
- > >
- > > And, btw, I bought a Pentium 75 (which I intend to attempt at 90Mhz) with
- > > 16Megs of RAM, and about 880MB of harddrive. No question it runs Imagine
- > > faster than my old A4000/040!
- > >
- >
- > But can you net surf WHILE you render???
- >
-
- Atta boy!
-
- >
- >
- > > :-Jon
- > > Only Pentium makes it possible! :))
- > >
- > >
- >
- > b0nez
- >
- >
-
- Date: Fri, 10 Mar 1995 17:55:59
- Subject: Re: Imagine 3.2
- From: Catherine A Tromanhauser <ctromanh@uoguelph.ca>
-
-
-
- On Thu, 9 Mar 1995 GGaler@aol.com wrote:
-
- > I have noticed another possible problem with Imagine 3.2. I cannot use the
- > F1 to multi-pick objects while pressing the SHIFT key. I have to use the
- > mouse to pick all the objects, which is sometimes hard to do. The F1 key
- > works okay otherwise.
- >
- Yikes! I use that a lot.
-
- Date: Fri, 10 Mar 1995 18:48:47
- Subject: Starfields
- From: ray@kolvir.demon.co.uk (Ian Brown)
-
- This is probably nothing new but...
- Does anyone have any suggestions for low-memory starfields. Or
- is there a way of persuading the Globals stars to pan properly (rather
- than staying at the same pixel locations.)
- ???
- Ian.
- --
- /-----------------------------------------------------------------------\
- | "So what if it's a 486-33MHz PC with 4MB. It plays Doom doesn't it?" |
- |-----------------------------------------------------------------------|
- | ray@kolvir.demon.co.uk --- Ian Brown. |
- \-----------------------------------------------------------------------/
-
- Date: Fri, 10 Mar 1995 19:16:38
- Subject: Re: X-rays
- From: Catherine A Tromanhauser <ctromanh@uoguelph.ca>
-
-
-
- On Wed, 8 Mar 1995 m.rubin9@genie.geis.com wrote:
-
- > Is there any weird bug that causes otherwise normal objects to act
- > like they are transparent? Yikes!!
- >
- I believe it's the cast shadows toggle as well as I experienced the same
- phenomenum on a pool table I made where a shadow light did not illuminate
- through while at the same time a non-shadow light did go right through to
- the floor.
-
- Sully
-
-
- Date: Fri, 10 Mar 1995 19:40:56
- Subject: Shiny?
- From: milan@Dieppe.artmediatech.nl (Milan Polle)
-
- Hi all,
-
- I was wondering wether anybody succeeded in using the shininess attribute
- with Imagine 3.x, it doesn't seem to have any effect in 3.0.
-
- Milan
-
-
- Date: Fri, 10 Mar 1995 20:26:21
- Subject: Re: CD rainbow
- From: Catherine A Tromanhauser <ctromanh@uoguelph.ca>
-
-
-
- On Thu, 9 Mar 1995, Philips S'pore Pte Ltd wrote:
-
- > Hi there! I'm new at this rendering stuff, so my question may be a little
- > dumb....
- >
- > I am trying to model a Compact Disc player. I can manage this part.
- > However, how do I simulate the interferenece effect (the lovely rainbow
- > colours) one would see reflected off a Compact Disc? I have tried
- > several textures in Imagine (ver 2.9) but it doesn't have the correct effect.
- >
- > Andrew
- >
- How about a brushmap with the radial colour pattern you desire and
- shininess on the object?
-
- Sully
-
-
- Date: Fri, 10 Mar 1995 21:26:59
- Subject: DTA and DFV on CDROM.
- From: surentrr@vax.sbu.ac.uk
-
- For those of you have to pay for your download time , I belive there is a
- cd-rom which contains all the files at the povray.org site (the site was setup
- by Walnut Creek the piblishers). Here in the UK , the CD-ROM costs 20 pounds
- The cd-rom is called the povray cd-rom and my initial opinion is that it
- represents extremely good value . I'll be obtaining one in soon so I
- will post a message about it soon ... Ramesh
-
- Date: Fri, 10 Mar 1995 22:17:09
- Subject: Re: My new PC (was: ATI Graphics card-something)
- From: wilks@lbm.com (Stephen Wilkinson)
-
- Michael North <IBTLMAN@MVS.OAC.UCLA.EDU> replied:
-
- > On the Pentium, do you _really_ want to try that with your nice
- > brand new chip? The 75s are basically 90s that couldn't quite
- > make it, so you're probably taking a real chance. Just my $.02.
-
- Actually, that is not quite true. The P75 is a new part, specially
- designed to be used in laptops. It's got some power management stuff
- in it that the other pentiums don't have (yet?) and also is in a very
- thin mounting package (tape). As an Amiga owner jumping ship to run
- Linux on a PC, I did a lot of research at the CPU Info Page which is
- at http://infopad.eecs.berkeley.edu/CIC/
-
- Stephen
- ____________________________________
- Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
- Sr. Software Engineer reward for doing it well is the
- LB&M Associates opportunity to do it again."
- ____________________________________
- #define OPINION (myown)
- #define COMPANYOPINION (~myown)
-
- This message created using 87% recycled neuro-transmitters
- MicroSoft(n): From latin Micro (small or tiny) and Soft (limp or flaccid)
-
- Date: Sat, 11 Mar 1995 00:04:02
- Subject: RE: 24 bit Anims
- From: surentrr@vax.sbu.ac.uk
-
- Hi , A couple of responses to questions and answers on DTA and DFV :
-
- KenR wrote :
- >..where do I find DTA and DFV ?
- sorry for not specifing earlier , I left the sheet with the info at home .
- The povray.org site that Shane Davison pointed to is where I got my copy .
- The path he specifed is also correct , *However* , The directory has
- quite a few zip files with prefixes DF*. I downloaded all the archives
- beginning with DF and had to sort through them . I can't remember which
- archive has the latest and complete version of the programs.
- I'll find out the name of the correct archive and then post the name .
- * SO watch this SPACE !*
-
- David wrote :
- >How can I get dta to add the last frame to an anim and then delete
- >the frame thereby saving disk space (rather than outputing all frames
- then compling them into an anim and then deleting the frames ).
-
- Basically what we want here is the following process :
-
- 1.render a frame
- 2.add frame to anim
- 3.delete the frame
-
- repeat steps 1 to 3 until all frames have been rendered and added to the
- animation .
-
- Unfortunatley the most I've seen of 3d-studio is a demo disk sent to me.
-
- However I can recommend
- the following :
- DTA has the ability to read frames from a compressed archive (.zip e.t.c)
- So what you could do is to render portions of animations (say frames 1
- to 20 ) use Pkzip to archive them . Then render the next section of frames
- ,archive them and so forth. Once all frames have been rendered use
- DTA to compile an animation from the files in the stored archive .
-
- Note: The compression factor for the files depends on whether your TGA's
- are uncompressed or compressed. Also this solution is not ideal but it could
- save you about 30% of your disk space .This enables you to create longer anims
- and /or at higher resolutions.
-
-
-
- Date: Sat, 11 Mar 1995 00:43:29
- Subject: Re: Re[1]: Windows NT Version?
- From: Douglas Rudd <rudd@plk.af.mil>
-
- <Snip>
- > Whats a ShaBLAMM card? And how much is it?
- >
-
- The ShaBLAMM! is a mips 4400 on a card that will plug into a dos box w/ a VESA
- local bus. Costs are about 3-3.5K depending on your appetite.
-
- > > I would favor the Alpha -- for speed, and since I do everything on my Amigas
-
- > > anyway. Just farm it out to the Alpha.
- >
- > Cool, is this one you have at work or did you buy it? (And how much are they?
- :)
- I don't have it. I just follow the LW-ML as I use LW. The pros on that group are
-
- using that approach.
-
- >
- > > I don't know about the cpu issue though. ShaBLAMM! uses Mips, like the Rapto
- r
- > > and is thus different from Intel as is the Alpha.
- >
- > Yeh, Well I've never actually used NT at all, maybe the non-intel versions com
- e
- > with some sort of emulator.
- >
- >
- Yes. The Mips has an Intel emulator but the Alpha doesn't as yet.
- My own preference now is to go with the Draco. That way, I can keep the
- Amiga OS with 060 speed and get an Alpha plug in when $s permit.
-
-
- Doug Rudd
- rudd@plk.af.mil
- -------------------------------------------------------------------------------
- The Amiga Guide to the Galaxy refers to Commodore's management as
- "A bunch of mindless jerks who will be the first to be lined up
- against the wall and shot when the revolution comes."
- -------------------------------------------------------------------------------
- They will get my Amiga from me when they pry it from my cold, dead hands.
- -------------------------------------------------------------------------------
-
- Date: Sat, 11 Mar 1995 01:19:12
- Subject: Re: Slide Resolution
- From: Douglas Rudd <rudd@plk.af.mil>
-
- >
- > >...
- > >Another thing, what is the resolution for 35mm slides? say about 1000x800 ?
- > >...
- >
- > I don't know exactly, but it is much higher than that. If you are
- > planning to copy a render to slide then the following posting from a
- > fellow Imagineer might help.
- >
- > Gary
- > beeton@SEDSystems.ca
-
- Remember that film is an analog process, so there is no "actual" resolution
- in the sense that we use in CG. A good practical limit it about 3000x2500,
- but you can get by with less, depending on your purpose.
-
-
- Doug Rudd
- rudd@plk.af.mil
- -------------------------------------------------------------------------------
- The Amiga Guide to the Galaxy refers to Commodore's management as
- "A bunch of mindless jerks who will be the first to be lined up
- against the wall and shot when the revolution comes."
- -------------------------------------------------------------------------------
- They will get my Amiga from me when they pry it from my cold, dead hands.
- -------------------------------------------------------------------------------
-
- Date: Sat, 11 Mar 1995 02:17:24
- Subject: Re: Re[1]: Windows NT Version?
- From: craigh@fa.disney.com
-
- On Mar 10, 1:57pm, imagine-relay@email.sp.paramax.com wrote:
- >
-
- > My own preference now is to go with the Draco. That way, I can keep the
- > Amiga OS with 060 speed and get an Alpha plug in when $s permit.
- >
-
- So what is a 'Draco'?
-
- I've been hearing mythical reports of an '060 for over two years now. Does such
-
- a beast exist?!?
-
- -craig
-
-
-
-
-
-
- Date: Sat, 11 Mar 1995 04:17:03
- Subject: Re: Rendering engine
- From: Charles Blaquiere <blaq@io.org>
-
- Oops! When exiting Pine to upload my UU file to my Internet service
- provider, I mistakenly deleted all flagged messages... including
- everything in this thread. Would the original poster send me some
- e-mail, so I can send him the file? All others, please hold off until I
- can have this guy proofread my instructions. Thanks.
-
-
-
- Date: Sat, 11 Mar 1995 05:11:23
- Subject: Re: boned object problem solved
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Martin Keitel <mk-tel@sik.ppoy.fi>
- >
- > Has anyone had the problem with 3.0, that when you scale an object in the
- > stage editor, all the textures get mixed up?
- > I tried hundr... well tens of methods to fix this without having to scale
- > each state position and texture size and position separately. When I
- > finally came up with the solution it came like out of the blue!
- > Let's say that you have to scale a states object to half of it's original
- > size in the stage editor (the most common reason for having to scale down
- > objects - I think - is to do a trace render). Well, you just load your
-
- Does anyone know if Imagine 3.2 still exhibits this problem?
-
- Date: Sat, 11 Mar 1995 06:01:14
- Subject: Rendering Engine
- From: Charles Blaquiere <blaq@io.org>
-
- > From: colin white <cwhite@pine.shu.ac.uk>
- >
- > I am trying to animate the four strokes of a cylinder engine (Compression,
- > ignition,exhust etc), but the problem is animating it. How is it
- > possible to have one end of the connecting rod following a rotary
- > path (connected to the cam on the big end), while the other end
- > (connected to the cylinder head), following a linear path i.e up and
- > down.
-
- I really shouldn't toot my own horn like that, but I've found a
- brilliant solution to your problem. (It doesn't even use Cycle or States
- objects) The Imagine project, sample quickrender, and a 4-page, detailed
- article showing how it's done (and why), have been LHA'd together, and
- turned into a 64K UUencoded text file. I guess I really shouldn't post a
- 64K message on the list, but anyone who'd like to get my solution can
- simply reply to me privately, and I'll send them the file through e-mail.
-
- Since you asked the question, I won't wait for your request; I'm sending
- you the file right now. One favor I'd like to ask is the following:
- would you go through all the steps, to help me ensure I made no mistakes
- or left anything unexplained? Many thanks.
-
-
- Date: Sat, 11 Mar 1995 06:44:57
- Subject: Shiny?
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Milan Polle <milan@Dieppe.artmediatech.nl>
- >
- >
- > Hi all,
- >
- > I was wondering wether anybody succeeded in using the shininess attribute
- > with Imagine 3.x, it doesn't seem to have any effect in 3.0.
- >
- > Milan
-
- Good question! I asked in Impulse's CompuServe area last fall, and Mike
- Halvorson was never able to explain to me how Shininess differs from
- Reflect. Hopefully the wonderfully talented people on the IML can shed
- some light on this.
-
-
-
- Date: Sat, 11 Mar 1995 06:55:54
- Subject: OHHH NOOO Flame war!!
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Anime a day... <b7655@hopi.dtcc.edu>
- >
- > But can you net surf WHILE you render???
-
- Well, you could always use your Amiga for that.
-
-
- Date: Sat, 11 Mar 1995 07:58:37
- Subject: Imagine upgrade
- From: Andrew <philcomp@singnet.com.sg>
-
- Thanks for everybody's help in replying to my question on modelling CDs.
-
- I have Imagine version 2.9 that was shipped to me last year when I
- actually placed an order for version 3.0. It seems to me that everybody
- has upgraded to version 3.2 (Amiga?). I have sent several letters to
- Impulse Inc for updates and information but I have yet to receive any
- replies. Can anybody help me PLEASE?
-
- Andrew
-
-
- PS: I live in the Far East (Singapore, to be exact) and information on
- Amiga software is rather sparse.
-
-
- Date: Sat, 11 Mar 1995 13:54:44
- Subject: FaceMap tutorial
- From: gregory denby <gdenby@twain.helios.nd.edu>
-
-
- Hi all,
- If you've looked at Aminet in the past few days, you'll
- notice a handy illustration of brush wrapping by the IML's own
- Ted Stethem. It's a pretty good illustration of what can be
- done quickly and easily to make an object look quite real.
- And, as Ted said in his textfile, comments etc could be
- directed to him here, I'll ask a few questions.
- In the screen shot, it appears that the face/head obj.
- is seperate from the eyes/nostrils/mouth object. Did you join
- these before the wrap, or is the brush wrapped on each seperately
- and the results happen to match up?
- It appears that the object clips the face brush fairly
- nicely using no X/Z wrap (except around the edges where a bit of
- the background and the fellows shirt get tacked onto his skin.)
- What happened when/if you tried the wrap X &or Z option. Did
- all the brush then get placed on the obj?
- Again, thanks for the illustration, Ted. Its good to
- see all the parts of a project, not just the end render. I know,
- it ruins the "Wow, how did he do that?" effect, but on the other
- hand, one get's the "Geez, what a simple trick, why didn't I
- think of that."
-
- Happy tracing
- Greg Denby
- gdenby@darwin.cc.nd.edu
-
- Date: Sun, 12 Mar 1995 05:54:47
- Subject: Mapping
- From: Catherine A Tromanhauser <ctromanh@uoguelph.ca>
-
-
- I've created a baseball bat with the hardwood texture on it. I created
- an altitude map and a corresponding colour map to apply as the label on
- the bat as though it was ingrained in the wood. My problem is the
- background colour shows up with the colour map and the background colour
- of the altitude map alters the altitude of the bat...neither of which I
- desire. Any advice would be appreciated.
-
-
- Date: Sun, 12 Mar 1995 21:02:28
- Subject: Re: Mapping
- From: jgoldman@acs.bu.edu
-
- >
- >
- > I've created a baseball bat with the hardwood texture on it. I created
- > an altitude map and a corresponding colour map to apply as the label on
- > the bat as though it was ingrained in the wood. My problem is the
- > background colour shows up with the colour map and the background colour
- > of the altitude map alters the altitude of the bat...neither of which I
- > desire. Any advice would be appreciated.
-
- On the altitude problem...
-
- Make sure the background color of your altitude map is middle gray
- (127,127,127). This will insure the BG part of the map won't bump up or down
- since middle gray is midway between fully bumped in or out.
-
- On the BG color problem...
-
- To prevent the color map from affecting the base texture of 'hardwood'
- add another bushmap of the label as a transparency map. Make the BG color full
- white, and make the label area full black.
-
- Jeff-->
-
- E-Mail: jgoldman@acs.bu.edu
-
- Date: Mon, 13 Mar 1995 01:48:06
- Subject: Re: Shiny?
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Derek Hardison <derekjh@pd.org>
- >
- > Quickrenders are useless for all the same reasons as in REFLECT.
-
- I don't quite understand that. What's the problem with quickrenders?
-
- Also, your description of the sports car is nice, but it doesn't help me
- differentiate between Shiny and Reflect. Can you try a different angle?
-
-
- Date: Mon, 13 Mar 1995 03:01:55
- Subject: Mapping
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Catherine A Tromanhauser <ctromanh@uoguelph.ca>
-
- > My problem is the background colour shows up with the colour map and
- > the background colour of the altitude map alters the altitude of the
- > bat...neither of which I desire. Any advice would be appreciated.
-
- To prevent Imagine from mapping the background color from a brushmap
- onto an object, click on the "Use Genlock" button in the
- Attributes/Brushmap Settings requester. If your brushmap is
- palette-mapped, i.e. 2 to 256 colors, color 0 will be the genlock color.
- If the brushmap is a 24-bit image, you need to define a RGB color value
- which will be used as the genlock color; this setting is found in the
- Preferences editor, under "'genlock' color for non-Amiga IFFs".
-
- I don't know if specifying a genlock color will cause that color to be
- ignored by Imagine when altitude mapping. If the genlock setting has an
- effect on your color map, but not your altitude map, change the logo's
- background to 128,128,128 grey. The color map will not be affected
- (since the background is being ignored due to the genlock setting), and
- the altitude map will process the medium grey as a neutral altitude.
- Imagine considers 128 to be the altitude at the surface of the object.
-
-
-
- Date: Tue, 14 Mar 1995 00:14:38
- Subject: Re: FaceMap tutorial
- From: torgeir.holm@tbc.bbs.no (TORGEIR HOLM)
-
-
- > If you've looked at Aminet in the past few days, you'll
- >notice a handy illustration of brush wrapping by the IML's own
- >Ted Stethem. It's a pretty good illustration of what can be
- >done quickly and easily to make an object look quite real.
-
- Yes, I really enjoyed that archive as well :)
-
- > And, as Ted said in his textfile, comments etc could be
- >directed to him here, I'll ask a few questions.
- > In the screen shot, it appears that the face/head obj.
- >is seperate from the eyes/nostrils/mouth object. Did you join
- >these before the wrap, or is the brush wrapped on each seperately
- >and the results happen to match up?
-
- The object in the archive has only one axis, so I guess he joined it
- first.
- > It appears that the object clips the face brush fairly
- >nicely using no X/Z wrap (except around the edges where a bit of
- >the background and the fellows shirt get tacked onto his skin.)
- >What happened when/if you tried the wrap X &or Z option. Did
- >all the brush then get placed on the obj?
-
- This wouldn't come out right, because the picture is taken from the
- front. Not from all around the guy's face. I actually have one such
- brushmap of a head taken from a Cyberware 3D scanner. I have used this
- on a head object with flat X wrap Z, and it came out really good. When
- wieved with Viewtek the map looks really deformed, sort of like a
- mercator projection of a head :)
-
- > Again, thanks for the illustration, Ted. Its good to
- >see all the parts of a project, not just the end render. I know,
- >it ruins the "Wow, how did he do that?" effect, but on the other
- >hand, one get's the "Geez, what a simple trick, why didn't I
- >think of that."
-
- I just love brush-tacking :) Made a pinochio out of him, and the anim of
- the morph looked really great.
-
-
- Torge!r - torgeir.holm#tbc.bbs.no / torgeirh@powertech.no
-
- Date: Tue, 14 Mar 1995 01:53:58
- Subject: AmiNet
- From: craigh@fa.disney.com
-
-
- Being new to this network stuff, where is AmiNet and how do I get to it? Can
- you get to it from America On-Line?
-
- -craig
-
-
-
- Date: Tue, 14 Mar 1995 04:07:16
- Subject: Re:Starfields
- From: Lumbient@aol.com
-
- Milan wrote:
- [----------------------------------------------------------------------------
- I was just working on a texture that is gonna be really amazing
- ( to my own surprise :)
- The texture is going to be like having a window looking into a field
- of stars (looking like bright spheres), but the neat thing is that it
- totally interacts with the camera and movement of the window.
- It even depends on camera angle etc.
- -------------------------------------------------------------------------]
-
- The texture sound neat but is it for the PC or amiga?
- I use the PC version and we need some textures on this side!
- Does anyone know of an ftp that has the textures for the PC version?
-
- -----Lumbient
-
- Date: Tue, 14 Mar 1995 08:11:08
- Subject: RE: STARFIELDS
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- -> From: milan@Dieppe.artmediatech.nl (Milan Polle)
- -> Oh yeah, you can use it as snow as well, like it is snowing outsid=
- e.
- -> I will be uploading my new textures soon (it is a bit complicated =
- to
- -> here), this including my new lensflare textures and more stuff.
- -> (uploading means uuencoded to the list, I don't have ftp here)
-
- Big question. Will this be in Amiga or PC format? ...or, hopefully bo=
- th?
- _______________________________________________________
- /_________________________________________________________\
- /=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
- =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
- =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D\
- =3D| Mike van der Sommen || Email: =
- |=3D
- =3D| GraFX Haus BBS || mike.vandersommen@caddy.uu.silcom.com =
- |=3D
- =3D| Santa Barbara, Ca. || ______________________________________ =
- |=3D
- =3D| "..where the 4 Horsemen of the Apocalypse play golf..." =
- |=3D
- =3D|_______________________________________________________________=
- |=3D
- ---
- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388
-
-
- Date: Tue, 14 Mar 1995 18:21:00
- Subject: Re: Baseball Bat
- From: torgeir.holm@tbc.bbs.no (TORGEIR HOLM)
-
- > True, thanks for pointing that out. It was a bit ignorant of me
- >think that the Brush Maps worked the same way as Procedural Texture
- >far as layering is concerned. Speaking of which, why can't they?
-
- Good point.
-
- > Let's take the baseball bat example. First lay down a color map
- >then lay down a transparency map. The order of operations would then
- >the color map transparent (the transparency map wouldn't even touch the
- >surface itself).
- > I you wanted to make the baseball bat transparent then you'd lay
- >transparency map down first.
-
- How about a hierarchy structure for the brushmaps as well? Only the
- parents afect the object, while the child maps affect the Parent map.
-
- Sort of:
-
- Maps:Woodgrain.iff24
- Maps:BatLogo.iff24
- Maps:BatLogoBumpMap.iff8
- Maps:BatLogoClipmap.iff24
- Maps:GripTape.iff24
-
- Where the two indented Brushes only affect the BatLogo, and they are
- applied in the order they are. So if you moved the Clip map one step up,
- you would not clip away the exces of the bump map, only the Logo itself.
-
- This is one feature I would love to see. Maybe the Alpha texture can do
- some of thes already, but I haven't had a chance to try it out as much
- as I would have liked to yet.
-
- Torge!r - torgeirh#powertech.no / torgeir.holm@tbc.bbs.no
- =====================================================
-
- Date: Tue, 14 Mar 1995 22:48:28
- Subject: Re: Baseball Bat
- From: Charles Blaquiere <blaq@io.org>
-
- > From: jgoldman@acs.bu.edu
- >
- > Let's take the baseball bat example. First lay down a color map and
- > then lay down a transparency map. The order of operations would then
- > make only the color map transparent (the transparency map wouldn't
- > even touch the surface itself).
-
- If the transparency map doesn't touch the surface, i.e. the surface is
- outside the map's bounding box, the surface will be unaffected by the
- map. Simple, no?
-
- > I you wanted to make the baseball bat transparent then you'd lay the
- > transparency map down first.
-
- Each point of an object can only have one set of color, filter, etc. RGB
- values. Anything you add on top of the base object affects whatever is
- already there. What you suggest would be much more limiting than
- liberating; one of Imagine's strengths is the way you can layer multiple
- textures and brushmaps over an object. If every texture/map you added
- only affected the layer immediately below it, the first texture/brushmap
- would have an effect, but anything above that would have almost no
- effect on the object.
-
- =====================================================
-
- Date: Wed, 15 Mar 1995 01:27:29
- Subject: Re: Grouping
- From: cjo@esrange.ssc.se
-
- Tony Bernauer wrote;
-
- > I'm trying to find a way to group 2 objects but allow them to have
- > different orientations. As an example imagine a Tank with a Gun Turret.
- > I'd like to connect the 2 together somehow, have the Turret track another
- > object and have the Tank follow a path
-
- 1. Create tank.
- 2. Create turret.
- 3. Place and orient them.
- 4. Move each object's axis to the SAME position.
- 5. Save them (as two different files).
- 6. Load them into stage or action.
- *. They ar in the sam place but can be manipulated individually.
- As long as you do exactly the same thing to both objects (position,
- sizing, rotation) the will stay aligned to eachother. They can even
- follow the same path in an animation.
-
- Any help?
-
- -----------------------------------------------------------------
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@esrange.ssc.se |
- -----------------------------------------------------------------
- =====================================================
-
- Date: Wed, 15 Mar 1995 01:27:29
- Subject: Re: Grouping
- From: cjo@esrange.ssc.se
-
- Tony Bernauer wrote;
-
- > I'm trying to find a way to group 2 objects but allow them to have
- > different orientations. As an example imagine a Tank with a Gun Turret.
- > I'd like to connect the 2 together somehow, have the Turret track another
- > object and have the Tank follow a path
-
- 1. Create tank.
- 2. Create turret.
- 3. Place and orient them.
- 4. Move each object's axis to the SAME position.
- 5. Save them (as two different files).
- 6. Load them into stage or action.
- *. They ar in the sam place but can be manipulated individually.
- As long as you do exactly the same thing to both objects (position,
- sizing, rotation) the will stay aligned to eachother. They can even
- follow the same path in an animation.
-
- Any help?
-
- -----------------------------------------------------------------
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@esrange.ssc.se |
- -----------------------------------------------------------------
- =====================================================
-
- Date: Wed, 15 Mar 1995 09:04:57
- Subject: ------=> Sorry NO Subject!
- From: <imagine-relay@email.sp.paramax.com>
-
- > From: Lumbient@aol.com
- > Does Imagine have the amount of power that I hope it has? Maybe I just
- > haven't found all the features! Here is a list of what I hope It has,
- > please tell me which one(s) it has:
- > Alpha Channels?
-
- Slated for an upcoming release. We know it's not in 3.2, so pray for 3.3
- or 4.0. Impulse has occasionally failed to deliver on promised features,
- but they've kept their word on the majority of promises -- and have
- sprung some very pleasant surprises on us, too. Regarding alpha channels
- specifically, I know development of alpha channel capabilities is
- currently underway.
-
- > Development Kit?
-
- Don't the docs say that Impulse makes available all information needed
- to write 3rd-party textures? Contact Impulse for details.
-
- > Specular Maps?
-
- No, Sorry, not currently, nor have I heard Mike Halvorson mention
- anything about it. Would be nice, I agree, and very little work,
- considering Imagine already has code to support specularity, and
- brushmaps. Would be fairly simple to add "specularity" as another map
- type button.
-
- > 3rd party add-on capability for modelers(ex. metaform)? etc.
-
- Everyone keeps harping on Impulse to open up their software. The logical
- thing would be for them to do so at version 4.0, since that would
- certainly represent the kind of paradigm shift associated with a major
- version change. I'm afraid, though, that all we might get would be an
- ARexx port to control the project editor, i.e. open project, render some
- frames or an anim, obtain status.
-
- If you want Impulse to open up the modeller, Stage, and so on, you
- should all write Impulse (76004.1767@compuserve.com), but take the time
- to sit down and conceptualize _in detail_ what you want. You need to
- make specific suggestions if you want to stand any chance of success.
- =====================================================
-
- Date: Wed, 15 Mar 1995 12:23:32
- Subject: ------=> Sorry NO Subject!
- From: <imagine-relay@email.sp.paramax.com>
-
- Cool texture, Milan! Can't wait to play with it.
-
- This is the same IanSmith that was previously IanSmith@psu.edu and
- ims103@psuvm.psu.edu.... bleah! :-)
-
- That stars texture sounds pretty cool... I wish I had the time to
- really figure out what some of the paramaters Imagine passes to the
- texture program. Anyway, I have a DOS box here that I use for work
- and wonder if any IBM programmer out there could give me tips on how
- to compile my textures for the Amiga on the IBM. I am using Watcom C.
-
- My starfield object generator is still around.. if anyone has been
- trying to get in touch with me, here is my new address. Havn't really
- done much to it recently, but never got the latest version out to many
- people.
-
- Amiga Imagine 3.2 is supposed to be out in a few days, or so I am told
- by Impulse when I called them today. As it is close to the deadline
- for the end of the upgrade plan, I asked if I would have to pay another
- $100 to get 3.2 if it didn't come out until this years constant upgrade
- plan was over. I was told that they decided to stop using specific
- dates for the upgrade plan, and that I would receive all the updates
- until and including 4.0 no matter how long it took. Good news!
-
- --
- Ian M. Smith <IanSmith@moose.erie.net> -- PGP Fingerprint (Email for Key) --
- 581F3521 6F9D8061 0AA214C8 BE51978D
-
- =====================================================
-
- Date: Wed, 15 Mar 1995 17:54:47
- Subject: Re: VESA Drivers for ATI cards
- From: Falko@aol.com
-
- >Ok, folks, I really need your help on this! I got a ATI WinTurbo card with 4
- >Mb VRAM, and I don't get high color playback on my anims under DOS. Do I
- >need a VESA.COM file or not? I not, what am I doing wrong? What's a TSR?
- >Whats UNIVESA? Is there a shareware alternative? Shouldn't ATI have provided
- >me with that stuff if it was needed? I run neopaint in 24-bit without any
- >special driver and it runs ok.
-
- Hiya,
-
- TSR stands for Terminate and Stay Resident. VVESA.COM is a TSR or a
- resident device driver. Neopaint does not use vesa it has drivers for
- specific video chips or groups of video chips. VVESA.COM should be located on
- your MACH64 install disks. Run INSTALL and select INSTALL VIDEO CARD
- UTILITIES. VVESA.COM should be among them. You should put it in your
- autoexec.bat.
-
- To generate and play back good FLICS you need Dave's tools, DTA 2.2
- Dave's Targa Animator, this takes a series of targa format frames an compiles
- them into various Animator format FLICS (Read the docs!!!). DVF 1.1.2 is
- Daves Flic Viewer the only really functional DOS Flic viewer. BUILDSV is
- Daves tool to compile flics into self executing animations.
-
- Hope this helps,
- Falko
- =====================================================
-
- Date: Wed, 15 Mar 1995 23:47:54
- Subject: Re: Animation Viewers (long)...
- From: videoman@netcom.com
-
- > A new Amiga version of Imagemaster is in the pipeline. Could be a few
- > weeks, or a few months, but get ready! I'm sure it'll be great. If they
- > ported even only a part of what they created on the PC (WinImages:FX),
- > it'll blow your mind.
- >
- WinImages:FX is Imagemaster for the PC? Does it do everything the Amiga
- version does? :more info: :more info: :)
-
-
- --
- .__________________________________________________________________________.
- | -== When Dreams Become Reality ==- -= IM Design=- |
- |"""""""""""""""""""""""""""""""|"""""""""""""""""""""|""""""""""""""""""""|
- | videoman@netcom.com | FTP: ftp.netcom.com | Video Production |
- | videoman@cyberspace.org | DIR: pub/videoman | 3D Graphics & DTP |
- | Mosaic Home Page: file://ftp.netcom.com/pub/vi/videoman/web/HOME.html |
- ~""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""~
-
- Date: Wed, 15 Mar 1995 23:48:16
- Subject: Mapping - Brick wall and tile roof
- From: Peter Thisted <pthisted@login.dknet.dk>
-
- Hi again
-
- Now I'v got the trees in place I'm in desperat need of
- pictures (GIF-CEL-TIFF-BMP... whatever) of a red brick wall
- and a red tile roof (That's how the houses in Denmark looks, so..... )
- Anyone who knows a site ?
-
- Another matter is - could we have a general discussion on the list
- about lightning, which is a very critical issue in a 3d-scene.
- I'm thinking, in particullary, how to set a realistic daylight,
- without overdoing it and spoil all the hard work with the mesh
- and mapping.
-
- Peter Thisted
- pthisted@login.dknet.dk
-
- Date: Wed, 15 Mar 1995 23:48:27
- Subject: Reverse Path ??
- From: Douglas Smith 061-439-5050x3956
-
- =0D=0CHello !
-
- A question was asked in comp.sys.amiga.graphics, I thought I would re=
- pe
- at it=20
- here.
-
-
- Is there any way to reverse the direction of a path ??
-
- Is there any way to make an object travel from the end of a path to t=
- he
- start ??
-
-
- and to take the question one stage further,=20
-
- Is there any way to split a path up into several shorter paths ??
-
-
-
- Of course, you could always just group and save the axes you use to m=
- ak
- e the=20
- path, and it's not exactly difficult to create a new path following t=
- he
- old path=20
- (roughly), but is there a better, more elegant way.
-
- Doug Smith.
-
-
- +--------------------------------------------------------------------=
- --
- --------+
- |Douglas E.F. Smith, Mail to : douglas.d.e.f.smith@woodford.avro.bae.=
- eu
- rokom.ie|
- |My employer is not responsible for my opinions; I=C1 m not supposed =
- to ha
- ve them |
- +--------------------------------------------------------------------=
- --
- --------+
- Mr Smith, you get paid for producing facts not opinions.
- Keep your opinions to yourself, they are not welcome here.
- -Quote provided by current Job Manager.
-
-
-
-
- Date: Wed, 15 Mar 1995 23:48:43
- Subject: Animation size...(was viewers)
- From: KEN_ROBERTSON@robelle.com
-
- I had a 10 meg animation rendered in HAM-8 overscan. It was in anim-7 long
- format, running on an 1200-030 33Mhz system. It was Tooooo Slow.
- The deltas were huge, as the camera was moving and panning the scene.
-
- As Jeff Goldman mentioned, "artistic integrity" - I didn't want to
- re-render my scene with a still camera, as it would lose effect.
- (Each frame took over an hour to render - and I had 70 frames!)
-
- Also, since I only have 10 Meg of Ram, Viewtek insisted on playing back
- the entire anim from the hard drive. What to do!?! I couldn't load
- it into Mainactor (which is very fast) without crashing my Amiga.
-
- I had used AdPro to splice together the frames into an animation, so
- I made a 5 Meg anim and tested the playback. (After converting again
- to anim-7 - AdPro doesn't do anim-7.) The playback speed was a little
- slow...but not too slow. If only it wasn't playing from the hard drive.
-
- Ahhhh - an idea! I used AdPro to change the screen size of the anim
- so that there would be fewer pixels to push around. I changed the
- format into a "letterbox" style, i.e. a resolution of around 724 x 340.
- This brought the anim down to less than 8 Meg, which was playable
- directly from Ram:. The letterbox style even increased the artsy feel
- of the scene! I liked keeping the horizontal overscan, as this always
- looks better on NTSC i.e. TV.
-
- So...decreasing the number of pixels on the screen helped me 1) Increase
- my anim speed and 2) reduce the amount of memory required.
-
- \KenR
-
- Date: Thu, 16 Mar 1995 00:13:56
- Subject: ------=> Sorry NO Subject!
- From: imagine-relay@email.sp.paramax.com
-
-
- >>(p.s. any Amigans get 3.2 yet?)
- >how about: Any one in the UK got 3.1 ?
-
- Ages ago.. I live in Norway, but that shouldn't make much of a
- difference.
-
-
- Torge!r - torgeirh#powertech.no / torgeir.holm@tbc.bbs.no
-
- Date: Thu, 16 Mar 1995 00:38:34
- Subject: Bad Lensflare Overlap
- From: Valentino Magri <MC8336@mclink.it>
-
- Object: Bad LensFlare overlap
-
- Hi you all, Imaginers! (... and sorry for my poor English!)
-
- This is my first message to the IML, and i have 2 problems for you:
-
- 1. I have made a simple starship with 3 back-engine and the texture
- LensFlare
- and FireBall applied on 3 overlapping planes (1x1 YZ 1top 2bottom on
- the
- same X coord) to simulate the light of the engines.
- The problem: I can't get a perfect overlap: i see the Flares cutted by
- the
- diagonal of the planes!!! How can i get 3 Flares intersecting
- perfectly???
-
- 2. Same project: A star-base with a lot of grouped objects and 4 door on
- it.
- I have created some states on the doors, something like Door-1-Open,
- Door-1-Close, ecc.
- The problem: Action Editor: i can only specify ONE state at a time so
- if
- i want to animate more than 1 door, the only way is to create a third
- state with the 2 doors, isn't it? It is not very flexible, or there is
- a
- trick ???
-
- Hope this is not so stupid.
- ___
- ____________________________________________________________________
- __ \ / _____ ____ ___ __ _ PC 486/66 MHz \ Mind's growth is slow
- \
- |\ \/ /| Valentino Magri \ 20Mb Ram 340MbHD \ but inexorable...
- \
- | \ / | mc8336@mclink.it \-Imagine 3.2 User-\ Have a nice-tracing night
- ! \
- |_|\/|_|
- \__________________\_____________________________\
-
- Date: Thu, 16 Mar 1995 01:33:22
- Subject: Microsoft3D (fwd)
- From: Ted Stethem <tstethem@linknet.kitsap.lib.wa.us>
-
- I would be happy to forward the entire article to anybody that might be
- interested.
-
- From Electronic Engineering Times February 27 1995
-
- MICROSOFT GRABS 3-D VIA RENDERMORPHICS
- by Junko Yoshida
-
- Redmond, Wash. - Making a big play for the emerging 3-D games market,
- Microsoft Corp. has acquired
- RenderMorphics (London), the red-hot developer of high-performance,
- real-time 3-D application programming
- interfaces (API) for desktop Pcs. Terms of the deal weren't disclosed.
- Microsoft's first move will be to integrate RenderMorphic's Reality Lab
- API into the display driver interface of
- the upcoming Windows 95 operating system. That will extend the software
- giant's reach deep into the videogame
- infrastructure. Besides running on Windows and DOS, Reality Lab operates on
- the MacIntosh, Sega Saturn, Sony
- PSX and other game-console platforms.
- To date, the battle for API dominance in the home 3-D games arena has
- been waged by three developers in
- Britain: RenderMorphics; Argonaut Software Ltd. (London), with its
- Brender-API; and Criterion Software Ltd.
- (Guildford Surrey, England), with RenderWare API.
- The decision by Microsoft to bundle Reality Lab in Windows 95 -
- providing the API to end users at no
- additional cost - appears to end that competition.
- --------------------------------------------------------------
- Microsoft - the Fourth Riech?
-
- In the future, there will be only one address:
-
- Microsoft
- One Microsoft Way
- Microsoft, MS 11111-1111
- email: msmail@microsoft.com.ms
-
- Date: Thu, 16 Mar 1995 01:33:27
- Subject: Re: 24-bit anims
- From: fev0197@comune.bologna.it (Roberto Naldi)
-
-
- > Not impossible, but slow enough to think it was impossible... On the
- >PC, FLxs are pretty much the standard, but doesn't Windows (groan) have
- >something like QuickTime? Maybe it is QuickTime?
- >
- > Jeff-->
- >E-Mail: jgoldman@acs.bu.edu
-
- Well, Jeff, Windows has QuikTime just as Mac has; but I haven't seen
- any encoding util for it. Just mere players.
-
- Best wishes,
-
- Roberto Naldi
-
-
- Date: Thu, 16 Mar 1995 02:15:32
- Subject: Re: "Error rendering frame 1"...
- From: fev0197@comune.bologna.it (Roberto Naldi)
-
- >I hope someone can help me on this.
- >
- >I was doing a one-frame render of Carmen Rizzolo's NCC-1701-D object, and
- >I get an "Error Rendering Frame 1" requester. I am using an A3000 '030 w/
- >68881 co-pro, 6 megs physical RAM, and 40 megs VMem using VMM 2.1. The
- >render was a scanline 24-bit Hires Quarterscreen with a starfield from
- >Ian Smith's Stars program(about 390 K).
- >
- >See ya,
- > Roger
- >
- Hi Roger,
- I've rendered it without any problem with ''only'' 14 megs of phisical RAM,
- are you
- sure that all the files requested for the ship and texture were on the right
- path?
-
- Bye
-
-
- Roberto Naldi
-
-
- Date: Thu, 16 Mar 1995 02:33:27
- Subject: Re: Bones
- From: fev0197@comune.bologna.it (Roberto Naldi)
-
- >
- >
- >
- > a message ina bottle to those that know...
- >
- >
- >I have used the cycle editor for past animations and felt that with 3.0 I
- >should start using bones... well after reading and messing with it, I
- >understand the concept of motion and animations, but when you build the
- >object with more than a few parts, how do you apply faces OVER the joint
- >so it will have continous skin?? Thanks.. a point in the right direction
- >would be appreciated..
- >
- >
- > Thanks
- >
- >
- >Bill
-
- Hi Bill,
- I use a little trick for smoothing the surface betweet two objects,
- here's the points
- 1.Choose the cross sections just before the joint of the two obj's
- 2.Cut them apart of the obj's
- 3.Make them have the same number of points
- 4.SKIN them
- 5.Paste back the obj's
-
- You'll should have a smooth joint for boning purpose.
-
-
- Roberto Naldi
-
- E-mail me at fev0197@iperbole.bologna.it
-
-
- Date: Thu, 16 Mar 1995 03:09:42
- Subject: Re: 24bits animation
- From: Falko@aol.com
-
- > I have a Generic 486DX2/66 too, with 16Mb RAM, 256Kb cache,
- >EnhancedIDE-VLB with 730Mb + Adaptec 1522a with 1.08Gb, Video Board VLB
- >based on CIRRUS chipset with 2Mb of RAM and finally one TV Coder connect=
- ed
- >in my SVHS video. I=B4d like to know where can I find that software you =
- told (
- >DTA 2.2), because I don=B4t have any tools that permit me play 24 bits
- >animation in real time.
- > My configuration can play it ? With your information a suppose ye=
- s.
-
- Hiya Benigno
-
- Dave's Tools are available at ftp.povray.org in /pub/povray/utils.
- I think. Look for it where povray is. Also try ftp.cdrom.com in
- /pub/povray/utilities. Look for DFV112.ZIP, DTA22B.ZIP, can't remember th=
- e
- name for BUILDSV. Check the local readme file.
-
- Good Luck
- Falko =
-
-
- Date: Thu, 16 Mar 1995 03:45:06
- Subject: Re: Re[1]: Windows NT Version?
- From: Douglas Rudd <rudd@plk.af.mil>
-
- >
- > Is that really going to work? It sounds a bit to good to be true...
- >
- >
- We shall see.... Seems MacroSystems has bet a lot of DM on this project.
- Right now, it's the only deal going.
-
-
- Doug Rudd
-
- Date: Thu, 16 Mar 1995 03:55:38
- Subject: Re: "Error rendering frame 1"...
- From: Douglas Rudd <rudd@plk.af.mil>
-
- >
- > I hope someone can help me on this.
- >
- > I was doing a one-frame render of Carmen Rizzolo's NCC-1701-D object, and
- > I get an "Error Rendering Frame 1" requester. I am using an A3000 '030 w/
- > 68881 co-pro, 6 megs physical RAM, and 40 megs VMem using VMM 2.1. The
- > render was a scanline 24-bit Hires Quarterscreen with a starfield from
- > Ian Smith's Stars program(about 390 K).
- >
- > See ya,
- > Roger
- >
- Sounds like the classic "Imagine hates VM on any platform" situation.
- Are you sure Imagine is using VMem? Six mb ram is at best marginal
- for Imagine and with Carmen's model, it just won't do.
-
-
- Doug Rudd
-
-
- Date: Thu, 16 Mar 1995 04:25:12
- Subject: Re: VESA Drivers for ATI cards
- From: Falko@aol.com
-
- >Ok, folks, I really need your help on this! I got a ATI WinTurbo card with 4
- >Mb VRAM, and I don't get high color playback on my anims under DOS. Do I
- >need a VESA.COM file or not? I not, what am I doing wrong? What's a TSR?
- >Whats UNIVESA? Is there a shareware alternative? Shouldn't ATI have provided
- >me with that stuff if it was needed? I run neopaint in 24-bit without any
- >special driver and it runs ok.
-
- Hiya,
-
- TSR stands for Terminate and Stay Resident. VVESA.COM is a TSR or a
- resident device driver. Neopaint does not use vesa it has drivers for
- specific video chips or groups of video chips. VVESA.COM should be located on
- your MACH64 install disks. Run INSTALL and select INSTALL VIDEO CARD
- UTILITIES. VVESA.COM should be among them. You should put it in your
- autoexec.bat.
-
- To generate and play back good FLICS you need Dave's tools, DTA 2.2
- Dave's Targa Animator, this takes a series of targa format frames an compiles
- them into various Animator format FLICS (Read the docs!!!). DVF 1.1.2 is
- Daves Flic Viewer the only really functional DOS Flic viewer. BUILDSV is
- Daves tool to compile flics into self executing animations.
-
- Hope this helps,
- Falko
-
- Date: Thu, 16 Mar 1995 04:57:43
- Subject: Re: Picasso II
- From: ThreeDTV@aol.com
-
- Dear roberto, I also have a picassoII w/2mram. I have repeatedly tried to get
- Expert Software(distributer) and Impulse together to try and fix this
- problem. Needless to say I have had no luck in persuading Impulse to provide
- the screen resolutions for PicassoII. The fault is not entirly Impulse's
- because I bought the card from Expert with the explicit knowledge that the
- card WOULD support Imgine's screen modes. I have ceased trying to be mediator
- between these two party's. Anyone else had any luck?
-
- Date: Thu, 16 Mar 1995 05:21:34
- Subject: High res Imagine
- From: voc0137@comune.bologna.it
-
- >Now, the big question, my 4000-040 is equipped with a Picasso II gfx
- >board with 2 megs, but Imagine doesn't want to work in
- >any way with it. Have someone of you managed to get thru this problem? What
- >can I do to work with my favourite renderer in 1024
- >by 768 fashion? It'll be good even in 800 x 600.....
-
- I use Imagine 2.0 with a PC with a ATI Mach64 4Mb VRAM card, and I would
- like to be able to use the resolutions and speed it can give me, but I find
- no way of doing so... Is it impossible to change the resolution?
-
-
- Date: Thu, 16 Mar 1995 06:03:53
- Subject: Re: 24-bit anims
- From: Jorgen Pehrson <d93jpe@t.hfb.se>
-
- On Tue, 14 Mar 1995 Falko@aol.com wrote:
-
- > Hiya!
- > You should do fine with what you got.Hmmm. Vesa drivers, ATI cards at least
- > up to the Mach 32 do not have vesa compliance in bios, You have to load a TSR
- > called VVESA.COM. Personally I am using UNIVESA (and yes, I PAID for it, it's
- > that good!!) version 5.0. It is vesa 1.2 compliant and uses 32bit code.
- >
- > I have a Generic 486DX2/66, 16mb ram, 256kb cache, ATI Graphics Wonder VLB
- > 2mb d-ram (Mach32), VLB ide HD cont., and a Western Digital 1gb hard disk.
- > This configuration allows me to play back 640x480x8/15/16 at 30fps and 24bit
- > at 15fps or there abouts. I can even play back 1024x768x8bit at 15fps.
- > Falko
-
- Hi.
- I have a 486DX2/80, 12mb ram, and a Cirrus Logic 5434 PCI gfx board.
- I have tried the dta utility to make animations for my PC. I can't seem
- to be able to view 24 bit animations. Upto 16bit is fine, but not 24bit.
- The 5434 has a 24bit mode in 640x480 so I *should* be able to use it,
- shouldn't I? What is needed to make 24 bit animations work? I have a old
- version of the UniVesa program, and it only thinks that my video card is
- a hicolor card. Would a new version help me out? If so, is it availible
- for ftp anywhere, or is it commercial?
-
- Thanks!
-
- Jorgen Pehrson d93jpe@t.hfb.se
- University of Technology
- Borlange, Sweden.
-
- And the cookie today is...
- Troutman's 4th Law:
- Machines work. People should think.
-
-
- Date: Thu, 16 Mar 1995 07:21:58
- Subject: Re: Power & Compilers & Development
- From: Curtis White <cwhite@teleport.com>
-
- > > COMPILERS:
- > > OK I'll give! I have Turbo C++ for the PC I can compile c into textures
- > > files for all you guys!
- >
- > You will not be able to do that with Turbo C++. The only current
- > compilers that can be used to compile and link Imagine textures are
- > Metahigh C and Watcom C++. You see, Imagine textures are miniature REX
- > (Pharlap Relocatable Executables) files. You can purchase a
- > development kit from Pharlap which includes linker, but you also need
- > a compiler that lets you link in math libraries and such. Trust me,
- > I've spent enough time figuring it out even with Watcom C++.
- >
- > Since my call went unanswered, I'll repeat it. If any author of
- > textures decides to share the code, I can compile the textures for PC
- > users as well.
- >
- > Andrey
- >
- >
- >
-
- Maybe this should be a future enhancement to Imagine. There should
- be some way to compile textures with any compiler. I have all
- Borland compilers from Turbo C to C++ 4.0 and now also have Borland's
- Delphi (pascal). I can make programs to do just about anything,
- except Imagine textures. And I have trouble investing another few
- hundred dollars into a compiler that all I need it for is Imagine
- textures. I think Impulse should somehow set things up so that any C
- or other compiler could compile textures (since they are all binary
- executables in the end anyway). If I could use my current compilers,
- I would write textures and I am sure a lot of people would. PC
- Imagine is comming on strong and us PC people need some cool textures
- also. But let's face it. How many people own one of the above 2
- mentioned compilers? I don't know of anybody, personally. I love
- Imagine, but I think that if it is going to move completely into the
- PC market, they are going to have to make it so that it is easy to
- write third party add-ons. If Impulse would do this, I think Imagine
- could eventually take over the 3D market on PC's.
-
- Curt
-
-
-
- =========================================================
- = Do not follow where the path may lead. =
- = Go instead where there is no path and leave a trail. =
- =========================================================
-
- Curtis White
-
-
- Date: Thu, 16 Mar 1995 08:01:51
- Subject: Re: Power & Compilers & Development
- From: MGL <mischa@cats.ucsc.edu>
-
- On Tue, 14 Mar 1995 Lumbient@aol.com wrote:
-
- > Does Imagine have the amount of power that I hope it has? Maybe I just
- > haven't found all the features! Here is a list of what I hope It has, please
- > tell me which one(s) it has:
- > Alpha Channels?
- > Development Kit?
- > Specular Maps?
- > 3rd party add-on capability for modelers(ex. metaform)?
- > etc.
- >
- > I DON'T UNDERSTAND SOMTHING, EVEN A STUPID $29 GAME LIKE DOOM HAD NETWORK
- > CAPABLITIES! BUT $300 IMAGINE DOESN'T! NOT TO MENTION THAT DOOM HAD VIRTUAL
- > MEMORY SUPPORT! I AM FED UPPPP!
- > I love my Imagine.
-
- Doom is a 3d shootemup and imagine is a raytracer!! How can you compare
- the features like that!?!
-
- 1. What sort of alphachannel support did you want? Imagine has several
- tranparancy options, but you must create a separate greymap for images,
- not like a 32bit image that doesn't work to my knowledge. As far as using
- it for antialiasing or such, you will have to use an image proc. program.
- 2. Developing kit: you can write your own textures, and these are really
- the only pluginable type data into imagine. You can write your own; I
- have seen a file explaining the format on the net. It would be nice if a
- complete package were available; (ie for effects, etc.) but I spend so
- much time uysing the actual program I have no time to develope for it.
- (on top of college that is!) But for the people that could write some
- phat stuff for imagine out there (and have) I say a dev kit should be
- available... good idea.
- 3. Specular map- at this point there is reflectivity, reflect mapping, etc.
- along with the aforementioned hardness, shininess, reflect. The specular
- spot is controllable through where the light is- so what is a specular
- map? Is this a cool feature?
-
- I wouldnt mind playing doom or marathon, but I can always play my sega
- while I crank our renders full time on my 030.
- There comes a time when a boy deletes all the games on his hd and says
- lets get serious! Although a disk raid would allow me plenty of room-
- guess I ain't that serious yet.
-
-
- -------------------------------------------------------------------
- M G L
- phat 3D renders
- mischa@cats.ucsc.edu
- -------------------------------------------------------------------
-
-
-
-
- Date: Thu, 16 Mar 1995 08:37:52
- Subject: VMM (was Re: "Error rendering frame 1"...)
- From: Cheng M F <memfc@alinga.newcastle.edu.au>
-
- On Wed, 15 Mar 1995, Douglas Rudd wrote:
-
- > Sounds like the classic "Imagine hates VM on any platform" situation.
- > Are you sure Imagine is using VMem? Six mb ram is at best marginal
- > for Imagine and with Carmen's model, it just won't do.
-
- Well I use VMM3.0 (out for about a week now) and I have had no problems
- so far. Imagine is definitely using vmem (vmem stats window shows
- this). Admitedly I am not trying anything as complex as any of Carm's
- objects, but it's been quite stable so far.
- my setup 3000/2chip/4fast/15VMem
-
- Later
- MiKE
-
- Date: Thu, 16 Mar 1995 11:02:00
- Subject: Re: Microsoft3D (fwd)
- From: Mike McCool <mikemcoo@efn.org>
-
- Hey Ted,
-
- Thanks, you, for that microsoft post. And people think
- monopolies died out with the Rockefellers . . .
-
- Interesting to watch the ms-boyz continue to assert that there's
- nothing wrong, meanwhile trying to writhe out from under that anti-trust
- suit that just won't go away. (Why doesn't the government just chill out
- and let us take over the world?)
-
-
- Date: Thu, 16 Mar 1995 14:30:25
- Subject: Re: Microsoft3D (fwd)
- From: Derek Hardison <derekjh@pd.org>
-
- RE : rendermorphics and reality lab 3D rendering for games
- Last night I attended a meeting of the local SGI users group where Neil
- Trevett of 3D labs presented REAL TIME 3D 24-bit games with a pentium 90;
- PCI buss & a card that holds their chip the GLINT chip.
- Basically it turns the pentium into a SGI for garoud & phong with
- mapping using the openGL libraries that SGI uses for Softimage,Wavefront etc.
- The demo was very exciting - and the 3D cards for openGL will sell for
- less than $500.
- Now to Reality labs -- Neil said that creative labs - the soundblaster
- people are going to use their chip on a 200 dollar card that gives real
- time rendering in 16 bit with mapping. Jeez! can you imagine the games?
- With 3D rendering on a chip, windowsNT or windows 95 -- any app that
- uses OpenGL libraries will SCREAM. ( this does not include refraction or
- true reflections -- those are cpu based.)
- Hope I quoted Neil correctly. BTW, I am an Amiga user since '85 and
- have yet to cross into PC land -- but have to soon for Painter 3 (
- awesome paint package) and hardware like the Glint. Softimage fell from
- $70,000 to $15,000 and will run on NT & W95. Lightwave is considering
- OpenGL. 3D studio (Hoops) can also be accelerated by 3D labs.
- Looks like SGI bought Wavefront & Alias in self defense.......
-
- It' gonna be GOOD year! (;^)
-
- --
- Derek Hardison Imagine on Amiga 4000s
- New Intelligence on Video
- Seeking Contracts or Job using Alias or SoftImage
- Domain: derekjh@pd.org
- UUCP: ...!emory!pd.org!derekjh
-
-
- Date: Thu, 16 Mar 1995 15:39:59
- Subject: Re: Microsoft3D (fwd)
- From: Bart Robinson <brobins@CapAccess.org>
-
- > Microsoft - the Fourth Riech?
- >
- > In the future, there will be only one address:
- >
- > Microsoft
- > One Microsoft Way
- > Microsoft, MS 11111-1111
- > email: msmail@microsoft.com.ms
-
- 8( ) Ahhhhhhhhhhhhh!!!!!!
-
- (Scream of fright.)
-
- BR
-
-
-
-
- Date: Thu, 16 Mar 1995 17:04:59
- Subject: Imagine 3.2
- From: tom.granberg@TV2.no
-
- Hello, hello!
-
- My name is Tom Granberg, I am living in this great but small country, we've got
-
- icebears, moose, no crime, and what do you know? whale killers! THE GREAT
- NORWAY. Okay, away with the bullocks, I'm a rather experienced Imagine user, and
-
- well aware of it's possibilities, cool ey! To be even more high ridin', I work
- as a graphic designer at TV 2, we've got 2 Silicon graphics Onyx, with reality
- engine2, Paint boxes etc,etc, but even then we use Imagine for 3d stuff.(me,
- lucky bastard, with A4000,18mb,4040warp,2,6gb-hd,Dps-PAR)
- We use it for the most part to model stuff
- like:planes,boats,ferrys,bridges,landscapes,oil platforms,reffinary's, and other
-
- news related stuff. We also use it for virtual studios, to be exact, we have by
-
- now 4 (soon 5) weekly show that uses fake/virtual studios, modeled and rendered
-
- by Imagine 3.1. Our bosses are very happy endeed, so they want
- more,more,more,more........SHUT UP!
-
- I'm new to the list, and new to sending email trough internet. So this is very
- exciting wuahhh...iiiiha, here we go. I saw something about somone had received
-
- their Im.v3.2, so I just wondered if these somone(s) could be so kind to send me
-
- some facts about it, you know,new textures,effects,bugs and so on. Thanks!
-
- Email: tom.granberg@tv2.no
-
- Date: Thu, 16 Mar 1995 21:32:54
- Subject: Help!
- From: gorski@uni.uiuc.edu (Chris Gorski)
-
- I sent an unsubscribe message to the address in the initial instructions
- the list sends you. I got an address unknown essage in retun. I am still
- on the list. I want to get off. I (stupidly) deleted the initial instructions.
- Would someone please help me to get off this list? Thanks .
-
-
- --
- -CSG Chris Gorski
- cgorski@space.ncsa.uiuc.edu
- gorski@superdec.uni.uiuc.edu
-
-
- Date: Thu, 16 Mar 1995 21:32:56
- Subject: Re: 24bits animation
- From: "John Leipold (FA)" <leipold@satie.arts.usf.edu>
-
-
- =20
- On Wed, 15 Mar 1995 Falko@aol.com wrote:
-
- > > I have a Generic 486DX2/66 too, with 16Mb RAM, 256Kb cache,
- > >EnhancedIDE-VLB with 730Mb + Adaptec 1522a with 1.08Gb, Video Board VLB
- > >based on CIRRUS chipset with 2Mb of RAM and finally one TV Coder connect=
- ed
- > >in my SVHS video. I=B4d like to know where can I find that software you =
- told (
- > >DTA 2.2), because I don=B4t have any tools that permit me play 24 bits
- > >animation in real time.
- > > My configuration can play it ? With your information a suppose ye=
- s.
- >=20
- > Hiya Benigno
- >=20
- > Dave's Tools are available at ftp.povray.org in /pub/povray/utils.
- > I think. Look for it where povray is. Also try ftp.cdrom.com in
- > /pub/povray/utilities. Look for DFV112.ZIP, DTA22B.ZIP, can't remember th=
- e
- > name for BUILDSV. Check the local readme file.
- >=20
- > Good Luck
- > Falko =20
- >=20
- I had some General Protection Faults with DTA22B. I wrote Dave and he=20
- advised me to download DTA22B6.ZIP, that helped, but still was not=20
- perfect. DTA22B6 is at ftp.povray.org but it's listed in=20
- /pub/povray/incoming/utilities. This is definitly the most recent=20
- version, so probably the one to download.
-
- Hope this helps,
-
- John
-
-
- Date: Thu, 16 Mar 1995 21:51:02
- Subject: Re: 24-bit anims
- From: Falko@aol.com
-
- >Hi.
- >I have a 486DX2/80, 12mb ram, and a Cirrus Logic 5434 PCI gfx board.
-
- *snip*snip*
-
- > Jorgen Pehrson d93jpe@t.hfb.se
- >University of Technology
- > Borlange, Sweden.
-
- Hiya Jorgen,
-
- Yeah, you probably need a new version of Univesa. The current version is
- 5.0. I downloaded mine from AOL. Don't know where on the I-net it would be.
- Hmm. Just a sec let me do a quick inquiry. Ahh, here it is! Try ftp.cdrom.com
- in /pub/simtel/msdos/graphics and filename is univbe50.zip. How's that for
- netsurf on AOL!!!
-
- Good Luck
- Falko
- =====================================================
-
- Date: Thu, 16 Mar 1995 21:55:07
- Subject: Re: Help!
- From: "Anime a day..." <b7655@hopi.dtcc.edu>
-
- On Thu, 16 Mar 1995, Chris Gorski wrote:
-
- > I sent an unsubscribe message to the address in the initial instructions
- > the list sends you. I got an address unknown essage in retun. I am still
- > on the list. I want to get off. I (stupidly) deleted the initial instructions.
-
- > Would someone please help me to get off this list? Thanks .
- >
- >
-
- Sorry, you are now a cycle object and cannot be used for anything
- else. A sad fate indeed.
-
- ;)
-
- b0nez
-
- Date: Thu, 16 Mar 1995 22:04:40
- Subject: Re: VESA Drivers???!!!!
- From: Falko@aol.com
-
- >Ok, I'll look just one more time on my disks, but what do I do if I >don't
- >find it? Could any of you guys upload it for me?
-
- I'm not sure my Mach32 vvesa.com will work, but you may want to try Univesa.
- Try ftp.cdrom.com in /pub/simtel/msdos/graphics and filename is univbe50.zip.
- This is shareware with nag screen at boot time. But it is what I use.
-
- Good Luck
- Falko
- =====================================================
-
- Date: Thu, 16 Mar 1995 22:18:44
- Subject: Re: 24 bits animations
- From: Falko@aol.com
-
- > Really, your info has been great, I found it (DFV and DTA), but now
- >I looking for BUILDSV, if you remember where it is please "CALL" me.
-
- Hiya Gustavo
-
- Try at ftp.cdrom.com in /pub/povray/incoming. This directory has the latest
- uploads there so be shure to look for the latest versions of DTA 2.2b6, DFV
- 1.2.2, BuildSV 1.06, and Dmorf 1.1.2. These are really super utils. Also look
- for Univesa 5.0. Try ftp.cdrom.com in /pub/simtel/msdos/graphics and filename
- is univbe50.zip. This is the ultimate vesa driver for virtually any video
- card/chip.
-
- Good Luck
- Falko
- =====================================================
-
- Date: Thu, 16 Mar 1995 22:38:23
- Subject: Re: Animation Viewers (long)...
- From: Falko@aol.com
-
- >What is WinImages:FX? I have never heard of it. Is it commercial or
- >can it be found on the net?
-
- Hiya Curt,
-
- WinImages:FX is definitely commercial. It's from Blackbelt Systems, the
- developer of Imagemaster for the Amiga. It's for Windows and I'm told it's
- pretty cool.
-
- Falko
-
- =====================================================
-
- Date: Thu, 16 Mar 1995 22:43:43
- Subject: Re: Microsoft3D (fwd)
- From: Luminous One <krishna@PrimeNet.Com>
-
- On Thu, 16 Mar 1995, Derek Hardison wrote:
-
- > RE : rendermorphics and reality lab 3D rendering for games
- > Last night I attended a meeting of the local SGI users group where Neil
-
- I use a utility on my shell to append all mailing list emails to a file.
-
- It doesn't, as far as I know have the ability to search based on Cc:. I
- set it to look for lightwave-l in the To: field. So anyone who replies
- to messages where some 'guy' is in the To: and the listserv address is
- going to clutter my mailbox just as this will probably do to many others
- (I'm making a point). Please, when replying, grab the text for quoting
- compose to the list in the To: field, or manually edit the header to make
- sure it's going to the list only.
-
-
-
- Date: Thu, 16 Mar 1995 23:17:31
- Subject: Re: More key things.
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- Yes, and did you know that Left Amiga which I believe on the IBM is the
- Alter key. Well heres a short list of some others
-
- L/A_T = Twist
- L/A_B = Bend
- L/A_C = Pinch
- L/A_H = Shear
- L/A_E = Stretch
- L/A_P = Taper
- L/A_O = Smooth
-
- I thought I might as well mention it sense I've never noticed any
- mention of them here. Though I may have missed it?
-
- Anyways maybe someone will get some use out of it..
-
- =RRW=
-
- > Someone a while back mentioned that Left-Alt-V was equivalent to clicking
- > 'Yes' in the Imagine warning dialogs. I don't know if anyone said this, but
- > Left-Alt-B is equivalent to 'No'. Pretty handy for whipping through when
- > you mistakenly try an operation on a range of frames.
- >
- > Anyway, I also noticed that (in the Preferences Editor at least)
- > Right-Shift-Q is equivalent to Return. Sort of annoying when you're trying
- > to put something like 'Quick Stage' in the comment field, and can't figure
- > out what the heck is going on.
- >
- > So basically I have two questions:
- >
- > 1) Has anyone mapped out all the key equivalents, if there are others?
- >
- > 2) Has anyone else experienced the problem of not being able to view frames
- > with the Project Editor Show button? They look fine when viewed with an
- > external viewer, but I get nothing when I hit show...
- >
- > Any help greatly appreciated. By the way, I'm running Imagine 3.2 PC.
- >
- =====================================================
-
- Date: Thu, 16 Mar 1995 23:46:50
- Subject: Re: UK Amiga 3.1
- From: Goeran Ehrsson <goran@abalon.se>
-
- Steve Gardiner wrote:
-
- > I subscribed to the constant upgrade programme about 4 days before Xmas
- > and to my suprise I received 3.1 on Dec 27th !!!
- >
- > Not bad, Minniapolis, US to Kent, UK in a few days, I was well chuffed...
-
- I sent in an $510 order to Impulse on December 21 and haven't
- received anything yet! On February 16 I sent them a fax, and they
- replied that I should have 3.1 for both Amiga and PC within two weeks.
- I'm still waiting..... :-(
- Maybe Sweden is too far away for them. Bad Impulse Baaaaaad.....
-
- - Goran
-
- --
- Email: goran@abalon.se (MIME compliant)
- Earth: Goran Ehrsson, Abalon AB, Box 11129, 16111 BROMMA, SWEDEN
- ---------------------------------------------------------------------------
-
- Date: Fri, 17 Mar 1995 00:06:37
- Subject: Imagemaster R/t (was: Re: Animation Viewers (long)...)
- From: Charles Blaquiere <blaq@io.org>
-
- > From: videoman@netcom.co
- >
- > WinImages:FX is Imagemaster for the PC? Does it do everything the Amiga
- > version does? :more info: :more info: :)
- >
-
- The product is now just called WinImages, and includes WinImages:FX and
- WinImages:Morph in one software package, interfaced through the
- timeline. Interface-wise, it's a major revision of IM! It has a
- full-fledged timeline. Imagine dragging an entire directory's worth of
- animation files onto the timeline, then dragging an FX button, which
- becomes an FX timeline; double-click to set parameters at any keyframe,
- even play with spline interpolation controls! No scripting required!
- It's absolutely gorgeous, and even has 2 new classes of effects,
- including plasma, fire, lightning, all animatable.
-
- For more information, ask Black Belt directly at
- 76004.1771@compuserve.com. They have a direct-access program which lets
- you get the whole kit'n'kaboodle (sp?) for about $60.
-
- =====================================================
-
- Date: Fri, 17 Mar 1995 00:19:24
- Subject: Bad Lensflare Overlap
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Valentino Magri <MC8336@mclink.it
- >
- > 1. I have made a simple starship with 3 back-engine and the texture
- > LensFlare and FireBall applied on 3 overlapping planes (1x1 YZ 1top
- > 2bottom on the same X coord) to simulate the light of the engines.
- > The problem: I can't get a perfect overlap: i see the Flares cutted by
- > the diagonal of the planes!!! How can i get 3 Flares intersecting
- > perfectly???
-
- Welcome to the Imagine Mailing List!
-
- Let me see if I understand you correctly. You tried to simulate a 3-D
- ball of fire by using 3 planes at right angles to each other? (i.e. one
- X-Y, one X-Z, one Y-Z, all intersecting like "+" signs) This should be
- fine, as long as the flare texture is smaller than the planes, or else
- the texture will be cut off at the edge of the planes and it will look
- unnatural. Commercial animation houses have used a similar technique to
- create fake trees, by mapping a tree image on two vertical planes at 90
- degree angles. Can you explain your problem a bit more?
-
- > 2. Same project: A star-base with a lot of grouped objects and 4 door on
- > it. I have created some states on the doors, something like Door-1-Open,
- > Door-1-Close, ecc. The problem: Action Editor: i can only specify ONE
- > state at a time so if i want to animate more than 1 door, the only way
- > is to create a third state with the 2 doors, isn't it? It is not very
- > flexible, or there is a trick ???
-
- That's right, an object or group can only be in one state at any time,
- or some intermediate situation between two defined states, when morphing.
-
- You need to use Split to turn each door into a separate object, and give
- each door 2 states: open and closed. (*) Since objects load into Stage
- at the location they were saved in Detail, the new space station
- (without doors) and the new separate door objects will fit perfectly,
- and you can now animate each door independently of all other objects.
-
- (*) Of course, you also need to create a DEFAULT state, and you're not
- allowed to use that state in Stage/Action. (You knew that, right?)
-
- Keep the questions coming, and eventually, you'll be able to come up
- with answers!
- =====================================================
-
- Date: Fri, 17 Mar 1995 00:25:36
- Subject: Re: Baseball Bat
- From: Charles Blaquiere <blaq@io.org>
-
- > From: TORGEIR HOLM <torgeir.holm@tbc.bbs.no
- >
- > Sort of:
- >
- > Maps:Woodgrain.iff24
- > Maps:BatLogo.iff24
- > Maps:BatLogoBumpMap.iff8
- > Maps:BatLogoClipmap.iff24
- > Maps:GripTape.iff24
- >
- > Where the two indented Brushes only affect the BatLogo, and they are
- > applied in the order they are. So if you moved the Clip map one step up,
- > you would not clip away the exces of the bump map, only the Logo itself.
- >
- > This is one feature I would love to see. Maybe the Alpha texture can do
- > some of thes already, but I haven't had a chance to try it out as much
- > as I would have liked to yet.
-
- As you said, there are PD textures that allow alpha channel-type
- masking. Apart from that, I'm afraid my imagination must be weak
- tonight, since I don't see anything logical that can be accomplished by
- the sort of map hierarchy you describe. For example, adding a clip map
- to BatLogo is unnecessary, since Imagine allows a genlock color; adding
- a bump map to BatLogo is illogical, since BatLogo itself is strictly a
- color map; Imagine only allows one mapping type per map. Applying a bump
- map to the object, fine; but to another brushmap -- why? Please explain
- more.
-
- =====================================================
-
- Date: Fri, 17 Mar 1995 00:28:09
- Subject: Re: VESA Drivers???!!!!
- From: pmyers@mhv.net
-
-
-
- On Thu, 16 Mar 1995 voc0137@comune.bologna.it wrote:
-
- > >>Whats UNIVESA? Is there a shareware alternative? Shouldn't ATI have provided
-
- > >>me with that stuff if it was needed? I run neopaint in 24-bit without any
- > >>special driver and it runs ok.
- >
- > >specific video chips or groups of video chips. VVESA.COM should be located on
-
- > >your MACH64 install disks. Run INSTALL and select INSTALL VIDEO CARD
- > >UTILITIES. VVESA.COM should be among them. You should put it in your
- > >autoexec.bat.
- >
- > Ok, I'll look just one more time on my disks, but what do I do if I don't
- > find it? Could any of you guys upload it for me?
-
- The Mach64 cards have the VESA extention 1.2 built into the chips. No
- need to run a VESA driver. That's why your Neopaint works in 24bit without
- any driver. My Mach64 works fine in all resolutions/color depths with
- Imagine 2.0-3.2.
-
-
- Date: Fri, 17 Mar 1995 00:29:39
- Subject: Re: Bones
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Roberto Naldi <fev0197@comune.bologna.it
- >
- > Hi Bill,
- > I use a little trick for smoothing the surface betweet two
- > objects, here's the points
- > 1.Choose the cross sections just before the joint of the two obj's
- > 2.Cut them apart of the obj's
- > 3.Make them have the same number of points
- > 4.SKIN them
- > 5.Paste back the obj's
- >
- > You'll should have a smooth joint for boning purpose.
-
- In addition, your technique requires the two cross-sections to have the
- same number of points. With Imagine 3.2's new Set Edge Line and Fill
- Edge (unsure of the exact names), you can now automatically skin the gap
- between two cross-sections, even if they have an unequal number of points.
-
- =====================================================
-
- Date: Fri, 17 Mar 1995 00:37:44
- Subject: Imagine 3.2
- From: Charles Blaquiere <blaq@io.org>
-
- > From: tom.granberg@TV2.no
- >
- > news related stuff. We also use it for virtual studios, to be exact,
- > we have by now 4 (soon 5) weekly show that uses fake/virtual studios,
- > modeled and rendered by Imagine 3.1.
-
- That sounds very exciting! Would you have permission to upload JPEGs of
- some of those virtual studios to Aminet? I'm sure a lot of people would
- love to see them. Oh, and send a disk of them to Impulse... they're
- always on the lookout for professional uses of their software.
- =====================================================
-
- Date: Fri, 17 Mar 1995 01:10:06
- Subject: Imagine 4.1 Wish
- From: Charles Blaquiere <blaq@io.org>
-
- > From: tom.granberg@TV2.no
- >
-
- Tom, you'll be happy to know that several of the things you describe are
- available now, using Imagine and/or third-party products.
-
- > Other possible effects:
- > Eruptions "sun coronas", Z direction
-
- You can create beautiful suns, with corona and boiling surface, using
- Essence textures.
-
- > Tornado X,Z and Y direction
-
- Essence has a tornado effect as seen from above, called Cyclone. It
- applies something that looke like the red spot of Jupiter to an
- object, with wispy spiral "arms" at the edges. Animates nicely.
-
- > Laser beam
-
- You can create pseudo-laser beams in Imagine using tubes with Fog and the
- ghost or fakely texture.
-
- > Hose lines(bump)
-
- Imagine has a texture called Ribbed, which adds parallel lines to your
- object; it can affect color, reflect, filter, or bump.
-
- > *More animatable textures: Sun surface, Growing mold/fungus, Nebula
- > turbulence
-
- Again, Essence (and Imagine's own noise textures, I guess -- they're
- just not documented as well) can do wonderful animation.
-
- > Redhot to cold iron
-
- If you mean the changing color, you could simulate that by creating a
- simple brushmap, a horizontal strip filled with a multicolor gradient. In
- Imagine, apply it to your object (in color mode) and stretch the brushmap
- along the length of the strip to an absurd length, e.g. 5000 units. Move
- the texture so the object is contained within the area at one end of the
- strip; save as state "Begin". Move the texture so the object is contained
- within the area at the other end; save as state "End". Now, when you
- morph from "Begin" to "End", the object will stay the same; only the
- color brushmap will move across the object, applying all the colors in
- turn. And because Imagine anti-aliases all brushmaps, you won't see any
- banding; just a smooth, subtle variation as the object changes color over
- time.
-
- > Light building features.(mold the light shape) or be able to add an
- > texture/bitmap, directly to the light source.
-
- You want to create what's known as a gobo? (Those metal plates with
- shapes punched out, which are placed in front of spotlights to simulate
- venetian blinds, for example, or suggest a cityscape of skyscrapers)
- You can already do it in Imagine. (yay) In trace mode, Imagine will now
- correctly take into account transparent objects placed between your
- object and light sources. For example, create a conical spotlight, then
- place in front of it an opaque plane, with a filter brushmap applied to
- it. Instant textured/bitmapped light source.
-
- > [Proposed Rip-off effect] The effect will tear off bits and pieces of the
- > objects, these bits and pieces is not faces but "real" particles/dots
- > like in the athmospheric effect.
-
- You can have it both ways. If you want to emit particles from an object,
- just add create copy of the object, scaled by .99 to hide it under the
- original. Then make the copy a particle object, and use the particle FX
- in the Action editor to create a constant emission of particles. When
- you hide this particle source inside the original object, it will appear
- as if particles are being shed by the object.
-
- If you want the flying stuff to be actual object pieces, not simple
- particles, (which means your object will disintegrate as parts fly off),
- you'll love the new Shredder FX in Imagine 3.2. It creates random groups
- of faces (or uses existing subgroups you have defined), and explodes
- them off the main object. These flying pieces can even bounce off the
- ground, using a primitive form of collision detection! Some people have
- already lost many nights' sleep playing with this.
-
- =====================================================
-
- Date: Fri, 17 Mar 1995 01:11:57
- Subject: Re: Imagine docs (was:24-bit anims)
- From: Charles Blaquiere <blaq@io.org>
-
- > From: cjo@esrange.ssc.se
- >
- > > "Understanding Imagine 3.0" to come out. Its author, Steve Worley, was
- > > the originator of this mailing list, and is widely considered God among
- > > Imagineers.
- >
- > Oh no, not by me he ain't, I'm an atheist! (Sorry Steve)
- >
- > ;-)
-
- <chuckle> my standard joke when asked about religion is "I'm an atheist,
- thank God!"
- =====================================================
-
- Date: Fri, 17 Mar 1995 01:24:51
- Subject: Replying to the List (was: Re: Microsoft3D)
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Luminous One <krishna@PrimeNet.Com>
- >
- > Please, when replying, grab the text for quoting compose to the list
- > in the To: field, or manually edit the header to make sure it's going
- > to the list only.
-
- That's not always possible, depending what software your Internet access
- provider has, well, provided. For example, on the system I subscribe to,
- if I reply to your message, I have a choice between replying to all
- (which sends a message to you, and to the list, so you'll see my reply
- twice), or send to only the original poster (you) -- which means my
- reply won't get to the list. Your name is protected in the header; I
- can't edit it manually.
-
- So, for my first few months, everyone I replied to got to see my deep
- thoughts twice. (Didn't make'em any deeper B^( )
-
- Until I tried another approach. Now, when I want to reply to a message,
- I _forward_ that message to the list. When forwarding, the To: field is
- wide open, under my control, so I can simply enter
- "imagine@email.sp.paramax" and everyone's happy. Forwarding also
- automatically includes the original message, ready to be edited down to
- the bare essentials.
-
- Just a suggestion to all relative newcomers out there.
-
- =====================================================
-
- Date: Fri, 17 Mar 1995 01:34:48
- Subject: Desired Imagine features (was: Re: Power & Compilers & Development)
- From: Charles Blaquiere <blaq@io.org>
-
- > From: MGL <mischa@cats.ucsc.edu>
- >
- > 3. Specular map- at this point there is reflectivity, reflect mapping,
- > etc. along with the aforementioned hardness, shininess, reflect. The
- > specular spot is controllable through where the light is- so what is a
- > specular map? Is this a cool feature?
-
- Yes, it is. A specular map is a greyscale image which controls the
- specular level, i.e. the hardness parameter in Imagine. Lightwave
- animators use it all the time on Babylon 5: see how a similar brushmap
- was applied as color, bump, _and_ specularity map on those spaceships.
- The result: different hull plates have different colors, but they also
- shine to different degrees, depending on the angle of the light, due to
- the specular map. It's one of those things which could add even more
- realism to Imagine renders, for a trivial investment on the part of
- Impulse. (The specularity code is already there; just make the hardness
- come from a brushmap instead of a constant value)
- =====================================================
-
- Date: Fri, 17 Mar 1995 01:43:19
- Subject: Question an magnetism
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Broctune@aol.com
- >
- > I am having a problem using magnetism, the problem is I don't know how
- > to use it
-
- Add a default plane. Turn on magnetism. Change the radius of influence to
- 30.
-
- Enter _Drag_ Points mode. In the Front view, click on a point close to
- the center of the plane, and hold the mouse button. You'll see a bunch of
- points selected.
-
- Press and hold the Shift key, _then_ release the mouse button. The points
- stay selected.
-
- Move the mouse pointer to the Top or Right view. Press and hold the
- mouse button, and move the mouse, keeping Shift pressed all the time.
- You will be able to drag the selected points with the variable magnetic
- effect.
-
- When you're done, release the Shift key and press the spacebar to
- accept, or Escape to cancel.
-
- It looks complicated on paper (or on screen B^), but after going through
- the procedure a couple of times, you'll know it by heart.
-
- =====================================================
-
- Date: Fri, 17 Mar 1995 01:51:19
- Subject: Reverse Path ??
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Douglas Smith 061-439-5050x3956
- >
- > Is there any way to reverse the direction of a path ??
- >
- > Is there any way to make an object travel from the end of a path to the
- > start ??
-
- I don't know of any way, except to create a second path, identical to
- the first, that has the points in reverse order.
-
- > and to take the question one stage further,
- >
- > Is there any way to split a path up into several shorter paths ??
- >
- > Of course, you could always just group and save the axes you use to make the
- > path, and it's not exactly difficult to create a new path following the
- > old path (roughly), but is there a better, more elegant way.
-
- You're still using many straight lines to create a path? I suggest you
- get into the habit of making spline paths. Not only are they easier to
- create, (just a few control points) but they're smooth, so your
- extrusions and/or object motions will never take a sudden jerk when they
- go from one segment to the next.
-
- When using a spline path, you can position your control points where you
- want the breaks to be, save the path, then repeatedly load the
- path/edit/delete unwanted points, leaving only the section you're
- interested in. The new, shorter paths will abutt (sp?) perfectly.
-
- =====================================================
-
- Date: Fri, 17 Mar 1995 01:57:24
- Subject: Re: Shiny?
- From: Charles Blaquiere <blaq@io.org>
-
- > From: MGL <mischa@cats.ucsc.edu>
- >
- > I recommend trace if you want it to look realistic at all...
- > if anything looks funny in my render in line mode, I try trace mode
- > because scanline is a toy compared.
-
- That's fine and dandy, but when you use Imagine for animation, you don't
- have the freedom to use trace mode. You use scanline and learn every
- trick in the book to make it look as good as possible, including fake
- reflections and shadows if need be. A typical 5-second flying logo,
- field-rendered, requires Imagine to render 300 frames. If a nice
- raytrace takes 3 hours, that short flying logo would take one month to
- render.
-
- I honestly envy people who deal in still images, and can play with
- super-realistic raytracing all night long.
-
- =====================================================
-
- Date: Fri, 17 Mar 1995 02:02:34
- Subject: Re: High res Imagine
- From: Bob MillerRhees <bmillerr@linknet.kitsap.lib.wa.us>
-
- Imagine3.0 will open at any screen size you desire with the RetinaZ3. A
- program called RetinaEMU maintains a database of screens and you just
- type into the width and height requester fields the size you want. Imagine
- actually works better than most of the Amiga programs in this regard. To
- really take advantage of the high res screens, Impulse would need to add
- a way to pick screen font size (the text is to small to be usable on a
- 1024x768 screen on a 14" monitor).
- The Z3 has a built-in blitter that speeds up screen redraw by about a
- third, but it leaves trash on the screen sometimes, and doesn't change
- color for pick and select object (a real pain). Using the "Amiga Blitter"
- mode however works very well and the large screen sizes are great. Of
- course the real advantage is is high res 24bit image display for renders
- and animations.
-
- Date: Fri, 17 Mar 1995 02:02:51
- Subject: Re: Microsoft3D (fwd)
- From: fev0197@comune.bologna.it (Roberto Naldi)
-
- >> Microsoft - the Fourth Riech?
- >>
- >> In the future, there will be only one address:
- >>
- >> Microsoft
- >> One Microsoft Way
- >> Microsoft, MS 11111-1111
- >> email: msmail@microsoft.com.ms
- >
- >8( ) Ahhhhhhhhhhhhh!!!!!!
- >
- >(Scream of fright.)
- >
- >BR
- >
-
- Well, we Amigoids have proved envy for the MS-Dos Wolfenstein likes.... If
- MS becomes the Reich.... We'll have the chanche of our
- lives....eh....eh.....eh......eh....
-
- Bye
-
-
- Roberto Naldi
-
-
- Date: Fri, 17 Mar 1995 02:23:30
- Subject: Re: Animation Viewers (long)...
- From: fev0197@comune.bologna.it (Roberto Naldi)
-
- >
- >has anyone tried photogenics? not that I could get it now, but If it
- >really is as good as photoshop... anyone use it?
- >
- >-------------------------------------------------------------------
- >M G L
- > phat 3D renders
- >mischa@cats.ucsc.edu
- >-------------------------------------------------------------------
- Hello there,
- a british magazine, Amiga Format, brings on his cover the full version of
- Photogenics, well....er.....it doesn't save anything altough...
-
- Go out and try it by yourself, bye
-
-
- Roberto Naldi
-
-
- Date: Fri, 17 Mar 1995 02:23:32
- Subject: Re: Virtual Memory
- From: fev0197@comune.bologna.it (Roberto Naldi)
-
- >Roger,
- >
- >What can you tell me about VMM 2.1?
- >
- >Like maybe how does it compare with Gigamem, for instance?
- >
- >It sounds like your set-up is a lot like the machines at the Amiga
- >lab where I teach Imagine. Most of our machines have only 6 Megs and
- >virtual memory seems to be the only hope given budget restrictions.
- >
- >Jon
-
- Hello Jon,
- I have only a comparison to do with the two warez...GigaMem works very
- well......VMM won't work in any way.
-
- I have an A4000-040, 18 Mb, Picasso II and some Hd's..and RAM lasts too
- fast!!! Definitively, I think that what I've spent in GigaMem was all good.
- Bye,
-
-
- Roberto Naldi
-
-
- Date: Fri, 17 Mar 1995 03:01:55
- Subject: Re: Bones
- From: "Anime a day..." <b7655@hopi.dtcc.edu>
-
- On Fri, 17 Mar 1995, Charles Blaquiere wrote:
-
- > > From: Roberto Naldi <fev0197@comune.bologna.it
- > >
- > > Hi Bill,
- > > I use a little trick for smoothing the surface betweet two
- > > objects, here's the points
- > > 1.Choose the cross sections just before the joint of the two obj's
- > > 2.Cut them apart of the obj's
- > > 3.Make them have the same number of points
- > > 4.SKIN them
- > > 5.Paste back the obj's
- > >
- > > You'll should have a smooth joint for boning purpose.
- >
- > In addition, your technique requires the two cross-sections to have the
- > same number of points. With Imagine 3.2's new Set Edge Line and Fill
- > Edge (unsure of the exact names), you can now automatically skin the gap
- > between two cross-sections, even if they have an unequal number of points.
- >
-
- Thank you Roberto & Charles, this mailing list is fountain of help..
-
- ....back to work!
-
- Bill
-
- =====================================================
-
- Date: Fri, 17 Mar 1995 03:40:42
- Subject: Re: Help w/Slice command?
- From: fev0197@comune.bologna.it (Roberto Naldi)
-
- >I'm using the PC version 3.2. I'm modeling a dragon and I need to use the
- >slice command to cut out the eyes, nose, ect. Everytime I create the=
- cut-out
- >object, place it where I want the cut and pick it and the object to cut I
- >keep getting something like "error slicing" and it refuses to do the=
- boolean
- >command. Any suggestions on what is happening. Thanks...
-
- Well, new version, old ugly bugs.... I hoped impulse would fix this *@#=A7=
- bug
- even
- in version 3.0, but them don't....
-
- Try to move the cuttin object a little arond, this usually fixes the
- problem, is a boring=20
- process, but I tink is the only thing to do.
-
- Bye,
- =
- =20
- Roberto Naldi
-
- P.S. When the 3.2 was released?
-
-
- Date: Fri, 17 Mar 1995 03:40:46
- Subject: Re: UK Amiga 3.1
- From: fev0197@comune.bologna.it (Roberto Naldi)
-
- >
- >Hi Jon,
- >
- >I subscribed to the constant upgrade programme about 4 days before Xmas,
- >and to my suprise I received 3.1 on Dec 27th !!!
- >
- >Not bad, Minniapolis, US to Kent, UK in a few days, I was well chuffed...
- >
- >Cheers
- >--
- > +-----------------==============+================-----------------+
- > | Steve Gardiner | Paying my debt to society... |
- > | Steve@mg-plc.demon.co.uk | Working in Business Publishing !|
- > +-----------------==============+================-----------------+
- >
-
- OK, what's wrong with me? I've bought the DigiMax in november 95 along with
- the subscription, and no soft has already reached my home, here in Italy. Is
- the soft coming with its own legs?
-
- Bye,
-
-
- Roberto Naldi
-
-
- Date: Fri, 17 Mar 1995 04:12:13
- Subject: Question an magnetism
- From: Broctune@aol.com
-
- To whom it may concern,
-
- I am a beginning and loyal user, I have just bought Imagine 3.0 with the
- 3.2 upgrade (with more soon to follow) and I am having a problem using
- magnetism, the problem is I don't know how to use it, Am I supposed to move
- the mouse around, do I have to be in PICK POINTS mode. Please help.
-
- Also, where can I get a pair of inexpensive LCD
- shutter glasses, ( I asked the guys at Impulse and they were nohelp)
-
-
- Date: Fri, 17 Mar 1995 04:46:32
- Subject: Re: slice tips
- From: tom.granberg@TV2.no
-
- To whom ever it may consern!
-
- Cool slicing, and sub bugs in Imagine.
- I know, I know, the slice command in imagine is at it's best loosy, indeed!
- but you can get around this problem, the other tip hanging around on the mailing
- list sugest that you move it around a little, and that this will do the trick.
- But i'm sorry to say that this rarly works at all, since the hole or what ever
- you are trying to make, should at least be close to were you decided on in the
- first place. So the trick i use is a bit simpler(hehehe) it's seems like Impulse
- have a sub bug regarding the slice command, so if the slice command refuse to
- work the first time, it would probably dont work even if you move it a little
- bit. Try this: quit detail editor and go back,yes I know (explain later),add a
- sphere then add a tube with closed ends and use it to cut the sphere, you
- shouldn't have any problem at all,uuaaaah, strange,huh. But if you now load
- objects, and edit them in all sorts of bizzare ways, do this for about 30
- minutes at 120 deg(joke). If you now try to slice something at all, it often
- refuses, even if you try slicing added primitive objects. It seems that imagine
- are screwed up by all this editing and dont know what slicing is all about.
- So if you plan your modeling, before you begin, and save your objects after the
- editing,the simpler the better, with this I dont mean ugly objects with 5
- vectors, but break up your objects in smaller parts especialy those you want to
- slice. And for gods sake dont join anything before slicing, imagine just goes
- banana's. Then quit detail and go back, load your source object due to be
- sliced, then load your slicing object, and of you go. If this does'nt
- work......hey,shoot me. Or rather, kick the shit out of your computer, and pour
- coke into the disk drive. I get of on it!
- Anyway Impulse have not done a very good job with the slice command, and to get
- an answer from them sayin' "just you go wiggling it around a bit, and it should
- work...klick..biiiiiiiip...hey...HEEEEY,I was'nt finished,damn!", if this is the
- way to treat us custumers, they can go wiggling of the edge and into a deep,dark
- canyon.
- Okay, okay, I'm not that mad about them at all, it's just that something just
- get to you, dont you know!
- But the modeler is one of the finest there is, I should know using silicon
- graphics all day, and still goes to imagine's detail editor when the going get's
- tough.
-
- Have a most exellent day, dudes and dudettes
- tom.granberg@tv2.no
-
- =====================================================
-
- Date: Fri, 17 Mar 1995 04:56:44
- Subject: Re: UK Imagine v3.1
- From: tom.granberg@TV2.no
-
- On the 17.03 Robert Naldi the Italian wrote:
-
- \OK, what's wrong with me? I've bought the DigiMax in november 95 along with
- \the subscription, and no soft has already reached my home, here in Italy. Is
- \the soft coming with its own legs?
-
- \Bye,
-
- \ Roberto Naldi
-
- Nothing is wrong with you Roberto, but Impulse has this policy that if it can't
- go to Italy by it self it just can't. You know Minneapolis is a VERY and I
- repeat VERY small city and have no post office, sorry!
- Beside they broke the soft's legs before they asked him to walk all over their
- office, when it couldnt, they killed him with a green cursor,rip V3.1.
-
- My regards.
- tom.granberg@tv2.no
- =====================================================
-
- Date: Fri, 17 Mar 1995 06:11:20
- Subject: Re: 24-bit anims
- From: Falko@aol.com
-
- >Hi.
- >I have a 486DX2/80, 12mb ram, and a Cirrus Logic 5434 PCI gfx board.
-
- *snip*snip*
-
- > Jorgen Pehrson d93jpe@t.hfb.se
- >University of Technology
- > Borlange, Sweden.
-
- Hiya Jorgen,
-
- Yeah, you probably need a new version of Univesa. The current version is
- 5.0. I downloaded mine from AOL. Don't know where on the I-net it would be.
- Hmm. Just a sec let me do a quick inquiry. Ahh, here it is! Try ftp.cdrom.com
- in /pub/simtel/msdos/graphics and filename is univbe50.zip. How's that for
- netsurf on AOL!!!
-
- Good Luck
- Falko
-
- Date: Fri, 17 Mar 1995 07:45:02
- Subject: Sorry, I'm so sorry
- From: tom.granberg@TV2.no
-
- Howdy! all you guys with sour eyes, from reading my mail several times!
- I'm new to this, so bear with me a while, I mistook my own messages as bouncing
- mail when it wasn't, and sent them again. Sorry, it wont happen anymore, I
- promise. uuhu...snufs.uhu., please forgive me.
-
- Bombadil
-
- tom.granberg@tv2.no
- =====================================================
-
- Date: Fri, 17 Mar 1995 10:08:45
- Subject: Imagine 3.2
- From: Charles Blaquiere <blaq@io.org>
-
- > From: tom.granberg@TV2.no
- >
- > news related stuff. We also use it for virtual studios, to be exact,
- > we have by now 4 (soon 5) weekly show that uses fake/virtual studios,
- > modeled and rendered by Imagine 3.1.
-
- That sounds very exciting! Would you have permission to upload JPEGs of
- some of those virtual studios to Aminet? I'm sure a lot of people would
- love to see them. Oh, and send a disk of them to Impulse... they're
- always on the lookout for professional uses of their software.
-
- Date: Fri, 17 Mar 1995 10:08:53
- Subject: Re: Bones
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Roberto Naldi <fev0197@comune.bologna.it
- >
- > Hi Bill,
- > I use a little trick for smoothing the surface betweet two
- > objects, here's the points
- > 1.Choose the cross sections just before the joint of the two obj's
- > 2.Cut them apart of the obj's
- > 3.Make them have the same number of points
- > 4.SKIN them
- > 5.Paste back the obj's
- >
- > You'll should have a smooth joint for boning purpose.
-
- In addition, your technique requires the two cross-sections to have the
- same number of points. With Imagine 3.2's new Set Edge Line and Fill
- Edge (unsure of the exact names), you can now automatically skin the gap
- between two cross-sections, even if they have an unequal number of points.
-
-
- Date: Fri, 17 Mar 1995 12:28:10
- Subject: Sorry, I'm so sorry
- From: tom.granberg@TV2.no
-
- Howdy! all you guys with sour eyes, from reading my mail several times!
- I'm new to this, so bear with me a while, I mistook my own messages as bouncing
-
- mail when it wasn't, and sent them again. Sorry, it wont happen anymore, I
- promise. uuhu...snufs.uhu., please forgive me.
-
- Bombadil
-
- tom.granberg@tv2.no
-
- Date: Fri, 17 Mar 1995 12:28:27
- Subject: Desired Imagine features (was: Re: Power & Compilers & Developm
- From: Charles Blaquiere <blaq@io.org>
-
- > From: MGL <mischa@cats.ucsc.edu>
- >
- > 3. Specular map- at this point there is reflectivity, reflect mapping,
- > etc. along with the aforementioned hardness, shininess, reflect. The
- > specular spot is controllable through where the light is- so what is a
- > specular map? Is this a cool feature?
-
- Yes, it is. A specular map is a greyscale image which controls the
- specular level, i.e. the hardness parameter in Imagine. Lightwave
- animators use it all the time on Babylon 5: see how a similar brushmap
- was applied as color, bump, _and_ specularity map on those spaceships.
- The result: different hull plates have different colors, but they also
- shine to different degrees, depending on the angle of the light, due to
- the specular map. It's one of those things which could add even more
- realism to Imagine renders, for a trivial investment on the part of
- Impulse. (The specularity code is already there; just make the hardness
- come from a brushmap instead of a constant value)
-
- Date: Fri, 17 Mar 1995 13:34:43
- Subject: Re: Shiny?
- From: Charles Blaquiere <blaq@io.org>
-
- > From: MGL <mischa@cats.ucsc.edu>
- >
- > I recommend trace if you want it to look realistic at all...
- > if anything looks funny in my render in line mode, I try trace mode
- > because scanline is a toy compared.
-
- That's fine and dandy, but when you use Imagine for animation, you don't
- have the freedom to use trace mode. You use scanline and learn every
- trick in the book to make it look as good as possible, including fake
- reflections and shadows if need be. A typical 5-second flying logo,
- field-rendered, requires Imagine to render 300 frames. If a nice
- raytrace takes 3 hours, that short flying logo would take one month to
- render.
-
- I honestly envy people who deal in still images, and can play with
- super-realistic raytracing all night long.
-
-
- Date: Fri, 17 Mar 1995 13:59:17
- Subject: Imagine 4.1 Wish
- From: Charles Blaquiere <blaq@io.org>
-
- > From: tom.granberg@TV2.no
- >
-
- Tom, you'll be happy to know that several of the things you describe are
- available now, using Imagine and/or third-party products.
-
- > Other possible effects:
- > Eruptions "sun coronas", Z direction
-
- You can create beautiful suns, with corona and boiling surface, using
- Essence textures.
-
- > Tornado X,Z and Y direction
-
- Essence has a tornado effect as seen from above, called Cyclone. It
- applies something that looke like the red spot of Jupiter to an
- object, with wispy spiral "arms" at the edges. Animates nicely.
-
- > Laser beam
-
- You can create pseudo-laser beams in Imagine using tubes with Fog and the
- ghost or fakely texture.
-
- > Hose lines(bump)
-
- Imagine has a texture called Ribbed, which adds parallel lines to your
- object; it can affect color, reflect, filter, or bump.
-
- > *More animatable textures: Sun surface, Growing mold/fungus, Nebula
- > turbulence
-
- Again, Essence (and Imagine's own noise textures, I guess -- they're
- just not documented as well) can do wonderful animation.
-
- > Redhot to cold iron
-
- If you mean the changing color, you could simulate that by creating a
- simple brushmap, a horizontal strip filled with a multicolor gradient. In
- Imagine, apply it to your object (in color mode) and stretch the brushmap
- along the length of the strip to an absurd length, e.g. 5000 units. Move
- the texture so the object is contained within the area at one end of the
- strip; save as state "Begin". Move the texture so the object is contained
- within the area at the other end; save as state "End". Now, when you
- morph from "Begin" to "End", the object will stay the same; only the
- color brushmap will move across the object, applying all the colors in
- turn. And because Imagine anti-aliases all brushmaps, you won't see any
- banding; just a smooth, subtle variation as the object changes color over
- time.
-
- > Light building features.(mold the light shape) or be able to add an
- > texture/bitmap, directly to the light source.
-
- You want to create what's known as a gobo? (Those metal plates with
- shapes punched out, which are placed in front of spotlights to simulate
- venetian blinds, for example, or suggest a cityscape of skyscrapers)
- You can already do it in Imagine. (yay) In trace mode, Imagine will now
- correctly take into account transparent objects placed between your
- object and light sources. For example, create a conical spotlight, then
- place in front of it an opaque plane, with a filter brushmap applied to
- it. Instant textured/bitmapped light source.
-
- > [Proposed Rip-off effect] The effect will tear off bits and pieces of the
- > objects, these bits and pieces is not faces but "real" particles/dots
- > like in the athmospheric effect.
-
- You can have it both ways. If you want to emit particles from an object,
- just add create copy of the object, scaled by .99 to hide it under the
- original. Then make the copy a particle object, and use the particle FX
- in the Action editor to create a constant emission of particles. When
- you hide this particle source inside the original object, it will appear
- as if particles are being shed by the object.
-
- If you want the flying stuff to be actual object pieces, not simple
- particles, (which means your object will disintegrate as parts fly off),
- you'll love the new Shredder FX in Imagine 3.2. It creates random groups
- of faces (or uses existing subgroups you have defined), and explodes
- them off the main object. These flying pieces can even bounce off the
- ground, using a primitive form of collision detection! Some people have
- already lost many nights' sleep playing with this.
-
-
- Date: Fri, 17 Mar 1995 14:47:43
- Subject: Re: Bones
- From: "Anime a day..." <b7655@hopi.dtcc.edu>
-
- On Fri, 17 Mar 1995, Charles Blaquiere wrote:
-
- > > From: Roberto Naldi <fev0197@comune.bologna.it
- > >
- > > Hi Bill,
- > > I use a little trick for smoothing the surface betweet two
- > > objects, here's the points
- > > 1.Choose the cross sections just before the joint of the two obj's
- > > 2.Cut them apart of the obj's
- > > 3.Make them have the same number of points
- > > 4.SKIN them
- > > 5.Paste back the obj's
- > >
- > > You'll should have a smooth joint for boning purpose.
- >
- > In addition, your technique requires the two cross-sections to have the
- > same number of points. With Imagine 3.2's new Set Edge Line and Fill
- > Edge (unsure of the exact names), you can now automatically skin the gap
- > between two cross-sections, even if they have an unequal number of points.
- >
- >
-
-
- Thank you Roberto & Charles, this mailing list is fountain of help..
-
- ...back to work!
-
-
- Bill
-
-
-
- Date: Fri, 17 Mar 1995 14:51:47
- Subject: **VIRTUAL MEMORY ON PC**
- From: surentrr@vax.sbu.ac.uk
-
- Hi to all ! . Have you ever wanted to render a big object and run out of mem?
-
- I use a 386DX +4MB and i could not render Carmen R enterprise object .
- I found a demo at povray.org which can render this object in windows!!!
- The program is Truespace and in the demo version you cannot save any work.
- However it will use virtual mem in windows to render the following :
-
- Imagine objects .
- DXF objects
- Lightwave objects.
- 3d studio asc objects
- 3d studio objects (.3ds I think !)
- and more ( I think , memory fails me)
-
- I realise that you cannot do a lot with this demo but it will allow you to
- see the glory of massive objects . It does not need path names or textures
- to be changed , the objects render straight away !!!
-
- The file is in pub/mirrors/avalon/demos I think and is a single zip file
- with a name something like TS???????.zip
-
- Also in the demos directory is a demo version of Real3d.
- But this is archived onto 5 zip files. look for files beginning real3d..
-
- Hope this helps until Impulse release a version of Imagine with Virtual memory
- support.
-
- Signed : Ramesh Suren :-) Enjoy.
- =====================================================
-
- Date: Fri, 17 Mar 1995 15:08:33
- Subject: **VIRTUAL MEM** update
- From: surentrr@vax.sbu.ac.uk
-
- HI, The truspace demo is downloadable from povray.org
- the directory is mirrors/avalon/demos
- the file is ts_demo3.zip
-
- There is also a help file available T_S_HELP.zip .
-
- Also I believe that for those of you who want to compile your anims into
- Video for windows formats (AVI) there is a shareware suite called
- VFD (Video For Dos ) which includes a Dos AVI viewer ,dos mpeg decoder
- and AVI compiler.
-
- Signed : Ramesh Suren :-)
- =====================================================
-
- Date: Fri, 17 Mar 1995 15:15:42
- Subject: Re: Baseball Bat
- From: jgoldman@acs.bu.edu
-
- Charles Blaquiere wrote:
- >
- > > From: TORGEIR HOLM <torgeir.holm@tbc.bbs.no
- > >
- > > Sort of:
- > >
- > > Maps:Woodgrain.iff24
- > > Maps:BatLogo.iff24
- > > Maps:BatLogoBumpMap.iff8
- > > Maps:BatLogoClipmap.iff24
- > > Maps:GripTape.iff24
-
- > masking. Apart from that, I'm afraid my imagination must be weak
- > tonight, since I don't see anything logical that can be accomplished by
- > the sort of map hierarchy you describe. For example, adding a clip map
-
- Well, take a slightly altered example. Say you have a color map that
- you want applied to a procedurally textured bat except, you want the color map
- to fade into the surface of the bat as you get to the edges of the color
- map. With the Genlock feature you can clip out a particular RGB value of the
- color map which would result in a sharp transition between the brush and
- bat. By using a hierarchy method you could place a transparency brush, a
- radial range from white to black, on top of the color map. The hierarchy would
- dictate that only the color map would be affected, so you get a nice color map
- fade.
- Conversely, if you wanted the bat to actually fade you'd stick the
- transparency map first in the hierarchy line. Next, you'd stick the color map
- second in line to color the partially disappearing bat. The real question at
- his point is, will the color map appear on top of the bat as a full brush even
- though the bat is partially dissolved (a decal with edges hanging in space)?
- If so, you'd apply the same transparency map used in position #1 and apply it
- again at position #3 (position/priority)...
- Or, use the PD alpha texture...
-
- Bump maps, on the other hand, would not be affected by
- priority... I don't think...
-
- Jeff-->
-
- =====================================================
-
- Date: Fri, 17 Mar 1995 16:25:00
- Subject: Re: Re: Baseball Bat
- From: Michael North <IBTLMAN@MVS.OAC.UCLA.EDU>
-
- > Conversely, if you wanted the bat to actually fade you'd stick the
- > transparency map first in the hierarchy line. Next, you'd stick the color map
- > second in line to color the partially disappearing bat. The real question at
- > his point is, will the color map appear on top of the bat as a full brush even
- > though the bat is partially dissolved (a decal with edges hanging in space)?
- > If so, you'd apply the same transparency map used in position #1 and apply it
- > again at position #3 (position/priority)...
- > Or, use the PD alpha texture...
- >
- > Bump maps, on the other hand, would not be affected by
- > priority... I don't think...
- >
- All this discussion of layering maps makes me wonder if people on the
- list are familiar with Steve Blackmon's detexture series as posted on
- Cserve. These allow you to blend procedural textures, as solid blends,
- bands, or gradients, and let you do the same thing with procedurals
- that have a bump or filter to them. In addition, procedurals can
- be keyed to brush maps so you can do material maps. I'm not sure
- these can produce the effects being discussed here, and perhaps
- everybody is already familiar with them, but I thought I'd mention
- it. I've found them a lot of fun to experiment with.
-
- Michael
- =====================================================
-
- Date: Fri, 17 Mar 1995 16:39:23
- Subject: Quickrender Palette
- From: Cheng M F <memfc@alinga.newcastle.edu.au>
-
- Hi there,
- When i do a quickrender on the detail editor, Imagine seems to spend
- a disproportionate amount of time calculating the palette ie Too long.
- I've set the quickrender mode to 'iff' and i assume this renders 24bit
- iff, hence there's no need for a palette as such. So if the palette is
- only being generated for it's own internal viewer is there any way i can
- disable it? I would rather just look at the quickrender with
- fastview/ppshow than wait for the quickrender to fingure out the palette
- it wants to use.
- The problem with the palette generation seems to be disk swapping
- with the virtual memory. I don't want to turn vmm off as otherwise i
- don't have enough mem, so i'd rather switch off the palette generation.
- I'm running Imagine3.0 on an amiga3000/2meg chip/4meg fast/15 meg
- virtual.
- later
- MiKE (Cstar on #amiga)
- memfc@alinga.newcastle.edu.au Michael.Cheng@launchpad.unc.edu
- http://joffre.newcastle.edu.au/
-
- =====================================================
-
- Date: Fri, 17 Mar 1995 16:57:28
- Subject: 24 bits utilities
- From: Gustavo Benigno <benigno@fibra.serpro.gov.br>
-
-
- --Boundary (ID ulgu5u7DrtsIbIXIFak/8g)
- Content-type: TEXT/PLAIN
- Content-transfer-encoding: QUOTED-PRINTABLE
-
- Hi Falko,
-
- It=B4s OK !..
- I found eveything on ftp.povray.org. Now is time to learn how=
- to use it.
- The UNIVESA 5 really works at any graphics board ?
-
- Thank you
- Gustavo Benigno
-
-
- --Boundary (ID ulgu5u7DrtsIbIXIFak/8g)--
-
- Date: Fri, 17 Mar 1995 17:45:28
- Subject: Re: Baseball Bat
- From: Charles Blaquiere <blaq@io.org>
-
- > From: jgoldman@acs.bu.edu
- >
- > you want the color map to fade into the surface of the bat as you get
- > to the edges of the color map.
-
- You're right, to do this one would have to add alpha channel capability
- to any brushmap. Since 32-bit image formats are not common on the Amiga,
- unlike the Mac, you'd need to specify a second file for the alpha
- channel. As you say, this can be done right now, using PD alpha channel
- textures.
-
- > Conversely, if you wanted the bat to actually fade you'd stick the
- > transparency map first in the hierarchy line. Next, you'd stick the
- > color map second in line to color the partially disappearing bat. The
- > real question at this point is, will the color map appear on top of the
- > bat as a full brush even though the bat is partially dissolved (a decal
- > with edges hanging in space)?
-
- No. The color map only affects the object's color; the object is
- affected by any filter settings/textures/maps, so the transparency map
- will affect the color map; more precisely, both maps affect the object,
- not eachother, but their effects combine, since they are applied to
- different aspects (color, filter) of the object.
-
- =====================================================
-
- Date: Fri, 17 Mar 1995 17:59:48
- Subject: Question an magnetism
- From: Charles Blaquiere <blaq@io.org>
-
- Oops! My instructions were buggy! Here they are again, with the
- incorrect section deleted and replaced:
-
- > From: Charles Blaquiere <blaq@io.org>
- >
- > Add a default plane. Turn on magnetism. Change the radius of influence to
- > 30.
- >
- > Enter _Drag_ Points mode. In the Front view, click on a point close to
- > the center of the plane, and hold the mouse button. You'll see a bunch of
- > points selected.
- >
- > Press and hold the Shift key, _then_ release the mouse button. The points
- > stay selected.
- >
-
- Move the mouse pointer to the Top or Right view. Press and hold the
- mouse button, AND RELEASE THE SHIFT KEY. WHEN YOU MOVE THE MOUSE, THE
- POINTS WILL MOVE ACCORDING TO THE MAGNETISM SETUP. WHEN THE POINTS LOOK
- RIGHT, RELEASE THE MOUSE BUTTON AND EITHER PRESS THE SPACEBAR TO
- ACCEPT, OR ESCAPE TO CANCEL.
-
- > It looks complicated on paper (or on screen B^), but after going through
- > the procedure a couple of times, you'll know it by heart.
-
- =====================================================
-
- Date: Fri, 17 Mar 1995 18:02:21
- Subject: Quickrender Palette
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Cheng M F <memfc@alinga.newcastle.edu.au>
- >
- > When i do a quickrender on the detail editor, Imagine seems to spend
- > a disproportionate amount of time calculating the palette ie Too long.
-
- In the Quickrender requester, always activate the "Use previous palette"
- button if you're rendering and displaying in 24-bit mode. This makes
- Imagine skip the "calculating palette" step entirely.
-
- =====================================================
-
- Date: Fri, 17 Mar 1995 19:30:37
- Subject: **VIRTUAL MEM** update
- From: surentrr@vax.sbu.ac.uk
-
- HI, The truspace demo is downloadable from povray.org
- the directory is mirrors/avalon/demos
- the file is ts_demo3.zip
-
- There is also a help file available T_S_HELP.zip .
-
- Also I believe that for those of you who want to compile your anims into
- Video for windows formats (AVI) there is a shareware suite called
- VFD (Video For Dos ) which includes a Dos AVI viewer ,dos mpeg decoder
- and AVI compiler.
-
- Signed : Ramesh Suren :-)
-
- Date: Fri, 17 Mar 1995 19:30:39
- Subject: **VIRTUAL MEMORY ON PC**
- From: surentrr@vax.sbu.ac.uk
-
-
- Hi to all ! . Have you ever wanted to render a big object and run out of mem?
-
- I use a 386DX +4MB and i could not render Carmen R enterprise object .
- I found a demo at povray.org which can render this object in windows!!!
- The program is Truespace and in the demo version you cannot save any work.
- However it will use virtual mem in windows to render the following :
-
- Imagine objects .
- DXF objects
- Lightwave objects.
- 3d studio asc objects
- 3d studio objects (.3ds I think !)
- and more ( I think , memory fails me)
-
- I realise that you cannot do a lot with this demo but it will allow you to
- see the glory of massive objects . It does not need path names or textures
- to be changed , the objects render straight away !!!
-
- The file is in pub/mirrors/avalon/demos I think and is a single zip file
- with a name something like TS???????.zip
-
- Also in the demos directory is a demo version of Real3d.
- But this is archived onto 5 zip files. look for files beginning real3d..
-
- Hope this helps until Impulse release a version of Imagine with Virtual memory
- support.
-
- Signed : Ramesh Suren :-) Enjoy.
-
- Date: Fri, 17 Mar 1995 20:37:17
- Subject: WinImages:FX
- From: aciolino@ccmail.rrddts.donnelley.com
-
-
- WinImages FX is WAY cool, but as an interface, has some stuff that
- leaves much to be desired.
-
- It does some STUNNING effects, does them over time, and re-packs them
- back into your animation.
-
- It does AVI, FLC and FLI, but there is rumoured to have a bug in the
- FLC/FLI routines.
-
- -AC
-
- Date: Fri, 17 Mar 1995 21:49:23
- Subject: Re: Imagine 3.2
- From: Martin Keitel <mk-tel@sik.ppoy.fi>
-
-
-
- On Wed, 8 Mar 1995, Craig Andera wrote:
-
- > One project I'm rendering, at around 1.5 hours per frame, will not accept
- > mouse or keyboard input while rendering. I can hit the cancel button only
- > while "initialization" or "loading objects" is going on. During those
- > times, the mouse responds properly. However, if I try to move the cursor
- > during the "xx.x% complete" phase, I get nothing. It's not just that it
- > won't respond to clicks - the cursor won't move at all.
- >
- Are you using imagine on PC? This happened to me, when I used it on a PC
- (I normally use Amiga) when the hard disk was very fragmented (full).
- Well, actually the pointer moved a little, but at very long intervals.
-
- Marty
-
-
- Date: Sat, 18 Mar 1995 03:14:47
- Subject: Re: Baseball Bat
- From: Torgeir Holm <torgeirh@powertech.no>
-
- >As you said, there are PD textures that allow alpha channel-type
- >masking. Apart from that, I'm afraid my imagination must be weak
-
- It would make it a lot easier to include this as a mapping type in the
- attributes requester.
-
- >tonight, since I don't see anything logical that can be accomplished by
- >the sort of map hierarchy you describe. For example, adding a clip map
- >to BatLogo is unnecessary, since Imagine allows a genlock color; adding
-
- Actually, I see three advantages over genlock color. *1* Using genlock color
- you are restricted to index color images, preventing you from using 24 bit
- maps when you need parts of the map removed. *2* Using a clip map, you can get
- anti-aliased edges on the clipping, something you won't get using gelocking.
- This will improve the look of closeups a lot. *3* It allows you to have varied
- tranparancy in a map.
-
- >a bump map to BatLogo is illogical, since BatLogo itself is strictly a
-
- You are ,of course, adding the map to the bat, but how the bump map affects
- the bat is decided by the clip map.
-
- >color map; Imagine only allows one mapping type per map. Applying a bump
- >map to the object, fine; but to another brushmap -- why? Please explain
- >more.
-
- Actually, you are applying the bump map to the object, but the point is that
- it only affects the object where the batlogo map is active. Of course you may
- accomplish this in other ways as well, but I would really like to see this
- feature added.
-
- Torge!r
- =====================================================
-
- Date: Sat, 18 Mar 1995 12:31:06
- Subject: Re: Shiny?
- From: SGiff68285@aol.com
-
- Heres my understanding of what Shininess is and does. I use it a lot for
- marbled floors and it works very well in situations that need it. Shininess
- like the manual describes is like adding a 1pixel layer of glass to an
- object. The best way to differ from Reflection and Shininess is that when
- Shininess is turned on it will only reflect the hue and brightness of the
- environment around it not all of the colors in the environment like Reflection
- would. If for example you walk into a room with a highly polished floor.
- The reflections of the furniture in the room show up in a monotone hue on
- the floor depending upon the lighting. If you were to be standing on a
- floor with the reflection turned up high it would be simply seeing a mirror
- reflection of all the objects, and their individual colors would not be
- changed.
-
- Hope this helps, Stephen
- =====================================================
-
- Date: Sat, 18 Mar 1995 14:06:54
- Subject: Diamond SpeedStar VESA
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- Does anyone have a 24-bit VESA driver for the Diamond SpeedStar Pro
- that works with Imagine to display 24-bit color? I've been unable to =
- get
- through to Diamond's BBS (always busy). -Or is there an FTP site for
- Diamond drivers?
-
- I'm using the shareware version of UniVesa which works, but I'd rathe=
- r
- not buy a driver if their is one available from Diamond.
- _______________________________________________________
- /_________________________________________________________\
- /=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
- =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
- =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D\
- =3D| Mike van der Sommen || Email: =
- |=3D
- =3D| GraFX Haus BBS || mike.vandersommen@caddy.uu.silcom.com =
- |=3D
- =3D| Santa Barbara, Ca. || ______________________________________ =
- |=3D
- =3D| "..where the 4 Horsemen of the Apocalypse play golf..." =
- |=3D
- =3D|_______________________________________________________________=
- |=3D
- ---
- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388
-
-
- Date: Sat, 18 Mar 1995 21:59:10
- Subject: Re: Baseball Bat
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Torgeir Holm <torgeirh@powertech.no>
- >
- > Actually, I see three advantages over genlock color. *1* Using genlock
- > color you are restricted to index color images, preventing you from
- > using 24 bit maps when you need parts of the map removed.
-
- If you're mapping a 24-bit image, you can still use the Genlock button;
- the transparent color will not be palette position zero, since there is
- no palette, but rather the color defined in the Preferences setting for
- "genlock color for non-Amiga IFF's".
-
- All your other comments remain quite valid. I don't have to be sold on
- the idea of alpha channels; I've been an antialiasing religious nut
- since the early 80's.
-
- =====================================================
-
- Date: Sat, 18 Mar 1995 22:05:37
- Subject: Probs
- From: Charles Blaquiere <blaq@io.org>
-
- > From: darren priestnall <darren@hanger.demon.co.uk>
- >
- > Secondly, might I suggest a improved star map in future update's, don't
- > get me wrong, I love Imagine and use it all the time but the star map
- > effect is a bit unrealistic.
-
- You can create a nice starfield by applying the Confetti texture to a
- large sphere that encloses your entire scene. Setting Confetti's two
- colors to white and dark grey willgive you a variety of star
- brightnesses; the irregular way in which the cubic confetti bits
- intersect the sphere will give you a variety of sizes, the stars will
- move smoothly (Imagine's stars jump abruptly from one pixel to the next)
- and finally, the texture is anti-aliased like all other Imagine objects;
- much better than Imagine's built-in starfield.
-
- =====================================================
-
- Date: Sat, 18 Mar 1995 22:15:30
- Subject: Re: Question an magnetism
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Derek Hardison <derekjh@pd.org>
- >
- > I read your excellent tutorial on magnetism.
- > Now -- how can I restrict magnetism to a named group??????
-
- I assume you mean to a subgroup of faces?
-
- Let's assume your subgroup is called MAGNETIZE-ME. Enter Pick Faces mode.
- Pick All. Unpick Subgroup, and choose MAGNETIZE-ME. You are now
- selecting all faces which are _not_ in that subgroup. Make Subgroup, and
- enter DON-T-TOUCH-ME.
-
- Enter Pick Points, then Hide Points mode. Pick Subgroup and choose
- DON-T-TOUCH-ME. Choose "exterior points" or "all points", depending if
- you want the exterior points of MAGNETIZE-ME to be affected by the
- magnetism or not.
-
- You have just hidden all points that do not belong to your named face
- subgroup. You can now enter Drag Points mode and play with Magnetism at
- will.
-
- =====================================================
-
- Date: Sun, 19 Mar 1995 16:34:18
- Subject: ------=> Sorry NO Subject!
- From: <imagine-relay@email.sp.paramax.com>
-
- On Fri, 17 Mar 1995 jgoldman@acs.bu.edu wrote:
-
- > >
- > > There are the features (or additions) I'd like to see in the next
- > > release of Imagine.
- > >
- > > 1. Editing of spline paths in the Stage Editor.
- >
- > You can... Check menu Mode/Edit Path...
- >
- > Jeff-->
- >
- > E-Mail: jgoldman@acs.bu.edu
- >
- In order the sucessfully edit the path you must be in the frame where
- that path is first loaded into the action editor time line. Example you
- have a path starting on frame 100, you must be in frame 100 in the Stage
- Editor to sucessfully edit the path.
- =====================================================
-
- Date: Sun, 19 Mar 1995 21:31:50
- Subject: ------=> Sorry NO Subject!
- From: imagine-relay@email.sp.paramax.com
-
-
-
- On Fri, 17 Mar 1995 jgoldman@acs.bu.edu wrote:
-
- > >
- > > There are the features (or additions) I'd like to see in the next
- > > release of Imagine.
- > >
- > > 1. Editing of spline paths in the Stage Editor.
- >
- > You can... Check menu Mode/Edit Path...
- >
- > Jeff-->
- >
- > E-Mail: jgoldman@acs.bu.edu
- >
- In order the sucessfully edit the path you must be in the frame where
- that path is first loaded into the action editor time line. Example you
- have a path starting on frame 100, you must be in frame 100 in the Stage
- Editor to sucessfully edit the path.
-
- Date: Sun, 19 Mar 1995 21:42:55
- Subject: Re: bad lensflare overlap
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Valentino Magri <MC8336@mclink.it>
- >
- > /-\ <-- Back of Starship
- > / o \ o = Engine
- > / o o \
- > /-------\ so i have made a plane with fireball
- > & lensflare for each engine to simulate hi-temperature engine:
- > |----|
- > |--| /1 |--| Where 2 intersects 1 i see a strange
- > |2 |/ | 3| effect in the diagonal of 2 from
- > | |----| | low-left to up-right in the intersection!
- > |----||----| (/) the flare 1 is
-
- Ah! I see. I have a strong feeling that your problem is caused by having
- all 3 planes at the exact same coordinate. When that happens, Imagine
- has to decide which face is closer to you, and the results are
- unpredictable. Move planes 1 and 3 closer to you by .001 and .002
- unites, respectively, and your troubles should hopefully go away. If
- not, yell and we'll see what else we can do.
-
- You say you're a beginner; this makes me even more confident that this
- is so. Having faces at the same coordinate, or texture axes exactly ON
- the surface of an object, etc. are normal mistakes we all go through
- when we start with Imagine.
-
- =====================================================
-
- Date: Sun, 19 Mar 1995 21:46:09
- Subject: Conversions
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Darryl Lewis <Darryl_Lewis@comlink.mpx.com.au>
- >
- > I'm trying to do an animation similar to the titles used by universal
- > pictures, ie, Text circling a rotating earth. There is an earth object in
- > wavefront, but not imagine. Does any one know where I might be able to get
- > an Earth object? Has any one tried this before and can lend any tips?
-
- Here is a message I saved a while back:
-
- ------------------------------------------------------------
-
- On 25/8 Ken Robertson wrote:
-
- >Hi y'all...
- > I'm looking for a seamless worldmap that I can map onto a sphere
- >and spin it. I.e. I'm making a globe. Has anyone seen any such image
- >that I could ftp from somewhere?
- >Thanks Muchly!
- >\KenR
-
- While I was out looking for a "worldmap" of the moon I found a VERY good map
- of the world. It was at (I think) ftp.univ-rennes1.fr, /pub/Images/ASTRO or
- /pub/Astro. This map is put together from LOTS of SPOT-satellite-images and
- there are two of them, EARTHPLAN.GIF and EARTHTOPO.GIF.
-
- =====================================================
-
- Date: Sun, 19 Mar 1995 22:29:06
- Subject: Stereoscopic
- From: Broctune@aol.com
-
- To whom it may concern,
-
- I am very interested in the stereoscopic capabilities of Imagine, anyone
- who has any information on how to make good pictures in 3d or where you can
- get a pair of inexpensive shutter glasses for the PC would be greatly
- appreciated.
-
- Date: Sun, 19 Mar 1995 22:29:07
- Subject: Re: bad lensflare overlap
- From: Valentino Magri <MC8336@mclink.it>
-
- Hi, Charles
-
- [...]
- bl>
- bl> degree angles. Can you explain your problem a bit more?
- bl>
- [...]
- 1.
- My fault! It's more simply than that.
- Look:
- /-\ <-- Back of Starship
- / o \ o = Engine
- / o o \
- /-------\ so i have made a plane with fireball
- & lensflare for each engine to simulate hi-temperature engine:
- |----|
- |--| /1 |--| Where 2 intersects 1 i see a strange
- |2 |/ | 3| effect in the diagonal of 2 from
- | |----| | low-left to up-right in the intersection!
- |----||----| (/) the flare 1 is
-
- 2. Ok
-
- Thank you for your patience on my beginner's problems.
-
- Date: Sun, 19 Mar 1995 23:04:16
- Subject: Re: Question an magnetism
- From: Derek Hardison <derekjh@pd.org>
-
- I read your excellent tutorial on magnetism.
- Now -- how can I restrict magnetism to a named group??????
-
- --
- Derek Hardison Imagine on Amiga 4000s
- New Intelligence on Video
- Seeking Contracts or Job using Alias or SoftImage
- Domain: derekjh@pd.org
- UUCP: ...!emory!pd.org!derekjh
-
-
- Date: Sun, 19 Mar 1995 23:51:29
- Subject: Re: Bones
- From: fev0197@comune.bologna.it (Roberto Naldi)
-
-
- >I got 3.2 for the _PC_ two weeks ago, the Amiga version should show up
- >on my doorstep any time now. I'm logging in from Canada.
-
- Thank you, Impulse seems to forget south Europe sometimes....
- Best wishes,
-
- Roberto Naldi
-
-
-
- Date: Sun, 19 Mar 1995 23:51:30
- Subject: Re: specular map
- From: MGL <mischa@cats.ucsc.edu>
-
-
- Ahhh. So what confused me was thinking of it as specularity but it
- actually would alter the hardness value?
-
- -------------------------------------------------------------------
- M G L
- phat 3D renders
- mischa@cats.ucsc.edu
- -------------------------------------------------------------------
-
-
-
-
- Date: Mon, 20 Mar 1995 00:04:52
- Subject: Conversions
- From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
-
- Thanks to all who answered my problem with the Chinalake site.
-
- Whilst there I noticed a lot of other formats. Is there any way to convert
- between Wavefront to imagine?
- What does the .Z mean at the end of the files it the turbosilver section?
-
- I'm trying to do an animation similar to the titles used by universal
- pictures, ie, Text circling a rotating earth. There is an earth object in
- wavefront, but not imagine. Does any one know where I might be able to get
- an Earth object? Has any one tried this before and can lend any tips?
- Darryl
-
- -- Via DLG Pro v1.0
-
-
- Date: Mon, 20 Mar 1995 00:51:12
- Subject: Re: Baseball Bat
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Torgeir Holm <torgeirh@powertech.no>
- >
- > Actually, I see three advantages over genlock color. *1* Using genlock
- > color you are restricted to index color images, preventing you from
- > using 24 bit maps when you need parts of the map removed.
-
- If you're mapping a 24-bit image, you can still use the Genlock button;
- the transparent color will not be palette position zero, since there is
- no palette, but rather the color defined in the Preferences setting for
- "genlock color for non-Amiga IFF's".
-
- All your other comments remain quite valid. I don't have to be sold on
- the idea of alpha channels; I've been an antialiasing religious nut
- since the early 80's.
-
-
- Date: Mon, 20 Mar 1995 00:51:44
- Subject: Probs
- From: Charles Blaquiere <blaq@io.org>
-
- > From: darren priestnall <darren@hanger.demon.co.uk>
- >
- > Secondly, might I suggest a improved star map in future update's, don't
- > get me wrong, I love Imagine and use it all the time but the star map
- > effect is a bit unrealistic.
-
- You can create a nice starfield by applying the Confetti texture to a
- large sphere that encloses your entire scene. Setting Confetti's two
- colors to white and dark grey willgive you a variety of star
- brightnesses; the irregular way in which the cubic confetti bits
- intersect the sphere will give you a variety of sizes, the stars will
- move smoothly (Imagine's stars jump abruptly from one pixel to the next)
- and finally, the texture is anti-aliased like all other Imagine objects;
- much better than Imagine's built-in starfield.
-
-
- Date: Mon, 20 Mar 1995 01:05:42
- Subject: Re: Shiny?
- From: SGiff68285@aol.com
-
- Heres my understanding of what Shininess is and does. I use it a lot for
- marbled floors and it works very well in situations that need it. Shininess
- like the manual describes is like adding a 1pixel layer of glass to an
- object. The best way to differ from Reflection and Shininess is that when
- Shininess is turned on it will only reflect the hue and brightness of the
- environment around it not all of the colors in the environment like Reflection
- would. If for example you walk into a room with a highly polished floor.
- The reflections of the furniture in the room show up in a monotone hue on
- the floor depending upon the lighting. If you were to be standing on a
- floor with the reflection turned up high it would be simply seeing a mirror
- reflection of all the objects, and their individual colors would not be
- changed.
-
- Hope this helps, Stephen
-
- Date: Mon, 20 Mar 1995 01:05:44
- Subject: Re: Question an magnetism
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Derek Hardison <derekjh@pd.org>
- >
- > I read your excellent tutorial on magnetism.
- > Now -- how can I restrict magnetism to a named group??????
-
- I assume you mean to a subgroup of faces?
-
- Let's assume your subgroup is called MAGNETIZE-ME. Enter Pick Faces mode.
- Pick All. Unpick Subgroup, and choose MAGNETIZE-ME. You are now
- selecting all faces which are _not_ in that subgroup. Make Subgroup, and
- enter DON-T-TOUCH-ME.
-
- Enter Pick Points, then Hide Points mode. Pick Subgroup and choose
- DON-T-TOUCH-ME. Choose "exterior points" or "all points", depending if
- you want the exterior points of MAGNETIZE-ME to be affected by the
- magnetism or not.
-
- You have just hidden all points that do not belong to your named face
- subgroup. You can now enter Drag Points mode and play with Magnetism at
- will.
-
-
-
- Date: Mon, 20 Mar 1995 02:06:09
- Subject: RE: Reverse Path ??
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Douglas Smith 061-439-5050x3956
- >
- > Spline paths, do you mean spline objects in the spline
- > editor, or the paths made by selecting axes and doing
- > make path.
-
- I mean Detail/Stage editor paths, created by selecting "make path".
- Spline editor paths are specific to that editor, and cannot be used by
- any of Imagine's other editors.
-
- > I have messed about a fair bit with the
- > spline editor, and I couldn't get things to follow the spline editor
- > splines.
-
- Well, that's why.
-
- > I also found not being able to load objects into the
- > editor a big handicap.
-
- Into the Spline editor? Well, you could always do a quickrender of your
- guide object, and load that quickrender into the Spline editor as a
- backdrop.
-
-
- > - Isn't Life FABULOUS !
-
- I'd say it's Absolutely Fabulous. <g>
-
-
-
-
- Date: Mon, 20 Mar 1995 02:06:30
- Subject: Slice problems?
- From: rbyrne@3dform.edex.edu.au (Robert Byrne) (Robert Byrne)
-
- There seems to be a lot of discussion about the Slice feature. Although
- it's not perfect I find that moving one of the objects via the
- Transformation requester one unit for each axis seems to do the trick.
-
- I'm using the Amiga versions (2.0, 3.0, 3.1), perhaps there is some
- problems with IBM versions as it's probably a complete rewrite of the
- software and relatively new.
-
- I think it would be helpful in future if people mentioned the platform they
- are using as there might be differences in the software. It's only a
- suggestion.
-
- --Bob
-
-
-
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
- Date: Mon, 20 Mar 1995 02:06:39
- Subject: Re: PC Textures
- From: dalamar@MIT.EDU (Craig Andera )
-
- >All Imagine files except the textures are crossplatform compatible with the
- >PC version of Imagine, so you can upload the textures to the Aminet, just be
- >sure to specify in the description that it is a PC texture. I am glad
- >someone out there is interested in porting the Amiga textures over to the PC.
- > Thanks for the effort we can use all the textures we can get.
- >
- >Stephen
-
- Unfortunately, I won't be porting the textures to PC format. I didn't get the
- notice about having to use Watcom C (or the other one) to compile textures until
-
- after I said I would do it.
-
- Color me embarassed. I guess I just didn't think that Impulse would do something
-
- like that - there are easier ways to accomplish the same thing. That'll teach me
-
- to read the documentation before I open my big mouth.
-
- Anyway, I noticed someone else was going to try the same thing. Hopefully, they
-
- have the right tools.
-
-
- Date: Mon, 20 Mar 1995 02:06:43
- Subject: Re: Baseball Bat
- From: cjo@esrange.ssc.se
-
- Michael North wrote;
-
- > All this discussion of layering maps makes me wonder if people on the list
- > are familiar with Steve Blackmon's detexture series as posted on Cserve.
- > These allow you to blend procedural textures, as solid blends, bands, or
- > gradients, and let you do the same thing with procedurals that have a bump
- > or filter to them. In addition, procedurals can be keyed to brush maps so
- > you can do material maps.
-
- I don't think that I've ever heard of them.
- Where are they?
-
- -----------------------------------------------------------------
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@esrange.ssc.se |
- -----------------------------------------------------------------
-
- Date: Mon, 20 Mar 1995 02:06:45
- Subject: Re: Shiny?
- From: MGL <mischa@cats.ucsc.edu>
-
- On Fri, 17 Mar 1995, Charles Blaquiere wrote:
-
- > I honestly envy people who deal in still images, and can play with
- > super-realistic raytracing all night long.
-
-
- Well, ideally we would have faster faster chips, but I have done several
- raytraced animations some I did in huge frame chunks and said goodbye to
- my amiga for 3-4 days (at the most) In fact I have done a flying logo
- that was raytraced and 300 frames long... but not in a full video res.
-
- Hey I have used scanline for anims too. But I think you'll waste more
- time trying to simulate trace than if you just use it for the FINAL thing.
-
- Anyway, I feel scanline could be made better, but still what is trace for
- if not the REAL reflection, refraction, and subtlety that makes the real
- world so complex and lovely.
-
- Both renderers could be made more effective... and smarter.
-
- But the way it is now, I'll be using trace mode even for anims.
- To each his own, eh?
-
- -------------------------------------------------------------------
- M G L
- phat 3D renders
- mischa@cats.ucsc.edu
- -------------------------------------------------------------------
-
-
-
-
- Date: Mon, 20 Mar 1995 02:06:48
- Subject: Re: Re: Baseball Bat
- From: Torgeir Holm <torgeirh@powertech.no>
-
- >> Bump maps, on the other hand, would not be affected by
- >> priority... I don't think...
- >>
- >All this discussion of layering maps makes me wonder if people on the
- >list are familiar with Steve Blackmon's detexture series as posted on
- >Cserve. These allow you to blend procedural textures, as solid blends,
- >bands, or gradients, and let you do the same thing with procedurals
- >that have a bump or filter to them. In addition, procedurals can
- >be keyed to brush maps so you can do material maps. I'm not sure
- >these can produce the effects being discussed here, and perhaps
- >everybody is already familiar with them, but I thought I'd mention
- >it. I've found them a lot of fun to experiment with.
-
- I don't have Cserve access, and I don't think they have been posted to this
- list. Could you post them here?
-
-
- Torge!r
-
- Date: Mon, 20 Mar 1995 02:21:31
- Subject: Re: Microsoft3D (fwd)
- From: MGL <mischa@cats.ucsc.edu>
-
-
- What are you saying?
-
- Do you know if MicroSoft didn't break the law (and if the former owners
- of C= didn't break the law), there would be plenty of phat hardware as
- well as cooler os's and a more open market?
-
- We would have doom and DEC alphas coming out of our butts. The point is
- people only put time into professional software or cool games if they
- will be supported. MS has insured that stranglehold over the business world.
- Well, I don't give a f*ck if MS is doing ok on NASDQ and I don't care if
- a bunch of blind flockers want it to be there os. At this current moment
- the Amiga os, as well as the mac's (catching up!) if far superior to any
- of microsofts os's released NOW! But people wont write software for a
- platform falling behind in hardware....
-
- microsoft has nothing to do with anything but the right place right time.
- I cant wait till they crumble away....
- they can't buy EVERY new technology that outdoes them now can they?
-
- -------------------------------------------------------------------
- M G L
- phat 3D renders
- mischa@cats.ucsc.edu
- -------------------------------------------------------------------
-
-
-
-
- Date: Mon, 20 Mar 1995 02:28:18
- Subject: Re: probs
- From: fev0197@comune.bologna.it (Roberto Naldi)
-
-
- >Firstly, I am told that people at Impulse are reading this so I was
- wondering if they could
- >shed any light on when the Amiga version of Imagine 3.2 is due to be
- released and when
- >will we in the UK get to see it (I assume it will be some time after the US
- release)
-
- Well, Darren, you aren't alone in the waiting for Im 3.2...even in Italy
- that ware isn't, what can I say, at hand....
-
- >Secondly, might I suggest a improved star map in future update's, don't get
- me wrong, I love
- >Imagine
- >and use it all the time but the star map effect is a bit unrealistic.
-
- Right, but why don't enhance Imagine with point objects like the Lightwave
- ones....
-
- >and thirdly, what's the best rate to render animation's at for video in the
- UK ?
- >I assumed at first that it would be 25 frame's per second but then again,
- maybe it's 33 ?
-
- Pal animations should be at 25 fps, but the human eye is joked from 15 fps
- as well.
-
- >Oh yes, what resolution would be best (I figure it'll be around 640 by 740)
- and what's the
- >aspect
- >ratio ?
- >Oh yes, finaly, should field rendering be used for all video work whether
- it's for a PAR card
- >of
- >single frame recorder ?
-
- I think that a good res for video is the Imagine's preset for Hires Lace
- Overscan, consider that consumer Vhs recorders can't afford more than 300 -
- 400 lines of vertical res.
- Field rendering is not mandatory for single step recordings, but some
- recorders would require otherwise; PAR doesn't require it at all, only V-Lab
- motion (what a nice card) demands it.
-
- >I do do animation's a lot....honest....though it's alway's been for
- computer play back but I'm
- >going
- >to try and go to video.........wish me luck :)
-
- I make some small jobs for video professionals, always played in real time
- by Amy, so I think you're on the right path to success, try hard, and harder
- and never give up!!!
-
- Best wishes,
-
-
- Roberto Naldi
-
-
- Date: Mon, 20 Mar 1995 04:00:59
- Subject: Re: Baseball Bat
- From: Sharky <sharky@aloha.com>
-
- On Sat, 18 Mar 1995 cjo@esrange.ssc.se wrote:
-
- > Michael North wrote;
- >
- > > All this discussion of layering maps makes me wonder if people on the list
- > > are familiar with Steve Blackmon's detexture series as posted on Cserve.
- > > These allow you to blend procedural textures, as solid blends, bands, or
- > > gradients, and let you do the same thing with procedurals that have a bump
- > > or filter to them. In addition, procedurals can be keyed to brush maps so
- > > you can do material maps.
- >
- > I don't think that I've ever heard of them.
- > Where are they?
- >
-
- Aloha Imagineers!
-
- You can grab a copy of them and look at a sample JPEG if you can get to
- my home page listed below. Check the modeling notes section under steve
- blackmon and an image named blends.jpg and the .ZIP files and PC format
- textures should be there.
-
- Our httpd server has been doing a yo-yo routine since we've had some
- extremely high access so it may be hard to get in to our site.
-
- Aloha,
- Sharky
-
- sharky@aloha.com/CIS#70614,2011 __ v Home Page : http://aloha.com/~sharky
- WebSurfer & Fun Guy,Funky __/ \ >*< Hawaii Related Links and Etcetera's
- WWW Page Designs, ____/ ) | ^ 3D Modelling & Animation Art,Objects,
- Tech. Planning /\_____/ } \ NOTE:Pages still under construction
- ~~~~~~~~~~~~~~~(_________ALOHA!_______)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- =====================================================
-
- Date: Mon, 20 Mar 1995 05:22:36
- Subject: Re: 24 bits utilities
- From: Falko@aol.com
-
- > It=B4s OK !..
- > I found eveything on ftp.povray.org. Now is time to learn how to=
- use
- it.
- > The UNIVESA 5 really works at any graphics board ?
-
- Hiya Gustavo,
-
- Yeah, as far as I can tell it supports just about any graphics card =
- you
- would ever actually want to spend money on. Here's a list of supported ch=
- ip
- sets which is probably outdated by now. More are being added continuously=
- =2E I
- liked it enough to register it.
-
- Good Luck
- Falko
-
- Date: Mon, 20 Mar 1995 05:22:36
- Subject: Re: 24 bits utilities
- From: Falko@aol.com
-
- > The UNIVESA 5 really works at any graphics board ?
-
- Hiya Gustavo
-
- Oops!! Forgot to paste the chipset list, so here it is.
-
- ATI Technologies 18800, 28800, Mach32
- Ahead A & B
- Chips & Technologies 82c451/452/453/450, 655x0
- Everex EvNR
- Genoa Systems GVGA
- OAK Technologies OTI-037C/057/067/077/087
- Paradise PVGA1A, WD90C00/10/11/20/21/26A/30/31/33
- NCR 77C20/21/22E/32BLT
- Trident 88/8900/9000/8900CL/8900D/9200CXr/9400CXi/GUI9420
- Video7 VEGA, HT208/209/216
- Tseng Labs ET3000, ET4000, ET4000/W32
- S3 86c911/924/801/805/928
- Advance Logic AL2101/2201/2228/2301 SuperVGA
- MXIC 86000/86010 SuperVGA
- Primus 2000 SuperVGA
- RealTek RTG3103/3105/3106 SuperVGA
- Cirrus Logic CL-GD6205/15/25/35/45, 5402/20/22/24/26/28/29/30/34
- UMC 85c408
- Hualon HMC86304
- Weitek 5086/5186/5286 (on P9000 based boards)
- Compaq IVGS/AVGA, QVision QV1024/1280
-
- Like I said this is a dated list.
-
- Falko
-
- Date: Mon, 20 Mar 1995 05:22:38
- Subject: Help with fire texture
- From: Ryan Johnson <SSARPJ@MVS.SAS.COM>
-
- I'm trying to create a wall of fire of course using fire.itx
-
- I have mapped it to a primitive plane (Z axis perpendicular) and the
- result is a fan of fire, which is not desired.
-
- How does one transform the textures axis to create a wall of fire.
-
- Or is it done some other way?
-
- Cheers, Ryan.
-
- Date: Mon, 20 Mar 1995 06:09:14
- Subject: Re: Diamond SpeedStar VESA
- From: Falko@aol.com
-
- >Does anyone have a 24-bit VESA driver for the Diamond SpeedStar Pro
- >that works with Imagine to display 24-bit color?
-
- Hiya Mike,
-
- If you have access, Diamond drivers are available on Compuserve and
- America Online. But if you ask me, Diamond (and others) have never done a
- good implementation of VESA 1.2. Which is what you need for many modern dos
- graphics programs.
-
- Good Luck
- Falko
-
- Date: Mon, 20 Mar 1995 06:45:24
- Subject: Re: I know it's the worgn address...
- From: Charles Blaquiere <blaq@io.org>
-
- Try Imagine-request@...
-
-
- Date: Mon, 20 Mar 1995 07:21:59
- Subject: Re:Microsoft3D
- From: Charles Blaquiere <blaq@io.org>
-
- Please, folks. Let's try to (1) stay withing the topic of this _Imagine_
- Mailing List, and (2) try to be more rational in our messages. Please?
-
- Date: Mon, 20 Mar 1995 07:25:43
- Subject: Re: bad lensflare overlap
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Valentino Magri <MC8336@mclink.it>
- >
- > /-\ <-- Back of Starship
- > / o \ o = Engine
- > / o o \
- > /-------\ so i have made a plane with fireball
- > & lensflare for each engine to simulate hi-temperature engine:
- > |----|
- > |--| /1 |--| Where 2 intersects 1 i see a strange
- > |2 |/ | 3| effect in the diagonal of 2 from
- > | |----| | low-left to up-right in the intersection!
- > |----||----| (/) the flare 1 is
-
- Ah! I see. I have a strong feeling that your problem is caused by having
- all 3 planes at the exact same coordinate. When that happens, Imagine
- has to decide which face is closer to you, and the results are
- unpredictable. Move planes 1 and 3 closer to you by .001 and .002
- unites, respectively, and your troubles should hopefully go away. If
- not, yell and we'll see what else we can do.
-
- You say you're a beginner; this makes me even more confident that this
- is so. Having faces at the same coordinate, or texture axes exactly ON
- the surface of an object, etc. are normal mistakes we all go through
- when we start with Imagine.
-
-
- Date: Mon, 20 Mar 1995 07:48:07
- Subject: Earth obj
- From: Mike McCool <mikemcoo@efn.org>
-
- Hey Darryl,
-
- There may be a cool earth object out there by now, but my best
- luck in this vein has been the use of the applique function.
-
- To spare the list, I'll let you post me back privately,
- if you're interested. (You may know how to do this already, in which
- case I'll spare you, as well. :) ).
-
- Date: Mon, 20 Mar 1995 07:49:32
- Subject: Conversions
- From: Charles Blaquiere <blaq@io.org>
-
- > From: Darryl Lewis <Darryl_Lewis@comlink.mpx.com.au>
- >
- > I'm trying to do an animation similar to the titles used by universal
- > pictures, ie, Text circling a rotating earth. There is an earth object in
- > wavefront, but not imagine. Does any one know where I might be able to get
- > an Earth object? Has any one tried this before and can lend any tips?
-
- Here is a message I saved a while back:
-
- ------------------------------------------------------------
-
- On 25/8 Ken Robertson wrote:
-
- >Hi y'all...
- > I'm looking for a seamless worldmap that I can map onto a sphere
- >and spin it. I.e. I'm making a globe. Has anyone seen any such image
- >that I could ftp from somewhere?
- >Thanks Muchly!
- >\KenR
-
- While I was out looking for a "worldmap" of the moon I found a VERY good map
- of the world. It was at (I think) ftp.univ-rennes1.fr, /pub/Images/ASTRO or
- /pub/Astro. This map is put together from LOTS of SPOT-satellite-images and
- there are two of them, EARTHPLAN.GIF and EARTHTOPO.GIF.
-
-
-
-
- Date: Mon, 20 Mar 1995 08:56:20
- Subject: Re: Shiny?
- From: Charles Blaquiere <blaq@io.org>
-
- Mischa (and others),
-
- when you reply to my messages on the List, a copy is sent to the List
- _and_ to me. This means I get to read your replies twice.
-
- If you _forward_ to the List, then I only see one copy, the one that is
- remailed to everyone by the List server. To make forwarding easier, I
- have entered the List's address into one of my terminal's FKeys.
-
- Date: Mon, 20 Mar 1995 10:27:05
- Subject: Re: Help with fire texture
- From: Ted Stethem <tstethem@linknet.kitsap.lib.wa.us>
-
- If your plane is in the normal Imagine axis planes, try rotating the
- texture on the y-axis about 30 to 45 degrees.
-
- On Sun, 19 Mar 1995, Ryan Johnson wrote:
-
- > I'm trying to create a wall of fire of course using fire.itx
- >
- > I have mapped it to a primitive plane (Z axis perpendicular) and the
- > result is a fan of fire, which is not desired.
- >
- > How does one transform the textures axis to create a wall of fire.
- >
- > Or is it done some other way?
- >
- > Cheers, Ryan.
- >
- =====================================================
-
- Date: Mon, 20 Mar 1995 10:37:49
- Subject: Re: Microsoft3D
- From: zmievski@herbie.unl.edu (Silicon)
-
- > I wait for the day I can see Microsoft die(Billy too). I hope it happends
- > soon. One day Microsoft is going to find out that is unsupported by chips,
- > consumer, and by the market. Why do you think MS is comming out with Mac
- > software. I hate all the computer sales men at the stores that tell people
- > that MS Windows is:"Easy to use, fast, etc..." f_ck you as_hole! How many
- > times has windows crashed one your PC? 900,000-1,000,000 times! But when the
- > stupid user gets his new PC home and turns it on it won't work!! the first
- > thing he does is call the manufacturer and complain that the PC won't work.
- > ITS NOT THE PC STUPID!!! its the OS!!! MS windows is garbage just like new
- > Win 95!! I can't wait till the day I get a SIG and couple of macs and start
- > running fast and safe. Windows should come with a warning: "Don't run if you
- > plan on getting work done safe, fast, and today!!" I kan't wait for the
- > government to get a sniper and blow Bill's f_cking little head off(BANG!!)
- > I'll pull the trigger if you want me to!!
-
- What does this have to do with Imagine? Take this to alt.flame and get
- a life...
-
- Andrey
-
-
- Date: Mon, 20 Mar 1995 10:37:50
- Subject: Re: Question an magnetism
- From: Derek Hardison <derekjh@pd.org>
-
- Thanks for the HIDE POINTS tutorial. Magnetism used to affect hidden
- points a long time ago - and I had not tested this before asking...
- but I did verify it just now.
- thanks.
-
- --
- Derek Hardison Imagine on Amiga 4000s
- New Intelligence on Video
- Seeking Contracts or Job using Alias or SoftImage
- Domain: derekjh@pd.org
- UUCP: ...!emory!pd.org!derekjh
-
-
- Date: Mon, 20 Mar 1995 11:28:05
- Subject: Re: PC Textures
- From: "Daniel T. Edwards" <dedwards@scs.unr.edu>
-
- OOOOooo!!! (jumping up and down) What's this business about needing Watcom C t
- write Imagine textures for the PC? I'm a proud owner of said compiler and I
- know how to use it... If someone can tell me where to get the poop on
- writing Imagine PC textures, I'll give it a try... I really like the idea of ma
-
- making my own textures, I just figured that I needed to learn assembly to do it
- .
-
- // James R. Walker WalkerVision Videographics //
- // dedwards@pogonip.scs.unr.edu //
-
- Date: Mon, 20 Mar 1995 12:13:39
- Subject: Re: Specular mapping
- From: milan@Dieppe.artmediatech.nl (Milan Polle)
-
- Hi all,
-
- this is how I see specular mapping: It doesn't alter the hardness but
- instead the actual specular color on a certain place on the object.
- Most of the time it is logical that the specular highlight is the
- same color as the reflection color on a certain spot of the object.
- I've made a specular mapping texture which maps the specular color
- (and intensity) to the reflection settings (maps etc) on the object.
- One drawback is that you have to enter the position of the lightsource
- in the texture, as textures don't know anything about objects.
- Of course this texture isn't quite finished (like all my textures, it
- seems :)
- And yes, I WILL upload some of my stuff as soon as it is finished.
-
- Let your imagination run wild,
-
- Milan
-
- =====================================================
-
- Date: Mon, 20 Mar 1995 12:29:27
- Subject: Re: conversions
- From: tom.granberg@TV2.no
-
-
- > From: Darryl Lewis <Darryl_Lewis@comlink.mpx.com.au>
- >
- > I'm trying to do an animation similar to the titles used by universal
- > pictures, ie, Text circling a rotating earth. There is an earth object in
- > wavefront, but not imagine. Does any one know where I might be able to get
- > an Earth object? Has any one tried this before and can lend any tips?
-
-
- Howdy Darryl Lewis!
-
- If you are using a pc, the only comercial product I can think of is: Interchange
-
- from Syndesis corp.
- If you on the other hand are using an Amiga you have several choices, you could
-
- be lucky to find something on the internet"Aminet,Fsih collection etc" but I
- would suggest to buy either Pixel 3d pro from Axiom, or the above mentioned
- Interchange. Just remember that after you have convert it scale it -1 in the z
- direction. Otherwise you will see a globe that is turned inside out.
- Imagine screws up again.
-
- My best wishes!
- tom.granberg@tv2.no
-
- Date: Mon, 20 Mar 1995 14:53:56
- Subject: Re: Charles B. replies
- From: MGL <mischa@cats.ucsc.edu>
-
-
- sorry for posting and mailing you, but in the unix pine mail I use, mail
- addressed SPECIFICALLY to me have a mark by them, while the IML is unmarked.
-
- so, forinstance when I read one of your replies it was only because the
- SUBJECT interested me. I replied directly to you in the same tradition.
- but also posted so that others would read it.
-
- SORRY if that annoyed you.
-
- Personally I delete much of the IML baed on subject, and read the ones
- directly addressed to me first - with glee... so anyone wishing to
- correspond go ahead and send it to me, and cc to IML if you wish.
-
- Again sorry to fill up your directory charles!
-
- -------------------------------------------------------------------
- M G L
- phat 3D renders
- mischa@cats.ucsc.edu
- -------------------------------------------------------------------
-
-
-
-
- Date: Mon, 20 Mar 1995 15:25:27
- Subject: Re: Specular mapping
- From: milan@Dieppe.artmediatech.nl (Milan Polle)
-
- Hi all,
-
- this is how I see specular mapping: It doesn't alter the hardness but
- instead the actual specular color on a certain place on the object.
- Most of the time it is logical that the specular highlight is the
- same color as the reflection color on a certain spot of the object.
- I've made a specular mapping texture which maps the specular color
- (and intensity) to the reflection settings (maps etc) on the object.
- One drawback is that you have to enter the position of the lightsource
- in the texture, as textures don't know anything about objects.
- Of course this texture isn't quite finished (like all my textures, it
- seems :)
- And yes, I WILL upload some of my stuff as soon as it is finished.
-
- Let your imagination run wild,
-
- Milan
-
-
-
- Date: Mon, 20 Mar 1995 17:25:53
- Subject: Re: subscribe
- From: james cheseborough <jimc@cyber1.servtech.com>
-
- To subscribe to the Imagine mailing list:
- imagine-request@email.eag.unisysgsg.com
-
- To post to the list:
- imagine@email.eag.unisysgsg.com
-
-
-
- On Sun, 19 Mar 1995 Winkdave@aol.com wrote:
-
- > subscribe Imagine mailing list WinkDave@aol.com
- >
- >
- >
-
- Date: Mon, 20 Mar 1995 18:17:07
- Subject: Re: Baseball Bat
- From: Sharky <sharky@aloha.com>
-
- On Sat, 18 Mar 1995 cjo@esrange.ssc.se wrote:
-
- > Michael North wrote;
- >
- > > All this discussion of layering maps makes me wonder if people on the list
- > > are familiar with Steve Blackmon's detexture series as posted on Cserve.
- > > These allow you to blend procedural textures, as solid blends, bands, or
- > > gradients, and let you do the same thing with procedurals that have a bump
- > > or filter to them. In addition, procedurals can be keyed to brush maps so
- > > you can do material maps.
- >
- > I don't think that I've ever heard of them.
- > Where are they?
- >
-
- Aloha Imagineers!
-
- You can grab a copy of them and look at a sample JPEG if you can get to
- my home page listed below. Check the modeling notes section under steve
- blackmon and an image named blends.jpg and the .ZIP files and PC format
- textures should be there.
-
- Our httpd server has been doing a yo-yo routine since we've had some
- extremely high access so it may be hard to get in to our site.
-
- Aloha,
- Sharky
-
- sharky@aloha.com/CIS#70614,2011 __ v Home Page : http://aloha.com/~sharky
- WebSurfer & Fun Guy,Funky __/ \ >*< Hawaii Related Links and Etcetera's
- WWW Page Designs, ____/ ) | ^ 3D Modelling & Animation Art,Objects,
- Tech. Planning /\_____/ } \ NOTE:Pages still under construction
- ~~~~~~~~~~~~~~~(_________ALOHA!_______)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
-
-
-
- Date: Mon, 20 Mar 1995 18:49:23
- Subject: Re[2]: conversions
- From: aciolino@ccmail.rrddts.donnelley.com
-
-
-
-
- > From: Darryl Lewis <Darryl_Lewis@comlink.mpx.com.au>
- >
- > I'm trying to do an animation similar to the titles used by universal
- > pictures, ie, Text circling a rotating earth. There is an earth object in
- > wavefront, but not imagine. Does any one know where I might be able to get
- > an Earth object? Has any one tried this before and can lend any tips?
-
- WHy not use an Earth Bitmap and bumpmap? Then, just rotate the sphere
- that the brushmap was placed on. Quck and dirty, but I've done it and
- it worked well for me...
-
- Somewhere there is a decent resolution bitmap of the earth, 24 bit.
-
- As for the text, well...That might be a bit harder, but still very
- possible.
- -AC
-
- Date: Mon, 20 Mar 1995 21:01:38
- Subject: Re: Re[2]: conversions
- From: jgoldman@acs.bu.edu
-
- AC wrote:
-
- > > From: Darryl Lewis <Darryl_Lewis@comlink.mpx.com.au>
- > >
- > > I'm trying to do an animation similar to the titles used by universal
- > > pictures, ie, Text circling a rotating earth. There is an earth object in
- >
- > As for the text, well...That might be a bit harder, but still very
- > possible.
- > -AC
-
- Actually, the text is the easy part!!
-
- 1. Pick a suitable font.
-
- 2. Make it an object.
-
- 3. Use Conform to Path to warp the text into a circular (or arc-ed)
- shape.
-
- 4. Position the title object in front of the planet object (this will
- more than likely be the final position of the title object).
-
- 5. Use Transformation requester to place the title object's axis only
- at the center of the planet object.
-
- 6. When animating use the effect Rotate2.0 to rotate the title object.
-
- If all goes well, your title will orbit the planet. Unfortunately, due
- to Imagine's current implementation of phong shading, you can't make the front
- of the font object flat shaded (you'll just see a bunch of flat shaded
- polygons). If you used phong shading on the object you'll get bubble
- letters. There is a workaround...
- Try the both methods of shading and see what happens. And, of course,
- you can always have the title follow a path if necessary.
- If you want the bent title to straighten out by the end of the
- animation just set up a flat state and a bent state. Or, for 2.0, morph
- between a flat title object and the bent title object.
-
- Jeff-->
- =====================================================
-
- Date: Tue, 21 Mar 1995 00:20:50
- Subject: Phong shading (Was: conversions)
- From: Charles Blaquiere <blaq@io.org>
-
- > From: jgoldman@acs.bu.edu
- >
- > If all goes well, your title will orbit the planet. Unfortunately, due
- > to Imagine's current implementation of phong shading, you can't make
- > the front of the font object flat shaded (you'll just see a bunch of
- > flat shaded polygons). If you used phong shading on the object you'll
- > get bubble letters. There is a workaround...
-
- I don't think there is anything wrong with Imagine's implementation of
- Phong shading. What's missing from this picture is a discussion of sharp
- and soft edges. If you create an object in the Detail editor, all its
- edges will be "soft edges", i.e. the Phong shading algorithm will smooth
- out the normals of faces that share those edges.
-
- (This discussion does not apply to Imagine 3.x's Spline editor, which
- creates sharp and soft edges automatically when you "Add Points" to an
- outline)
-
- If you want to create sharp edges, select the ones you want in Pick
- Edges mode, and choose Object/Make/Make Sharp. This disables Phong
- smoothing for those edges only.
-
- Here's my recipe for a quickie perfect logo:
-
- 1) This assumes your logo was already created in the Detail editor.
- Switch the Top view to full-screen, and the selection mode to Drag Box.
-
- 2) Enter Pick Faces mode. Drag a box around the front of the logo, i.e.
- the bottom line in the Top view. Choose Object/Make/Make Subgroup and
- name the subgroup FRONT.
-
- 3) Do the same for the back faces, which lie at the top of the object in
- the Top view. Name the subgroup BACK.
-
- 4) Shrink the Top view. Enter Pick Edges mode. Choose Pick/Pick Subgroup.
- A list of all face subgroups appears. Choose FRONT, then "Boundary edges
- only".
-
- 5) The outside edges of the logo's front are magically selected! Choose
- Object/Make/Make Sharp.
-
- 6) Do the same for the BACK subgroup's boundary edges.
-
- 7) All we need to do now, is create the remaining sharp edges, those
- that lie at the corner of letters like E, and join the front and back
- of the object. Zoom the Front view to full-screen. Press and hold Shift.
-
- 8) Wherever a corner is sharp enough for your taste, drag a box around
- the corner point. This will actually select the edge perpendicular to
- the screen, which runs alongside the logo at that corner, from front to
- back.
-
- 9) When you have selected all the corner edges, choose Object/Make/Make
- Sharp one last time. Congratulations! You now have a logo which will
- Phong perfectly: smooth where it should be smooth, sharp where it should
- be sharp.
-
- =====================================================
-
- Date: Tue, 21 Mar 1995 01:37:28
- Subject: Re: Baseball Bat
- From: Torgeir Holm <torgeirh@powertech.no>
-
- >> Actually, I see three advantages over genlock color. *1* Using genlock
- >> color you are restricted to index color images, preventing you from
- >> using 24 bit maps when you need parts of the map removed.
- >If you're mapping a 24-bit image, you can still use the Genlock button;
- >the transparent color will not be palette position zero, since there is
- >no palette, but rather the color defined in the Preferences setting for
- >"genlock color for non-Amiga IFF's".
-
- So that's what that is for. Is this mentioned in the manual at all?
- Thanks for pointing this out to me :)
-
- >All your other comments remain quite valid. I don't have to be sold on
- >the idea of alpha channels; I've been an antialiasing religious nut
- >since the early 80's.
-
- Just hope Impulse is listening....
-
- Torge!r
- =====================================================
-
- Date: Tue, 21 Mar 1995 14:22:06
- Subject: Re: Phong shading (Was: conversions)
- From: jgoldman@acs.bu.edu
-
- Charles Blaquiere wrote:
-
- > I don't think there is anything wrong with Imagine's implementation of
- > Phong shading. What's missing from this picture is a discussion of sharp
- > and soft edges. If you create an object in the Detail editor, all its
- > edges will be "soft edges", i.e. the Phong shading algorithm will smooth
- > out the normals of faces that share those edges.
-
- You're right, of course, and that was the "work around..." I
- mentioned. When I used to use Imagine heavily I used Sharp Edges religiously
- (which is why I always wanted an automatic Sharp Edges to Quick Edges function
- instead of haing to cycle through multiple menus many times). It's the one
- aspect of Imagine that I find people don't have a good grasp of. A lot of the
- 'net images I've downloaded look really good except for the incorrect usage of
- flat vs phong shading. I shouldn't have been so strong by saying it can't be
- done. What I should have said was, it can't be done by merely selecting or
- deselecting the obvious Phong box in Attributes.
- To be honest, I've never used the Boundry Edges method which I find to
- be extremely effective. It's a good tip. Fast and effective...
- I'm just getting really used to a different implemenation of
- shading...
-
- Jeff-->
-
- =====================================================
-
- Date: Tue, 21 Mar 1995 20:14:10
- Subject: Re: Phong shading (Was: conversions)
- From: Mike McCool <mikemcoo@efn.org>
-
- This seems pertinent to this string, though it's not particularly
- font-related. Anyway, there's a great new tute down on aminet. Y'all
- have probably seen it by now, as I usually wander in late. It's down
- at gfx/3d, and it's called SoftShadows.lha. Check it out.
- =====================================================
-
- Date: Tue, 21 Mar 1995 21:59:00
- Subject: Phong/sharp edges
- From: w.graham6@genie.geis.com
-
- For curved and irregular shaped objects, use Edge Filter>Use Angles. This
- is a fast and easy way to get at those edges you need to Sharpen, in
- fact, that's what it's for.
- =====================================================
-
- Date: Wed, 22 Mar 1995 23:24:43
- Subject: Re: PC ANIM players
- From: "Brian Hafen" <Brian.Hafen@m.cc.utah.edu>
-
- > Does anyone know of any programs on the PC that play amiga
- > ANIM format.
-
- There is a great freeware program called Display that will play Amiga
- ANIM format files along with a number of other things. The official
- ftp site is NCTUCCCA.edu.tw:/pc/graphics/disp
-
- Brian
- =====================================================
-
- Date: Thu, 23 Mar 1995 01:24:10
- Subject: Re: Lightwave
- From: jgoldman@acs.bu.edu
-
- Charles Blaquiere wrote:
-
- > > From: Douglas Rudd <rudd@plk.af.mil>
- > >
- > > That said, I should point out that LW is rather limited in some areas,
- > > such as brush maps (numbers and placement).
- >
- > Don't forget textures. I'm not a LW user, but from what I've been able
- > to read, Imagine's texture support is head and shoulders over
- > Lightwave's. Lightwave doesn't allow parameter morphing; you can only do
- > a few tricks with textures, such as giving them a Z velocity relative to
- > the object. This is a refreshing situation, compared to what we're used
-
- Well, Parameter Morphing is available as of 3.5SA (I don't know about
- previous versions). You can set velocity on all three axes as well. LW (while
- limited in its procedural texture/brushmap layering) is fairly versatile in
- terms of variables. You have control over Diffuse-ness (like Imagine's Color),
- Luminosity (like setting Bright except it's variable), Specular, Glossiness
- (like Hardness), Relectivity, and Transparency. They're all basically
- there. Every attribute can be brushmapped or procedurally mapped (love those
- specular maps). Mapping types include the standard Planar (flat x/z),
- Spherical (wrap x/z), and Cylindrical (wrap x/flat z), but also add Cubic and
- Front Projection.
- Surfaces aren't assigned by object but by polygon groups (more
- enhanced version of Subgroups in a way).
- Objects themselves can be clip mapped (mainly for shadow mapping) and
- displacement mapped (like applique if it were animatable in stage).
- So, it's not as limited as one initially gets the
- impression. It does have a serious lack of procedural textures and a lack of
- layering ability, though. A don't even attempt to do specialized brushmap
- decal work with LW. Ughhh...
-
- B5 just wants to establish a different "look"... ST:Voyager, however,
- looks pretty amazing...
-
- Jeff-->
-
- =====================================================
-
- Date: Thu, 23 Mar 1995 07:47:17
- Subject: Re[2]: Help with fire texture
- From: aciolino@ccmail.rrddts.donnelley.com
-
- > I'm trying to create a wall of fire of course using fire.itx
- >
- > I have mapped it to a primitive plane (Z axis perpendicular) and the
- > result is a fan of fire, which is not desired.
- >
- > How does one transform the textures axis to create a wall of fire.
- >
- > Or is it done some other way?
- >
- > Cheers, Ryan.
- >
-
- I do believe that Fire.itx is a *SHPERICAL* texture, according to the
- readme that I got with IM 3.0. If you pull this off, it might have
- something to do with the scaling of the axes as well as rotation of
- the axes.
- -AC
- =====================================================
-
- Date: Thu, 23 Mar 1995 14:35:08
- Subject: Earth map
- From: Andrew <philcomp@singnet.com.sg>
-
- Hello there!
-
- In venera.isi.edu/pub/httpd/htdocs/soar/schwamb/gifs, I found a Earth map
- called EARTHTOPO.GIF. It look pretty nifty to me and should be quite
- usable as a brush map. However, EARTHPLAN.GIF is not found there though.
-
- Happy rendering,
- Andrew
- =====================================================
-
- Date: Thu, 23 Mar 1995 14:52:00
- Subject: Imagine Documentation
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
- There has been a lot of requests for Imagine 2.0 documentation from
- folks who get the program off some Magazine disk or Book. I have the
- documentation for Imagine in electronic form I found on a BBS. It
- appears to be a transcript of a manual, but I'm not sure what version. I
- do know it's either 2.0 or before. It includes a reference manual and
- tutorial manual by Rick Rodriguez.
-
- I'd be more than willing to Uuencode it to anyone who wants it. However,
- I don't know if such distributation is approved by Impulse, since I
- believe Rick is an employee (unless he did this on his own). If someone
- at Impulse would like to review it first and ok it's distribution, I
- could even upload it to AmiNet.
-
- This is probably drifting into a dark grey area....but I figure if
- Impulse went to the trouble of including fully functional copies of
- Imagine 2.0, why not provide a mini manual for folks to get into it?
-
- ....anyway, someone let me know.
- _______________________________________________________
- /_________________________________________________________\
- /=============================================================\
- =| Mike van der Sommen || Email: |=
- =| GraFX Haus BBS || mike.vandersommen@caddy.uu.silcom.com |=
- =| Santa Barbara, Ca. || ______________________________________ |=
- =| "..where the 4 Horsemen of the Apocalypse play golf..." |=
- =|_______________________________________________________________|=
- ---
- ~ InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388
- =====================================================
-
- Date: Thu, 23 Mar 1995 14:58:07
- Subject: RE:Manuals for Imagine 2.0
- From: surentrr@vax.sbu.ac.uk
-
- Hi everyone, I got my version 2.0 of Imagine from Pcformat as well.
- I learnt how to use Imagine from a on disk tutorial .
- I sent an order for an Imagine CD-Rom (20 pounds) and recieved a CD Rom
- with loads of objects and a couple of massive text files on using Imagine.
- I believe that the files are on the aminet somewhere .The files are :
- Imagine_C.txt and appendix.txt . Also on the ROM was the IML archives 1 to
- 50 .
- Alot of PD and shareware companys are selling these sort of roms (hey look
- in the mags and youll see what I mean) , when basically they are just files
- downloaded from FTP sites and the Aminet. I found that they are not usally set
- up correctly (youll have to point imagine to the right dirs ) .
- I believe they may be worth about from 15 to 20 but no more .
- Since all they are doing is capitalising on other peoples work .
- (I wonder whether they got permission from the respected artists? )
- Please dont flame me but since I got Internet access after I bought the ROM
- I do feel sorry for people forking out 40 pounds for a cd which is full of
- Pd and shareware work from other people .
- =====================================================
-
- Date: Thu, 23 Mar 1995 17:03:28
- Subject: Re: Imagine Documentation
- From: joec@ensoniq.com (Joe Cotellese)
-
- >This is probably drifting into a dark grey area....but I figure if
- >Impulse went to the trouble of including fully functional copies of
- >Imagine 2.0, why not provide a mini manual for folks to get into it?
- >
- >...anyway, someone let me know.
- > _______________________________________________________
-
- I think this is a very grey area and I would be very careful about
- distributing it. The mini-manual sounds to me like the actual 2.0 manual
- (it wasn't very big to begin with). Also, I don't think that 2.0 was
- provided for free. They generally charge mag companies some amount of
- change per copy (maybe like .15 or .25 cents). This is generally what OEM's
- do when they try to bundle software with say for example XYZ sound card.
-
- Joe C.
-
- =====================================================
-
- Date: Thu, 23 Mar 1995 18:44:08
- Subject: Re: Re[2]: Help with fire texture
- From: jim@yakko.cs.wmich.edu
-
- On Thu, 23 Mar 1995 aciolino@ccmail.rrddts.donnelley.com wrote:
-
- >
- > > I'm trying to create a wall of fire of course using fire.itx
- > >
- > > I have mapped it to a primitive plane (Z axis perpendicular) and the
- > > result is a fan of fire, which is not desired.
- > >
- > > How does one transform the textures axis to create a wall of fire.
- > >
- > > Or is it done some other way?
- > >
- > > Cheers, Ryan.
- > >
- >
- > I do believe that Fire.itx is a *SHPERICAL* texture, according to the
- > readme that I got with IM 3.0. If you pull this off, it might have
- > something to do with the scaling of the axes as well as rotation of
- > the axes.
- > -AC
- >
- Try the following:
-
- 1 Make your wall in the following manner:
-
- a. make a primetive plane with the dismension you desire.
- b. extrude this place to give it some depth.
-
- 2. add the fire texture to this object
-
- 3. move the fire texture's axis very far away from the wall's center.
-
- Hope this helps
-
- Jim
- =====================================================
-
- Date: Thu, 23 Mar 1995 19:28:50
- Subject: Imagine tutorials, manuals and stuff
- From: Mark Stephen Hennessy-Barrett <ph93msh@brunel.ac.uk>
-
- Guys,
-
- I've just noticed a lot of flame about Imagine manuals. I got my copy
- from the Amy Format coverdisk, and over the past two years, have
- mastered most of the tools.
-
- Anyone want to browse my guide pages, the URl is :
-
- http://http1.brunel.ac.uk:8080/~ph93msh
-
- And follow the Imagine Pages link.
-
- Any comments, mail me. If you don't have WWW access, email me, and I'll
- send you the texts.
-
- OK???
-
- mark
-
- /-------------[The Sol 3 Silly Sod Society : Daft Deluxe]--------------\
- You are using the unregistered version of Mark Hennessy-Barrett. To use
- the full version including load, save and *boog* please send #500 to the
- e-mail address shown below... you have 90 days to register this
- product.
- \--[ph93msh@brunel.ac.uk]---[The Bogster]---[Mark Heinously-Barraged]--/
- =====================================================
-
- Date: Fri, 24 Mar 1995 01:34:00
- Subject: Fantasy & Medieval Festival - International
- From: don.adams@canrem.com (Don Adams)
-
- RAMPAGE Medieval Festival & International Adventure
-
- Rocky Mountains ( Outside of Jasper, AB, Canada )
- Friday 25 th, Saturday 26 th, Sunday 27 th - August / 95
-
- Help is needed in the development and design of a unique event
- this summer. I am the coordinator of this event which is
- being sponsored by Dream Merchants, an entertainment firm I
- provide consultative services for.
-
- I have been given the task to develop a realistic medieval
- paintball type adventure scenario replete with live individual,
- melee and group combat, feasting, cavern & mountain
- exploring, and theatrical interactive character role playing. This
- is not a D & D board type game but rather a live, real and
- interactive game, played and enacted outside with period
- costume and armor.
-
- This project will weave ancient history with fantasy and myth
- and I have received a substantial budget to work with. I have
- researched similiar events like the Texas Renaissance Festival
- which provides some insight into elements that should and should
- not be included in the RAMPAGE festival. I have been authorized
- to grant free admission to this event to anyone that submits useful
- ideas that are used in festival development. The ticket price for this
- event is to be $ 495.00 ( Canadian ) per person for the three days.
- This price includes sumptuous meals, free armor loan, and further
- amenities.
-
- As part of our market research, ten seats will be given away in total.
-
- The only restriction on this is you must send your idea
- in before June 15 th to qualify as this is the cut off for admission to
- the event.
-
- This event is aimed at an exclusive group and only a small number
- of openings will be made available to the general public at large. About
- 80 % of all attendees will be registering for this festival privately, the
- remaining 20 % will be open to the general public. Our marketing
- campaign for this small 20 % will allow for brief and simple
- advertising in a few major cities. In summary I need to design, with
- your help, an intense, richly decadent and indulgent, three day
- fantasy for big boys and girls who can pay, high rollers, executives,
- professionals and the like. Since admission price is high, much
- more than the average festival attendee ( for other smaller fairs ) for
- other Medieval type festivals could likely afford, this festival has to be
- perfectly flawless as the participants are going to be damn picky, and
- rightly so...
-
- I really appreciate any help anyone can provide out there... I have not
- worked on a project of this scale entirely before and gladly welcome
- your comments and suggestions. I will review all suggestions
- personally, however, depending on the size of response may not be
- able to answer all replies. Selected ideas and any winning candidates
- will be notified both by voice and mail ( post ).
- I'll outline briefly what I have come up with so far to give a
- general idea as to what is already being planned... please add
- on to this theme in any way you think might cause a substantial
- improvement.
-
- BASIC STORY LINE :
- While traveling through a remote part of the Canadian Rockies you
- come across an open expanse of wild grasses and sierra plain nestled
- on the edges by tall ancient pine. You suck in fresh {Backspace}, cool
- mountain air and stand dazzled for a moment by the mountain grandeur
- surrounding you.Suddenly the clear blue sky above cracks and shatters
- ....the noxious smell of ozone fills your nostrils and before you a
- shimmering tear in space and time hovers over the field ..... a gleaming
- portal to another dimension. A strange, hooded group of creatures
- approach, their faces hidden... they tell you they are the
- Dream Merchants , and they are responsible for this
- intrusion into your reality. Gesturing at the tear in space, they tell you
- that beyond the gateway lies an impossible realm of time gone past
- swirling with myth, nightmare and fantasy. Beckoning you... they slowly
- draw you into the vortex...your mind reels, everything goes black....and
- time loses meaning. When you awake you find yourself lying on a soft
- green hill, surrounded by snow capped mountains and crystalline lakes.
- A harsh, guttural scream startles you into full consciousness, and you
- look behind you towards the sound. Eight humanoid like creatures, six
- feet high, are racing toward you with wicked, black curved weapons
- drawn and ready to strike. As the creatures close in on you, their
- gargoyle like faces grimacing and dripping mucous, a figure from your
- left jumps and grabs at you. Pulling hard at your arm, the figure, a
- beautiful primitive barbarian points to a path of escape. You run closely
- behind, following through the concealed trail bending its way through the
- dark forest, choking at the base of the hill. Occasionally the barbarian
- turns in mid flight to let loose a black feathered arrow at the horror
- at your heels, while you struggle to overcome the shock of this
- unnerving experience. Time passes and eventually after losing your
- pursuers you arrive at a small barbarian village. An elder greets you
- and escorts you gently to a roaring bonfire that now lights the wild
-
- night sky. You feast on leg of venison and slowly fall asleep. In the
- morning you are accepted as a village member and are presented with
- arms and armour... to earn your keep you join a patrol of warriors that
- have been assigned the task of rescuing the village chieftain's daughter
- from deep within hostile territory...will you survive ? What strange
- beings and forces will you encounter ? Only time will tell...
-
- - Stunning and beautiful mountain scenery
- - Realistic looking fantasy creatures, high quality latex and
- - synthetic furs and scale costumes
- - Full cast of professional actors playing different characters
- - Complete character and actor interaction with participants
- - Your choice of character to role play, such as ...
- - Warrior Celt, Viking, Goth, Roman Soldier, Samurai, etc..
- - Timeline is ancient Europe, Mediterranean Regions and Asia
- - mixed with fantasy elements
- - Feasts with piggish amounts of wild game and grog
- - Gorgeous feast servers and strolling minstrels
- - REAL TREASURE to find ! $ 5000.00 in gold bricklets
- - Combat, individual and group.... supervised by floating
- - wraiths, to ensure chivalry and honor {Pause 5 Ticks}
- - Armor and weapons ( lightweight and foamcore ) that look great,
- - may leave a slight bruise but can't hurt you seriously. Armor
- - uses a special device to indicate a hit on you... your allowed
- - so many hits until your out for a short period of time... you can
- - score points and even win money (tokens) off a defeated
- - opponent. You also have the option to dry fight an opponent with
- - field dice rather than going the brute force route.
- - Pick your weapon...battle-ax, sword, spear or pilum, bow etc...
- - Underground caverns and tunnels
- - Choreographed events, pageantry, merchantmen shops and
- - intriguing areas to explore
-
- So that's pretty much the size of it... that's what we have so far... your
- suggestions are appreciated... please send responses via postal
- mail only. We need a hard copy original from you, not e-mail.
- This is open to participants of all countries, Canada, USA,
- Europe, Asia, etc...
-
- Mail to :
-
- Don J. S. Adams
- Event Coordinator
- 7913 95 B Avenue
- Fort Sask., Alberta
- Canada
- T8L 3C9
-
- You can also reach me after 6 PM mountain standard time
- at ( 403 ) 998 - 1062 Also note the following ...
- Please enclose your full name, return address, area code and phone
- number, fax number ( if applicable ). Print your correspondence
- clearly by hand, or preferably neatly typed. Outline your idea
- concisely and in detail. Indicate how your idea might be implemented
- in such a way to have the very best results at the lowest possible costs
- Describe how your idea would substantially improve the festival
- fantasy adventure experience. Thanks, and I look forward to seeing
- you there. Best of luck ! Feel Free to distribute this message
- =====================================================
-
- Date: Fri, 24 Mar 1995 03:43:33
- Subject: Traces
- From: tom.granberg@TV2.no
-
- Howdy folks!
- It's have been nice to see so many reply's to my scream for help, so thanks
- again. To something more usefull, the 24 of march I will atempt to upload a
- bunch of (12-20) traces to aminet, so it should probably be available sometime
- during this weekend. And to those who wondering what kind of of pictures it is?
- here is a taster. 4-6 pic's of virtual studios that have been/or will bee
- broadcasted with/without persons, spaceship design, art in general. At the
- moment I'm working my ass of to finish off our soccer show studio, and template
- graphics(loads of work since there are a lot of people that feel something about
- how it should look).
- A good tip on a nice texture for aircraft/boat/spaceship welded plates: the
- confetti texture, yes! Just make it a bit large, small spaces between the
- blocks, and give it a color that don't varies to much from the orginal object
- color. Then pop on the dirt texture, and scale it up so the texture/axis box
- covers the object, and put these numbers in the r,g,b, boxes: 95,61,46. And of
- you go rendering it.
-
- tom.granberg@tv2.no
- =====================================================
-
- Date: Fri, 24 Mar 1995 09:05:14
- Subject: Gun fire and rocket fire
- From: tom.granberg@TV2.no
-
- Howdy folks. here is the first trick mail.
-
- How to make rocket flames and animate them!
-
- I'm going to tell you two ways to make great loking rocket fire/gun fire, one
- heavy(very detailed), and one simpler(faster rendering)
-
- The heavy one.
- First of all make a plane, consisting of two polygons, with the dimensions:
- y-120, z-20. Now you will probably see the rectangle from the front view, with
- the z axis pointin' upwards, this is no good. So press shift+r and rotate the
- axis so that the z axis is pointin' along the ractangle, and the y axis is
- pointin' upwards:
- ______________________________
- y I I
- I_ I______________z I
- I_______________________________I
- Thats better.
-
- Now go to the attributes and pop in the color 200,50,50 and make it brigt, dont
- do anything else. press add texture, and choose the "spark" texture, it would be
- auto aligned to the objects axis, that's why we turned them around in the
- beginin' so we dont have to hazzle around with it later. But you need to scale
- the texture axis, the y size should not be greater than about half the size of
- the object y size.
- Something like this:
- _____________________________
- y I_____________ I
- I_ I_____________I_z I
- I_____________I I
- I_____________________________I
-
- Now put in these number, they are in sequential order, first down the left side,
- then the right:
- left: 0_3_249_187_90_0_0_0
- right: 0_0_0_3_0.6_0.6_0
- Ok.
- Let's add some more, press ok, press add texture, and choose the "mnttop"
- texture, this texture is also correctly aligned but we need to scale it so press
- the "edit axis"
- Scale the z axis so that the whole texture box reach the edges of the rectangle,
- we use this texture to fade away the flames at the end, if you want to, you can
- make more of the flames visible by scaling the texture axis down in the z
- direction, and move it, so the axis box reach the rigt side of the object (seen
- from front view), do not, and I repeat, do not rotate the texture axis. The next
- thing you do here is to press down the button labeled "apply to subgroup".......
- VERY IMPORTANT.
-
- Now put in these number, they are in sequential order, first down the left side,
- then the right:
- left: 0_0_0_0_200_50_0
- right: 0_0_0_255_255_255_0_0
- The color is not so important but it's a good rule of thumb, that you dont make
- it any brighter than the flame color, it doesn't mater if you make it another
- hue(color).
- But you must turn the filter setting up to maximum.
- Name it something , like "flame"?
- Now quickrender.......Woooooauw!
- Cool ey, we are not finished.
- Copy the object and paste it,choose it, go to attribute and delete the "mnttop"
- texture, press ok.Now press "R" and then "L" and rotate it 45 deg.
- Copy the object and paste it,choose it, press "R" and then "L" and rotate it 90
- deg. Now you should see a star formed shape in the side view.
- Pick the orginal "flame" object, hold down shift and pick the two other objects,
- group them.
- We are almost finished............
- Only one thing reamains, add a primitive sphere, scale it so it becomes
- something like a long egg along the z axis, rotate it until the shape lays along
- the flame shape. Add the "ghost" texture, and hit ok. Give a kind of
- orange/yellow color, make it bright, and put a 1 in the "fog lenght" box.
- Now group this object to. voila, finished.
- If you want to animate the flames, then make a state called "name?" select all
- boxes,
- coose pick objects, hold "shift" and selcet all "flame" objects, then press
- attributes. Now go into the "spark" texture, and put a number into the "dist
- travelled" box. The higher number the faster it changes/moves. Do this on all
- the objects, then create a new state called "name2?" select all boxes, save it,
- morph it! Voila, finished again.
-
- The easy way(fast way), tough good for far away shots!
-
- Add a tube with about 16 circle sections and 5-6 cross sections. Choose pick
- point and scale the sections so that they form a fire shape.
- Use these colors to start with: r-249,g-187,b-90, make it bright, add the
- "dirt" texture and give it a warm redish color: r-200,r-50,b-50, then add the
- "fogtop" texture.
- this texture is a correctly aligned but we need to scale it so press the "edit
- axis"
- Scale the z axis so that the whole texture box reach the edges of the tube, we
- use this texture to fade away the flames at the end, if you want to, you can
- make more of the flames visible by scaling the texture axis down in the z
- direction, and move it, so the axis box reach the top of the object. Use the
- noise settings to break up the flames, the higher the number the more
- detail(longer rendering), just play around!
-
- Hope this will give you some ideas, more tips are coming, need time to write
- them all down, so that as many as possible can understand it. If you think this
- was a good way to explain it, send me a reply.
-
- Yours.
- tom.granberg@tv.no
- =====================================================
-
- Date: Sat, 25 Mar 1995 20:41:10
- Subject: Re: Amiga 3.2 is Here!
- From: Ian Smith <iansmith@moose.erie.net>
-
- Previously, I wrote:
- > I am however, upset. You can use new screen modes, but only a very
- > restricted list. Screen width of 640, 800, 1024 and 1280. Only 640
- > works on my system which is an ECS 3000.
-
- It seems that I was a bit too hasty in my complaint. I had always
- patched the Imagine executable, because if I used a mode promoter, I
- would get lots of display errors and bad screen redraws. However,
- Imagine 3.2 seems to have no problem at all not. I use a program
- called NewMode which lets me open Imagine in any display mode.
- I played around for some time, and could not get any mangled screen
- refreshed like 3.1 and previously would. So there IS an easy solution,
- just not within the program itself. There is also a prefrences setting
- to tell Imagine to expect that its screen will be promoted. Cool.
-
- Imagine crashes if I select a lower screen depth! Running 3.1 in
- 8 colors was FAST. Just crashes now. I will take higher screen res
- over faster refreshes.. but wish I could have both. Can't run it
- in SuperHires mode on my 3000 though... :-/
-
- Other nice things I found...
-
- Smooth Edge Line : Take a line of points and turn it into a smooth
- curve. Works great especially if you run Fracture
- on the line to get more points. Nice!
-
- Hide Unpicked, Unhide Points, Unhide Subgroup, all useful.
-
- Pick More : Selects every edge that is touching a connected edge.
-
- Autofacing of two edged... works ok.. but has problems if the two
- edges do not have the same number of points, or are not picked
- in the exact same order. Can be tedious.
-
- Many bug fixes... and I found this in the 3.2 doc file which I got
- today, on March 25th, that I am not sure if I should find funny,
- bemused, or optimistic...
-
- "Ah yes before we get into the middle of it all, of course the next
- question you have is, when is 3.3 going to be out. At the time of
- this writing it looks like Imagine 3.3 will be out at the end of March
- with 4.0 following close on its heels. The constant update program
- promised each of you 4.0 by May and it looks like we are right on
- track."
-
- Well, if I get 3.3 in the next few days, I'll be very happy. The
- doc file was dated Mar 20th, so I'm not sure what to think. I
- will give them the benifit of the doubt, and happy priases if it is
- on time with neat stuff like 3.2. One new texture, and a nice
- shredder effect. Off to play!
-
- --
- IanSmith@moose.erie.net
- =====================================================
-
- Date: Sun, 26 Mar 1995 20:06:15
- Subject: Re: Conversions
- From: cjo@esrange.ssc.se
-
- >> CB> While I was out looking for a "worldmap" of the moon I found a VERY
- >> CB> good map
- >> CB> of the world. It was at (I think) ftp.univ-rennes1.fr,
- >> CB> /pub/Images/ASTRO or
- >> CB> /pub/Astro. This map is put together from LOTS of SPOT-satellite-
- >> CB> images and
- >> CB> there are two of them, EARTHPLAN.GIF and EARTHTOPO.GIF.
- >> That ftp address doesn't exist. Do you remember what else it might have
- >> been?
- >> Thanks
- >> Darryl
- >Sorry, I can't help you. This was a message I'd captured a long time ago
- >and stored.
-
- I'm the author of that original (and rather old :) message.
- Since then I have noticed that those images have been uploaded to Aminet as
- well, though I'm afraid I can't remember in which directory they are.
- Try the search tool at "http://ftp.wustl.edu/~aminet" or search yourself
- in /pix/whatever.
-
- If you want to see what that world-map looks like in a project, try
- downloading /pix/imagi/Skirmish.jpg.
-
- -----------------------------------------------------------------
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@esrange.ssc.se |
- -----------------------------------------------------------------
- =====================================================
-
- Date: Mon, 27 Mar 1995 09:21:29
- Subject: Re: Conversions
- From: Michael Hazlett <tarkin@earthlight.co.nz>
-
- On Sat, 25 Mar 1995 videoman@netcom.com wrote:
-
- > There is an amiga version of gzip (I think thats the name) that will
- > uncompress files stored with the unix compress. I have uncompressed these
- > on my amiga.
-
- I have this program...it's called Gzip....if anyone wants a copy let me
- know :)
-
- MH
-
- =====================================================
-
- Date: Mon, 27 Mar 1995 12:35:12
- Subject: Re: Anims On PC w/2.0
- From: Ted Stethem <tstethem@linknet.kitsap.lib.wa.us>
-
- You might look at Dave's Targa Animator (DTA). It is a very good
- shareware program for the PC to assemble .FLC as well as other formats
- from several different picture/frame formats including .GIF and .TGA.
- Haven't used it for awhile but I believe it had some palette control
- features. It is available on several locations on the 'net. You want to
- get at least version 2.0. In fact the author mentions a mod he had to
- make to the program to handle Imagine's format.
- For all those people looking for PC shareware tools on the 'net, there
- is a somewhat equivalent to Aminet, usually under Simtel or FreeBSD
- directories. Graphics are usually found under either pc/graphics or
- msdos/graphics. The wustl.archive site is a good place to find most of
- these files.
- The other good image/animation processing program is called Display
- usually found as disp187a.zip under the aforementioned areas.
- If your budget is tight, these two programs are indispensable for
- editing and assembling your single frames into PC animations.
- As for anything like Scala for the PC, I went to a computer fair where
- they were displaying Video Machine. It is a Windows based program with
- an incredibly easy-to-use interface to produce animations from single
- frames (this was not it's only application). In fact, part of the demo
- was to show how to build an animation with synchronized sound and music,
- from some 3D-Studio single frames. Of course, Video Machine retails for
- $2,995US and it had to pull the single frames from the Digital Personal
- Recorder card which retails for about $6,995US.
-
- On Sun, 26 Mar 1995, Dave Wilson wrote:
-
- >
- > I'm trying to make an anim on a PC with Imagine 2.0 and I'm going
- > mental. I use Imagine 3.0 on my amiga at home so I'm abit lost on the PC
- > at work. What I'm having the problem with is that I'm trying to make a
- > logo animation for my store where the logo comes in from off screen.
- > When I do the make movie function if I tell it to lock the palette I wind
- > up with an anim of dark blues and black becuase those are the only colors
- > in the first frame. If I don't lock the palette I wind up with an anim
- > that changes colors every frame. I'm doing this to FLC because I'm going
- > to need to play this back with an external player for a multimedia
- > presentation that we'll be having looping in our display window. How can
- > I get this to work right and what is the best way to do anims frome
- > Imagine 2.0 on a PC. Are there any external program sthat will allow me
- > to edit an FLC on a frame by frame basis?
- >
- > Also is there anything like Scala for the PC?
- >
- =====================================================
-
- Date: Mon, 27 Mar 1995 16:33:47
- Subject: Re: Too many faces.
- From: joec@ensoniq.com (Joe Cotellese)
-
- >P.S. Is there anything even approaching 1/2 the quality of DPaint IV
- > on the PC?? I don't want to go broke with it, so some shareware
- > would be acceptable too. I find I have to do all my GFX touchup
- > on the amiga and render on my P100. It's rather tedious to XFER
- > all those files :)
- >
- Steve,
-
- I am pretty happy with PC Paintbrush. It only cost $99 (US) and has some
- nice features. I was in the same situation you were about 6mos ago and this
- program did the trick.
-
- Joe C.
-
- =====================================================
-
- Date: Mon, 27 Mar 1995 21:13:00
- Subject: .FLCs on an Amiga
- From: w.graham6@genie.geis.com
-
- Image F/X from version 1.5 onward can make .FLCs from 24bit files. It even
- comes with a VGA palette to render with. I've made many .FLCs with it and
- they play back on peecees just fine.
- =====================================================
-
- Date: Mon, 27 Mar 1995 21:50:27
- Subject: Re: The Art Machine
- From: Mike McCool <mikemcoo@efn.org>
-
- Vertex is way cool,--but I'm afraid I can't say if the Art Machine is
- still alive or not.
-
- Till someone comes through with an answer for you about Vertex,
- you might fill in the time with a little PD utility called "FR" which
- should be down on Aminet in the gfx section.
-
- This program makes very nice trees, with limbs and branches and
- twigs. Foliage is still up to you, but hey, it's free. And besides, you
- can make two- and three-D snowflakes.
-
- Lemme know if you can't find FR, and I'll gladly uuencode it to
- you, or even binary it to you, if your server accepts binary attachments.
-
- =====================================================
-
- Date: Mon, 27 Mar 1995 23:06:39
- Subject: 3-D Contest: 1st place = $2000
- From: spechan@worldfusion.com
-
- World Fusion Software
- presents...
-
- "3-D COOLNESS '95"
-
- The animation contest where the animation is judged on...
- well, basically...it's coolness!
-
- 1st Place...$2000 (US)
- 2nd.........$1000
- 3rd..........$500
- 4th..........$250
- 5th..........$125
- 6th-10th places receive a World Fusion Software polo shirt.
-
- Top 10 will also receive award certificates.
-
- ***No entry fee.
- ***Enter as many times as you want.
- ***Use any software or hardware.
-
- Judging will be based on:
-
- 1) Overall Coolness,
- 2) Creativity,
- 3) Originality,
- 4) Detail.
-
- Your animation must abide by the following rules:
-
- 1) Must be looping animation;
- 2) Length: 10 - 60 seconds, 15 frames per second, (150-900 frames);
- 3) Must be raytraced;
- 4) 24 bit color;
- 5) 640 x 480 resolution,
-
- Deadline:
-
- Entries must be received by Fri, June 30 1995.
- Winners will be notified by Mon, July 31 1995.
-
- How to Enter:
-
- Send animation files on 3.5" high density DOS format diskettes:
- named pic001.tif, pic002.tif, etc...
- Acceptable Formats: .BMP, .TGA, or .TIF (.TIF preferred)
- Can be compressed across diskettes using PkZIP 2.04g or self
- extracting program.
-
- You may enter as many times as you want, however each entry
- must be submitted separately.
-
- Along with your animation, include artist(s) name; address;
- telephone; email; title of animation; tools, platforms, and
- hardware used; where you heard about the contest; a one sentence
- description of your animation; and any information you think
- is important.
-
- Send to: 3-D Coolness '95
- 5942 Edinger, Suite #113-718
- Huntington Beach, CA 92649
-
- An FTP site will soon be available for uploading submissions.
- An update and FTP location will be posted next month.
-
- Please email any questions to 3DCool@worldfusion.com.
-
- Special Notice to all Entrants (Read before entering contest):
-
- By entering the "3-D Coolness '95," each contestant warrants
- that he or she is the original author of the work submitted and
- non-exclusively licenses World Fusion Software to duplicate,
- modify, sell, and distribute the entry in any way it sees fit.
- Credit will be given to the original artist(s). This contest
- is void where prohibited.
- =====================================================
-
- Date: Mon, 27 Mar 1995 23:44:23
- Subject: Re: smoothing out an object
- From: Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
-
- >
- > Suppose I have an octagon, and I want to double or triple the points and
- > smooth it out to make it look like a circle. I want to do this
- > smooth out blocky 3-d objects as well. Can I use fracture?
- > but then I want to pull out all the new points to make it smoother.
- > Is there a way to just pick the new points created? and move these
- > around and lock all the old points so they don't move?
- > the new points? or can I use magnetism to smooth out an object?
- > I have Imagine 3.0 for Amiga.
- >
-
- Imagine 3.2 has a nice feature that allows you to smooth curves without
- adding points. I think it's called smooth edge line. It's simple to use and
- seems to work well. Just select the edges to be smoothed, and select
- smooth edge line from the functions menu. Imagine will then adjust the points
- to smooth the curve between them.
-
- --
- steve lombardi
- stlombo@acm.rpi.edu
-
- =====================================================
-
- Date: Mon, 27 Mar 1995 23:59:24
- Subject: Re: Anims On PC w/2.0
- From: SGiff68285@aol.com
-
- In regards to:
-
- "I'm trying to make an anim on a PC with Imagine 2.0 and I'm going
- mental. I use Imagine 3.0 on my amiga at home so I'm abit lost on the PC
- at work. What I'm having the problem with is that I'm trying to make a
- logo animation for my store where the logo comes in from off screen.
- When I do the make movie function if I tell it to lock the palette I wind
- up with an anim of dark blues and black becuase those are the only colors
- in the first frame. If I don't lock the palette I wind up with an anim
- that changes colors every frame. I'm doing this to FLC because I'm going
- to need to play this back with an external player for a multimedia
- presentation that we'll be having looping in our display window. How can
- I get this to work right and what is the best way to do anims frome
- Imagine 2.0 on a PC. Are there any external program sthat will allow me
- to edit an FLC on a frame by frame basis?
-
- Also is there anything like Scala for the PC?"
-
- I love Imagine, and I am certainly no basher of Impulse, but as a PC user, I
- must say that this problem, is one of the reasons that will keep
- Professionals away from Imagine and using programs like 3D Studio, and
- Lightwave. Impulse definately should focus on creating an optimized Project
- editor with more animation control such as setting frame rate, and a host of
- other features to produce a quality animation. After all isn't that what the
- whole point is. When you think about it, with all the programs that are
- coming out for the PC and MAC, Imagine shoud focus 1st, on what Professional
- Animators look for in a program, not just Bells and Whistles, and Imagine has
- plenty of those. And If Impulse is planning on keeping a piece of the Pie
- they better learn how to steal away users from Programs like 3D Studio, and
- Lightwave, because people are going to change to whatever Program and
- Platform gets the job done, regardless of whether a program is feature rich.
- I am not saying this because I am angry or unhappy user, but it worries me
- that after spending a good deal of money on Impulse products, upgrades, etc.
- That they are more worried about Bells and Whistles than Meat and Bones, no
- pun intended, and I would hate to have to buy another program after investing
- so much time and money. This of course is all just my humble opinion so feel
- free to flame me.
- Imagine should be able to scan the entire pallete from all of the
- frames and then create an optimized 256 color pallete out of those frames to
- which you could lock your animation to. One thing I wonder is why can't we
- have a tiff format that has 1024 colors. That way we could have a lot more
- colors with out having to worry about creating a full 24-bit animation, which
- requires way to many resources.
- At any rate back to the question: DTA (Daves Targa Animator) now
- showing at a BBS or FTP site near you has many different features including
- scanning your animation to create a 256 color flic using an optimized
- pallete. But if you like you can use a method that I have used somewhat
- successfully, which is: Taking 4 or more frames from a 24bit animation at
- successive points in your animation, (preferably where colors change) and
- pasting them into one file using an image editing program. Then convert that
- file to a 256 color image with optimized dithering, and save it as your
- pallete. Remember you don't need to render the entire animation in 24 bit
- beforehand, only the frames that are at points of color change. This way you
- get all the colors needed into one file, and have an optimized pallete. Also
- remember that a pallete file must be 256 colors, not 24 bit.
-
- Good Luck, and always remember "Wherever You Go, There You Are"
-
- Stephen G.
-
- =====================================================
-
- Date: Tue, 28 Mar 1995 06:25:05
- Subject: Re: smoothing out an object
- From: gregory denby <gdenby@twain.helios.nd.edu>
-
- Steve McLaughlin writes:
- > Suppose I have an octagon, and I want to double or triple the points and
- > smooth it out to make it look like a circle...
-
- Of the top of my head (caution ;->), pick the outer edges and use Fracture.
- Then, assuming you started with a disk, if you go into Pick Points, Pick
- Range the requestor should have something like Range 1,17,1. Change this
- to 3,17,2. This should select the ne points. Otherwise, grab 'em manually.
- select Scale, and scale them up till it looks rounder. Repeat this another
- time, Fracturing, Selecting Point, and Scaling. Its a little clumsy
- but should work.
-
- Hope this helps
- Greg Denby
- gdenby@darwin.cc.nd.edu
-
- P.S. Just a little note. I've noticed that there is an occassionally
- unwanted interaction between Phong shading and specular highlights.
- There are some situations in which the edge of a poly will stop the
- Specular light. Say you have a specular spot moving across a surface,
- and it is sort of a blobby circle. As it passes over a curved area
- of small triangles, the circle contrats and breaks up into triangular
- shapes. This is probably inherent in the way Phong shading interpolates
- between poly edges, but can cause for a faceted look if your object
- has many small "cramped" triangles.
- =====================================================
-
- Date: Tue, 28 Mar 1995 15:51:31
- Subject: Brush map problem in 2.0
- From: amadaeus@ccwf.cc.utexas.edu
-
- I've got a flat plane object and a brush I want to map onto it. The local
- origin of the plane is aligned in such a way that its x and y axes are in the
- plane, and its z axis is perpendicular. For some reason, this alignment
- seems to throw off imagine's routine for automatically matching up the brush;
- i.e., the series of clicks: "brush 1" in attributes, "ok" in file requester
- for brush, and "ok" in brush attributes--doesn't produce the desired result.
- I suspect some editing of the brush axes will be required. Any suggestions?
-
- Chris
- amadaeus@ccwf.cc.utexas.edu
-
- =====================================================
-
- Date: Tue, 28 Mar 1995 17:38:12
- Subject: Still more brush map trouble
- From: amadaeus@ccwf.cc.utexas.edu
-
- Ok, I figured out the problem with the funny axes on my planes, but
- now I've got an even more bizarre problem.
- I'm creating a cycle object. I have 6 key frame objects, each consists
- of a set of axes and a plane on which a brush is mapped. In the detail
- editor, each one of the key frame objects, when quickrendered, shows the
- brush mapped correctly. But in the cycle editor, as well as the stage editor, any
- quickrendering produces a picture of a plane without any brush on it. This
- mystery goes for quickrendering in the cycle editor specifically on key frames
- as well. What is up here? Will the cycle editor just disregard brush maps
- or what?
-
- Chris
- amadaeus@ccwf.cc.utexas.edu
-
- =====================================================
-
- Date: Tue, 28 Mar 1995 21:01:40
- Subject: Re: Amiga 3.2 for Yoo-Hoo
- From: Mike McCool <mikemcoo@efn.org>
-
- No offense to Imagine, but I've found their DCTV support to be a bit lame
- from the start. I haven't upgraded to 3.2, so I can't say what's
- happening. But try rendering your frames as straight 24bit iff's,--which
- Imagine LOVES to do--and then using the dctv util, 'ifftodctv' to convert
- them to dctv pix. Compare these resulting converted 24bit pix to frames
- rendered BY imagine into DCTV, and see if you can't tell a marked
- superiority in the former over the latter.
-
- Though I'm no rexx wiz, I don't see why this couldn't be set up
- to work on the fly, waiting in the wings to convert the 24bits directly
- to dctv's as they're generated. Like Rend24--but again, much better
- resulting images. Rend24's only adequate as a conversion tool for DCTV.
- Ifftodctv's the greatest.
-
- I notice this string DID pertain to quickrender, which my above
- suggestion would seem to turn into not-quite-as-quickrender.
- =====================================================
-
- Date: Tue, 28 Mar 1995 23:29:16
- Subject: Re: Still more brush map trouble
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- Well, I'm not sure how your getting your objects to the cycle editor but,
- I would suggest using Cycle SetUp in the Detail editor before you set up
- your brushmaps. If you don't do this your brushmaps will all be
- change when loaded into the Cycle Ed or if you use Cycle Setup after you
- have mapped everything. The reason for this is that USUALLY your axis for
- the objects in your group will change to relate to their parent axis,
- which in return also changes your brushes axis too.
-
- You could try and use the Cycle Setup on the object you have and just
- reposition the maps back to were you want them.
-
- Hope this helps, though I'm sure its not what you wanted to hear.
-
- =RRW=
-
- > Ok, I figured out the problem with the funny axes on my planes, but
- > now I've got an even more bizarre problem.
- > I'm creating a cycle object. I have 6 key frame objects, each consists
- > of a set of axes and a plane on which a brush is mapped. In the detail
- > editor, each one of the key frame objects, when quickrendered, shows the
- > brush mapped correctly. But in the cycle editor, as well as the stage editor,
- any quickrendering produces a picture of a plane without any brush on it. This
- > mystery goes for quickrendering in the cycle editor specifically on key frames
- > as well. What is up here? Will the cycle editor just disregard brush maps
- > or what?
- >
- > Chris
- > amadaeus@ccwf.cc.utexas.edu
- >
- =====================================================
-
- Date: Wed, 29 Mar 1995 00:27:53
- Subject: SetED/FilED
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- I would just like to thank Mike Halvorson for listening to the suggestion
- I made to him for adding a command for connecting edges, He didn't have
- much to say about it when I told him I would like a tool for
- connecting wrist, Necks, etc, etc... But he abviously did like the idea
- too. And implemented it into Imagine in the form of Set to Edge Line and
- Fill to Edge Line.
-
- I noticed a post the other night, that mentioned it was tidious and would
- not work unless the edges had the same amount of points.. Well I'm sorry
- you didn't get it to work correctly for you. But I will tell you that
- this is not true at all. When I first saw this post I said Great Impulse
- added it, and read on and thought "darn but they didn't implement it 100%".
-
- Well, now I have my copy of 3.2 so I tried it myself and they did
- implement it properly, and it works GREAT! and its way to easy to use.
-
- I don't know what the person who posted the message of it not working
- with edges with different points did. But it must have been something
- wrong. Just the fact that he thought it was titious makes me suspisious
- that he was using it wrong.
-
- The manual was pretty straight forward. But heres a quick tutorial:
-
- Make a tube with 24 circle sections, now make one with 50 circle
- sections. Move one of them below the other and select them both with R/A_A
- and join them with R/A_J. Now go into Pick Edges Mode and Drag Box (F8),
- select the bottom edge of the top tube and click SetED gadget or whatever
- you have changed it to. Now click the mouse anywhere on screen to
- deselect the edges. Now Select the Top Edge of the bottom tube and click
- FilED or whatever you have. Wala! Faces, Faces, and more Faces.
-
- What a time saver these two commands are.
-
- Anyways Thanks Mike for listening, and not just this one time. I
- remember a letter I sent you once and never heard back from, but was happy
- when I saw some of the things I had asked for in 3.0. I won't mention
- them all, but will say this, I am glad to know that you guys really do
- listen if its something you feel will really help Imagine and is
- something you can implement.
-
- Anyways Thanks for listening, and tell the guys at Impulse Thanks too.
- It works better than I could have dreamed!
-
- =RRW=
-
- =====================================================
-
- Date: Wed, 29 Mar 1995 01:16:27
- Subject: Re: Amiga 3.2 for Yoo-Hoo
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- OK, you sound desperate, so I'll tell you whats wrong. 3.2 comes with
- QUFF set to only RGBN. What you need to do is set it to RGBN-12bit or
- ILBM-12bit and your problems will all go away! ILBM-12bit should do the
- trick for DCTV of course you'lle need to set QUIK to DCTV, and of
- course press the RGB button to CVBS to see the DCTV display on your 1084
- monitor if thats what you have.
-
- Let me know if this doesn't work or if you have any other problems with it.
-
- =RRW=
-
- On Tue, 28 Mar 1995, Ian Smith wrote:
-
- > On Tue, 28 Mar 1995, Steve J. Lombardi wrote:
- > > Although I'm pretty sure there is no way to DIRECTLY quickrender to dctv,
- > > HAM is no problem. Go to the Preferences editor. CHeck out the
- > > Quickrender preset option. Try setting it to
- > > HAM Quarterscreen.
- >
- > Nope. Ever since Imagine 2.0 I have been rendering directly to my DCTV
- > display by using "DCTV" as my save file option. Except in 2.9 which
- > broke DCTV support.
- >
- > DCTV does not work anymore, and HAM doesn't either. I already tried HAM
- > Quarterscreen, HAM full screen.. checked over the screen mode
- > definitions, installed the default config files that came with 3.2, 3.1
- > and even 3.0. Does anyone else have a problem with 3.2 and quickrenders?
- >
- > The files it saves are fine... I can use an external viewer and see a
- > perfect DCTV of HAM image.. but no matter what I do I can't get
- > quickrender to display it in anythign but a 16 color hires-lace screen.
- > It does the same for the "Show" button and "Show Pic" menu option on the
- > Project screen... all images show up in that screen mode and look pretty
- > terrible.
- >
- > --
- > IanSmith@moose.erie.net
- >
- =====================================================
-
- Date: Wed, 29 Mar 1995 14:11:12
- Subject: Re: Amiga 3.2 for Yoo-Hoo
- From: Ian Smith <iansmith@moose.erie.net>
-
- On Wed, 29 Mar 1995, Randy R. Wall wrote:
- > OK, you sound desperate, so I'll tell you whats wrong. 3.2 comes with
- > QUFF set to only RGBN. What you need to do is set it to RGBN-12bit or
- > ILBM-12bit and your problems will all go away! ILBM-12bit should do the
- > trick for DCTV of course you'lle need to set QUIK to DCTV, and of
- > course press the RGB button to CVBS to see the DCTV display on your 1084
- > monitor if thats what you have.
- >
- > Let me know if this doesn't work or if you have any other problems with it.
-
- Yes... I am pretty familiar with Imagine preferences and DCTV. Everything
- worked perfect for me before, and I do a LOT of quickrenders! Here is
- what I have...
-
- QUIK "HAM"
- QURM "Scanline"
- QUFF "ILBM-12bit"
- QPTH "Ram:"
-
- And then for the HAM rendering preset...
-
- Text Width Height xAspect yAspect Viewmodes
- HAM 320 200 6 7 HAM
-
- What happens in a quickrender is that it renders, writes to the file, and
- then displays the file... in 16 color hires! Ick! BUT! If I view the
- quickrender file from the shell, it shows up in HAM, or DCTV or whatever
- mode I specified. It makes me think that perhaps somethign is wrong not
- with quickrender, but Imagines picture viewing routines, since I have the
- same problem in the project scren too. It ignores all picture settings,
- including display size.
-
- --
- IanSmith@moose.erie.net
- =====================================================
-
- Date: Wed, 29 Mar 1995 18:52:36
- Subject: RE: PC Anim Players?
- From: fred aderhold <fredster@cyberport.net>
-
- Dave Wilson pondered unto all...
-
- > I'm just wondering what the best PC animation formats are
- >(FLC,FLI,AVI...) and what the best players are. I'm using an Amiga right
-
- Depends on what you want to do with the animation I should think. FLC and FLI
- are pretty much the standard (as far as my limited, hobbiest, experience
- goes) for Windows and DOS. (The only difference between them is FLI's can
- only be 320x200, FLC's can be any size, and use a differnt encoding method,
- so the file size tends to be smaller.) AVI's can get HUGE, but you can add
- sound. Also, you can make 24 bit AVI's, whereas FLC's and FLI's can only be 8
- bit.
-
- If you're planning to go to video tape, I'll be no help at all, 'cuz I don't
- know about that yet...
-
- Players - IMHO Autodesk's AAPLAYHI is the best DOS-based viewer because it
- can handle any resolution your video card can, will load the anim into ram if
- you have it, and it's free. There are lots of other DOS viewers out there,
- take your pick!
-
- >machines can animate in a descent form before I do. I'm running a 486
- >DX2/66 with 16megs ram at work with dos6.22 and windows 3.11. I've done
-
- Me too, at home.
-
- >an animation with Imagine 2.0, 640x400 in 24bit which flickers as it
- >plays. I don't want that and can't have that. How can I fix this? The
- >animation is a little over 9megs in size and loading it into memory
- >doesn't help much. Any and all help would be great, thanks.
-
- Well, I think you're suffering from "screen tear". That's when your video
- card can't keep up with what it's being asked to display (I think), and I get
- that too sometimes. Still in the beginning stages of all this animation stuff
- - so I don't know how to fix that. More VRAM?
-
- You know, sometimes if I play around with the playback speed that can go
- away. An animation rendered for 30fps played back at say, 24fps, would cause
- it to flicker a bit...
-
- RD7
- GD bdDSgdb...
- P
-
- -------------------------------------
- Fred Aderhold
- E-mail: fredster@cyberport.net (fred aderhold)
- Time: 21:44:55
-
- Relax, it's all 1's and 0's...
- -------------------------------------
-
- =====================================================
-
- Date: Wed, 29 Mar 1995 19:36:50
- Subject: Re: PC Anim Players?
- From: Shane Davison <daviso@cs.uregina.ca>
-
- Dave,
-
- > I'm just wondering what the best PC animation formats are
- > (FLC,FLI,AVI...) and what the best players are. I'm using an Amiga right
- > now but with the companies demise I'm thinking of moving to a new
- > platform. But since I do alot of animating I need to see that the
- > machines can animate in a descent form before I do. I'm running a 486
- > DX2/66 with 16megs ram at work with dos6.22 and windows 3.11. I've done
- > an animation with Imagine 2.0, 640x400 in 24bit which flickers as it
- > plays. I don't want that and can't have that. How can I fix this? The
- > animation is a little over 9megs in size and loading it into memory
- > doesn't help much. Any and all help would be great, thanks.
-
- FLC is pretty much the standard for DOS animations. Look for DTAxxxx.zip
- and DFVxxxx.zip on ftp.povray.org in /pub/povray/utils to help with
- compiling and viewing FLC's. In Windows, AVI is *the* format to use.
- You can get Video For Windows free by contacting Microsoft or you
- could try Video For DOS, a shareware program found on some ftp sites.
- Other than that, you could look at some commercial programs like
- Premiere or Razor.
-
- I believe the flickers you're getting are related to your graphics card.
- I have an ATI card and I get the same flicker. I'm still not sure
- because ATI is supposedly still working on the problem but my hunch
- is that the video card can't handle fast movement of large portions
- of color (such as in animations). If anyone knows better, please
- say so.
-
- Regards,
- --
- Shane Davison (tsml)
- daviso@cs.uregina.ca
-
- =====================================================
-
- Date: Wed, 29 Mar 1995 20:06:30
- Subject: Re: PC Anim Players?
- From: Falko@aol.com
-
- > I'm just wondering what the best PC animation formats are
- >(FLC,FLI,AVI...) and what the best players are.
-
- Hiya Dave,
-
- In my opinion, there is only one tool for full screen, fast animation
- creation and playback. Dave's Tools, better known as DTA ( Dave's Targa
- Animator), DFV (Dave's Flic Viewer), DSV or BuildSV ( Dave's (Build) Self
- Viewing animations). There is also Dmorph for creating morph anims or other
- special effects.
-
- DTA version 2.2b is a tool that takes a series of TGA images and
- compiles them to a FLI/FLC/FLH/FLT (depending on color depth of the final
- animation) which can then be viewed with DFV version 1.1.2 or made into a
- self executing animation with BuildSV version 1.0.6. These are available from
- ftp.povray.com in /pub/povray/incoming (newest files) or
- /pub/povray/utilities or some such. By the way, you need robust VESA support
- to use most resolutions/color depths above 320x200x8bit. For this you need
- UNIVESA 5.0 which is also available in this location ( I think)
-
- Falko
- =====================================================
-
- Date: Wed, 29 Mar 1995 22:51:31
- Subject: RE_saving_changes
- From: Robert Thompson <Robert.Thompson@LNO.WMC.wmc.telememo.au> (Tel )
-
- If the camera changes position when you exit
- the stage editor you will need to update the bars for
- the action editor, (mentioned in a previous post) but
- the shortcut can be used from the stage editor is to
- press the 7 8 and 9 keys. That will update the size,
- position and ?rotation bars in the action editor.
- The other problem, the project editor showing a
- different view to the quickrender, sounds as though you
- havn't selected Display Camera view in the stage editor.
- The other problem with using quickrenders is that the
- aspect ratio is fixed, and if your final render is not
- the same aspect ratio as your quickrender you may find
- that Imagine has cropped your picture differently to
- what you may have expected.
-
- Good luck,
- Bob.
- =====================================================
-
- Date: Wed, 29 Mar 1995 22:53:03
- Subject: Imagine 3.2 Upgrade
- From: Ted Stethem <tstethem@linknet.kitsap.lib.wa.us>
-
- For all their eccentricity, Implus does get a feature now and then that is
- absolutely killer. The Set Edge Line, Fill Edge Line has to be one of the
- most useful modeling features I have seen. The Detail Editor is probably
- the strongest part of Imagine and one of the most powerful modelers
- around. Now, if only they would get that Slice working a little better.
- If the Smooth Line feature ever becomes a Smooth Object feature, that
- will really be a feat. 3D Studio has it but in the form of an expensive
- plug-in.
- Quick Attributes are OK but nothing really exciting, does save a little
- time.
- The Slider bar on the States and Stage preview animation viewer is a
- nice little addition. Now if they would just make it an option whether
- all the objects are reloaded into RAM for every frame or just loaded once
- in the beginning.
- 40 bug fixes? Several that I never knew were there and several that I
- do know are there and never seem to get fixed e.g. sperical brushmap "seam".
- Whatever happened to Scanline Shadows? Motion blur? True Inverse
- Kinematics? Are these features going to be restricted to Lightwave users
- only, Forever, Man?
-
- "We are listening...some of the time, anyway"
-
- =====================================================
-
- Date: Thu, 30 Mar 1995 01:30:38
- Subject: Space Hulk 3DO
- From: Andy Jones <andy@activa.demon.co.uk>
-
- Strange title, but it is related to Real..
-
- FTP to ftp.ea.com and have a look in pub/gifs/space_hulk_3do
-
- There you will find screen shots of the game I've been working on for
- the past year. Unfortunately the quality isn't too hot, they're
- screen shots from the actual game but everything you see was rendered
- in Real (apart from the scanner and icons, etc)
-
- Of course you could always dash out and buy a 3DO and the game when
- it's released :)
-
- Andy
-
- "It's hard waking up when your whole world is black..."
-
- =====================================================
-
- Date: Thu, 30 Mar 1995 14:33:19
- Subject: Re: SetED/FilED
- From: Ian Smith <iansmith@moose.erie.net>
-
- On Thu, 30 Mar 1995, Randy R. Wall wrote:
- > [...Snip]
- > Oh and as far as the P goes I think you could probably do it in about two
- > tries, which isn't to shabby. Even Wavefronts Model doesn't have this
- > capability. But Explorer "3Design" does. But then its a splines modeller
- > anyways so it to be expected.
- > [Snip...]
-
- Yes, two works as long as you set up the P shape correctly. I booted up
- an OLD copy of Sculpt 3D and played around with it, and IT can autoface
- complex objects like a P and even a spiral with ease. So it can be done.
- I agree that the Set/Fill Edge function is terrific.
-
- BTW, I made a long, curving line of points with the add edges command,
- then fractured it a few times to get lots of points. Then I used the
- spline edge command to smooth it out, using values from 3 to 10 on it and
- making a new state for each. It looks really wild when animated. Even
- better is to have two lines, joined together to form a sheet. Use 3 to
- whatever on one line, and 4 to whatever on the other. Neat.
-
- --
- IanSmith@moose.erie.net
- =====================================================
-
- Date: Thu, 30 Mar 1995 14:49:24
- Subject: RE: Star Field Generator
- From: Ian Smith <iansmith@moose.erie.net>
-
- On Wed, 29 Mar 1995, Bush Doktor wrote:
- > On Wed, 29 Mar 1995, Ian Smith wrote:
- > > Actually, it is 32768 faces, edges or points. I ran into this problem
- > > when I wrote my stars object generator. Wasted many hours trying to find
- > ^^ ^^^^^ ^^^^^^ ^^^^^^^^^
- >
- > AND THIS PROGRAM IS A KILLER!!!!!!
-
- Thanks! :-) I have had a new version of this utility sitting around on
- my HD since Jan, I just uploaded it to Aminet as IIUtilities13.lha in
- the gfx/3d directory. It might not show up for a day or so, so chedk for
- it in the new directory. You won't be able to see it, but get will work.
- Those that got versions through e-mail might already have this version.
-
- --
- IanSmith@moose.erie.net
- =====================================================
-
- Date: Thu, 30 Mar 1995 23:14:06
- Subject: RE: Star Field Generator
- From: Bush Doktor <sppcarso@ultrix.uor.edu>
-
- On Thu, 30 Mar 1995, Ian Smith wrote:
-
- > On Wed, 29 Mar 1995, Bush Doktor wrote:
- > >
- > > AND THIS PROGRAM IS A KILLER!!!!!!
- >
- > Thanks! :-) I have had a new version of this utility sitting around on
- > my HD since Jan, I just uploaded it to Aminet as IIUtilities13.lha in
- > the gfx/3d directory. It might not show up for a day or so, so chedk for
- > it in the new directory. You won't be able to see it, but get will work.
- > Those that got versions through e-mail might already have this version.
-
-
- This is the version I've been using, I was one of the early emailed
- people. And I'm glad I asked for it early. :-) A worthwhile download
- for any Imagine users! One thing I'm not sure Ian mentioned is to use
- TRACE mode... saves ALOT of memory that way, or seemed that way to me.
-
- BUSH DOKTOR sppcarso@ultrix.uor.edu
-
- =====================================================
-
- Date: Fri, 31 Mar 1995 11:16:53
- Subject: Re: 3-D Contest: 1st place = $2000
- From: mbc@po.cwru.edu (Michael Comet)
-
- I am not affiliated with this contest, so please don't send me mail about it.
- I am merely posting this as it was sent to me rather than the list.
- Thanks!
-
- Mike Comet
-
- >Mike:
- >
- >You are not alone in your apprehension about the contest. I hope I can answer
- >your questions for you. If I do not answer all of your questions, I will be
- >posting a faq about the contest, our intentions, and our other pertinent
- >information. However, it may take a day or two to put together...the only
- >place we have promoted the contest was on the imagine mailing list. I figured
- >that was the best place to find out what was wrong and what was right about
- the
- >contest. After we work out the quirks, I will promote it more broadly...
- >
- >>>Too bulky for now. It is easier to keep track of diskettes or uploaded
- >>>entries.
- >
- >> I understand...it's just with my PAR and animations already on it
- >>it's a lot easier to send a SVHS tape than to take the anim, resize it all
- >>to 640x480 and place a bunch of huge TGA files on disk.
- >
- >Yep, we have also entered those types of contests. It's a pain in the
- >neck...unless you win. We may ammend the rules according to the responses we
- >get from the imagine mailing list. For example, there is no reason we
- >shouldn't allow people to submit entries on DAT tape and we will definitely
- >offer an FTP site for uploading...we just needed to test the waters first.
- >
- >>>Why? We are not asking you to sign away the rights...we just want
- >persmission
- >>>to publish it in either video, digital, or print format if the opportunity
- >>>arises. If we use it we will give credit to the artists. Besides, there is
- >>>not one contest (that I am aware of) which will allow you to enter without
- >>>giving rights of publication. If you know of one, I would be interested to
- >>>know about it. Any suggestions you have would be appreciated.
- >>
- >> Can you tell me what this contest
- >>was created for, why the company is sponsoring it, about the company.
- >>etc...etc...
- >
- >We got the idea of sponsoring a contest from a contest we entered...and
- yes, we
- >also had to sign over permission to publish it. And yes they will be putting
- >our animation on a CD-ROM. (We got 3rd place.) Our intention is to do the
- same
- >thing...probably. We have never sponsored a contest before, and we do not
- know
- >what to expect. The prize money was pretty much arbitrarily chosen. We
- looked
- >at the going rate for prizes in other contests of the same caliber. We found
- >that the going rate for 1st place was $1000. We figured that wasn't enough
- >money for incentive to enter, so we doubled it, added cash awards for 5th thru
- >2nd places and there you have it. The contest could be total flop or a
- >complete success...we don't know yet. We decided to try our idea out on the
- >imagine mailing list first since we are an avid user of Imagine and have
- >subscribed and read the list for a long time...which brings me to what World
- >Fusion Software actually does...
- >
- >We are a small company, currently 10 permanent people and about 5 part-time
- >freelancers. We were founded in 1987. I personally joined the company in
- >1992. Our company does a few different things. One thing we do is legal
- >graphics and animations, like accident reconstruction. We also provide
- >programming services to companies who want to integrate graphics into their
- >products. Lastly, we provide object-oriented analysis, design and programming
- >services. What we really like to do is work on 3-D graphics and animations
- all
- >the time, but unfortunately, animation work does not bring in as much money as
- >our OO consulting.
- >
- >> I probably won't submit if it has to be on floppy...perhaps the ftp
- >>method. Even so, 15 fps sounds kind of cheezy.
- >
- >Cheezy? Well, we don't need broadcast quality. This is strictly animations
- >from a computer for a computer. You can submit an animation with 30 fps if
- you
- >want. It makes judging easier if everything is the same. I have a friend who
- >would love to whip something out on the SGI machine he uses at his work,
- put it
- >on 70mm film and then submit it. We need some semblance of fairness.
- >
- >Well, that's all folks...Any other questions? Please ask...I will tell all.
- >
- >Thanks,
- >Serafina
- >spechan@worldfusion.com
- >
- +------------------------------------------------------------------------+
- | Mike Comet - mbc@po.cwru.edu - Case Western Reserve University |
- | Graphics & Anims! http://www.cwru.edu/0/cwrunet/homes/comet/index.html |
- +------------------------------------------------------------------------+
-
- =====================================================
-
- Date: Fri, 31 Mar 1995 23:55:19
- Subject: Re: SetED/FilED
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- Ya, I played around with Smooth Edges too. It looks like it will be
- pretty handy for some things. But seamed a bit unpredictable depending on
- the values used. I think it could use a bit more control added to it. I
- found after using it I still had to do some touch-up of points to get a
- smooth edge without a dip at both ends of whatever I smoothed. At least
- when used on a square edge. But it still beats having to do it all point
- by point. And I'm sure I will use it quite a bit.
-
- =RRW=
-
- > Yes, two works as long as you set up the P shape correctly. I booted up
- > an OLD copy of Sculpt 3D and played around with it, and IT can autoface
- > complex objects like a P and even a spiral with ease. So it can be done.
- > I agree that the Set/Fill Edge function is terrific.
- >
- > BTW, I made a long, curving line of points with the add edges command,
- > then fractured it a few times to get lots of points. Then I used the
- > spline edge command to smooth it out, using values from 3 to 10 on it and
- > making a new state for each. It looks really wild when animated. Even
- > better is to have two lines, joined together to form a sheet. Use 3 to
- > whatever on one line, and 4 to whatever on the other. Neat.
- >
- > --
- > IanSmith@moose.erie.net
- >
-
-