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1996-05-05
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Article: 18001
Path: news2.cais.com!news.cais.net!newsfeed.internetmci.com!mr.net!news.mr.net!news.Spacestar.COM!Larry.Spacestar.Net!pgprod
From: pgprod@news.spacestar.com (Paul Goor)
Newsgroups: comp.graphics.apps.lightwave
Subject: FS LightWave
Date: 26 Apr 1996 14:22:04 GMT
Organization: Spacestar Communications, Minneapolis, MN, USA
Lines: 21
Message-ID: <4lqm6c$hds@CurlyJoe.spacestar.net>
NNTP-Posting-Host: larry.spacestar.net
X-Newsreader: TIN [version 1.2 PL2]
FS: Newteck LightWave
Newtek will transfer S/N to you.
$600.00
I also have a DPS Vector Scope/waveform monitor $400.00
DPS Personal Video Recorder $1,600.00 or best offer.
Paul
pgprod@spacestar.com
612.574-9973
-------------------------------------------------------------
To save bandwith please respond by e-mail.
This is personal sale but I do not beleive in a free lunch.
Anyone suggest how I can give something back to the net?
Paul Goor pgprod@spacestar.com Friendly Fridley, Minnesota
--------- "Life may be short, but it's very wide" ---------------
Article: 18002
Path: news2.cais.com!news.cais.net!newsfeed.internetmci.com!nntp.cntfl.com!polaris.net!news
From: Marco Sederquist <marco@polaris.net>
Newsgroups: comp.graphics.apps.lightwave
Subject: How do U do rope?
Date: Thu, 25 Apr 1996 14:10:15 -0700
Organization: Go InterActive
Lines: 5
Message-ID: <317FEA37.11D5@polaris.net>
NNTP-Posting-Host: p2dyn10.polaris.net
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Hello all, I'm tring to do realistic rope. What's the best way to do
this? None of the ways I've tried look good enough. Thianks in advance
Marco
marco@polaris.net
www.polaris.net/~marco/
Article: 18003
Path: news2.cais.com!news.cais.net!news.ac.net!imci4!newsfeed.internetmci.com!guitar.sound.net!news
From: Brad@newtek.com (Brad Peebler)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: LW 5.0 NOT ready to ship
Date: Thu, 25 Apr 1996 14:56:21 GMT
Organization: NewTek
Lines: 23
Message-ID: <4lqnln$7i6@guitar.sound.net>
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tictac@djo.com (Matt McClanahan) wrote:
>pana@earth.execpc.com (Blake Porter) wrote:
>>A NAB baiting Tactic?
>>Just spoke w/ NewTek, it seems there was a problem w/ documentation
>>printing or whatever. LW 5.0 IS NOT SHIPPING ...it's NewTek what did you
>>expect?
>>Look for 5.0 in '97
>What about those of us that don't care if it comes with
>doccumentation? :)
That is partially correct. We did have a delay with the User guide.
Some LW 5.0 shipped the week of NAB with only a Reference guide. Those
packages will automatically be updated with final User guides.
The User Guides are arriving on Tuesday and we will ship in bulk at
that point. Sorry for the confusion.
BP
NewTek
Article: 18004
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From: tankt@calweb.com (tank)
Newsgroups: comp.graphics.apps.lightwave
Subject: DXF importation...
Date: Fri, 26 Apr 1996 14:13:57 GMT
Organization: CalWeb Internet Services, Inc.
Lines: 6
Message-ID: <4lppgb$oej@news.calweb.com>
NNTP-Posting-Host: sac1-27.calweb.com
NNTP-Posting-User: account=tankt
X-Newsreader: Moe's Newsreader
What is the dxf-importation of choice? I've got LW 4.0c a and modeler
4.0d, or whatever it works up to, the latest patches available from
Newtek, and I cannot get DXF files into Modeler or Layout... how does
everyone else do it?
Article: 18005
Path: news2.cais.com!news.cais.net!news1.erols.com!washington.Capitol.Net!winternet.com!mr.net!news.mr.net!power-house.ties.k12.mn.us!s111-250.osseo.k12.mn.us!user
From: osterhus@inxpress.net (Chris)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: NewTek Ed/Gov Price List
Followup-To: comp.graphics.apps.lightwave
Date: Fri, 26 Apr 1996 09:55:43 -0600
Organization: Osseo Area Schools
Lines: 16
Distribution: world
Message-ID: <osterhus-260496095543@s111-250.osseo.k12.mn.us>
References: <19960425.79704B0.BC70@bbs.newtek.com>
NNTP-Posting-Host: 204.169.250.111
In article <19960425.79704B0.BC70@bbs.newtek.com>, chuck@bbs.newtek.com
(Chuck Baker) wrote:
> NewTek Educational and Government Prices:
>
> LW500xx-up LightWave 3D 5.0, Upgrade $ 295.00
> xx=platform (available for Intel, DEC Alpha, MIPS)
Hi Chuck. I was wondering what it takes to qualify for the Educational
price for the LW5.0 upgrade. I work full time for a school district's
media/TV department and own LW which I use here to make graphics for our
Web pages and video productions. The problem is that the district can't
afford LW so I bought it myself. Can I get the educational price if I
provide proof of my employment for the district or is it only open to P.O.s
that come right from the district office?
Article: 18006
Path: news2.cais.com!news.cais.net!newsfeed.internetmci.com!swrinde!sgigate.sgi.com!gazette.engr.sgi.com!news
From: John Zulauf <jzulauf@aw.sgi.com>
Newsgroups: alt.architecture.int-design,alt.fractal-design.painter,rec.games.design,alt.graphics.pixutils,comp.graphics.algorithms,comp.graphics.animation,comp.graphics.api.misc,comp.graphics.api.opengl,comp.graphics.api.pexlib,comp.graphics.apps.alias,co
Subject: Re: look for US map in latitude and longitude format
Date: Fri, 26 Apr 1996 08:31:25 -0700
Organization: Silicon Graphics Inc., Mountain View, CA
Lines: 8
Message-ID: <3180EC4D.41C6@aw.sgi.com>
References: <evidar-1603961255010001@msn_2_1.binc.net> <Pine.SUN.3.91.960324051500.541G-100000@Ra.MsState.Edu> <315961B0.41C6@origin.ea.com> <317FEA69.2F1@corona.att.com>
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Viewpoint at 1800 DATASET has several globes -- one with borders, though
I don't know it it's state or national.
--
John Zulauf jzulauf@aw.sgi.com Alias|Wavefront, Santa Barbara
Always remember to pillage BEFORE you burn.
Article: 18007
Path: news2.cais.com!news.cais.net!newsfeed.internetmci.com!news.sprintlink.net!ns1.win.net!bugs
From: DENNY LEE ARMSTRONG <dstrong@dstrong.win.net>
Newsgroups: comp.graphics.apps.lightwave
Subject: having problems with dongle
Date: 26 Apr 1996 15:38:45 GMT
Organization: Win.Net Communications, Inc.
Lines: 5
Message-ID: <4lqqm5$jbn@ns1.win.net>
NNTP-Posting-Host: dial-40.win.net
i am a registered user of lightwave and have been having problems
with dongle. does anyone know where i can get dongle patch for
layout? i have one that works for modeler.
thankyou
ps how can i subscribe to this newsgroup?
Article: 18008
Path: news2.cais.com!news.cais.net!newsfeed.internetmci.com!swrinde!sgigate.sgi.com!news.tamu.edu!news.utdallas.edu!news.starnet.net!news.dra.com!news.id.net!news.cic.net!news.gatecom.com!gatecoms!cgolchert
From: cgolchert@gatecoms.gatecom.com (Chris Golchert)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Volumetric lighting
Date: 26 Apr 1996 04:44:04 GMT
Organization: Gateway Communications Inc.
Lines: 8
Message-ID: <4lpkak$es4@www.gatecom.com>
References: <317B63BF.4973@osu.edu> <4lo9p7$bm4@news.accessone.com> <31801765.3EC7@osu.edu>
NNTP-Posting-Host: gatecoms.gatecom.com
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Jeff Jasper (jasper.7@osu.edu) wrote:
: No wonder, the cross picture is very abstract and impressionistic. It is rendered
: and edited to look like pointalism. I suggest you check out some of the other
: pictures like cherub.jpg which are actually meant to look "realistic".
I hope that looks better than the witch and the "volcano" thing...
Article: 18009
Path: news2.cais.com!news.cais.net!newsfeed.internetmci.com!in2.uu.net!shore!news
From: mikeb@avptax.com (Mike Brunton)
Newsgroups: comp.graphics.animation,comp.graphics.apps.lightwave,comp.graphics.apps.photoshop,comp.graphics.packages.3dstudio,comp.os.ms-windows.apps.utilities,comp.os.ms-windows.apps.utilities.win3x,comp.os.ms-windows.apps.utilities.win95,alt.2600,alt.bi
Subject: Re: WIN95 better than OS/2 PLEASE!!!!
Date: 26 Apr 1996 15:51:43 GMT
Organization: Taxware International
Lines: 27
Message-ID: <4lqref$nfr@shore.shore.net>
References: <315df4e7.30083078@nntp.loop.com> <31601c49.6539557@news.compuserve.com> <316192B5.69BB@europeonline.com> <3161a179.438764@news.earthlink.net> <316739ae.18791819@129.10.1.13> <DpLK1D.AvM@blaze.trentu.ca> <316DD018.F4B@usaor.net> <4kvi9r$fmc@ma
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In article <317F361D.8D73225@nowhere.com>, mrkite@nowhere.com says...
>
>You obviously have never used linux. It offers REAL multitasking, REAL
>multiuser, and REAL internet services. Crash protection? If something
>does crash (rare), you can just kill the process. If X doesn't work
>with your video card, you don't have to reboot, type Ctl-Alt-Backspace
>and it will quit back to shell. If dosemu crashes, hit ctl-alt-pagedown
>and you're right back in linux, everything except for dosemu up and
>running happily.
>
>-mrk
I have used Linux. People are quick to point out why it is better than
Windows in multitasking, but here is the one fact that nobody can deny
Linux is difficult to use. VERY difficult compared to Windows. So, people
don't use it, so apps aren't made for it. There are those dedicated people
who still stand by it, but as Windows NT Server/Workstation reaches
maturity, and as the NT/95 platforms come closer together, Unix will die a
slow death on the desktop. It will only hold the market for MAJOR computing
tasks where you need to run multiple processes on a server.
Have you ever tried to set up a computer running Windows NT 4.0 Server? I all
but gave up on using a BSDI computer to allow people to call into work and
establish PPP links. Then I got NT server 4 and it was running in about an
hour or so.
Article: 18010
Path: news2.cais.com!news.cais.net!news.ac.net!imci4!newsfeed.internetmci.com!guitar.sound.net!news
From: Jason@newtek.com (Jason Linhart)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: List of new features for LW5?
Date: Fri, 26 Apr 1996 15:50:02 GMT
Organization: NewTek
Lines: 26
Message-ID: <4lqr7b$9ou@guitar.sound.net>
References: <4lkero$j81@news.mel.aone.net.au> <317F0C65.6496@interlog.com>
NNTP-Posting-Host: miami.newtek.com
X-Newsreader: Forte Free Agent v0.55
Hammed Malik <hmalik@interlog.com> wrote:
>Kevin Gleeson wrote:
>> I've seen several postings mentioning the new features of LW5, but I was
>> wondering whether anyone could post up a complete rundown of the new stuff.
>>
>> I presume Newtek have such a list. I've checked their Web site and their FTP
>> site and I couldn't see any list. (Hint to Newtek - stick it on the press
>> release directory of your ftp site.)
>You've gotta wonder why Newtek even bothers with that web page. They hardly
>ever post new material on it. If they do, its hard to find.
>hammed
The NewTek web site is currently under a complete re-build. I would
expect there to be new LW information available by the end next week.
The brand new site should make it's appearance shortly after that.
Thanks for your patience.
Jason Linhart
Article: 18011
Path: news2.cais.com!news.cais.net!newsfeed.internetmci.com!in2.uu.net!li.net!usenet
From: "Michael R. Rose" <mrose@li.net>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Now the Open GL board question
Date: Fri, 26 Apr 1996 12:07:18 -0400
Organization: LI Net (Long Island Network)
Lines: 18
Message-ID: <3180F4B6.5261@li.net>
References: <mad.6kad@torment.tmisnet.com> <4ll8a1$4hk@news.nstn.ca> <317FB5CD.8DD@cyberoptics.com>
NNTP-Posting-Host: linuser26.li.net
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Nate Hayes wrote:
>
> > yep. you should have got the millenuim
>
> NOT!!!
>
> Millenium 3D is for games.
>
> Try a GLyder board from Symmetric instead.
>
> ;)
>
> Nate
Okay, but can you use the GLyder for games? ;)
Michael R. Rose
Article: 18012
Path: news2.cais.com!news.cais.net!newsfeed.internetmci.com!howland.reston.ans.net!torn!nott!cunews!wabakimi!vtourang
From: vtourang@chat.carleton.ca (Vince Tourangeau)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Motion Blur in LW
Date: 26 Apr 1996 16:15:56 GMT
Organization: Carleton University, Ottawa, Canada
Lines: 57
Message-ID: <4lqsrs$f5p@bertrand.ccs.carleton.ca>
References: <317EC04C.41C6@pixar.com> <4lpko4$saq@newsbf02.news.aol.com>
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Leuey (leuey@aol.com) wrote:
> Unfortunatley motion blur takes forever, it seems like there has to be a
> method (maybe a plugin) for speeding up this process. Perhaps taking the
> rendered image, streaking it and fading it and then compositing multiple
> copies back into the original frame - maybe this woud be faster? who
> knows...
> later
> Greg
There are several approaches to motion blur like this one. If you want the
technical info, you can read "Modeling Motion Blur in Computer Generated
Images" by Potmesil et. al. in the 1983 Siggraph proceedings. A lot of
calculus in that article, though, and I haven't the faintest as to how
long it takes to process, but it might be quite involved -- although
certainly it takes less time than 16 passes of a scene... Also, the results
aren't as accurate as they might be with multiple samples, since an object
that should move from occluding another, to being occluded might just
streak and not be occluded by anything. This in part can be remedied by
taking multiple passes of the scene. It might then take longer than the
current method in LW, but it'd look better, since there's actual streaking
of the object.
Note that since this article was published some 13 years ago and
the algorithm isn't used in any current packages -- supersampling is still
the most popular technique -- ther's probably something wrong with it
(either it's way slow, way limited, or way patented).
ElectricImage uses something called "vector blur"; I imagine this
technique is similar to the one mentioned above -- not because it uses the
same, or even a similar, algo. -- but in that it streaks pixels instead of
supersampling the scene. They claim it takes just under twice as long to
motion blur most frames as it would to just render them normally; this is
MUCH faster than any supersampling trick I've seen.
There's also a neat trick in the article "View Interpolation for
Image Synthesis". Here, the authors suggest morphing between frames, using
camera/object motion information so that the morphed frames closely
approximates actual object motion, and then average these frames together
to get a blurred image. A weighted average would allow for an
approximation of the behavious of a camera shutter.
Then ther's the stochastic sampling used by RenderMan, which isn't
the fastest technique in the world, but creates the best blurring in the
field. Unfortunately, the algorithms are kinda patented, although I think
some companies use them regardless.
Anyways, the point of all this is to say, there are better ways to
motion blur than the way LightWave does it. Hopefully NewTek will
implement a new method for blur in the future, but I guess we'll have to
wait and see.
Vince
----------------------------------------------------------------------
Vince Tourangeau
vtourang@chat.carleton.ca
.sig file under construction
Article: 18013
Path: news2.cais.com!news.cais.net!newsfeed.internetmci.com!in2.uu.net!nntp.news.primenet.com!news.primenet.com!steph
From: Steph Greenberg <steph@primenet.com>
Newsgroups: comp.graphics.animation,comp.graphics.apps.lightwave,comp.graphics.packages.3dstudio
Subject: Re: MAX or Lightwave? How about some MAX here folks.
Date: 26 Apr 1996 09:58:01 -0700
Organization: Primenet (602)395-1010
Lines: 51
Sender: root@primenet.com
Message-ID: <4lqvap$97e@nnrp1.news.primenet.com>
X-Posted-By: steph@usr1.primenet.com
Xref: news2.cais.com comp.graphics.animation:34904 comp.graphics.apps.lightwave:18013 comp.graphics.packages.3dstudio:15600
Gordon D.B. Cameron <gordon@RND.Softimage.COM> wrote:
: This old `chestnut' continually raises it's head - just because
: techniques such as Motion Capture, and tools such as Biped (and
: similar plug ins for SoftImage, Alias etc) *exist*, does not mean that
: they should and will be used exclusively to animate characters, with
: no human intervention !
One of the questions I've asked is what you can do to the character after
Biped gets through with it. Evidently, you can edit the resulting
animation with traditional means like channel editors. I'm told you can
still use IK with it, though to what extent I don't know.
: substitutes !. Those places that work with these tools, but do not
: treat the end results as the `be all and end all', and go onto tweak
: their data, add character, exaggeration etc, are the places that are
: going to continue to produce the best animation.
: (I know that Steph doesn't agree with all I say here, but I think
: there is a place for all the new technology in the artist's palette of
: tools - notice, the artist is still the key person)
While I'm dead set against Satan's Rotoscope, a generalized tool like
Biped could produce some interesting results in the hands of a true
animator.
The general problem with tools like Biped and IK as it has been
manifested on the PC is lack of depth-in-design and editing tools.
I regard the controls for animation on the PC like the treble, midrange
and bass controls on some stereo systems, when what your room needs is a
graphic equalizer, and maybe even a parametric equalizer.
Problem is, you can't just get a box and a couple of RCA cables to plug
into LW and Max to enhance the IK or oddball programs like Biped.
The development of plug-in architectures is encouraging. The situation
now is that you can get plug-ins for each program, but they won't work in
any other program. Imagine the world of home audio and video if every
manufacturer had their own cables, signal formats, connectors, tape
formats etc. That's where the plug-in architecture is now.
--
-------------------------------------------------------------------------------
Steph Greenberg, 3DMD CGI Character Orthopedic Surgeon,
steph@primenet.com Chiropracter, and Podiatrist.
Copyright 1996. All Rights Reserved. Permission granted for non-commercial
electronic republication only, such as Usenet and Email, and
non-commercial educational purposes such as charge free WWW pages.
Express permission is required for any other use. When in doubt, ask.
-------------------------------------------------------------------------------
Article: 18014
Path: news2.cais.com!news.cais.net!newsfeed.internetmci.com!portal.gmu.edu!news
From: house@direct.ca (HOUSE)
Newsgroups: comp.emulators.cbm,comp.emulators.mac.executor,comp.emulators.misc,comp.fonts,comp.graphics.algorithms,comp.graphics.animation,comp.graphics.api.inventor,comp.graphics.api.misc,comp.graphics.api.opengl,comp.graphics.apps.lightwave,comp.graphic
Subject: FREE ESSAYS!!! EVIL HOUSE OF CHEAT!!
Date: 26 Apr 1996 17:26:35 GMT
Organization: Direct.ca
Lines: 11
Message-ID: <4lr10b$85@portal.gmu.edu>
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I AM NOT AFFLIATED WITH THIS SITE!!!!!!
CHECK OUT THE EVIL HOUSE OF CHEAT!!!!!!
http://www.hvision.nl/~lovkraft
LOTS OF FREE ESSAYS IN ALL TOPICS AND LANGUAGES! CHECK IT OUT!
Article: 18015
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From: iagrafx@iagrafx.com (Dave 'Shock' Chin )
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: LightWave 5.0 at NAB
Date: Fri, 26 Apr 1996 17:43:57 GMT
Organization: Imagine Amation
Lines: 22
Message-ID: <3181082f.5111835@news.alt.net>
References: <4kv7o1$kdj@newsbf02.news.aol.com> <31752a57.3177632@news.alt.net> <4lo0ih$5i8@dfw-ixnews8.ix.netcom.com>
X-Newsreader: Forte Agent .99e/32.225
achan@ix.netcom.com(Alan Chan ) rendered in ascii:
>>It says on the box that it now has Metaball modeling. I couldn't get
>anyone
>>at the booth to demonstrate it. I kinda got the feeling, while talking
>to
>>the NT experts, that many of the plugins are for new animators.
>
>I've used Metaballs, and I'm kinda old myself.. :)
Yeah, I've used metaballs for awhile, too. I was referring to the fact that
the demo reps didn't know much about any of the new features except Open GL
and MetaNURBS.
I got several different stories about the Map Motion plugin. I know it
isn't shipping in the 5.0 box, but will we get it when it is available?
..or is it a third party-get it from the vendor plugin????
Shock
Imagine Amation
iagrafx@iagrafx.com
Article: 18016
Path: news2.cais.com!news.cais.net!news1.erols.com!newsfeed.internetmci.com!in2.uu.net!news.sprintlink.net!imp.ch!span.ch!rain.fr!imaginet.fr!usenet
From: fbm@alpes-net.fr (fbm)
Newsgroups: comp.graphics.apps.lightwave
Subject: LW scenes amiga format to pc format???
Date: 26 Apr 1996 17:44:33 GMT
Organization: Organization
Lines: 11
Message-ID: <4lr221$no0@avalon.imaginet.fr>
NNTP-Posting-Host: alpnet73.alpes-net.fr
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hello all!!
i'm looking for a plugin to converte the path of Amiga LW scenesformat to PC
version......is it a way????
I'm using the both standard and i have a lote of amiga scene to work on my
PC...
Anyone can help me????
fbm
Article: 18017
Path: news2.cais.com!news.cais.net!van-bc!news.mindlink.net!uniserve!news.sol.net!daily-planet.execpc.com!usenet
From: jeffsj@execpc.com (Jeffery S. Jones)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Whoa! LW 5.0?!
Date: 26 Apr 96 12:43:01 +0000
Organization: Exec-PC BBS - Milwaukee, WI
Lines: 35
Message-ID: <1301.6690T763T56@execpc.com>
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On 24-Apr-96 10:31:03, Prem Subrahmanyam <prem@dev.uol.com> wrote:
>Stranahan wrote:
>>
>> This is because NewTek raised the price, of course - the fact is,
>> $495 is a lot for an upgrade.
>>
>It certainly is (yet I'm saving up the money to get the upgrade
>anyway). 3ds has never had an upgrade that was more than $200-$300,
>while it was under DOS, and that's for a $2500+ program!!
True, however, previous LW upggrades were only $150 or so! I suppose
NewTek is making up for its earlier losses with its cheap upgrade
program :)
They did leave the Amiga upgrade at $295, but if I want to upgrade
both Amiga and NT versions, that's $800. If I upgrade only
one, that leavesa big compatibility/function gap. Honestly, I think it
is worth the money, as 5.0 is a very big upgrade.
I could be wrong, but I thought that the 3DS to MAX upgrade was about
$500 as well?
In any case, while I am sure that everyone would like free upgrades,
or as cheap as possible, I don't think that will stop software companies
from charging for making improvements that are worth paying for.
--
*-__________________________ | *Starfire* | _________________________-*
Jeff Jones email:jeffsj@execpc.com *//* Amiga Lives! |Born
*TFG* *Starfire* Design Studio *\\//* 1985-1994, |again 1995!
--
Article: 18018
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From: croman@erols.com
Newsgroups: comp.graphics.apps.lightwave
Subject: FS:Video/Audio/Digit
Date: 26 Apr 1996 10:00:02 GMT
Organization: Zio Productions, Inc.
Lines: 32
Message-ID: <4lq6r2$6r9@news10.erols.com>
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Due to a recent equipment upgrade, we have the following video/audio/ equipment for
sale. All equipment is in perfect operating conditions. Prices are firm. Please reply
directly to my E-Mail if interested or call Zio Productions, Inc. at 703-549-7370
Sony Color Video Camera DXC-1820: One 2/3 Inch SMF Trinicon Tube. Built-in filters.
300 lines center. Built in microphone. Ext. Mic jack. 10X zoom lens. 7 Ft. cable. Hard
plastic carrying case. Shoulder pad. Manual. Barely used. $350.00 + Shipping
JVC Portable VHS deck with TU-26 tuner: Model BR-6200U. Leather case. One
NP450 Battery. Remote $350.00 + Shipping
JVC Battery Charger/power unit AAP-26U: For VCR above. $50.00 + Shipping
Sony RM 500 Remote control unit: Never used. $150.00 + Shipping
Sony Portable 3/4" VCR VO-6800: Perfect condition. With portabrace. $900.00 +
Shipping
Stereo Sound Mixer. Radio Shack SSM-50: Used once (bought while on location
when other mixer started to act up) $50.00 + Shipping
Progressive Peripherals Frame Grabber Real Time Video Image Digitizer:
(NTSC) Excellent condition. This is the kind that doesn't require the color wheel. I did
some beautiful time lapse animations with it. $200.00 + Shipping
Includes: Frame Grabber real-time color digitizer.
Operators Manual
Frame Grabber 3.5" floppy program disk
Power supply
RGB Cable
Article: 18019
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From: mikeling@nyc.pipeline.com (MICHAEL C. LING)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Motion Blur in LW
Date: 26 Apr 1996 13:44:14 -0400
Organization: Pipeline
Lines: 14
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On Apr 26, 1996 16:15:56 in article <Re: Motion Blur in LW>,
'vtourang@chat.carleton.ca (Vince Tourangeau)' wrote:
> Anyways, the point of all this is to say, there are better ways to
>motion blur than the way LightWave does it. Hopefully NewTek will
>implement a new method for blur in the future, but I guess we'll have to
>wait and see.
There's always the possibility that someone will make a plug-in. There is
already a plug-in that does the depth of field effect much faster than the
internal renderer. Maybe the same principle may apply to motion blur.
--
M C L -
Article: 18020
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From: dsh@skoardy.demon.co.uk (Darren Hebden)
Newsgroups: rec.games.programmer,comp.graphics.animation,rec.games.design,comp.graphics.apps.lightwave
Subject: Re: Artist Needed for Game
Date: Fri, 26 Apr 1996 19:27:28 GMT
Lines: 17
Message-ID: <31811fc2.4799456@news>
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On 26 Apr 1996 08:39:32 -0400, smkmirrors@aol.com (SmkMirrors) wrote:
>>Load of bullshit. Most often, the programmers are the ones that do most
>>of the work. Whoever thinks that the graphics are the hardest part knows
>>little about neither games nor graphics.
>
>Depends on the game. In these days of lame, windows mutli-media, mouse
>based drool and click games, the graphics person may well be doing much
>more than half of the work --since those games are 90% flash anyway.
>
>In that case, I guess they should get half of the share or mote.
True... The words 'Myst', '11th Hour' seem to come to mind.
Visit the Brain Soup Homepage for all you www background needs!
*NEW* Brain Soup Collection II is now ready for download! *NEW*
----- http://www.Dynamic-Web.com/Software/bsoup/index.htm -----
Article: 18021
Newsgroups: comp.graphics.apps.lightwave
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From: Ken Geary <ken_geary@ademco.com>
Subject: DPS PAR for PC 4Sale
Content-Type: text/plain; charset=us-ascii
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Date: Fri, 26 Apr 1996 19:30:51 GMT
Lines: 2
Thinking about selling my PC PAR(with decimation chip), TBC IV and 1.7GB Micropolis
drive (not piecemeal) Looking for $2,000. make offers.
Article: 18022
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From: stranahan@aol.com (Stranahan)
Newsgroups: comp.graphics.apps.lightwave
Subject: Reminder : LightWave on Sliders TONIGHT
Date: 26 Apr 1996 16:05:56 -0400
Organization: America Online, Inc. (1-800-827-6364)
Lines: 14
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Reply-To: stranahan@aol.com (Stranahan)
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Tonight's episode should feature the LW created dinosaurs, created by Ken
Staranahan and Don Waller - and showcasing LW 5.0 features like
Metamation, better IK, multiple surfaces, etc....
_____________________________________________
Lee Stranahan
"I shot a half hour, 35mm movie with professional quality visual effects
for around $5000 - and I can show you how to do it, too."
Access DeniedURL - http://users.aol.com/stranahan/access.htm
Lee's Home Page URL - http://users.aol.com/stranahan/main.htm
Article: 18023
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From: Ryan McDonald <rlm8342@batman.tamucc.edu>
Newsgroups: comp.graphics.apps.lightwave
Subject: Killer Amiga LW system FS
Date: Fri, 26 Apr 1996 15:14:50 -0500
Organization: Texas A&M University-Corpus Christi
Lines: 37
Message-ID: <31812EBA.794B@batman.tamucc.edu>
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Ok here it goes. I have a killer LightWave system for sale.
Amiga 4000 with 40mhz 68040 WarpEngine w/ SCSI-II
(Thats 3 times faster than stock 4000)
14 mb of Ram
Personal Animation Recorder Card
Allows you to output broadcast quality
animations in real-time
Picasso II (2mb version) 24-bit display
120 mb IDE drive
LOADED with software. Titles like
LightWave 4.0 with:
Wave Maker
Power Macros
Sparks
Dynamic Motion Module
AdPro
ImageFX
Dpaint IV
Registered ShapeShifter (FAST Macintosh Emulation) PLAY DOOM!
AmiTCP with X-Window
Directory Opus
AudioMaster IV
And lots of PD software
$3200 takes this system. In just the hardware alone, I've put $6454 in
this baby. Price is somewhat negotiable. It is in perfect working
condition. I've been using it to produce 3D-animation for a television
station in Texas for two years now. Its fast and reliable. Please
E-Mail me for more info about the system. Thanks.
rlm8342@batman.tamucc.edu
I also have an Opalvision Card for sale ($150) and
a C1960 Multiscan monitor for sale ($250)
Article: 18024
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From: stranahan@aol.com (Stranahan)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Motion Blur in LW
Date: 26 Apr 1996 16:09:32 -0400
Organization: America Online, Inc. (1-800-827-6364)
Lines: 19
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NNTP-Posting-Host: newsbf02.mail.aol.com
--------------------------
So the S:AAB people (whenever I see that acronym I think
of cars) obviously opted to put up with the strobed blur in order to cut
down render times.
-------------------------
Yeah, exactly - sometimes we'd render a few frames at higher settings, but
on the schedule (at least for the pilot, which is what I mainly worked on)
we couldn't afford the higher price in render times....
_____________________________________________
Lee Stranahan
"I shot a half hour, 35mm movie with professional quality visual effects
for around $5000 - and I can show you how to do it, too."
Access DeniedURL - http://users.aol.com/stranahan/access.htm
Lee's Home Page URL - http://users.aol.com/stranahan/main.htm
Article: 18025
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From: cgolchert@gatecoms.gatecom.com (Chris Golchert)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Creating a turning page.
Date: 26 Apr 1996 13:42:21 GMT
Organization: Gateway Communications Inc.
Lines: 8
Message-ID: <4lqjrt$lka@www.gatecom.com>
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Blake Porter (pana@earth.execpc.com) wrote:
: I need to create an animated book, complete w/ turning pages.
use bones...anything else would prob. look funny....
unless you made a lot of morph targets.
Article: 18026
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From: cgolchert@gatecoms.gatecom.com (Chris Golchert)
Newsgroups: comp.graphics.apps.lightwave
Subject: reply copies
Date: 26 Apr 1996 13:49:19 GMT
Organization: Gateway Communications Inc.
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Is everyone else running across posts that have multiple copies of itself
as replies...I just flipped through 3...that had 6 replies of the original.
That's worse than the butthead that quotes the entire NAB announcement
twice in his/her post.
Article: 18027
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From: imagine@h130.aone.net.au (Kevin Gleeson)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Now the Open GL board question
Date: Thu, 25 Apr 96 23:39:21 GMT
Organization: Imagine It
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In article <4llno4$g94@nntp.pinc.com>, priceless@pinc.com (Morgan Price) wrote:
>
>>>Yes, I would also like to know about this. When I got my machine back in
>>>january, they said that I should just go ahead and get the standard Stealth
>>>board because it was sure to work withiut any bugs and that who knows when
>>>LW
>>>was going to get openGl. Now I wish I would of went with my first thought o
>>>f
>>>getting the Millenium board :( I thought that this "Millenium" was supposed
>>> to
>>>have OpenGL, is this true? And did I make a mistake in getting the Stealth
>>>board?............thanx.........md
>>yep. you should have got the millenuim
>
>I had some people post me powerview times a couple of months back and,
>although the millenium is a quicker 2D card than the stealth, there
>was NO OpenGL acceleration. The only difference was the speed of the
>processor. The real screamer was an intergraph machine.
>
>Has this changed? Could somebody do a test for me?
>
>Simply take a cube (stock primative) and metaform it till you get
>~24576 polygons. But on the last metaform (or two) you will need to
>add some jitter so you can see the re-draw in powerview. Then run
>powerview and time how long it takes for 10 screen refreshes. Then
>re-time with smoothing on. Finally, and this is the important part,
>fill this out and send it to me.
>
>CPU ( + MHz):
>RAM:
>Graphics Card:
>OpenGl Acceleration?:
>Operating system:
>Screen Resolution:
>Unsmoothed Time:
>Smoothed Time:
>Number of polygons:
>
>I added the number of polygons, because some machines are too fast for
>my little test. Up your polygon counts till you can see individual
>redraws.
>
>I will repost some times if anyone is interested.
>
Hi folks
I posted some times before for Morgan and have followed the Millenium problem
through with Matrox. As far as I can tell, the Millenium does not accelerate
OpenGL. The reply from Matrox (see below) was that the I was not
using the correct resolution for 3D acceleration or that Powerview was not a
true implementation of OpenGL.
I disagree with both these assumptions as I tried several resolutions and
colour depths and the Intergraph machine that Morgan mentions most certainly
did accelerate Powerview.
I haven't followed any further as I don't find the Beta version of Powerview
all that useful, but when LW5 arrives, I want my OpenGL!
Here's the response from Matrox:
IS MY OPENGL APPLICATION ACCELERATED OR NOT ??????
==================================================
Most of the time people complain about non-accelerated OpenGL rendering
while it's a normal situation due to the actual state of their environment
(application, resolution/video memory/pixel depth, registry setting,
Microsoft OpenGL).
Here is a description of what things affect the OpenGL acceleration with
Millennium.
1) The Windows NT registry contains flags that indicate if a Z buffer and a
BACK buffer (for double buffering) are to be allocated in the Millennium
frame buffer memory. By default these flags are all set to TRUE,
indicating that both a Z and a BACK buffer are to be allocated.
NOTE that depending on the Millennium amount of memory, the
resolution and
pixel depth, it may not be possible for the display driver to follow the
indications of the registry flags (not enough memory). In such cases the
registry flags are ignored and the Z and BACK buffers are NOT allocated,
which may results in NO 3D ACCELERATION.
Based on the Z and BACK buffer allocation, 3D-DDI will have some
resources to perform 3D acceleration. These resources are described to
OpenGL when an OpenGL application starts.
!!! We observed that OpenGL won't use 3D-DDI primitive acceleration if
3D-DDI doesn't have both Z and BACK buffers allocated, EVEN if the
OpenGL
application selects a visual that doesn't require these resources. For
example an OpenGL application selecting a simple SINGLE buffer visual
(without any Z or BACK buffer) and rendering to the FRONT buffer, would
not be accelerated because OpenGL would decide to do it in software if
3D-DDI doesn't have both Z and BACK buffers allocated. This means that
an OpenGL user that want to access higher resolution, setting the
registry switches to 0, would lose the 3D-DDI acceleration because of
OpenGL. !!!
2) An OpenGL application starts by selecting what is called a Pixel
Format
or Visual. The Visual describes the color model (TrueColor or
PseudoColor), the color format (bit per color ...), the Z format (bit
per
z), Single/Double buffer and many other things. According to the Visual
description OpenGL will allocated the required resources (front/back
buffer, Z buffer).
When allocating the resources, OpenGL may take a NO 3D ACCELERATION path
for many reasons that share a common reality: one or more resources are
not available from the 3D-DDI driver. For example the application may
ask
for a PseudoColor Visual which can't be accelerated because the
Millennium/3D-DDI doesn't support the PseudoColor model. Other examples
could involve Z buffer (the application may be asking for a 32 bit Z
buffer as we only support 16 bit), BACK buffer (Millennium/3D-DDI may
not
have access to a BACK buffer), etc.
Based on the Visual selected by the OpenGL application, OpenGL may have
to emulate all or most of the rendering in software which will result in
a NON ACCELERATION situation. Because OpenGL in the presence of 3D-DDI
tends to use a read/write mechanism through 3D-DDI, instead of following
its Generic software path, the performance will decrease when 3D-DDI is
on the system !!!
3) OpenGL has a large set of rendering attributes as Fog, Blending,
Dithering, Texture Mapping, Anti-Aliasing, etc ... 3D-DDI is not
required
to support all these attributes as it is a DDI and not an API. Microsoft
mentioned in the 3D-DDI specification that only hardware accelerated
attributes must be implemented in a 3D-DDI driver.
If an OpenGL application selects a rendering attribute not supported by
the 3D-DDI driver, then OpenGL emulates the rendering in software doing
read/write accesses through 3D-DDI to access the front, back and
Z buffers.
In some circumstances like TEXTURE MAPPING, OpenGL always emulate The
rendering in software even if the 3D-DDI driver accelerates this kind
of rendering !!!
Based on the rendering attributes used by an OpenGL application, OpenGL
may have to or "DECIDE" to emulate the rendering in software which
result
in a NON ACCELERATED situation and even in a decelerated situation.
- Matrox
BTW - I ran my tests under both 95 and NT.
Has anyone else tried to test OpenGL on the Millenium and, if so, have they
achieved success? Is their a test programme for OpenGL? Is Powerview a full
OpenGL implementation?
Cheers
- - - - - - - - - - - - - - -
Kevin Gleeson
Imagine It
3D animation and graphics
Hobart
Tasmania
Australia
The Librarian Rules! - OOOK!
- - - - - - - - - - - - - - -
Article: 18028
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From: lara@vvm.com (Paul Lara)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: LW 5.0 NOT ready to ship
Date: Fri, 26 Apr 1996 20:25:42 GMT
Organization: VDO Productions
Lines: 25
Message-ID: <4lr8hf$ovu@newshost.vvm.com>
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Brad@newtek.com (Brad Peebler) wrote:
>We did have a delay with the User guide.
>Some LW 5.0 shipped the week of NAB with only a Reference guide. Those
>packages will automatically be updated with final User guides.
>The User Guides are arriving on Tuesday and we will ship in bulk at
>that point. Sorry for the confusion.
>BP
>NewTek
This is kind of embarrassing to even ask, but what about us poor
schmucks that are still waiting for the 4.0 LW manuals?
Is this an Industry first?
NewTek ships out a completely new version before the manuals shipped
for the _previous_ version?
I've been told I still have 2 or 3 weeks before I can expect to see my
4.0 manual !!?@!
Paul
Article: 18029
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From: Ryan McDonald <rlm8342@batman.tamucc.edu>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Lightwave Crack
Date: Fri, 26 Apr 1996 15:41:48 -0500
Organization: Texas A&M University-Corpus Christi
Lines: 4
Message-ID: <3181350C.59E2@batman.tamucc.edu>
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> please repost. I downloaded the crack file and modeler worked fine but
> the layout file was corupted. An additional download saw the same
The crack works on 4.0a only. You probably have 4.0c.
Article: 18030
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From: leimberger@marbls.enet.dec.com ()
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: LightWave 5.0 at NAB
Date: 25 Apr 1996 20:33:18 GMT
Organization: Digital Equipment Corporation
Lines: 31
Distribution: world
Message-ID: <4lonie$vmu@nntpd.lkg.dec.com>
References: <3176716d.86924799@news.alt.net> <4l613l$a6s@newsbf02.news.aol.com> <4l7gep$109@lori.albany.net> <3178630F.489@montreal.com> <fusionDq7wAF.1B3@netcom.com> <317c7ad1.107445458@news.alt.net>
Reply-To: leimberger@marbls.enet.dec.com ()
NNTP-Posting-Host: marbls.enet.dec.com
|>On Sun, 21 Apr 1996 14:59:03 GMT, fusion@netcom.com (Fusion Films)
|>wrote:
|>>I spoke to Mark Thompson about volumetric lighting in MAX and his
|>>response was that it was basically useless (i.e. very poor looking).
|>
|>Excuse me, but that is bullsh*t.
|>
|>>You'll have better luck creating it by hand in LW than you will using the
|>>built in version in MAX.
|>
|>How are you going to do that in LW? Probably the same way you could do
|>it in 3DSR4, using many cones to simulate the shadows. That will take
|>much longer than MAX.
|>
|>
Someone(I forget who) did a simple tutorial on simulating volumetric in
LWPro. It was based on light shining thru leaves of a tree. I know that
it involved a bitmap to use as a kind of cookie cutter and it looked
pretty good. I haven't seen any of this stuff MAX has done yet so I
can't comment. As far as Marks comment goes he has always been striaght
forward in regards to 3D regardless of the program. It may well be that
it does not meet his standards, or fullfill his needs so to him it may
well be useless. I hold his opinion in to high a regard to lable any
comment he makes as bullsh*t. If he says it he really feels it. He is
long past taking potshots at a 3D application based on the products name
or developers. Remember Mark was not posting to the list when he said
this.
-bill
Article: 18031
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From: Ryan McDonald <rlm8342@batman.tamucc.edu>
Newsgroups: comp.graphics.apps.lightwave
Subject: Differences from 4.0a to 4.0c
Date: Fri, 26 Apr 1996 15:44:30 -0500
Organization: Texas A&M University-Corpus Christi
Lines: 4
Message-ID: <318135AE.1CFB@batman.tamucc.edu>
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BTW, can anyone say what the differences between 4.0a and 4.0c are. I
have a pretty good deal on buying 4.0a but the "a" part scares me.
rlm8342@batman.tamucc.edu
Article: 18032
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From: mad@torment.tmisnet.com (Mark Dunakin)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Computer graphics Job Offer
Message-ID: <mad.6s2l@torment.tmisnet.com>
Date: 26 Apr 96 12:59:26 PST
Organization: Tierra-Miga BBS
Lines: 15
On Thu 25-Apr-1996 9:47p, VirtualBri wrote:
V> This sounds like one of those "Earn Millions at Home" scams, where you
V> usually find out you have to lick 100 Million envelopes to earn a grand.
V> I'd stay away from any job where you have to pay money to be a independant
V> contractor.
V> --Brian
V> ====== http://members.aol.com/virtualbri/ ======
V> == Home of the rather large and mostly complete ==
V> ===== LightWave 3D Internet Resource Lists =====
-------------------
I had checked into this around the end of last year, and it's a rip-off.
My dad checked into it too, and was told by the Better Buisiness Beurou too
stay away from them..............md
Article: 18033
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From: mad@torment.tmisnet.com (Mark Dunakin)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Error Message: Alpha LW
Message-ID: <mad.6s4c@torment.tmisnet.com>
Date: 26 Apr 96 13:10:28 PST
Organization: Tierra-Miga BBS
Lines: 21
On Tue 23-Apr-1996 10:13a, A Lugones wrote:
AL> I keep getting an application error message reading, "LIGHTWAV.exe
AL> Exception: access violation (0xc0000005) Address: 0x00485f18." I get this
AL> message almost whenever I use shadow maps. When I turn shadow maps off,
AL> it renders and saves to the hard drive fine. Also, it only happens when I
AL> save to the hard drive. The shadow maps render without a hitch when the
AL> save function is disable. What in hell is going on? Memory?
AL> Alex Lugones
AL> Vantage Point Animations
----------------
I am currently having ALL of those exact same problems. And it SUCKS! Because
I have been having them ever since I bought my machine which is a Raptor 3
with a 275 mhz Dec Alpha chip and a 128 megs of RAM. I have had my macine
since the beginning of Febuary. I have been told that it could be the RAM but
no one really seems to know for sure. My machine has been down for almost 2
weeks now and I am still waiting for something to be done. With me the error
messages happen all the time and weather I'm in Modeler or Layout, it dosen't
matter. And it of course always happens when you can least afford it to.
And also when that error message comes up it, of course, crashes the program
out and sometimes the system...........md
Article: 18034
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From: Henri Smulders <bwidget@atlanta.com>
Newsgroups: rec.games.programmer,comp.graphics.animation,rec.games.design,comp.graphics.apps.lightwave
Subject: Re: Artist Needed for Game
Date: Fri, 26 Apr 1996 17:12:51 -0400
Organization: IMT
Lines: 20
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Takamoto Miura wrote:
> > We are willing to give up to 20% of all profit generated by the game plus cash
> Just curious again... anyone else here thinks that graphics artists should
> get more than 50% of share since most of the time it is more work than programming?
> (This all depends on what kind of game you're talking about, but I think this is
> the case from my experience...)
> How much share do graphics artists actually get in general? Anyone knows?
> -Takamoto Miura
In general a graphics artist straight out of school will make money in the mid-twenties. That is a
guaranteed paycheck; not contract work. As such I think the offer is extremely generous. I am programmer and an
animator and I would never give a graphic artist that generous of an offer: 20% + CASH. NUTS in my opinion. Or
maybe they are very nice people, or maybe the game really sucks and they expect little profit. One note though:
Always try to get a small percentage of gross instead of a high percentage of profit: They can always up their
costs on their own salaries and thus screw you out of your "profit"part.
AS a programmer I must say this: If you think that animating in 3D is hard then consider that I've been
animating for 11 years (turbosilver; the reason I bought an Amiga) as a way to RELAX! Believe me looking for bugs
in 100k+ lines of code is a lot more exhausting than screwing around with channel parameters.
Hajo
Article: 18035
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From: leimberger@marbls.enet.dec.com ()
Newsgroups: comp.graphics.animation,comp.graphics.apps.lightwave,comp.graphics.packages.3dstudio
Subject: Re: MAX or Lightwave? How about some MAX here folks.
Date: 25 Apr 1996 21:39:28 GMT
Organization: Digital Equipment Corporation
Lines: 92
Distribution: world
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In article <31768b4d.59958045@news.alt.net>, tkrego@norden1.com (Tim Krego) writes:
|>Path: nntpd.lkg.dec.com!depot.mro.dec.com!pa.dec.com!decwrl!hookup!news.mathworks.com!uunet!in2.uu.net!intac!news.localnet.com!news.sprintlink.net!new-news.sprintlink.net!ratty.wolfe.net!news.aa.net!news.alt.net!newspost1.alt.net!usenet
|>From: tkrego@norden1.com (Tim Krego)
|>Newsgroups: comp.graphics.animation,comp.graphics.apps.lightwave,comp.graphics.packages.3dstudio
|>Subject: Re: MAX or Lightwave? How about some MAX here folks.
|>Date: Thu, 18 Apr 1996 18:36:28 GMT
|>Organization: pro.image
|>Lines: 12
|>Message-ID: <31768b4d.59958045@news.alt.net>
|>References: <N.041296.220910.11@earthlink.net.earthlink.net> <N.041496.111015.23@earthlink.net.earthlink.net> <4l39er$im3@diane.inforamp.net> <wturber.998.00188CD6@primenet.com> <4l5gmq$sc9@diane.inforamp.net>
|>X-Newsreader: Forte Agent .99d/32.182
|>Xref: nntpd.lkg.dec.com comp.graphics.animation:33848 comp.graphics.apps.lightwave:16899 comp.graphics.packages.3dstudio:14810
|>
|>On 18 Apr 1996 09:39:38 -0400, vgoel@diane.inforamp.net (Vaibhav Goel)
|>wrote:
|>>Many times when someone criticizes Lightwave for whatever valid concern
|>>they might have, the ending argument is "oh well its being used by all these
|>>cool TV shows, so your arguement is flawed".
|>
|>>When someone validly points out some things that Lightwave is missing,
|>>why is it so wrong?
|>
|>Lightwave is a religion. It's all those Amiga owners who had to fight
|>from the very beginning. When you bought your Amiga it came with a
|>chip to put on your shoulder.
|>
In article <31768b4d.59958045@news.alt.net>, tkrego@norden1.com (Tim Krego) writes:
|>Path: nntpd.lkg.dec.com!depot.mro.dec.com!pa.dec.com!decwrl!hookup!news.mathworks.com!uunet!in2.uu.net!intac!news.localnet.com!news.sprintlink.net!new-news.sprintlink.net!ratty.wolfe.net!news.aa.net!news.alt.net!newspost1.alt.net!usenet
|>From: tkrego@norden1.com (Tim Krego)
|>Newsgroups: comp.graphics.animation,comp.graphics.apps.lightwave,comp.graphics.packages.3dstudio
|>Subject: Re: MAX or Lightwave? How about some MAX here folks.
|>Date: Thu, 18 Apr 1996 18:36:28 GMT
|>Organization: pro.image
|>Lines: 12
|>Message-ID: <31768b4d.59958045@news.alt.net>
|>References: <N.041296.220910.11@earthlink.net.earthlink.net> <N.041496.111015.23@earthlink.net.earthlink.net> <4l39er$im3@diane.inforamp.net> <wturber.998.00188CD6@primenet.com> <4l5gmq$sc9@diane.inforamp.net>
|>X-Newsreader: Forte Agent .99d/32.182
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|>
|>On 18 Apr 1996 09:39:38 -0400, vgoel@diane.inforamp.net (Vaibhav Goel)
|>wrote:
|>>Many times when someone criticizes Lightwave for whatever valid concern
|>>they might have, the ending argument is "oh well its being used by all these
|>>cool TV shows, so your arguement is flawed".
|>
|>>When someone validly points out some things that Lightwave is missing,
|>>why is it so wrong?
|>
|>Lightwave is a religion. It's all those Amiga owners who had to fight
|>from the very beginning. When you bought your Amiga it came with a
|>chip to put on your shoulder.
|>
In article <31768b4d.59958045@news.alt.net>, tkrego@norden1.com (Tim Krego) writes:
|>Path: nntpd.lkg.dec.com!depot.mro.dec.com!pa.dec.com!decwrl!hookup!news.mathworks.com!uunet!in2.uu.net!intac!news.localnet.com!news.sprintlink.net!new-news.sprintlink.net!ratty.wolfe.net!news.aa.net!news.alt.net!newspost1.alt.net!usenet
|>From: tkrego@norden1.com (Tim Krego)
|>Newsgroups: comp.graphics.animation,comp.graphics.apps.lightwave,comp.graphics.packages.3dstudio
|>Subject: Re: MAX or Lightwave? How about some MAX here folks.
|>Date: Thu, 18 Apr 1996 18:36:28 GMT
|>Organization: pro.image
|>Lines: 12
|>Message-ID: <31768b4d.59958045@news.alt.net>
|>References: <N.041296.220910.11@earthlink.net.earthlink.net> <N.041496.111015.23@earthlink.net.earthlink.net> <4l39er$im3@diane.inforamp.net> <wturber.998.00188CD6@primenet.com> <4l5gmq$sc9@diane.inforamp.net>
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|>
|>On 18 Apr 1996 09:39:38 -0400, vgoel@diane.inforamp.net (Vaibhav Goel)
|>wrote:
|>>Many times when someone criticizes Lightwave for whatever valid concern
|>>they might have, the ending argument is "oh well its being used by all these
|>>cool TV shows, so your arguement is flawed".
|>
|>>When someone validly points out some things that Lightwave is missing,
|>>why is it so wrong?
|>
|>Lightwave is a religion. It's all those Amiga owners who had to fight
|>from the very beginning. When you bought your Amiga it came with a
|>chip to put on your shoulder.
|>
Actually, if one was to read the LW mailing list , they would see the above
statement is really off the mark.(outright dumb). There is a lot
of stuff being discussed BY LW users in regards to what they feel it's
shortcomings are. Most critism I see on this list it put forth is an
inflammatory manner( the above is a good example) . I have an Amiga and
I like it, I'd by an pentium or Alpha if I could afford them and I'd use
them. I don't see a lot of comparison to MAx , except on this list. It is
more in the vien of Alias, softImage, and some Mac users are Talking EI.
As for replying that LW is used on TV ect, I don't see anybody that is using
it on the programs discussed saying that. I agree it is wearing thin.
BTW have you seen the HyperNauts with the flying Mantas ;-)
-bill
Article: 18036
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From: Nate Hayes <nhayes@cyberoptics.com>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: adobe premiere (+perception) under NT?
Date: Fri, 26 Apr 1996 09:57:29 -0500
Organization: CyberOptics Corp.
Lines: 29
Message-ID: <3180E459.46DC@cyberoptics.com>
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Michael Justin Austin wrote:
>
> On Apr 25, 1996 08:54:07 in article <adobe premiere (+perception) under
> NT?>, 'gregorzoll@aol.com (GregorZoll)' wrote:
>
>
> >hi
> >does anyone know if premiere runs under NT (for perception)?
> >does premiere supply digital sound in-/output with a perception?
> >thank you for takin the time to read (and answer?
>
>
> I was using it with my perception. You have to convert the
> perception pvd file into an avi then import it into premiere
> then convert it back to play the final cut on the perception
> it was quite a pain and i found premiere to be awfully slow: ver. 4.0a
>
> I dumped it and went to speed razor mach 3 which writes perception files
> directly, it is buggy but faster and easier than premier.<- it is also to
> pricey.
I've been using a beta of Premiere 4.2 for several months, and now
that it's been released I can recommend it as another alternative.
Premiere 4.2 is 100% native 32-bit app now and speed improvements are
quite substantial. It doesn't have tons of new features, but the 32-bit
port is very robust and the program is much more industrial quality. It
runs great both on Win95 and WinNT. Also, it's still cheap.
Nate
Article: 18037
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From: Nate Hayes <nhayes@cyberoptics.com>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: PVR and Premeire 4.2 ??
Date: Fri, 26 Apr 1996 10:07:41 -0500
Organization: CyberOptics Corp.
Lines: 12
Message-ID: <3180E6BD.1AFE@cyberoptics.com>
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Steve Axtell wrote:
>
> Also I got the announcement of Premeire 4.2 a true 32 bit upgrade for
> NT and Win95. Does this directly support PVR yet like Speed Razor Pro
> yet?
>
> Ax
Nope. Ya still need to convert .pvd to .avi.... but 4.2 is much more
robust in general now that its native 32-bit (much faster, too).
Nate hayes
Article: 18038
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From: Nate Hayes <nhayes@cyberoptics.com>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: PVR and FX
Date: Fri, 26 Apr 1996 10:10:32 -0500
Organization: CyberOptics Corp.
Lines: 14
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Steve Axtell wrote:
>
> The new FX add on for the PVR will really speed up the render times
> they say. Has anyone seen it in action at NAB? How was it.
I saw it. It only does a predifined number of effects such as dissolves,
wipes, etc. It looked ok. If you have a PVR and rendering times are a
big deal, it seemed like a good investment. However, if ya don't own a
card yet, I'd recommend the Plum from Interactive Images. Rendering is
currently at 15x now, and a new driver technology they've got in
development should bring them down to about 4x by fall.
Nate hayes
Article: 18039
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From: mad@torment.tmisnet.com (Mark Dunakin)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: LW 4.0 c (Newbie's Question]
Message-ID: <mad.6s6c@torment.tmisnet.com>
Date: 26 Apr 96 13:28:04 PST
Organization: Tierra-Miga BBS
Lines: 29
On Fri 26-Apr-1996 6:14a, Karl Sjostedt wrote:
KS> >>I have some question on Lightwave 4.0c (which I recently purchased).
KS> >
KS> >>1) What is the problem when certain letters with holes in them like "o"
KS> "e"
KS> >>"b" etc. (which has holes in them) gets filled up? I used the modeller
KS> to
KS> >>create the True Type font text. Then I extrude it towards the Z axis.
KS> Saved
KS> >>the file and then brought it into Lightwave to play around with it. I
KS> added
KS> >>in a surface, then rendered it, and all the holes in the letter gets
KS> filled
KS> >>up. I don't understand what I could have done wrong. I played around
KS> with
KS> >>aligning the normals, but still no hole. What am I doing wrong?
KS> >
KS> This is a problem with the way some fonts are made (only True Type?). It
KS> has
KS> something to do with the way the fonts were put together (the order or
KS> direction of splines?). I cannot remember the details of why, but I'm
KS> pretty
KS> sure it always has to do with true type fonts...
KS> -karl
-------------------
It deffinitly has to do with True Type fonts. Even the manual says to use Post
Script fonts. I had those exact same problems and they are no longer a problem
since I now use PS fonts.........But supposedly, LW 5.0 will have this
fixed........md
Article: 18040
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From: mad@torment.tmisnet.com (Mark Dunakin)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Message-ID: <mad.6s6j@torment.tmisnet.com>
Date: 26 Apr 96 13:43:11 PST
Organization: Tierra-Miga BBS
Lines: 28
This guy obviously has NEVER used multiple cameras, or he wouldn't have said
this.........
-----------------
On Mon 22-Apr-1996 11:15p, jeric wrote:
j> > Prem Subrahmanyam <prem@dev.uol.com> writes:
j> > > >Unlimited Cameras One Camera
j> > > You can t use more than one camera rendering, so what s the big deal?
j> > >
j> >
j> > This way, you can set up your scene, have multiple cameras flying
j> > through it in different places, and choose which one to do the
j> > rendering at render time...very useful for accident reconstructions
j> > and the like. To do the same in LW, you would need to have multiple
j> > versions of the scene with the different camera motions...but what
j> > do you do then if you need to tweak the animation that the camera(s)
j> > are looking at? A real pain in the donkey, if you ask me.
j> Pretty trivial, IYAM. Load a different motion path for the
j> camera.
j> *************************************************************************
j> *****
j> ** jeric@accessone.com | Synergy Graphix & Animation
j> **
j> ** Welcome to Seattle! Have a latte'! | Technical Subjects a
j> Specialty!**
j> ** Don't make me force it down your throat.| "OK! Wind the frog!"
j> **
Article: 18041
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From: mad@torment.tmisnet.com (Mark Dunakin)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Texture Mapping Problem? Any Ideas?
Message-ID: <mad.6s6v@torment.tmisnet.com>
Date: 26 Apr 96 13:56:18 PST
Organization: Tierra-Miga BBS
Lines: 47
On Tue 23-Apr-1996 7:50a, William Leventry wrote:
WL> On 22 Apr 96 18:35:32 PST, mad@torment.tmisnet.com (Mark Dunakin)
WL> wrote:
WL> >On Tue 23-Apr-1996 1:58a, Steven Johansen wrote:
WL> >SJ> kharmel@Direct.CA (Kurt Harmel) writes:
WL> >
WL> >SJ> >I have a complex object full of spheres and cylindars, all at
WL> >SJ> >funny angles. Heres the problem; one cylindar needs to be mapped as
WL> >SJ> >if it were sitting flat on an X ,Y or Z axis in Modeler. Its sitting
WL> at a
WL> >
WL> >SJ> >45 degree angle. As a result, the texture looks distorted in Layout.
WL> Now
WL> >SJ> >if I had the cylindar sitting flat in modeler, it would be no
WL> problem;
WL> >SJ> >but it needs to intersect the rest of the model at this funny 45
WL> degree
WL> >SJ> >angle. It seems the only solution may be to make this cylindar a
WL> separate
WL> >SJ> >object and rotate the it in layout. That seems like a real PAIN!
WL> >
WL> >
WL> >SJ> One cylinder??
WL> >
WL> >SJ> >Is there a better way?
WL> >As far as I can tell, you hit it on the head. You need to make all the
WL> >different cylinders as different objects. The best way that I can think
WL> of
WL> >would be to just put them all in different layers and aliegn them that
WL> way as
WL> >they would actually appear when put together as one and save them out
WL> this
WL> >way. It sounds pretty sad but I think it's your only choice......md
-----------
WL> It would be a whole lot easier to just give them surface names.
WL> William Leventry
WL> Leventry_W@mediasoft.net
WL> ----
-----------------
It would not be easier to just give them surface names. Because the surface
would STILL be attched to the rest of the object and thus retain the rest of
the objects axis and of course that would not allow for indvidual axis
placement of the textures. And of course, you would still have to give ANY
surface a surface name before you could apply any texture.
..........md
Article: 18042
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From: Rafe Purnell <darkeye@unicorn.demon.co.uk>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Jumanji vs JP
Date: Fri, 26 Apr 1996 22:01:11 +0000
Organization: Unicorn Glade
Lines: 8
Sender: Rafe Purnell <darkeye@unicorn.demon.co.uk>
Message-ID: <VA.00000031.02fe5e12@unicorn.system3.com>
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>
> The CG one looked like CG so did the CG monkeys.
>
Here here !
Article: 18043
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From: vtourang@chat.carleton.ca (Vince Tourangeau)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Motion Blur in LW
Date: 26 Apr 1996 21:20:25 GMT
Organization: Carleton University, Ottawa, Canada
Lines: 34
Message-ID: <4lremp$80s@bertrand.ccs.carleton.ca>
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MICHAEL C. LING (mikeling@nyc.pipeline.com) wrote:
> On Apr 26, 1996 16:15:56 in article <Re: Motion Blur in LW>,
> 'vtourang@chat.carleton.ca (Vince Tourangeau)' wrote:
>
> > Anyways, the point of all this is to say, there are better ways to
> >motion blur than the way LightWave does it. Hopefully NewTek will
> >implement a new method for blur in the future, but I guess we'll have to
> >wait and see.
>
> There's always the possibility that someone will make a plug-in. There is
> already a plug-in that does the depth of field effect much faster than the
> internal renderer. Maybe the same principle may apply to motion blur.
>
> --
> M C L -
I'm thinking that if and when I get LW, I might do just that. I'm a Mac
user, so I have to wait before LW Mac makes its debut. The problem is,
you'd have to have object and camera motion vectors for each (or at least
a good chunk) of the pixels, and I don't know if you could write a filter
that does. If you can, it shouldn't be a problem. Hopefully I'll find out
sooner than later...
Vince
BTW, about that depth-of-field thing: anyone know which algorithm's used?
Is it Potmesil et al.'s, or something else? Just curious...
Vince
----------------------------------------------------------------------
Vince Tourangeau
vtourang@chat.carleton.ca
.sig file under construction
Article: 18044
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From: memex@teleport.com (Kreg Branden)
Newsgroups: comp.graphics.animation,comp.graphics.apps.lightwave,comp.graphics.packages.3dstudio
Subject: Re: MAX or Lightwave? How about some MAX here folks.
Date: Fri, 26 Apr 1996 23:00:02 GMT
Organization: Teleport - Portland's Public Access (503) 220-1016
Lines: 19
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atterbry@teleport.com (Tim Branan) wrote:
>A lot of clients want very realistic motion, not animated looking
>motion, though. If you are doing humans, or real characters, then most
>people want to see real movement. that is very difficult to do by
>hand, and also very expensive.
Yes the time and money involved is large, but to fall back to JP,
it CAN be done without procedurals. It just takes talent and hours
(sometimes months) of tweaking.
I'm all too aware that budgets and schedules don't always allow for
the animator to merge with the supreme godhead of character animation
and produce a masterpiece, so yes procedurals can be useful.
Especially if they're extremely tweakable (as is Biped). But I still
prefer the 'art' over the 'science'.
Kreg Branden
- Meme-X -
Article: 18045
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From: The SandMan
Newsgroups: comp.graphics.animation,comp.graphics.apps.lightwave,comp.graphics.apps.photoshop,comp.graphics.packages.3dstudio,comp.os.ms-windows.apps.utilities,comp.os.ms-windows.apps.utilities.win3x,comp.os.ms-windows.apps.utilities.win95,alt.2600,alt.bi
Subject: Re: WIN95 better than OS/2 PLEASE!!!!
Date: Fri, 26 Apr 1996 13:46:44 GMT
Organization: Hacker's Anonymous
Lines: 34
Message-ID: <3180d2c1.1511316@206.214.99.2>
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On Thu, 25 Apr 1996 00:35:14 -0700, root <root@osiris.net> wrote:
>gwen jenkins wrote:
>>
>> On Thu, 25 Apr 1996 18:06:43 GMT, cdurham@xspot.com (Chuck Durham)
>> wrote:
>>
>> >vito@netaxs.com (Vito) wrote:
>> >
>> >>On 17 Apr 1996 22:52:00 GMT, Ben Cannon <artherd@a.crl.com> wrote:
>> >
>> >>>I am typing this on a Intel 486-80 running NT with a mere 16 megs of RAM!!!
>> >>>WIth Service Pack #4, NT blazes. almost as fast as Linux and faster than Win 3.11
>> >>>(16-bit apps)
>> not to mention intel doesn't make a dx2-80 chip!!??.
>
>Someone is smoking drugs. There are many, many DX2-80s around.
The person smoking drugs must be you.
The *only* company that produces a 486dx2-80 is AMD.
Now take another toke and burn out a few more brain cells, retard.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% ___ %
% The SandMan / \ Fuck You %
% 469298@anon.penet.fi | 0 0 | %
% 24 Hour E-mail Lag \ " / Bill %
% !!! %
% %
% Accept no cheap FUCKIN' imitations %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Article: 18046
Path: news2.cais.com!news.cais.net!newsfeed.internetmci.com!tir.com!news
From: "Dean A. Scott" <dscott@tir.com>
Newsgroups: comp.graphics.apps.lightwave
Subject: And Here's Another new web page!
Date: Fri, 26 Apr 1996 19:16:02 -0400
Organization: Silicon Magic
Lines: 23
Message-ID: <31815932.1461@tir.com>
References: <4lcimp$j0m@news.corpcomm.net>
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I want some more hits on my already established site, just cuz I do.
So stop on in and make that 'visitometer' (patent pending... he he he)
fly!
And Hey! While you're there, tell me so by signing that little
guest book flipping it's pages wildly trying to attract your attention.
Or, dump some e-mail on me while I'm away on my week long CA vaction.
Yours Truely,
/~~~~|
/ /~~~
|) /| |) \_/_| /\ |\|
THE |) |-| |)~~|\ |_ \/ | | CLONER
\~\__/ /
\____/
-----------------------------------------------
Dean A. Scott, SILICON MAGIC, "Your Key To 3D!"
-----------------------------------------------
http://users.aol.com/dscott5663/simagic.htm
Home of "Power Tips Pro for LightWave"
Article: 18047
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From: Chuck Taylor <cvt@eagle.ais.net>
Newsgroups: comp.graphics.apps.lightwave
Subject: Software Architect Opening
Date: Fri, 26 Apr 1996 18:09:39 -0700
Organization: CVT LIMITED
Lines: 24
Message-ID: <318173D3.319D@eagle.ais.net>
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CC: cvt@eagle.ais.net
Position: Senior Software Architect
-----------------------------------------------------
Please e-mail responses to:
Chuck Taylor
cvt@eagle.ais.net
Concept: Analysis, Design, Development
**** Languages:
PostScript, PCL, and New Print Language Creation
Project Interest:
* Developing and exploring new wrapper interfaces
* CPSI improvements and modifications
* Look at ways to improve Printer Devices. New approaches
for Drivers.
* Look at PDF issues
* Develop new Print Language that is less procedural,
and complicated.
Chuck Taylor
cvt@eagle.ais.net
Article: 18048
From: Albert_Mejias@msn.com (Albert Mejias)
Subject: RE: adobe premiere (+perception) under NT?
Date: 26 Apr 96 23:07:43 -0700
References: <4lnslf$8pj@newsbf02.news.aol.com>
Message-ID: <0000940a+000026c8@msn.com>
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Lines: 13
>>>
hi
does anyone know if premiere runs under NT (for perception)?
does premiere supply digital sound in-/output with a perception?
thank you for takin the time to read (and answer?)
<<<
Hi, I was wondering the same thing. Or is Win 95 better for this combo.
Al Mejias
AlMejias@aol.com
Albert_Mejias@msn.com
Article: 18049
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From: instntguts@aol.com (InstntGuts)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 26 Apr 1996 20:19:36 -0400
Organization: America Online, Inc. (1-800-827-6364)
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<<Don't forget that breakthrough 1987 product Cyber Studio Stereo CAD-3D,
which ran on an Atari ST ("Requires One-megabyte RAM") !>>
The other thing to remember, too, is that this program was the direct
ancestor of 3D Studio -- it was designed by Gary Yost, and coded entirely
by Tom Hudson, one of the primary programmers of 3D Studio/DOS and 3D
Studio MAX.
-- Jon
Article: 18050
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From: Ben Cannon <artherd@a.crl.com>
Newsgroups: comp.graphics.animation,comp.graphics.apps.lightwave,comp.graphics.apps.photoshop,comp.graphics.packages.3dstudio,comp.os.ms-windows.apps.utilities,comp.os.ms-windows.apps.utilities.win3x,comp.os.ms-windows.apps.utilities.win95,alt.2600,alt.bi
Subject: Re: WIN95 better than OS/2 PLEASE!!!!
Date: 27 Apr 1996 00:32:17 GMT
Organization: IMS Antimatter Explosives.
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root <root@osiris.net> wrote:
>gwen jenkins wrote:
>>
>> On Thu, 25 Apr 1996 18:06:43 GMT, cdurham@xspot.com (Chuck Durham)
>> wrote:
>>
>> >vito@netaxs.com (Vito) wrote:
>> >
>> >>On 17 Apr 1996 22:52:00 GMT, Ben Cannon <artherd@a.crl.com> wrote:
>> >
>> >>>I am typing this on a Intel 486-80 running NT with a mere 16 megs of RAM!!!
>> >>>WIth Service Pack #4, NT blazes. almost as fast as Linux and faster than Win 3.11
>> >>>(16-bit apps)
>> not to mention intel doesn't make a dx2-80 chip!!??.
It's an Intel 486dx266 that I overclocked to 80mhz, and I AM using it with 16
megs DRAM.
--
Ben Cannon. artherd@a.crl.com
____________________________________________________________
ftp://168.75.111.2/ben.htm Between 3:00 and 9:00 Everyday.
This is great, a FTPed website, over a 14.4k modem, no
less!!
Article: 18051
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From: Ben Cannon <artherd@a.crl.com>
Newsgroups: comp.graphics.animation,comp.graphics.apps.lightwave,comp.graphics.apps.photoshop,comp.graphics.packages.3dstudio,comp.os.ms-windows.apps.utilities,comp.os.ms-windows.apps.utilities.win3x,comp.os.ms-windows.apps.utilities.win95,alt.2600,alt.bi
Subject: Re: WIN95 better than OS/2 PLEASE!!!!
Date: 27 Apr 1996 00:37:48 GMT
Organization: IMS Antimatter Explosives.
Lines: 46
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mikeb@avptax.com (Mike Brunton) wrote:
>In article <317F361D.8D73225@nowhere.com>, mrkite@nowhere.com says...
>>
>>You obviously have never used linux. It offers REAL multitasking, REAL
>>multiuser, and REAL internet services. Crash protection? If something
>>does crash (rare), you can just kill the process. If X doesn't work
>>with your video card, you don't have to reboot, type Ctl-Alt-Backspace
>>and it will quit back to shell. If dosemu crashes, hit ctl-alt-pagedown
>>and you're right back in linux, everything except for dosemu up and
>>running happily.
>>
>>-mrk
>
>I have used Linux. People are quick to point out why it is better than
>Windows in multitasking, but here is the one fact that nobody can deny
>
>Linux is difficult to use. VERY difficult compared to Windows. So, people
>don't use it, so apps aren't made for it. There are those dedicated people
>who still stand by it, but as Windows NT Server/Workstation reaches
>maturity, and as the NT/95 platforms come closer together, Unix will die a
>slow death on the desktop.
NT ain't no idoit's OS either!! I had Slackware Linux up and running on my machine
in about 3 days. NT took over 2 weeks to iorn out all the hardware conflicts.
Linux also worked with my Cd-ROM drive, ZIP drive, etc with NO driver support or
configuration or anything (so did NT, but only after 2 weeks :)
>It will only hold the market for MAJOR computing
>tasks where you need to run multiple processes on a server.
You mean, like computer graphics/rendering :)
>Have you ever tried to set up a computer running Windows NT 4.0 Server? I all
>but gave up on using a BSDI computer to allow people to call into work and
>establish PPP links. Then I got NT server 4 and it was running in about an
>hour or so.
--
Ben Cannon. artherd@a.crl.com
____________________________________________________________
ftp://168.75.111.2/ben.htm Between 3:00 and 9:00 Everyday.
This is great, a FTPed website, over a 14.4k modem, no
less!!
Article: 18052
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From: mikeling@nyc.pipeline.com (MICHAEL C. LING)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Motion Blur in LW
Date: 26 Apr 1996 20:03:06 -0400
Organization: Pipeline
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References: <4lremp$80s@bertrand.ccs.carleton.ca>
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On Apr 26, 1996 21:20:25 in article <Re: Motion Blur in LW>,
'vtourang@chat.carleton.ca (Vince Tourangeau)' wrote:
>I'm thinking that if and when I get LW, I might do just that. I'm a Mac
>user, so I have to wait before LW Mac makes its debut. The problem is,
>you'd have to have object and camera motion vectors for each (or at least
>a good chunk) of the pixels, and I don't know if you could write a filter
>that does. If you can, it shouldn't be a problem. Hopefully I'll find out
>sooner than later...
> Vince
>
>BTW, about that depth-of-field thing: anyone know which algorithm's used?
>Is it Potmesil et al.'s, or something else? Just curious...
> Vince
>
I dunno about the specific methods but the quick DOF renderer plug-in maker
has a web page. I don't have the address handy but you should be able to
find it via the search engines. The product name is Wavefilter. Memex also
makes plug-ins and they have a web page with links to other Lightwave
plug-ins.
--
M C L -
Article: 18053
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From: mikeling@nyc.pipeline.com (MICHAEL C. LING)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Artist Needed for Game
Date: 26 Apr 1996 19:57:35 -0400
Organization: Pipeline
Lines: 6
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I guess it also depends on who is hiring whom. The hiree gets the smaller
cut, and the production company hiring people probably ends up getting a
smaller cut than the distributor or store.
--
M C L -
Article: 18054
Newsgroups: rec.games.programmer,comp.graphics.animation,rec.games.design,comp.graphics.apps.lightwave
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From: dindia@netcom.com (John Paul D'India)
Subject: Re: Artist Needed for Game
Message-ID: <dindiaDqHAxG.6n3@netcom.com>
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: Depends on the game. In these days of lame, windows mutli-media, mouse
: based
: drool and click games, the graphics person may well be doing much more
: than half of the work --since those games are 90% flash anyway.
Yeah, but he's talking about a for fun, shareware project. There's no
way a person doing graphics in his spare time _could_ do anything like a
"multi-media, windows, drool and click game". I do believe 20% for such
a project is about normal (could be wrong, it always depends on the
game).
--
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
John Paul D'India - D'India Software - Game Developer (programmer)
Projects: Aro (hi-res jump'n'run); 4gen (side scrolling shooter)
dindia@netcom.com
If you're an artist/3d modeller who wants to work on some high
quality shareware projects for the fun of it, please contact me.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Article: 18055
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From: afs@shadow.net (Sean "catbear" Puckett )
Newsgroups: comp.graphics.apps.lightwave
Subject: ### Announcing: Free Texture Tile Site
Date: Sat, 27 Apr 1996 01:58:32 GMT
Organization: Albino Frog Software, Inc.
Lines: 36
Message-ID: <31817f37.13058957@news.shadow.net>
NNTP-Posting-Host: ppp-ftl1-15.shadow.net
X-Newsreader: Forte Agent .99e/32.201
Announcing - FREE BACKGROUND TILES - Announcing
-----------------------------------------------------
* Web Pages
* 3D Rendering
* Desktop Wallpaper
We've made up a collection of seamless background images.
There is no charge for their use. Check out the collection at
http://www.frii.com/~afs/tiles/index.html
Many of the tiles are 128x128 or 64x64 for low bandwidth. Most are
under 10K, and many are under 5K. We've categorized the tiles into
groups:
Grainy Tiles - Fine and Subtle
Textured Tiles - More Intricate
Patterned Tiles - Attention Getters
Large Tiles - Large JPEG Tiles
Wild Tiles - Anything Goes
Gradient Tiles - Washes of Color
New tiles are added to the collection frequently, so visit often.
- * -
Presented with pride by Albino Frog Software, Inc.
Creators of shareware games for the IBM compatible PC.
Mail: afs@shadow.net
Home: http://www.shadow.net/~afs/index.html
catbear biz: http://www.shadow.net/~afs
Article: 18056
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From: mfrazin@interaccess.com (Shadow)
Newsgroups: comp.graphics.apps.lightwave
Subject: How to record to tape using PC
Date: Fri, 26 Apr 1996 21:31:12 -0600
Organization: InterAccess,Chicagoland's Full Service Internet Provider
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Hello,
How does one record to tape using the PC version of lightwave. I have a
single frame animation recorder (sanyo gvp-2200) and a p166 computer. In the
manual it says something about hooking up the serial port to the recorder but
that only allows for control. Where does the video signal come from? On the
amiga I just went out of the toaster. Do I have to buy ANOTHER piece of
hardware to make the PC equal the amiga? Any suggestions would be greatly
appreciated.
Article: 18057
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From: bizzetti@mbox.vol.it (Fabio Bizzetti)
Newsgroups: rec.games.programmer,comp.graphics.animation,rec.games.design,comp.graphics.apps.lightwave
Subject: Re: Artist Needed for Game
Date: 26 Apr 1996 13:58:17 GMT
Organization: Video On Line
Lines: 19
Distribution: world
Message-ID: <905.6690T955T1747@mbox.vol.it>
References: <4lq803$kjt@vixen.cso.uiuc.edu>
NNTP-Posting-Host: molcl4.vol.it
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>> Just curious again... anyone else here thinks that graphics artists should
>>get more than 50% of share since most of the time it is more work than
>>programming?
>>(This all depends on what kind of game you're talking about, but I think
>>this is the case from my experience...)
>> How much share do graphics artists actually get in general? Anyone knows?
>Load of bullshit. Most often, the programmers are the ones that do most of
>the work. Whoever thinks that the graphics are the hardest part knows little
>about neither games nor graphics.
Just wanna show my personal example of programmer learning also how to draw
good graphics, expecially using 3D RayTracing programs. But I never heard of a
graphician learning assembly programming to code the latest 3D tmap engine..
This says all about programmer vs graphician IMHO.
Anyway no offence for any graphician, really.
Article: 18058
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From: hbrtv284@csun.edu (emmanuel olympia)
Newsgroups: comp.graphics.apps.lightwave
Subject: any suggestions for a soon-to-be owner of an NT machine
Date: 27 Apr 1996 03:23:12 GMT
Organization: California State University, Northridge
Lines: 26
Message-ID: <4ls3v0$njf@dewey.csun.edu>
NNTP-Posting-Host: louie.csun.edu
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hello,
I am just about to buy a nt-pentium system to do some serious lw stuff.
iF you have any tips, comments and suggestions so far as specs, what to
buy, what not to buy, etc., pls. let me know. here is what I am planning
to buy.
p5-166mhz system
32 mb ram
2mb mpeg video card w/2 mb
mid-tower
1.6 gb hd
4x cd-rom
winnt
win95
keyboard
mouse
I am going to pay probably around $1800-1900 for this. is this a good price?
should I get a full tower. would I need that much space.
can you recomment a good video card?
thx for your comments.
Emmanuel Olympia
Article: 18059
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From: DENNY LEE ARMSTRONG <dstrong@dstrong.win.net>
Newsgroups: comp.graphics.apps.lightwave
Subject: registered user needs dongle patch for layout
Date: 27 Apr 1996 03:03:50 GMT
Organization: Win.Net Communications, Inc.
Lines: 3
Message-ID: <4ls2qm$r93@ns1.win.net>
NNTP-Posting-Host: dial-14.win.net
Having problems with dongle does anyone know where I can get
dongle patch? (I have one for modeler)
thankyou
Article: 18060
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From: Electric Eye <comiskey@netaxis.com>
Newsgroups: comp.graphics.animation,comp.graphics.apps.lightwave,comp.graphics.apps.photoshop,comp.graphics.packages.3dstudio,comp.os.ms-windows.apps.utilities,comp.os.ms-windows.apps.utilities.win3x,comp.os.ms-windows.apps.utilities.win95,alt.2600,alt.bi
Subject: Re: WIN95 better than OS/2 PLEASE!!!!
Date: Fri, 26 Apr 1996 23:57:54 -0400
Organization: NetAxis - Your link to the Internet!
Lines: 4
Message-ID: <31819B42.213B@netaxis.com>
References: <315df4e7.30083078@nntp.loop.com> <4ldi42$dcl@hasle.sn.no> <317BA52A.5CD3@mail.myriad.net> <317C6405.5C25@uic.edu>
Reply-To: comiskey@netaxis.com
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Gee.....sounds like MACINTOSH FEATURES TO ME!!! And just think,
these greta "features" were developed about 10 years ago before IBM
and MicroSlut had a clue for customization of the desktop.
-EE
Article: 18061
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From: Aalbert@mail.utexas.edu (Andrew Albert)
Newsgroups: alt.architecture.int-design,alt.fractal-design.painter,rec.games.design,alt.graphics.pixutils,comp.graphics.algorithms,comp.graphics.animation,comp.graphics.api.misc,comp.graphics.api.opengl,comp.graphics.api.pexlib,comp.graphics.apps.alias,co
Subject: Re: look for US map in latitude and longitude format
Date: Sat, 27 Apr 1996 03:56:02 GMT
Organization: The University of Texas at Austin, Austin, Texas
Lines: 21
Message-ID: <4ls5t3$19j@geraldo.cc.utexas.edu>
References: <evidar-1603961255010001@msn_2_1.binc.net> <Pine.SUN.3.91.960324051500.541G-100000@Ra.MsState.Edu> <315961B0.41C6@origin.ea.com> <317FEA69.2F1@corona.att.com>
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>I am looking for US map data files that contain latitude and logitude of the state lines.
>The purpose is to draw and zoom-in/out the map. If you know where I can find such data
>please post this information or e-mail me at ww@corona.att.com.
Try
ftp.census.gov
go to
/pub/tiger/boundary
If you are using ArcInfo or ArcView you can also go to the ESRI homepage for
coverages.... www.esri.com
Regards,
Andrew Albert
GIS Specialist
TNRCC
Article: 18062
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From: hbrtv284@csun.edu (emmanuel olympia)
Newsgroups: comp.graphics.apps.lightwave
Subject: fs:lightwave tutorial videos
Date: 27 Apr 1996 03:25:15 GMT
Organization: California State University, Northridge
Lines: 11
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I am selling the ff. LW videos(original):
LW 3d surfaces and textures
LW 3d camera and Lightning techniques
LW 3d displacement mapping, morphing and bones
each tape is $17.50. first come first serve. email me or call me at
(213)669-1196
Emmanuel
Article: 18063
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From: davep@access.digex.net (Dave Paige)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: Sat, 27 Apr 1996 04:12:24 GMT
Organization: Express Access Online Communications, USA
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tkrego@norden1.com (Tim Krego) wrote:
>I was really referring to the screen size. The Amiga only had 640x400
>as the top res so LW was kinda cramped. On a Windows NT machine at
>1600x1200 res you get this huge LW Layout screen that could be used
>better if the dialog boxes could stay open.
>
>
You mean so they could clutter up the screen.
Dave Paige
Alfheim Imaging
dave@access.digex.net
Article: 18064
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From: davep@access.digex.net (Dave Paige)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: Sat, 27 Apr 1996 04:12:37 GMT
Organization: Express Access Online Communications, USA
Lines: 19
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wturber@primenet.com (Walter (Jay) Turberville ) wrote:
>With the exception of targeting a camera to an object, this can be effectively
>simulated by using Null objects. For simplicity, just rename the Nulls as
>Cameras. I haven't tried it , but you might even be able to use IK to target
>the "fake" cameras. Personally, I don't understand the advantage of multiple
>cameras, but would be pleased to be enlightened. Oh - BTW - if you did this a
>lot and didn't like to go through the renaming procedure, you could construct
>a multiple camera scene and do a load from scene.
>
I agree, I've never understood what the usefulness of multiple cameras
is. You can only look through one at a time and you can only render
from one of the perspectives. If you want to look from a different
location, just put the camera there.
Dave Paige
Alfheim Imaging
dave@access.digex.net
Article: 18065
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From: davep@access.digex.net (Dave Paige)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: Sat, 27 Apr 1996 04:12:48 GMT
Organization: Express Access Online Communications, USA
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Karma <mattr@rain.org> wrote:
>Well, I am an avid Lightwave "Fan", and I must say that I am very
>excited about the Macintosh Port. Lightwave was really the only thing
>holding me back from selling my A4000, and I would never subject myself
>to PC Clone Hell, not even for Lightwave. I'm not too fond of the look
>of 3DS when compared to LW, but the multiple cameras do have their
>benifits. I mean, as with most things, if you don't want to use it, you
>don't have too, but wouldn't it be nice to have the option just in case?
>
>
>-------------------------------------------
>Matthew Rampias |
>Animation, Design, Production |
>mattr@rain.org |
>-------------------------------------------
Just in case what?
Nobody yet has actually given an example of why multiple cameras is
usefull.
Dave Paige
Alfheim Imaging
dave@access.digex.net
Article: 18066
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From: cgolchert@gatecoms.gatecom.com (Chris Golchert)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: talent search
Date: 27 Apr 1996 03:05:39 GMT
Organization: Gateway Communications Inc.
Lines: 7
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Phil South (snouty@cix.compulink.co.uk) wrote:
: It's doubly interesting as you post was in the Lightwave
: 3D Usenet group and my proposal was a book about Lightwave!
give 'em hell Phil
Article: 18067
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From: cgolchert@gatecoms.gatecom.com (Chris Golchert)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: LW 5.0 NOT ready to ship
Date: 27 Apr 1996 03:03:15 GMT
Organization: Gateway Communications Inc.
Lines: 24
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Paul Lara (lara@vvm.com) wrote:
: Brad@newtek.com (Brad Peebler) wrote:
: This is kind of embarrassing to even ask, but what about us poor
: schmucks that are still waiting for the 4.0 LW manuals?
: Is this an Industry first?
: NewTek ships out a completely new version before the manuals shipped
: for the _previous_ version?
: I've been told I still have 2 or 3 weeks before I can expect to see my
: 4.0 manual !!?@!
instructions only slow you down.....I'm only using 3.5 at home...I go over
my friend's house and use 4.0. I've never seen the 4.0 manual...The only
thing I haven't fig'gered out 100% was IK (too slow to experiment with)
Chris
-------------------------------------------------------------------
We control the horizonal, and the vertical. We control all you see.....
well..not really.. but I'm writing a plug-in to do that.
-------------------------------------------------------------------
Article: 18068
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From: dretch@islandnet.com (Christopher Stewart)
Newsgroups: comp.graphics.apps.lightwave
Subject: LightWave 3D Techniques Search Engine
Date: 26 Apr 1996 20:49:02 -0700
Organization: Island Net in Victoria, B.C. Canada
Lines: 19
Message-ID: <4ls5fe$f48@islandnet.com>
NNTP-Posting-Host: islandnet.com
Due to the noise ratio (and bickering) this group will no longer
be monitored. Any tips you think worthwhile should be submitted
directly to the LW 3D Techniques Search Engine at
"http://www.islandnet.com/~dretch/" or emailed to
"webmaster@primordial.victoria.bc.ca". See' ya on the mailing list and
ya'all enjoy the platform/app wars here......
Christopher
ps. Crossposting is evil, crossposting is evil, crossposting is evil....
**********************************************
Primordial * Christopher Stewart dretch@islandnet.com * Check My
Soup * http://www.islandnet.com/~dretch * Online
Animation * Home of the Lightwave 3D Search Engine * Resume!
**********************************************
* Offline Orbit 0.73c *
Article: 18069
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From: Ernie Wright <erniew@access.digex.net>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Motion Blur in LW
Date: Fri, 26 Apr 1996 23:44:59 -0400
Organization: Express Access Online Communications, USA
Lines: 19
Message-ID: <Pine.SUN.3.93.960426232442.8005A-100000@access1.digex.net>
References: <4lqsrs$f5p@bertrand.ccs.carleton.ca> <4lr21e$t6c@pipe9.nyc.pipeline.com> <4lremp$80s@bertrand.ccs.carleton.ca>
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Re writing a motion blur plug-in, Vince Tourangeau wrote:
> The problem is, you'd have to have object and camera motion vectors for
> each (or at least a good chunk) of the pixels, and I don't know if you
> could write a filter that does.
In other words, you need to know which objects are visible in each pixel
and what their velocities are relative to the camera. Could be a problem.
> BTW, about that depth-of-field thing: anyone know which algorithm's
> used? Is it Potmesil et al.'s, or something else? Just curious...
The author is here somewhere, but based on what he's said in the past,
it's along the lines of Potmesil and Chakravarty (ACM TOG, 1982). BTW,
P & C (SIGGRAPH 83) extended their method to motion blur.
- Ernie
Article: 18070
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From: kermit@infi.net (Kermit Woodall)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Reminder : LightWave on Sliders TONIGHT
Date: 27 Apr 1996 03:33:04 GMT
Organization: InfiNet
Lines: 13
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Stranahan (stranahan@aol.com) wrote:
: Tonight's episode should feature the LW created dinosaurs, created by Ken
: Staranahan and Don Waller - and showcasing LW 5.0 features like
: Metamation, better IK, multiple surfaces, etc....
Let me say, as Nova Design's official Sliders fan, the Dinosaurs in "In
Dino Veritas" were amazing work. Far better than TV deserves. ;)
Kermit Woodall
Nova Design, Inc.
Kermit@cup.portal.com
--
Article: 18071
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From: David Sewell <dave@sewelld.com>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: any suggestions for a soon-to-be owner of an NT machine
Date: Fri, 26 Apr 1996 23:06:09 -0600
Organization: Sewell Development Corp.
Lines: 40
Message-ID: <3181AB41.48AD@sewelld.com>
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emmanuel olympia wrote:
>
> hello,
>
> I am just about to buy a nt-pentium system to do some serious lw stuff.
> iF you have any tips, comments and suggestions so far as specs, what to
> buy, what not to buy, etc., pls. let me know. here is what I am planning
> to buy.
>
> p5-166mhz system
> 32 mb ram
> 2mb mpeg video card w/2 mb
> mid-tower
> 1.6 gb hd
> 4x cd-rom
> winnt
> win95
> keyboard
> mouse
>
> I am going to pay probably around $1800-1900 for this. is this a good price?
> should I get a full tower. would I need that much space.
> can you recomment a good video card?
>
> thx for your comments.
>
> Emmanuel Olympia
Looks like a decent system for a decent price. Just one comment. If NT is not
already installed and working on the system you are buying, make sure that all of
the components (video card, CD-ROM drive, etc.) are on the NT Hardware
Compatibility list. NT driver support is getting pretty good these days but there
are still things supported under DOS or Windows that aren't supported yet under NT.
Could save you some grief.
Dave
--
Dave Sewell | Contract programming services.
Sewell Development Corp. | Windows NT, MFC, Visual C++.
dave@sewelld.com | 3D, OpenGL, VRML.
Article: 18072
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From: Paul Bruggeman <bruggemn@instanet.com>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Motion Blur in LW
Date: Fri, 26 Apr 1996 21:09:53 -0700
Organization: Instant Internet Corp.
Lines: 20
Message-ID: <31819E11.4D138366@instanet.com>
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Glenn Saunders wrote:
>
> The mortal Hal Hickel wrote:
> : Actually I've wanted to ask about this for awhile (don't know why I
> : haven't). Much of the motion blur I've seen from Lightwave has that
> : "stroboscopic" look, and I was kinda wondering why no one complains
> : about it. It seems like alot of the shots on Space and Bab are carefully
>
> It's all in the settings, and I'm sure the higher the setting, the longer
> the rendertime. So the S:AAB people (whenever I see that acronym I think
> of cars) obviously opted to put up with the strobed blur in order to cut
> down render times.
I think you missed the point here, it appears that LW uses a multi
frame/composite render approach to motion blur, as opposed to a
renderman type solution. (sub-pixel fragments sampled over time, if I
understand it correctly) The speed difference on large blurs can be
incredible.
Paul
Article: 18073
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From: giorgioa@ix.netcom.com
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Any good LW books or magazines?
Date: Sat, 27 Apr 96 03:15:33 GMT
Organization: Netcom
Lines: 7
Message-ID: <N.042696.231533.42@Pent90>
NNTP-Posting-Host: ix-nyc10-09.ix.netcom.com
X-NETCOM-Date: Fri Apr 26 11:19:13 PM CDT 1996
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"The FX Kit for Lightwave" by Alan Chan is a good choice. I finished the LW
tutorials in the User's Guide and just starting to read the "FX" book but so
far it's easy to follow and gives real practical advice.
You can get it from Lightspeed (800-764-8696) for $34.95.
Article: 18074
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From: wave-length@netwrx.net (Richard Garrison)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: LW vs Alias
Date: Sat, 27 Apr 1996 05:39:52 GMT
Organization: NETWRX
Lines: 40
Message-ID: <4lsf3u$3t3@news.paonline.com>
References: <4llha9$89r@netaxs.com> <N.042696.001228.85@earthlink.net.earthlink.net>
Reply-To: wave-length@netwrx.net
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fwtep@earthlink.net wrote:
>On 4/24/96 8:28AM, in message <4llha9$89r@netaxs.com>, Tom Alessi
><tpalessi@netaxs.com> wrote:
>> I know the amiga/LW owners are a fiesty breed, I think it was the
>> powerful package at a low cost... but I have a question...
>>
>> Right now I am a graphic design student and I want to get into my first
>> love, animation. I have been on the amiga for a good - happy - fanatical 8
>> years now. I have the option to purchase a new Indy r5000 128 with alias,
>> the reason I want to do this is to learn the high end stuff. I want to
>> take the next step from lightwave. Am I correct in thinking that having a
>> few years of personal exprience on such a system, mixed with my proven
>> talent in animation would help in finding a job in my dream career? Would
>> the difference in job prospects between alias and lightwave justify
>> purchasing a system. Basically would I be worth more having exceptional
>> skills in Alias or Lightwave. Yes, I understand anyone can have skills
>> with a bit of motivation, and talent makes you valuable.
>>
>> Please don't turn this into a war over specifics of each package, I just
>> want to know the low down, which one pays?
>>
>> thanks
>> joe divalerio
>> tpalessi@netaxs.com
>>
>Lightwave animators can earn a much higher average salary than Alias animators.
> Someone with Lightwave AND Alias skills (assuming the talent, of course) would
>be VERY attractive to an employer.
>--
> -=Fred=-
I don't know where this guy get's his info. But Alias and an SGI will
take you much further than the latter. If you want to do video work
then either will get the job done, (of course Alias will do quite a
bit more) if you want to get into film work then Alias is the clear
choice.
Article: 18075
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From: Betty Cunningham <bettyc@flyinggoat.com>
Newsgroups: rec.games.programmer,comp.graphics.animation,rec.games.design,comp.graphics.apps.lightwave
Subject: Re: Artist Needed for Game
Date: Sat, 27 Apr 1996 00:10:30 -0700
Organization: Best Internet Communications
Lines: 12
Message-ID: <3181C866.3857@flyinggoat.com>
References: <4lp5e5$ia0@crchh327.rich.bnr.ca> <31809A07.59A5@ucla.edu> <31813C53.2A8E@atlanta.com>
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Xref: news2.cais.com rec.games.programmer:89668 comp.graphics.animation:34928 rec.games.design:15950 comp.graphics.apps.lightwave:18075
I work for SEGA as an artist.
I'd like to point out that the programmer and artist that try to put each of their
individual work as being tougher/better/more important than the other's have no business
working on a team. This is a no-win scenario. You can't have a game without programming.
You can't have a game that's not pretty.
-Betty Cunningham
illustrator, animator, and likes to collect dead things
(Myst was way over-budget on what it's graphics SHOULD have been-in MY opinion.
A 60,000 polygon clock that shows up as an 8 pixel-high object on a table is a waste of
artist time))
Article: 18076
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Date: Fri, 26 Apr 96 10:28:08 GMT+1
Newsgroups: comp.graphics.apps.lightwave
Distribution: world
Subject: Re: CYRIX WORKS
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From: 3dee@hell.xs4all.nl (Dimitri Boschma)
Message-ID: <3dee.0s1j@hell.xs4all.nl>
Organization: -=The Hell BBS=- Call: +31-70-3468783
Lines: 30
In a message of 24 Apr 96 Bigfatchuk wrote to All:
B> We purchased a CYRIX 6x86 and thought I would post some of our
B> benchmarks
B> for those of you that are sick of waiting for the Pentium 180-200 and
B> can't really afford a Pentium Pro yet.
B> Now I only rendered the DOF benchmark so pardon me if there is a big
B> difference between the different benchmark scenes.
B> Pentium 150, 512k burst 128meg ram SuperMicro MB
B> 10:32
B> Cyrix 6x86 166+(133) 512k burst 64meg ram Tyan Tomcat MB
B> 7:24
B> Roughly a 40% increase in speed... not bad.
I Rendered the DOF benchmark to:
On a Pentium 133 256k burst 32meg ram it took
6:59
thats very strange.... because the the time on your pentium 150 and
the Cyrix where slower....
Dimitri Boschma
-- Via Xenolink 1.982, XenolinkUUCP 1.1
Article: 18077
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From: David Forbus <forbus@gramercy.ios.com>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 27 Apr 1996 07:01:34 GMT
Organization: ARARAT Productions
Lines: 9
Message-ID: <4lsgoe$s21@news.ios.com>
References: <31771CD7.62B1@execpc.com> <4l9plh$i2f@newsbf02.news.aol.com> <4labbs$b9c@irk.zetnet.co.uk> <317BFAE0.7486@montreal.com> <4lllmk$cpm@nnrp1.news.primenet.com> <4lo3en$7js@tilde.csc.ti.com>
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All of this talk about multiple cameras is kinda funny, considering only
two years ago that any animation longer than 10 seconds was a big deal.
Also, I don't know about the animations anyone else are making, but mine
take a few days to render on a Pentium. So, a couple of minutes to change
the camera for a different angle is not big deal when I'm going to have a
wait of days or weeks for the animation to render.
DLF
Article: 18078
Newsgroups: comp.graphics.apps.lightwave
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From: pfrencke@mail.dds.nl (Pascal Frencken)
Subject: Does anyone know LightWave Pro's postal address, phone and e-mail address ?
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Date: Fri, 26 Apr 1996 16:13:45 GMT
Lines: 8
I'm looking for the postal address of LightWave Pro magazine. I would
also like their phone number and e-mail address. Does anyone know one
or all of these? Please reply to this thread or send me an e-mail.
Thanks in advance,
Pascal Frencken,
pfrencke@mail.dds.nl
Article: 18079
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From: scop@innet.be (Steve Cop)
Newsgroups: comp.graphics.apps.lightwave
Subject: avifil32.dll - Avifil32.dll [01/01]
Date: Sat, 27 Apr 96 07:23:41 GMT
Organization: INnet NV (post doesn't reflect views of INnet NV)
Lines: 1963
Message-ID: <4lsib6$36g@news.be.innet.net>
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For all those who are having the same problem i had and couldn't find the
avifil32.dll on the Win95 cd-rom, here it is.
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`
end
Steve
Article: 18080
Path: news2.cais.com!news.cais.net!newsfeed.internetmci.com!in1.uu.net!newsfeed.pitt.edu!dsinc!news.ee.vill.edu!ldn-news.law.vill.edu!usenet
From: house@direct.ca (HOUSE)
Newsgroups: comp.emacs,comp.emacs.xemacs,comp.emulators.apple2,comp.emulators.cbm,comp.emulators.mac.executor,comp.emulators.misc,comp.emulators.ms-windows.wine,comp.fonts,comp.graphics.algorithms,comp.graphics.animation,comp.graphics.api.inventor,comp.gr
Subject: ESSAYS FOR FREE!!!!!!!
Date: 27 Apr 1996 07:17:40 GMT
Organization: Direct.ca
Lines: 13
Message-ID: <4lshmk$ki5@spark.law.vill.edu>
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I AM NOT ASSOSIATED WITH THIS PAGE! JUST A FREQUENT USER!!!
CHECK OUT THE EVIL HOUSE OF CHEAT!!!!
http://www.hvision.nl/~lovkraft
LOTS OF FREE ESSAYS IN ALL TOPICS AND LANGUAGES!!
CHECK IT OUT!!!!
Article: 18081
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From: kharmel@Direct.CA (Kurt Harmel)
Newsgroups: comp.graphics.apps.lightwave
Subject: SAAB and Babylon 5: What do you render to?
Date: 27 Apr 1996 08:07:38 GMT
Organization: Internet Direct Inc.
Lines: 19
Message-ID: <4lskka$rle@orb.direct.ca>
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I'm curious how you folks go about the rendering process. I know you
use decks and pc(s) but what about your output devices and settings?
Are you going to film or video?
If video, what resolution? (D1 or D2)?
Do you use a Perception card at all?
How about antialiasing; is there a standard setting you happen to use more
than others?
What do you think of the DPS capture card, is it usefull for what you
need to do?
Do you find animation programs other than Lightwave to be better for
certain effects?
What sort of blur effects generaly work best for you?
Any special tricks for your stars, beyond the standard Lightwave formulas?
Do you ever sleep?
Well thanks in advance for any question(s) you might have time to
answer. Keep up the great work!
Article: 18082
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From: mikeling@nyc.pipeline.com (MICHAEL C. LING)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Artist Needed for Game
Date: 27 Apr 1996 03:20:13 -0400
Organization: Pipeline
Lines: 29
Message-ID: <4lshrd$4e6@pipe11.nyc.pipeline.com>
References: <905.6690T955T1747@mbox.vol.it>
NNTP-Posting-Host: 198.80.32.51
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On Apr 26, 1996 13:58:17 in article <Re: Artist Needed for Game>,
'bizzetti@mbox.vol.it (Fabio Bizzetti)' wrote:
>
>Just wanna show my personal example of programmer learning also how to
draw
>good graphics, expecially using 3D RayTracing programs. But I never heard
of a
>graphician learning assembly programming to code the latest 3D tmap
engine..
>This says all about programmer vs graphician IMHO.
>Anyway no offence for any graphician, really.
That analogy is uneven. A programmer taking up raytracing is more like the
artist programming simple scripting language, data fields, simple gameplay
logic or map design. If the programmer is completent at graphics work, it
is still a time consuming job, a full time job in itself ( that's unless we
are talking graphics unintensive game design or skimping on graphics or
putting out rushed sub standard work) meaning that the programmer has taken
on two jobs. Chances are, if the game has any graphics complexity, unless
the programmer is unusually gifted in programming and art, something will
suffer, either the programming or the artwork.
Here's something that wasn't brought up. Code is reusable and a new game
can be made with new graphics, but generally artwork can't be re-used in
someone elses product.
--
M C L -
Article: 18083
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From: mikeling@nyc.pipeline.com (MICHAEL C. LING)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 27 Apr 1996 03:53:49 -0400
Organization: Pipeline
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On Apr 27, 1996 04:12:48 in article <Re: My take on NAB: 3DS MAX vs. LW
5.0>, 'davep@access.digex.net (Dave Paige)' wrote:
>Nobody yet has actually given an example of why multiple cameras is
>usefull.
>
Eventhough I never had the opportunity to use multiple cameras, I can still
think of many reasons why I would want it.
Not in sequence of importance:
Multiple cameras with different user preset limited regions.
Multiple cameras with different user preset focal lengths.
Multiple cameras with different user preset envelopes.
Multiple cameras with different memory buffer sizes.
Multiple cameras with different preset resolutions(especially custom ones).
Multiple cameras with different antialias, motion blur, depth of field,
etc...
Multiple cameras targetted to different items and/or while cameras are
travelling different motion paths.
Cameras can be used as additional perspective windows.
Instant comparison between camera compositions as opposed to rendering
variations and then looking, more choices less time.
Each single item takes under a minute to set, but if you want to do a dozen
variations of them, even simple ones like switching on/off low-res or
motion blur or raytracing and combinations of them, back and forth, again
and again, we begin to talk about wasting minutes that add up over the
course of a day, then weeks or months, and through the length of a project.
The time adds up and it need not be the case. Multiple cameras should be as
convient as multiple lights.
Simply because it is minorly inconvient to try out settings, camera
movements, we do not experiment as much as could.
--
M C L -
Article: 18084
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From: mikeling@nyc.pipeline.com (MICHAEL C. LING)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 27 Apr 1996 04:03:04 -0400
Organization: Pipeline
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On Apr 27, 1996 04:12:24 in article <Re: My take on NAB: 3DS MAX vs. LW
5.0>, 'davep@access.digex.net (Dave Paige)' wrote:
>tkrego@norden1.com (Tim Krego) wrote:
>
>>I was really referring to the screen size. The Amiga only had 640x400
>>as the top res so LW was kinda cramped. On a Windows NT machine at
>>1600x1200 res you get this huge LW Layout screen that could be used
>>better if the dialog boxes could stay open.
>>
>>
>You mean so they could clutter up the screen.
The worst thing about working in 1600x1200 is that modeler or layout has to
work much much harder to bring the display onscreen because there are so
many many more pixels to calculate versus 800x600. I find myself often
shrinking the window down in modeler to get more speed. I am definitely
looking forward to having faster re-draws in v5.0.
--
M C L -
Article: 18085
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From: TCM <misc1870@csc.canterbury.ac.nz>
Newsgroups: rec.games.programmer,comp.graphics.animation,rec.games.design,comp.graphics.apps.lightwave
Subject: Re: Artist Needed for Game
Date: 27 Apr 96 22:35:18 +1200
Organization: University of Canterbury, Christchurch, New Zealand
Lines: 24
Message-ID: <1996Apr27.223518@cantva>
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In article <4lq803$kjt@vixen.cso.uiuc.edu>, nbenami@uiuc.edu (Noam Ben-Ami) writes:
> Load of bullshit. Most often, the programmers are the ones that do most of the
> work. Whoever thinks that the graphics are the hardest part knows little about
> neither games nor graphics.
You don't often hear graphic artists go "oh no, some pixel (I have no idea
which one) has gone rabid and is killing the rest of them" :)
Art sort of progresses linearly, with programming you often have to
dump the method and start over, sanity bending bug-hunts are another neat
feature of programming.
No offense to graphic artists - I do the odd bit of artwork so it's not a them
vs us situation as far as I'm concerned, IMHO it's more boring than
programming, but far less boring than a bug hunt (this is the bit where
someone plugs Ada95 :)).
Ratio of art vs code does depend on the game, I'd guess a sierra game has more
work put into the art than the engine - since they wrote the engine in 1843 and
havn't changed it since.
--
The Cookie Monster (TCM)
- All Gods children are lost... but only a few can program.
Article: 18086
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From: Ted Kern <tkern@niu.edu>
Newsgroups: comp.graphics.animation,comp.graphics.apps.lightwave,comp.graphics.packages.3dstudio
Subject: Re: MAX or Lightwave? How about some MAX here folks.
Date: Sat, 27 Apr 1996 01:27:57 -0500
Organization: Netcom
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Mark W wrote:
>
> Hey,
>
> As no-one seems to have mentioned it, the single biggest reason why LW
> is favoured over 3DS is that LW's renderer produces very good looking
> images whereas 3DS's renderer is widely regarded as being good for
> making low res computer game images and nothing else.
>
To say that one piece of software inherently produces better images than another is generally a
poor argument. If I were to say that Michelangelo's paintings were inherently better than those
done by Picasso because of the brush that he used, I'd be laughed out of the art community
(firstly because the logic is absurd, but secondly because of personal opinions on which artist
is 'better'). I'm sure that you could put a perfectly awful artist in front of a powerful
modelling/rendering program like Alias/Wavefront/TDI, or Softimage, and get perfectly awful crap
as the output (remember the old saying, Garbage In, Garbage Out). On the other hand, when I was
in college, one of my artist friends whipped out his sketchbook while we were eating at
McDonalds, and in an act of desperation because he could not find a charcoal stick, burned the
end of a french fry and began sketching some people a few tables away. The results were
astounding, even more so considering that he just 'made' the charcoal fry that he was sketching
with. In the same vein, I have seen people produce quite excellent work with what is considered
'low end' software, so I find the "Oh, your software is crappy" argument a poor crutch at best.
I believe that talent and creativity are much more important today.
> Before all you 3DS junkies attempt to savage me, I want to point out
> that I use 3DS at work just about every working hour of every working
> day. I like it, but... If you need convincing images at TV res then
> forget it, buy something else.
>
3DS is perfectly capable of producing graphics which can be transferred to NTSC, PAL, or film
output. Ask Gregory Pyros of the Pyros Partnership, or Tim Forcade of Forcade & Associates.
They've been doing graphics for decades on every software/hardware setup imaginable, and use 3DS
for everything from architectural renderings to animations of the pyramids at Giza for Nova,
though they still use other software too. I'm sure that Sony Imageworks would be happy to tell
you that 3DS fits the bill for many animation tasks. NBC, CBS, ABC, and FOX affiliates, and a
number of cable companies use 3DS, or contract work done in 3DS, in addition to LW,
Wavefront/Alias/TDI, Softimage, Electrogig, etc. Johnny Mnemonic, and the latest Hellraiser
flick have used animation done in 3DS (the movies sucked, but the special effects were cool).
The point I am making here is that you claim that 3DS is not *capable* of making professional
output just because *you* cannot make convincing images. You are dead wrong. But once again,
this goes back to my argument that it is the talent and creativity of the artist rather than the
software that is more important. I am not saying you are untalented, but blaming your work on
the software is a cop out.
> The truly sad part of all this is that if reports are to be believed
> then the only part of 3DS that hasn't been spruced up for MAX is...
> yes, you've guessed it... the renderer.
>
> -MarkW-
Actually, MAX has spruced up everything *including* the renderer. I'm not goint to go through
the list of improvements, as you've either seen them, or can look at them on MAX's home page.
Even though I'm buying MAX, I don't feel tied to any one program. The ability to use 3rd party
plugins, Photoshop plugins, and the fact that Autodesk includes the plugin SDK and documentation
with the software means that provided that my c++ skills are still up to par, my only limit to
what I can do with MAX is what I can buy or program myself.
Another thing that bothers me that people conveniently leave out when they claim how superior one
piece of software is over another is that very few production houses would rely on *any* single
piece of software to do everything. Many professional production studios will use Alias for
modelling, Softimage, Wavefront, or more likely custom software for rendering animation, Flame
and Flint systems for non-linear editing and compositing, ad nauseum. These companies hedge
their bets to make sure that they can turn out any model or effect that might be required. There
are very few Lightwave only, or <insert your favorite software here> only production houses out
there.
--
Ted Kern
tedkern@ix.netcom.com
"Given a 50/50 chance, you'll be wrong 90% of the time."
"We've got plenty of youth, how about a fountain of smart?"
"DON'T THINK OF IT AS DYING,"said Death. "THINK OF IT AS LEAVING EARLY TO AVOID THE RUSH."
"All generalizations are false, including this one."
Article: 18087
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From: mikeling@nyc.pipeline.com (MICHAEL C. LING)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: LW vs Alias
Date: 27 Apr 1996 06:34:33 -0400
Organization: Pipeline
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On Apr 27, 1996 05:39:52 in article <Re: LW vs Alias>,
'wave-length@netwrx.net (Richard Garrison)' wrote:
>I don't know where this guy get's his info. But Alias and an SGI will
>take you much further than the latter. If you want to do video work
>then either will get the job done, (of course Alias will do quite a
>bit more) if you want to get into film work then Alias is the clear
>choice.
Out of curiousity, how well do you think Alias or SoftImage in their older
versions would compare to the new crop of PC based 3d packages?
--
M C L -
Article: 18088
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From: mikeling@nyc.pipeline.com (MICHAEL C. LING)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 27 Apr 1996 06:29:49 -0400
Organization: Pipeline
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On Apr 27, 1996 07:01:34 in article <Re: My take on NAB: 3DS MAX vs. LW
5.0>, 'David Forbus <forbus@gramercy.ios.com>' wrote:
>All of this talk about multiple cameras is kinda funny, considering only
>two years ago that any animation longer than 10 seconds was a big deal.
>Also, I don't know about the animations anyone else are making, but mine
>take a few days to render on a Pentium. So, a couple of minutes to change
>the camera for a different angle is not big deal when I'm going to have a
>wait of days or weeks for the animation to render.
The whole point is that in addition to saving a few minutes is that doing
more planning, more testing, more experimenting, may make it easier to get
it "right" in the first place, especially important when render times are
still so long.
--
M C L -
Article: 18089
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From: rpease@iamerica.net (Russ Pease)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Miro DC20
Date: Sat, 27 Apr 1996 11:25:50 GMT
Organization: LDS iAmerica
Lines: 36
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I would look at the FAST AV Master
http://www.fast-multimedia.com/fast/html/products/master/avmaster/avm.html
This is a much better card than the Miro. I compared them both at
NAB, and the fast was only $100 more, it has audio, a 4:1 video
compression (vs 9:1 on the miro). This card preforms similar to the
much more expensive Targa 2000 card. The only card I saw the produced
better video than this was the DPS Preception card.
Angelito So <lito@panix.com> wrote:
>C. Osterhus wrote:
>>
>> I'm interested in getting the Miro DC20 to use with LightWave but I
>> haven't actually seen the card yet. The reviews I've seen are all good
>> but I was wonering if anyone has actually used one with LW. How's the
>> quality? I know the PVR is better but it is out of my price range for
>> now. Is the Miro a good choice for the $1000 price range? Is there
>> anything better out there for about the same price? (or does anyone know
>> of a new card that will be out soon?)
>I personally use a Q-Motion 250 PCI board. It has very good quality, it can
>output to VHS and SVHS in upto 640x480. It also does capture (VHS, SVHS) at a
>true 640x480 and on my system less than 1% of frames are dropped (Though I
>have gotten it to capture without dropping any frames many times). I am sure
>that it could capture without dropping frames all the time if I bought an AV
>drive.
>--
>*****************************************************************************
>E-Mail: lito@panix.com http://www.panix.com/~lito
> "Thats a feature, not a bug!"
>
>*****************************************************************************
Article: 18090
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From: rpease@iamerica.net (Russ Pease)
Newsgroups: comp.graphics.apps.lightwave
Subject: Test new
Date: Sat, 27 Apr 1996 11:31:38 GMT
Organization: LDS iAmerica
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Testing new articles
Article: 18091
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From: rpease@iamerica.net (Russ Pease)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Test new
Date: Sat, 27 Apr 1996 11:32:17 GMT
Organization: LDS iAmerica
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Testing replay
rpease@iamerica.net (Russ Pease) wrote:
>Testing new articles
Article: 18092
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From: gregtee@ix.netcom.com(William Teegarden)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Jumanji vs JP
Date: 27 Apr 1996 07:17:08 GMT
Organization: Netcom
Lines: 16
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>
--->Just in case you didn't know but the lion was anamatronic ie. it
was a gangaly
>puppet, a very expesive gangaly puppet but a puppet none the
less.<-----
Only the parts where it's sitting on the bed. The sequence where it
jumps down the stairs and charges at
Robin Williams was CG.
GT
Article: 18093
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From: John Back <backj@topaz.cqu.edu.au>
Newsgroups: comp.graphics.apps.lightwave
Subject: Anyone tested the AMD 5x86?
Date: Sat, 27 Apr 1996 19:34:01 +1100
Organization: Freelance Graphic Artist
Lines: 9
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Has anyone tested or benchmarked the AMD 5x86?
After trialling my AMD DX100 against the recent Cyrix and P150 postings,
I feel an upgrade might be prudent (I feel reaaaaaal bad!)
Thanx In Advance.
backj@topaz.cqu.edu.au
///////////////////////Gimme a REAL processor for XMAS, Santa :(
Article: 18094
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From: andersp@dial.pipex.com
Newsgroups: comp.graphics.apps.lightwave
Subject: Motion Master plugins
Date: Sat, 27 Apr 1996 21:41:43 GMT
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I have once read about some lightwave plugins called Motion Master 1+2
from MetroGrafix (I think). The article explained some cool plugins,
but at the time they were only avalible for the amiga platform.
The aricle was a bit old so if anyone knows anything about the two
packages (where can I buy them, how much do they cost, are they
avalible for win95 platform, and perhaps a short objective review).
Any help will be most appreciated.
anders
Article: 18095
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From: Allynn Wilkinson <awilkin@bgnet.bgsu.edu>
Newsgroups: comp.emacs,comp.emacs.xemacs,comp.emulators.apple2,comp.emulators.cbm,comp.emulators.mac.executor,comp.emulators.misc,comp.emulators.ms-windows.wine,comp.fonts,comp.graphics.algorithms,comp.graphics.animation,comp.graphics.api.inventor,comp.gr
Subject: Re: ESSAYS FOR FREE!!!!!!!
Date: Sat, 27 Apr 1996 10:45:42 +0000
Organization: Bowling Green State University
Lines: 12
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HOUSE wrote:
>
> I AM NOT ASSOSIATED WITH THIS PAGE! JUST A FREQUENT USER!!!
> CHECK OUT THE EVIL HOUSE OF CHEAT!!!!
> LOTS OF FREE ESSAYS IN ALL TOPICS AND LANGUAGES!!
> CHECK IT OUT!!!!
Oh goody! Thanks for the info! I'll be sure to tell the rest of the TA's in my
department and the profs too so we'll know where to look for all those plagiarized
papers! Thanks for making my job a whole lot easier.
Allynn
Article: 18096
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From: lara@vvm.com (Paul Lara)
Newsgroups: comp.graphics.apps.lightwave
Subject: multiple cameras
Date: Sat, 27 Apr 1996 15:01:53 GMT
Organization: VDO Productions
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>Michael C. Ling was overheard wishing upon a 6.0 star....
>The time adds up and it need not be the case. Multiple cameras should be as
>convient as multiple lights.
Its interesting youd use that example in favor of multiple cameras.
While I agree with you, I can say I have NEVER used multiple lights
just to compare angles, edges, colors, etc. I just tweak the light
Although, I cant wait to use the projection feature in 5.0s lights!
Paul Lara
VDO Productions
Article: 18097
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From: achan@ix.netcom.com(Alan Chan )
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Motion Blur in LW
Date: 27 Apr 1996 13:33:46 GMT
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In <31819E11.4D138366@instanet.com> Paul Bruggeman
<bruggemn@instanet.com> writes:
>
> I think you missed the point here, it appears that LW uses a multi
>frame/composite render approach to motion blur, as opposed to a
>renderman type solution. (sub-pixel fragments sampled over time, if I
>understand it correctly) The speed difference on large blurs can be
>incredible.
Remember that there is now also a Dithered Motion Blur option.
AC
Article: 18098
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From: instntguts@aol.com (InstntGuts)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 27 Apr 1996 11:19:05 -0400
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<<Fact is, SI exists on the PC as an initial salvo in the battle to
knock SGI down a notch or two. It appears to be working.>>
Hey, Steph,
Yep, it seems to be working -- supposedly, the latest issue of
BusinessWeek had a brief mention of the Character Studio plug-in for 3D
Studio MAX, and said that in response, SGI was going to lower the price of
its Kinemation software. And, BTW, Ken just ordered a fully-loaded
NetPower PC with Softimage NT... let the battles begin!
See ya 'round,
-- Jon
Article: 18099
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From: kenwshmt@airmail.net (Ken Schmitt)
Newsgroups: comp.graphics.apps.lightwave
Subject: WAV to MOTION envelope.... any way to do it?
Date: Sat, 27 Apr 1996 15:43:34 GMT
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is there anything that can scan a sound file, and turn the VU into a
motion envelope?
it could be used for syncing voice to motions, explosions, disco
lights, and any number of other things.
Article: 18100
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From: ebarba@usa.pipeline.com
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: LW vs Alias
Date: 27 Apr 1996 16:38:13 GMT
Organization: Pipeline USA
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>>In this ongoing babel, Richard Garrison wrote
I don't know where this guy get's his info. But Alias and an SGI will
take you much further than the latter. If you want to do video work
then either will get the job done, (of course Alias will do quite a
bit more) if you want to get into film work then Alias is the clear
choice.
--
As an professional animator, I can honestly say that either piece of
software will open doors for you depending on your actual talent. These
pieces of software are just tools! They are another pencil or brush that
allows an artist to express themselves. Both have drawbacks, and both can
be used for either film or television.
The major difference then is price/performance. As stated many times in
this newsgoup a television show done with Alias is not going to be very
cost effective. If you want to take advantage of any of Alias's cool
features, you must render with Alias. The drawback is of course, Alias only
renders on SGI. This makes for a very expensive render farm, and makes
(dare I say) for one expensive dongle! Of course the render quality is
fantastic, you will simply be giving more of your income to SGI than you
will be putting in your own pocket. It is really a question of economics.
If a company has to spend ten times more on software and equipment, then
they have less to pay their animators.
As far as film work, it really depends on what type of effects you need.
Because Lightwave can do 90% of what Alias can do, then the question again
comes to economics. A Carrera Cobra 366 will render circles around an
Indigo2 Impact, for alot less money. So instead of giving the money to SGI,
guess what? The equation changes and the profit margin is higher, and
therfore, (no not a witch) more money to pay animators.
Now to address which software to learn. Hmm, I really recommend learning as
many pieces of software as you possibly can. Again each is a tool
(paintbrush) the more brushes you have to offer an employer, the better
asset you become. I originally learned Alias at Art Center, and was hired
for my Alias skills (Amblin Imaging), but of course we used Lightwave
almost exclusivly. Now knowing both packages makes me more valuable, I Know
which tool for which job, and what makes sense to render in i.e. save
money. I can also run Lightwave at home, and do stuff for myself.
So go out and learn as much as possible, but if your on a budget, then does
it make sense to buy an Indy that renders slower than a pentiumn pro? And
what are you going to do when that Indy needs service? Do you know what SGI
charges for service! The bottom line is your reel, that is what impresses
employers, not what software you know. An employer with vision will know
and understand what is important.
SGIs days are numbered, agian it is simply a question of economics. Unless
they dump mips and buy Digtal Chips, or start making Open GL cards for NT
boxes, they are simply going to run out of market share. This is really the
best thing for all of us, some good friendly competition is what this
country is all about. There are two many effects houses that have been
raped for years by SGI (highest profit margin in the workstation business)
and somtimes things come back to bite you in the ass.
Eric Barba
ericb@d2.com Digital Domain
ebarba@usa.pipeline.com Home
Article: 18101
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From: Steph Greenberg <steph@primenet.com>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 27 Apr 1996 10:23:01 -0700
Organization: Primenet (602)395-1010
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X-Posted-By: steph@usr2.primenet.com
Dave Paige <davep@access.digex.net> wrote:
: wturber@primenet.com (Walter (Jay) Turberville ) wrote:
: >With the exception of targeting a camera to an object, this can be effectively
: >simulated by using Null objects. For simplicity, just rename the Nulls as
: >Cameras. I haven't tried it , but you might even be able to use IK to target
: I agree, I've never understood what the usefulness of multiple cameras
: is. You can only look through one at a time and you can only render
: from one of the perspectives. If you want to look from a different
: location, just put the camera there.
Of course you don't understand a feature that you could *take for granted*.
If you can't see an advantage to multiple perspective views, multiple
lens legnths, setting up cuts, close ups, med shots, long shots, testing
the animation in your scene from different angles, changing the animation
and not losing those angles. In particular when you're under someone
else's direction, they really *care* about where the camera is, and they
*want options*.
--
-------------------------------------------------------------------------------
Steph Greenberg, 3DCGIMD CGI Character Orthopedic Surgeon,
steph@primenet.com Chiropracter, and Podiatrist.
Copyright 1996. All Rights Reserved. Permission granted for non-commercial
electronic republication only, such as Usenet and Email, and
non-commercial educational purposes such as charge free WWW pages.
Express permission is required for any other use. When in doubt, ask.
-------------------------------------------------------------------------------
Article: 18102
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From: rdijk@worldaccess.nl (Rene van Dijk)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Silicon Graphics LW question
Date: Sat, 27 Apr 1996 16:28:55 GMT
Organization: AT&T
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>....and we haven't begun to talk about the fact that a 200MHZ Indigo2's
>render speed is approx. the same as a 166MHZ Pentium (about $2500)!
Quite disappointing, I expected a faster rendering with a SGI.
I think we have to buy a Pentium Pro system.
Thanks anyway
Rene
Article: 18103
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From: CPUKen@indy.net (Ken Armour)
Newsgroups: comp.graphics.apps.lightwave
Subject: Recommendations for Best OpenGL video card??
Date: Sat, 27 Apr 1996 19:56:18 GMT
Organization: IndyNet - Indys Internet Gateway (info@indy.net)
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After having seen the new (version 5.0) of Lightwave running with its
OpenGL support, it's time to start planning a new purchase. I know
very little about OpenGL and many of the ads I see for video cards
don't seem to make mention of it... it's making it harder to make an
informed decision. I know the MGA Mellinium card from Matrox is
considered a good candidate but surely there are others equal to or
superior to that???
How bout it? Does anyone have any feedback they can share on this
topic?
thanks
Ken
Article: 18104
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From: mad@torment.tmisnet.com (Mark Dunakin)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Message-ID: <mad.6so0@torment.tmisnet.com>
Date: 27 Apr 96 10:37:30 PST
Organization: Tierra-Miga BBS
Lines: 20
On Sat 27-Apr-1996 4:12a, Dave Paige wrote:
DP> I agree, I've never understood what the usefulness of multiple cameras
DP> is. You can only look through one at a time and you can only render
DP> from one of the perspectives. If you want to look from a different
DP> location, just put the camera there.
--------------
Just another example of someone who has never used multiple cameras, so he
doesn't know what he's missing. Like I said before, if you need/want to make
some different renders from some different shots and angles, well of course LW
can do it, but with a zillion different key frames and thats ok if you plan on
keeping all those different shots. But if all you are wanting to do is to just
check the places that you might want to do some shots, just to see how they
might look, then when you are all done you have to go back and deleate all of
those other keys that you don't need any more. What a hassle! Trust me, if you
had multiple cameras, you WOULD USE them and you WOULD LIKE them. And I'm not
just saying that this would be an ok thing and, yea I guess if they had that
feature, well I suppose that I would use it, kind of a deal, but it would be a
feature where you would love it and be greatfull that it was put in.
...........md
Article: 18105
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From: dunham@pensee.com (David Dunham)
Newsgroups: rec.games.programmer,comp.graphics.animation,rec.games.design,comp.graphics.apps.lightwave
Subject: Re: Artist Needed for Game
Date: Sat, 27 Apr 1996 11:46:27 -0700
Organization: Pensee Corporation
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In article <31809A07.59A5@ucla.edu>, Takamoto Miura <takamoto@ucla.edu> wrote:
> > We are willing to give up to 20% of all profit generated by the game
plus cash
>
> Just curious again... anyone else here thinks that graphics
artists should
> get more than 50% of share since most of the time it is more work than
programming?
> (This all depends on what kind of game you're talking about, but I think
this is
> the case from my experience...)
I have no idea what sort of game you're talking about, but (as a
programmer) I'm convinced that programming is more work. I can't imagine a
game would be held up by bugs in the art, the way they are if there are
lingering bugs in the code.
I would also be suspicious of any deal that gave any one person 50% of the
profits
David Dunham Pensee Corporation dunham@pensee.com
Voice/Fax: 206 783 7404 http://www.pensee.com/dunham/
"I say we should listen to the customers and give them what they want."
"What they want is better products for free." --Scott Adams
Article: 18106
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From: fwtep@earthlink.net
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: MAX or Lightwave? How about some MAX here folks.
Date: Sat, 27 Apr 96 19:47:07 GMT
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On 4/25/96 4:41AM, in message <4lnodv$7fr@freenet-news.carleton.ca>, Saiyad
Abdul <ar409@FreeNet.Carleton.CA> wrote:
> I have no problem with saying that film work is often more complex than
> game work...The only probelm I had was with with the statement that great
> film animation will make great great game animation(check
> "www.skygames.com, the "games" Assasin Page under for what I would
> call very good game animation)....They are designed with different criteria
> that will not overlap as smoothly as some may think....
>
> Sai
>
OK, which is _more likely_ to look good, film animation rendered down to games,
or games rendered up to film?
--
-=Fred=-
Article: 18107
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From: nbenami@uiuc.edu (Noam Ben-Ami)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Does anyone know LightWave Pro's postal address, phone and e-mail address ?
Date: 27 Apr 1996 19:19:29 GMT
Organization: University of Illinois at Urbana
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pfrencke@mail.dds.nl (Pascal Frencken) writes:
>I'm looking for the postal address of LightWave Pro magazine. I would
>also like their phone number and e-mail address. Does anyone know one
>or all of these? Please reply to this thread or send me an e-mail.
>Thanks in advance,
>Pascal Frencken,
>pfrencke@mail.dds.nl
http://www.portal.com/~amg/lwp/lwpstart.html
Yer welcome.
--
Noam Ben-Ami is nbenami@ux4.cso.uiuc Solar Acoustics High Performance Speakers.
http://farside.ncsa.uiuc.edu/~nbenami ---- Disclaimer: I speak for myself ONLY.
Dealer employee:Dunlavy, B.A.T., Theta, Rowland, Von Schweikert, Hales, Paragon,
Golden Tube, Musical Design, Counterpoint, Linn, Fanfare, C.A.L, Nak, XLO, PS Audio...
Article: 18108
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From: nbenami@uiuc.edu (Noam Ben-Ami)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Recommendations for Best OpenGL video card??
Date: 27 Apr 1996 19:26:15 GMT
Organization: University of Illinois at Urbana
Lines: 38
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Reply-To: nbenami@uiuc.edu (Noam Ben-Ami)
NNTP-Posting-Host: ux4.cso.uiuc.edu
CPUKen@indy.net (Ken Armour) writes:
>After having seen the new (version 5.0) of Lightwave running with its
>OpenGL support, it's time to start planning a new purchase. I know
>very little about OpenGL and many of the ads I see for video cards
>don't seem to make mention of it... it's making it harder to make an
>informed decision. I know the MGA Mellinium card from Matrox is
>considered a good candidate but surely there are others equal to or
>superior to that???
>How bout it? Does anyone have any feedback they can share on this
>topic?
>thanks
>Ken
Wait about 30-90 days, is my advice.
There is currently one Shipping OpenGL card that I know of, and that
is the V192. It claims about 50K shaded, 1M wires, 16mb VRAM, and lots
else. It costs about $5,000, I've seen it sell for circa $4,200.
The GLint guys should be coming out with a competitor soon, at the
$2,500 mark, and in a few months all hell is going to break loose.
A recent post on this group claimed that SGI's days are numbered. Well,
this isn't true, but the days when SGI can screw people for mediocre-performance
machines which really aren't all that capable in the graphics department
are over, or should be soon.
--
Noam Ben-Ami is nbenami@ux4.cso.uiuc Solar Acoustics High Performance Speakers.
http://farside.ncsa.uiuc.edu/~nbenami ---- Disclaimer: I speak for myself ONLY.
Dealer employee:Dunlavy, B.A.T., Theta, Rowland, Von Schweikert, Hales, Paragon,
Golden Tube, Musical Design, Counterpoint, Linn, Fanfare, C.A.L, Nak, XLO, PS Audio...
Article: 18109
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From: ar409@FreeNet.Carleton.CA (Saiyad Abdul)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Artist Needed for Game
Date: 27 Apr 1996 17:02:03 GMT
Organization: The National Capital FreeNet
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Sender: ar409@freenet3.carleton.ca (Saiyad Abdul)
Message-ID: <4ltjub$2g1@freenet-news.carleton.ca>
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Fabio Bizzetti (bizzetti@mbox.vol.it) writes:
>>> Just curious again... anyone else here thinks that graphics artists should
>>>get more than 50% of share since most of the time it is more work than
>>>programming?
>>>(This all depends on what kind of game you're talking about, but I think
>>>this is the case from my experience...)
>>> How much share do graphics artists actually get in general? Anyone knows?
>
>>Load of bullshit. Most often, the programmers are the ones that do most of
>>the work. Whoever thinks that the graphics are the hardest part knows little
>>about neither games nor graphics.
>
> Just wanna show my personal example of programmer learning also how to draw
> good graphics, expecially using 3D RayTracing programs. But I never heard of a
> graphician learning assembly programming to code the latest 3D tmap engine..
> This says all about programmer vs graphician IMHO.
> Anyway no offence for any graphician, really.
>
>
I think this whole line about the superior skills and itelligence of a
programmer are completely bogus!!! I just got back from the CGDC(computer
game developers conference) and thats one of the jokes at the art
seminars, how alot of programmers are wanna-be artists but no artists want
to be programmers....Mere proficiency with a tool means very little...I
know of a few artists who program for fun and guess which they think is
easier?.....IT reallly depends on what you chose to specialize in doesnt
it.....I think this whole thread is rehash of the "my penis is bigger than
yours debate"..
Sai
Article: 18111
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From: Bryant Reif <reifbrya@pilot.msu.edu>
Newsgroups: rec.games.programmer,comp.graphics.animation,rec.games.design,comp.graphics.apps.lightwave
Subject: Re: Artist Needed for Game
Date: Sat, 27 Apr 1996 15:38:25 -0400
Organization: Concentric Internet Services
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TCM wrote:
>
> In article <4lq803$kjt@vixen.cso.uiuc.edu>, nbenami@uiuc.edu (Noam Ben-Ami) writes:
> > Load of bullshit. Most often, the programmers are the ones that do most of the
> > work. Whoever thinks that the graphics are the hardest part knows little about
> > neither games nor graphics.
>
> You don't often hear graphic artists go "oh no, some pixel (I have no idea
> which one) has gone rabid and is killing the rest of them" :)
No, but you do see graphic artists, especially in 3D, tweak and rework their
animations, until it looks "just right" This is analagous to the debugging process for
programmers.
> Art sort of progresses linearly, with programming you often have to
> dump the method and start over, sanity bending bug-hunts are another neat
> feature of programming.
??? You don't think artists have to scrap ideas too? When you have hundreds of bones
in an object, and that one polygon is still deforming improperly, you start to go a bit
crazy. (I admit the ol' "." that looks exactly like a "," goof REALLY sucks.)
> No offense to graphic artists - I do the odd bit of artwork so it's not a them
> vs us situation as far as I'm concerned, IMHO it's more boring than
> programming, but far less boring than a bug hunt (this is the bit where
> someone plugs Ada95 :)).
I've done both, and although I enjoy the art side more, I still like programing side
too.
> Ratio of art vs code does depend on the game, I'd guess a sierra game has more
> work put into the art than the engine - since they wrote the engine in 1843 and
> havn't changed it since.
Absolutely. Think about all the DOOM clones out there (DOOM, DOOM2, Heretic, Hexan,
etc..), using pretty much the same engine. They would look pretty silly w/ the same
graphics.
> --
> The Cookie Monster (TCM)
> - All Gods children are lost... but only a few can program.
--
Bryant Reif
mailto:reifbrya@pilot.msu.edu
http://www.aiesec.org/~bryant
Article: 18112
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From: Bryant Reif <reifbrya@pilot.msu.edu>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: Sat, 27 Apr 1996 15:48:53 -0400
Organization: Concentric Internet Services
Lines: 31
Message-ID: <31827A25.473D@pilot.msu.edu>
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MICHAEL C. LING wrote:
>
> On Apr 27, 1996 07:01:34 in article <Re: My take on NAB: 3DS MAX vs. LW
> 5.0>, 'David Forbus <forbus@gramercy.ios.com>' wrote:
>
>
> >All of this talk about multiple cameras is kinda funny, considering only
> >two years ago that any animation longer than 10 seconds was a big deal.
> >Also, I don't know about the animations anyone else are making, but mine
> >take a few days to render on a Pentium. So, a couple of minutes to change
> >the camera for a different angle is not big deal when I'm going to have a
> >wait of days or weeks for the animation to render.
>
> The whole point is that in addition to saving a few minutes is that doing
> more planning, more testing, more experimenting, may make it easier to get
> it "right" in the first place, especially important when render times are
> still so long.
>
> --
> M C L -
Doesn't anyone here know the multiple camera trick in LW? Just set up lights (light
intensity = 0% of course) in the places in which you would want another camera to be.
Set view to lights and... Viola! Multiple cameras. When you have all the shots you want
simply keyframe the camera to the exact locations of the lights. Also great for
parenting a virtual camera to an object.
--
Bryant Reif
mailto:reifbrya@pilot.msu.edu
http://www.aiesec.org/~bryant
Article: 18113
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From: Angelito So <lito@panix.com>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Where is LW 4.0 Alpha??
Date: Sat, 27 Apr 1996 12:10:02 -0400
Organization: PANIX Public Access Internet and Unix, NYC
Lines: 25
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David Warner wrote:
> So now LightWave 5.0 has been anounced and NewTek wants me to shell out
> another $500 for this new version when I STILL haven't received the new
> version of LightWave 4.0. This doesn't sound very fair. Don't get me
> wrong, I'm extremely excited about version 5.0 and am looking forward to
> getting ahold of it, but I think that some consideration should be given
> to the people who are STILL waiting to receive LightWave 4.0.
Well I own The Intel Version so I am not in the same boat as you Dave. But I
do believe this is the worst thing I have heard any software manufacturer do.
IMHO, believe that ALL users who have not received their final version of 4.0
get a free upgrade to 5.0. That is only fair. I know that it costs alot to
upgrade and maintain a program, but lets be reasonable would newtek like it if
some of their loyal customers moved to another program? If I were Newtek I
would at the very least give anyone who did not get their copy of 4.0 Final
yet on the alpha a discount in upgrading to 5.0 (say the amiga price of $295).
--
*****************************************************************************
E-Mail: lito@panix.com http://www.panix.com/~lito
"Thats a feature, not a bug!"
*****************************************************************************
Article: 18114
Newsgroups: comp.graphics.animation,comp.graphics.apps.lightwave,comp.graphics.apps.photoshop,comp.graphics.packages.3dstudio,comp.os.ms-windows.apps.utilities,comp.os.ms-windows.apps.utilities.win3x,comp.os.ms-windows.apps.utilities.win95,alt.2600,alt.bi
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From: tdafoe@ivory.trentu.ca (TWYG)
Subject: Re: WIN95 better than OS/2 PLEASE!!!!
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Date: Sat, 27 Apr 1996 10:19:35 GMT
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mrkite <mrkite@nowhere.com> writes:
>Tattoo wrote:
>
>> (Heaven forbid..) NOw I'm a dedicated Win95 operator. Best
>> multi-tasking I have ever seen. Absolutely the best crash protection
>> I have ever experienced, especially when running dos apps from a
>> window. Win95 themes are a blessing, and eliminate boredom. At
>> last, an operating system that manages programs without a program
>> manager(the scourge of win3.1). YOu can actually see the wallpaper!!
>
>You obviously have never used linux. It offers REAL multitasking, REAL
>multiuser, and REAL internet services. Crash protection? If something
>does crash (rare), you can just kill the process. If X doesn't work
>with your video card, you don't have to reboot, type Ctl-Alt-Backspace
>and it will quit back to shell. If dosemu crashes, hit ctl-alt-pagedown
>and you're right back in linux, everything except for dosemu up and
>running happily.
the original poster seem infinitely more concerned with
critical OS features like seeing wallpaper, hoisting up
pretty themes and backgrounds, and having a clean, tidy
desktop than anything else. anything you'd have to say
about the (obvious) superiority of linux wouldn't be
met with any real appreciation or consideration...
twyg
Article: 18115
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From: tekell@art.unt.edu (steve)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 27 Apr 1996 16:43:44 GMT
Organization: UNT Visual Arts
Lines: 37
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>>Unlimited Cameras One Camera
>You can t use more than one camera rendering, so what s the big deal?
I use 3DS and LW and this is a limitation of LW that annoys me. I have quite
often used multiple cameras both for rendering and modeling. Its a tool that
once you get use to having you can't believe LW doesn't have.
>>Modeless Modeler/Layout still exist as two
>So? This is pretty minor at best.
Not at all minor. Since in MAX you can animation modeling features. E.g.
you want to push a ball through a curvy tube. This is a simple two kf
animation using animatable fit deformation. This was previoiusly just a
modeling tool. In a model environment, you have to do most such animations
using alot of morph targets. You can also animate while your patch objects
are still splines. I really hope the next Version of LW overcomes this.
>>Seamless Plugin Architecture Nope
>What is "seamless" besides a marketing ploy? When I use a plug-in, I pull
>up the menu and use it. What s not seamless about that?
With seamless, all the controls buttons can sit at the root of the interface,
so you don't have to call a plugin make a change go back and see what it
looks like then call it again to change it again. This is more of an
advantage for some types of plugins than others. I got really annoyed at
3DSr4's plugin arch, it took 6 keystrokes for what now takes 1.
This is also where it's an advantage to have a true WinNT interface. Since
MAX ships with source, it seems that it wouldn't be to hard to edit the UI
resource to add buttoms, et al.
The other advantage to the NT interface is you can keep most any window open,
like the materials editer, and move it over to a second moniter if you like.
(yes you can have 2 moniters in NT)
Article: 18116
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From: achan@ix.netcom.com(Alan Chan )
Newsgroups: comp.graphics.animation,comp.graphics.apps.lightwave,comp.graphics.packages.3dstudio
Subject: Re: MAX or Lightwave? How about some MAX here folks.
Date: 27 Apr 1996 13:31:08 GMT
Organization: Netcom
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In <3181BE6D.6652@niu.edu> Ted Kern <tkern@niu.edu> writes:
>
>To say that one piece of software inherently produces better images
than another is generally a
>poor argument. If I were to say that Michelangelo's paintings were
inherently better than those
>done by Picasso because of the brush that he used, I'd be laughed out
of the art community
I think this is a valid argument. Most high-end houses that can afford
it model in Alias, animate in SI and render in Renderman. There are
inherent differences in the coding of each app's render engine that
will undoubtedly impose limitations on the quality of the render.
AC
Article: 18117
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From: zimmerma@chapman.edu (Dan Zimmerman)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: PVR question... even though this is a LW
Date: Sat, 27 Apr 1996 09:04:51
Organization: EuroTech Productions
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In article <mad.6qha@torment.tmisnet.com> mad@torment.tmisnet.com (Mark Dunakin) writes:
>From: mad@torment.tmisnet.com (Mark Dunakin)
>Subject: Re: PVR question... even though this is a LW
>Date: 25 Apr 96 10:05:46 PST
>On Tue 23-Apr-1996 4:29p, MicroTech wrote:
>M> On 22-Apr-96 21:49:07, atlantis (atlantis@globalone.net) posted:
>M> > Greetings,
>M> > Does anyone know how to delete rendered LW frames from the DPS
>M> drive on
>M> > an NT system?
>M> > I've tried doing what the manuals say regarding using the FILE
>M> MANAGER
>M> > to select a file and then hitting delete. Well, it's not deleting the
>M> > file for some reason.
>M> > The DPS drive is a Seagate Barracuda (4.3gb) and is listed as the
>M> P:
>M> > drive. I can view files, create directories, but I can't seem to delete
>M> > the individual frames.
>M> > God! I'm feeling so STUPID lately. (no comments to this line are
>M> > needed, but thanks for thinking of me!)
>M> > Bob
>M> You don't delete individual frames, you delete the folder that the
>M> animation is in. Each anim is in it's own separate folder, so you just
>M> delete the folder itself.
>----------------
>I already new this, I wanted to be able to deleate only portions of the
>animation. And yes I know that you can set up a clip sequence of the parts
>that you want, but then you still have all that disk space wasted........md
Another thing you can do is truncate the .pvd files in the PVR-Player
(Re-render the pieces), then delete the portions you don't need anymore.
Dan Zimmerman
EuroTech Productions
Article: 18118
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From: zimmerma@chapman.edu (Dan Zimmerman)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: PVR and Premeire 4.2 ??
Date: Sat, 27 Apr 1996 09:07:47
Organization: EuroTech Productions
Lines: 28
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In article <3180E6BD.1AFE@cyberoptics.com> Nate Hayes <nhayes@cyberoptics.com> writes:
>From: Nate Hayes <nhayes@cyberoptics.com>
>Subject: Re: PVR and Premeire 4.2 ??
>Date: Fri, 26 Apr 1996 10:07:41 -0500
>Steve Axtell wrote:
>>
>> Also I got the announcement of Premeire 4.2 a true 32 bit upgrade for
>> NT and Win95. Does this directly support PVR yet like Speed Razor Pro
>> yet?
>>
>> Ax
>Nope. Ya still need to convert .pvd to .avi.... but 4.2 is much more
>robust in general now that its native 32-bit (much faster, too).
>Nate hayes
Even though this is the LW group, here my question. I am still waiting for 4.2.
Will it be possible to capture straight from within premiere, so that
batch-capturing (on-lining) will be possible? Anybody got any experience yet?
Dan Zimmerman
EuroTech Productions
Also: Anybody bot MCXpress Yet??
Article: 18119
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From: Andrew Hofman <andyh@erinet.com>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Motion Blur in LW
Date: Sat, 27 Apr 1996 16:24:15 -0400
Organization: LumaQuest Productions, Dayton, OH
Lines: 36
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Alan Chan wrote:
>
> > I think you missed the point here, it appears that LW uses a multi
> >frame/composite render approach to motion blur, as opposed to a
> >renderman type solution. (sub-pixel fragments sampled over time, if I
> >understand it correctly) The speed difference on large blurs can be
> >incredible.
>
> Remember that there is now also a Dithered Motion Blur option.
>
> AC
In many cases, I have found motion blur is not an alternative to field rendering
for smooth motion. Fast-moving objects in particular can look annoyingly jerky,
even with dithered blur. If I increase the amount of blur and/or number of passes,
I get nicely blurred frames that still look jerky when played. Plus, too much blur
simply looks unnatural and *still* is jerky. I've seen this in extreme cases with
film as well, but it seems film can be pushed much farther before this occurs. I'm
not sure why.
Just read an interview with Dennis Muren (one of the original Star Wars/ILM crew)
in CineFex. He discussed how the first go-motion tests were so astonishingly
smooth, and how they attributed this to the motion blur that this method allows.
But he did some further testing and filmed a go-motion creature first normally,
and then with the camera's shutter closed way down. (This speeds up the shutter,
which quickly results in strobed, jerky-looking footage.) Muren compared the
normal, nicely blurred footage to the strobed stuff and found that they both
looked pretty smooth! He concluded that the main difference between go-motion and
traditional stop-motion was not blur at all, but the tiny inconsistencies per
frame that are unavoidable when animation is done by hand.
--
Andrew Hofman
LumaQuest Productions
andyh@erinet.com
513-643-7333
Article: 18120
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From: cgolchert@gatecoms.gatecom.com (Chris Golchert)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Jumanji vs JP
Date: 27 Apr 1996 19:26:19 GMT
Organization: Gateway Communications Inc.
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Rafe Purnell (darkeye@unicorn.demon.co.uk) wrote:
: Here here !
Well said.
Article: 18121
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From: xochimil@aol.com (Xochimil)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Recommendations for Best OpenGL video card??
Date: 27 Apr 1996 16:39:17 -0400
Organization: America Online, Inc. (1-800-827-6364)
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Regarding OpenGL video cards: I use SoftImage here along side Lightwave
and the fastest card that is SoftImage compliant is the Dynamic Pictures
card. You can get it for around $3500. Ours came in a NetPower Calisto
system and it is very fast.
Article: 18122
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From: cgolchert@gatecoms.gatecom.com (Chris Golchert)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Jumanji vs JP
Date: 27 Apr 1996 19:31:33 GMT
Organization: Gateway Communications Inc.
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only if the lion and the monkeys looked as good as the crock :)
The elephants were damn impressive in the commercials (the crushed car)
also the rhinos.
Opps perspective shift......
Twister has some good looking CG...BUT why does CG now, look real, but
not completely????
Jurassics' looked real (see dinos aren't purple)
Chris
----------------------------------------------------------------------------
We control the horizonal, and the vertical. We control all you see.....
well..not really.. but I'm writing a plug-in to do that.
----------------------------------------------------------------------------
Article: 18123
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From: toastrguy@aol.com (ToastRGuy)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: InFly for Intel?!?
Date: 27 Apr 1996 17:29:50 -0400
Organization: America Online, Inc. (1-800-827-6364)
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In article <317F79C2.A1F@airmail.net>, Lance Gray <empire@airmail.net>
writes:
>Has anyone successfully gotten the Infly script for the PeeCee
>to work (this is found in the Upload/Download section of the NewTek
>BBS)? This is the IFF2CLIP script for the PeeCee to turn animations
>into Flyer Clips! I attempt to start the .exe but the screen flashes
>and we go no further! :(
>
> ANY & ALL help would be greatly appreciated!
It's a DOS Program
Run it from an MS DOS prompt.
Be sure to follow the exact instructions in the IFF2Clip, Read Me file
________________________________________________________________________
Don James The Computer Room Colorado's Desktop Video Specialists
2760 S. Havana St. Aurora, CO 80014 (303) 696-8973
Article: 18124
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From: alugones@aol.com (A Lugones)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Error Message: Alpha LW
Date: 27 Apr 1996 17:41:51 -0400
Organization: America Online, Inc. (1-800-827-6364)
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<<My machine has been down for almost 2
weeks now and I am still waiting for something to be done. With me the
error
messages happen all the time and weather I'm in Modeler or Layout, it
dosen't
matter. And it of course always happens when you can least afford it to.
And also when that error message comes up it, of course, crashes the
program
out and sometimes the system.>>
My situation doesn't sound as bad as yours, but I hope it certainly
doesn't lead that way. The message comes up when I render certain scene
files. Especially scene files that require shadow mapping, or scenes and
objects ported from Amiga LW 3.5 or lower. Recently, I turned off the
full-screen display and the errors stopped on some of the wacky files.
The idea that it could be RAM scares me. Hope not.
Alex Lugones
Vantage Point Animations
Article: 18125
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From: gregtee@ix.netcom.com(William Teegarden)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: LW vs Alias
Date: 27 Apr 1996 17:32:58 GMT
Organization: Netcom
Lines: 32
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I
>>>
>
>>Lightwave animators can earn a much higher average salary than Alias
animators.
>> Someone with Lightwave AND Alias skills (assuming the talent, of
course) would
>>be VERY attractive to an employer.
>>--
>> -=Fred=-
>
---->I don't know where this guy get's his info. But Alias and an SGI
will
>take you much further than the latter. If you want to do video work
>then either will get the job done, (of course Alias will do quite a
>bit more) if you want to get into film work then Alias is the clear
>choice.<-----
Why is Alias the clear choice? And it's true that the AVERAGE
lightwave animator makes more than the AVERAGE alias user. True that
top Alias talent will edge out LW, but for rank and file animators, LW
artists tend to do better pay wise.
Also, what limitations do you see LW has in regards to rendering out to
film?
GT
>
Article: 18126
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From: nightgzr@sound.net (Future Communication Services)
Newsgroups: comp.graphics.apps.lightwave
Subject: MICROPOLIS 2.1 GIG AUDIO/VIDEO HARDDRIVES FOR SALE - $400 - NEW!
Date: 27 Apr 1996 22:05:03 GMT
Organization: Future Communication Services
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To whomever this may concern:
I have several Micropolis 2.1 gig harddrives that i have
overstocked and must sell now! (gotta make car and house
payments!!) These drives are some of the fastest on the
market, and retail at the CHEAPEST wholesale stores for
around 800 dollars. These are the AUDIO/VIDEO drives
remember. This is a lot faster than any ordinary
harddrive, plus its a microplis, which is the best brand
on the market. The drives are all brand new. All of
the drives are selling for $400 flat. No bargaining.
Thats already half of what everyone else is selling them
for. They have a scsi interface, and i believe a scsi/2
interface. Like i said, i gottta make the bills, so im
letting the things go. Email me if you have any
questions or want to buy. nightgzr@sound.net
I will not reply to anything in this news group. Again,
nightgzr@sound.net
Thanks!
Article: 18127
Path: news2.cais.com!news.cais.net!newsfeed.internetmci.com!nuclear.microserve.net!news.paonline.com!usenet
From: wavelength@netwrx.net (Richard Garrison)
Newsgroups: comp.graphics.apps.lightwave
Subject: PVR and P6 problems.
Date: Sat, 27 Apr 1996 22:25:47 GMT
Organization: Primenet
Lines: 7
Message-ID: <4lua1l$17r@news.paonline.com>
Reply-To: wavelength@netwrx.net
NNTP-Posting-Host: bispinosus.netwrx.net
X-Newsreader: Forte Free Agent 1.0.82
Has anybody out there successfully installed a PVR in 200 mhz. P6
under NT3.51? Or am I the only one with all the headaches? The board
worked fine in my old P90 after a little juggling of IRQ's, but it
will not work in my P6 no matter how many boards I remove. PC's and
IRQ's still suck no matter how you slice it! I did not have
configuration problems on my old Amiga's or my Indigo2.
Article: 18128
Path: news2.cais.com!news.cais.net!news1.erols.com!newsfeed.internetmci.com!swrinde!howland.reston.ans.net!vixen.cso.uiuc.edu!usenet
From: Dean Oliver <oliver1@uiuc.edu>
Newsgroups: comp.graphics.apps.lightwave
Subject: Premiere 4.2 PC for sale
Date: Sat, 27 Apr 1996 18:30:52 +0000
Organization: Virtually Real
Lines: 12
Message-ID: <318267DC.6EAC@uiuc.edu>
NNTP-Posting-Host: antwerp-7.slip.uiuc.edu
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I have a brand new (but opened) copy of Adobe
Premiere 4.2 for sale. This is not an upgrade copy
but a full retail version. Included on the CD is
Premiere 4.2 (16 and 32 bit versions), Premiere
4.0, Photoshop LE, Flying Fonts Pro LE, stock
media, and Type on Call. The complete unregistered
package for $225.00 prepaid. I will fed-ex
overnight upon receipt of payment. Please feel
free to e-mail with any questions or offers.
Dean Oliver
Virtually Real
Article: 18129
Path: news2.cais.com!news.cais.net!nntp.primenet.com!news.primenet.com!steph
From: Steph Greenberg <steph@primenet.com>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 27 Apr 1996 17:27:02 -0700
Organization: Primenet (602)395-1010
Lines: 26
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X-Posted-By: steph@usr4.primenet.com
Bryant Reif <reifbrya@pilot.msu.edu> wrote:
: MICHAEL C. LING wrote:
: Doesn't anyone here know the multiple camera trick in LW? Just set up lights (light
: intensity = 0% of course) in the places in which you would want another camera to be.
: Set view to lights and... Viola! Multiple cameras. When you have all the shots you want
: simply keyframe the camera to the exact locations of the lights. Also great for
: parenting a virtual camera to an object.
And, um, how do you get different focal legnth settings, FOV, envelopes,
etc, for all those different cameras which used to be lights?
: Bryant Reif
: mailto:reifbrya@pilot.msu.edu
: http://www.aiesec.org/~bryant
--
-------------------------------------------------------------------------------
Steph Greenberg, 3DCGIMD CGI Character Orthopedic Surgeon,
steph@primenet.com Chiropracter, and Podiatrist.
Copyright 1996. All Rights Reserved. Permission granted for non-commercial
electronic republication only, such as Usenet and Email, and
non-commercial educational purposes such as charge free WWW pages.
Express permission is required for any other use. When in doubt, ask.
-------------------------------------------------------------------------------
Article: 18130
Path: news2.cais.com!news.cais.net!nntp.primenet.com!news.asu.edu!ennfs.eas.asu.edu!cs.utexas.edu!swrinde!newsfeed.internetmci.com!news.sprintlink.net!news.netvoyage.net!usenet
From: tpeirce@netvoyage.net
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: DXF importation...
Date: Sat, 27 Apr 1996 18:07:28 -0700
Organization: none
Lines: 13
Message-ID: <3182C4D0.6E42@netvoyage.net>
References: <4lppgb$oej@news.calweb.com>
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POLYMESH OFF. I save DXF in Ampapi with Polymesh off and load directly
into Modeler without problems. Exporting is more complicated. First
every other layer and hidden object has to be deleted in Modeler and then
all n-polygons have to be trippled. I hope Newtek improves the
importer/exporter with 5.0. Anyone know?
tank wrote:
>
> What is the dxf-importation of choice? I've got LW 4.0c a and modeler
> 4.0d, or whatever it works up to, the latest patches available from
> Newtek, and I cannot get DXF files into Modeler or Layout... how does
> everyone else do it?
Article: 18131
Path: news2.cais.com!news.cais.net!newsfeed.internetmci.com!in1.uu.net!news.accessone.com!news
From: jeric@accessone.com
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Lightwave Crack
Date: 28 Apr 1996 01:23:58 GMT
Organization: AccessOne
Lines: 21
Message-ID: <4luhbe$18b@news.accessone.com>
References: <4lpa56$num@newsbf02.news.aol.com>
NNTP-Posting-Host: jeric.accessone.com
X-Newsreader: SPRY News 3.03 (SPRY, Inc.)
> virtualbri@aol.com (VirtualBri) writes:
> > Would the person who posted the Lightwave 4.0 crack a few days ago
> >please repost. I downloaded the crack file and modeler worked fine but
> >the layout file was corupted. An additional download saw the same
> >results.
>
> BWAH-HA-HA!!! Have you ever considered that layout corruption is what the
> "crack" does?
>
> File this under "you get what you pay for". Or maybe "Just say No to
> Crack".
> --Brian
Indeed. Can you BELIEVE these assholes?
BTW, send NewTek the crack file, so they can prepare better surprises
for it!
******************************************************************************
** jeric@accessone.com | Synergy Graphix & Animation -- Seattle **
Article: 18132
Path: news2.cais.com!news.cais.net!newsfeed.internetmci.com!in2.uu.net!news.accessone.com!news
From: jeric@accessone.com
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: MAX or Lightwave? How about some MAX here folks.
Date: 28 Apr 1996 01:28:39 GMT
Organization: AccessOne
Lines: 25
Message-ID: <4luhk7$18b@news.accessone.com>
References: <3181BE6D.6652@niu.edu>
NNTP-Posting-Host: jeric.accessone.com
X-Newsreader: SPRY News 3.03 (SPRY, Inc.)
> Ted Kern <tkern@niu.edu> writes:
> Mark W wrote:
> >
> > Hey,
> >
> > As no-one seems to have mentioned it, the single biggest reason why LW
> > is favoured over 3DS is that LW's renderer produces very good looking
> > images whereas 3DS's renderer is widely regarded as being good for
> > making low res computer game images and nothing else.
> >
>
> To say that one piece of software inherently produces better images than another is
> generally a poor argument.<MEGA SNIP>
Bzzzttt. Wrong. Thanks for playing.
This is like saying there's GENERALLY no difference between acrylics and watercolor.
YO! IT'S A MEDIUM! Chant this 12,000 times a day.
There ARE differences in renderers, and they are perceivable. Everything after
that is opinion and taste.
******************************************************************************
** jeric@accessone.com | Synergy Graphix & Animation -- Seattle **
Article: 18133
Path: news2.cais.com!news.cais.net!newsfeed.internetmci.com!in2.uu.net!news.accessone.com!news
From: jeric@accessone.com
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: MAX or Lightwave? How about some MAX here folks.
Date: 28 Apr 1996 01:30:50 GMT
Organization: AccessOne
Lines: 20
Message-ID: <4luhoa$18b@news.accessone.com>
References: <4lp17p$kbl@nadine.teleport.com>
NNTP-Posting-Host: jeric.accessone.com
X-Newsreader: SPRY News 3.03 (SPRY, Inc.)
> memex@teleport.com (Kreg Branden) writes:
> Last night I went and dug out the video with the Making of JP on it.
> The guy's name that animated the T. Rex is Steve Spaz Williams and the
> jeep equence took him 2 months (not 3).
> Memory is fragile.
>
>
> Kreg Branden
> - Meme-X -
Hey, Great WWW page, you guys.
Occasionally I'll get depressed thinking how slow it is to animate things:
Then I'll read something in CINEFEX where an animator will say how they scheduled
five weeks to create "Dino" for the Flintstones movie.....and I'll feel LESS
depressed.....
******************************************************************************
** jeric@accessone.com | Synergy Graphix & Animation -- Seattle **
Article: 18134
Path: news2.cais.com!news.cais.net!news1.erols.com!newsfeed.internetmci.com!in2.uu.net!news.accessone.com!news
From: jeric@accessone.com
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 28 Apr 1996 01:39:52 GMT
Organization: AccessOne
Lines: 26
Message-ID: <4lui98$18b@news.accessone.com>
References: <31827A25.473D@pilot.msu.edu>
NNTP-Posting-Host: jeric.accessone.com
X-Newsreader: SPRY News 3.03 (SPRY, Inc.)
> Bryant Reif <reifbrya@pilot.msu.edu> writes:
> Doesn't anyone here know the multiple camera trick in LW? Just set up lights (light
> intensity = 0% of course) in the places in which you would want another camera to be.
> Set view to lights and... Viola! Multiple cameras. When you have all the shots you want
> simply keyframe the camera to the exact locations of the lights. Also great for
> parenting a virtual camera to an object.
Ya ALMOST got there, Bryant. Why not SAVE the light's motion path, and reload it
into the camera?
OR, parent the lights (so you can look thru them) to objects, move ONLY the
objects, and THEN parent the camera to the same object? (This way you don't
even need to save a motion file.) (Ya need an object cuz you can't parent
the camera to a light.)
With 5.0, perhaps the Light's cone angle in its MOT path will correspond to
the camera's zoom! (Don't bet on that: however, a simple plugin......)
> Bryant Reif
Look at that! TWO tips for the fan club! Almost 2.5!
******************************************************************************
** jeric@accessone.com | Synergy Graphix & Animation -- Seattle **
Article: 18135
Path: news2.cais.com!news.cais.net!newsfeed.internetmci.com!uwm.edu!lll-winken.llnl.gov!decwrl!amd!netcomsv!uu4news.netcom.com!netcomsv!uu3news.netcom.com!ixnews1.ix.netcom.com!ix.netcom.com!news
From: Elliot Bain <ebain@ix.netcom.com>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: Sat, 27 Apr 1996 20:21:22 -0400
Organization: Laurell Creative Services
Lines: 14
Message-ID: <3182BA02.72E1@ix.netcom.com>
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steve wrote:
> -----snip---
>
> The other advantage to the NT interface is you can keep most any window open,
> like the materials editer, and move it over to a second moniter if you like.
> (yes you can have 2 moniters in NT)
Aw, why did you have to mention that? Now someone is gonna ask why you'd possibly
need two monitors.
--
Elliot Bain
Laurell Creative Services
614.459.4404
Article: 18136
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From: cgigroup@aol.com (CGI GROUP)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: PVR question... even though this is a LW
Date: 27 Apr 1996 22:16:00 -0400
Organization: America Online, Inc. (1-800-827-6364)
Lines: 8
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NNTP-Posting-Host: newsbf02.mail.aol.com
I found out that you have to delete the directory that the animation is
saved in.
I could not delete individual frames.
you too?
Rick
Article: 18137
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From: John Reddington <john@beanbaw.demon.co.uk>
Newsgroups: comp.graphics.apps.lightwave
Subject: Metrografx
Date: Sun, 28 Apr 1996 03:03:54 GMT
Organization: None
Lines: 12
Message-ID: <821005028wnr@beanbaw.demon.co.uk>
Reply-To: john@beanbaw.demon.co.uk
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Does anyone know if Metrografx has a web site? I'm looking for some
info on Fiber Factory. Has anyone used it? Is it any good?
Thanks
--
----------------------------------------------------------------------------
| John Reddington EMail john@beanbaw.demon.co.uk |
|
----------------------------------------------------------------------------
Article: 18138
Path: news2.cais.com!news.cais.net!news1.erols.com!newsfeed.internetmci.com!howland.reston.ans.net!vixen.cso.uiuc.edu!usenet
From: nbenami@uiuc.edu (Noam Ben-Ami)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Metrografx
Date: 28 Apr 1996 03:13:49 GMT
Organization: University of Illinois at Urbana
Lines: 22
Message-ID: <4lunpd$7g4@vixen.cso.uiuc.edu>
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Reply-To: nbenami@uiuc.edu (Noam Ben-Ami)
NNTP-Posting-Host: ux4.cso.uiuc.edu
John Reddington <john@beanbaw.demon.co.uk> writes:
>Does anyone know if Metrografx has a web site? I'm looking for some
>info on Fiber Factory. Has anyone used it? Is it any good?
>Thanks
>--
>----------------------------------------------------------------------------
>| John Reddington EMail john@beanbaw.demon.co.uk |
> |
>----------------------------------------------------------------------------
>
As far as I can tell, no web site yet.
--
Noam Ben-Ami is nbenami@ux4.cso.uiuc Solar Acoustics High Performance Speakers.
http://farside.ncsa.uiuc.edu/~nbenami ---- Disclaimer: I speak for myself ONLY.
Dealer employee:Dunlavy, B.A.T., Theta, Rowland, Von Schweikert, Hales, Paragon,
Golden Tube, Musical Design, Counterpoint, Linn, Fanfare, C.A.L, Nak, XLO, PS Audio...
Article: 18139
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From: wturber@primenet.com (Walter (Jay) Turberville )
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: LW scenes amiga format to pc format???
Date: 27 Apr 1996 21:13:01 -0700
Organization: Primenet Services for the Internet
Lines: 38
Sender: root@primenet.com
Message-ID: <wturber.1020.003D76B9@primenet.com>
References: <4lr221$no0@avalon.imaginet.fr>
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In article <4lr221$no0@avalon.imaginet.fr> fbm@alpes-net.fr (fbm) writes:
>Path:
>news.primenet.com!nntp.primenet.com!news.fibr.net!news.sprintlink.net!imp.ch!spa
>n.ch!rain.fr!imaginet.fr!usenet
>From: fbm@alpes-net.fr (fbm)
>Newsgroups: comp.graphics.apps.lightwave
>Subject: LW scenes amiga format to pc format???
>Date: 26 Apr 1996 17:44:33 GMT
>Organization: Organization
>Lines: 11
>Message-ID: <4lr221$no0@avalon.imaginet.fr>
>NNTP-Posting-Host: alpnet73.alpes-net.fr
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>Xref: news.primenet.com comp.graphics.apps.lightwave:16913
>hello all!!
>i'm looking for a plugin to converte the path of Amiga LW scenesformat to PC
>version......is it a way????
>I'm using the both standard and i have a lote of amiga scene to work on my
>PC...
>Anyone can help me????
>fbm
If you mean that you want to change the file paths within the Amiga scene, I
have found that a simple search and replace in a text editor works well. Keep
an extra copy of the scene file to be safe.
Walter (Jay) Turberville |wturber@primenet.com wturber@aol.com
Studio 522 Productions |http://www.primenet.com/~wturber
http://www.studio522.com |ftp.primenet.com/users/w/wturber
Article: 18140
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From: gdavison@interlog.com (Gord Davison)
Newsgroups: rec.games.programmer,comp.graphics.animation,rec.games.design,comp.graphics.apps.lightwave
Subject: Re: Artist Needed for Game
Date: Sun, 28 Apr 96 04:26:46 GMT
Organization: InterLog Internet Services
Lines: 33
Distribution: world
Message-ID: <4lurkb$t0@steel.interlog.com>
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bizzetti@mbox.vol.it (Fabio Bizzetti) wrote:
>
>>> Just curious again... anyone else here thinks that graphics artists should
>>>get more than 50% of share since most of the time it is more work than
>>>programming?
>>>(This all depends on what kind of game you're talking about, but I think
>>>this is the case from my experience...)
>>> How much share do graphics artists actually get in general? Anyone knows?
>
>>Load of bullshit. Most often, the programmers are the ones that do most of
>>the work. Whoever thinks that the graphics are the hardest part knows little
>>about neither games nor graphics.
>
>Just wanna show my personal example of programmer learning also how to draw
>good graphics, expecially using 3D RayTracing programs. But I never heard of a
>graphician learning assembly programming to code the latest 3D tmap engine..
>This says all about programmer vs graphician IMHO.
>Anyway no offence for any graphician, really.
OK, how do I fit into this world?
Physics degree --> illustrator/3D animator --> frustrated software user?? -->
creator of interactive, real-time graphic utilities using MVC++, VB4, some assembler
[for optimization] ??
Just wondering.
==========================================================================
Gord Davison | 2D/3D Animator ¤ Multimedia Designer
Phoenix Interactive Design, Inc. |
graphics ¤ animation ¤ multimedia | "Complex problems have simple,
gdavison@interlog.com | easy-to-understand, wrong answers."
==========================================================================
Article: 18141
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From: nstn1738@fox.nstn.ca (Ian)
Newsgroups: comp.graphics.animation,comp.graphics.apps.lightwave,comp.graphics.packages.3dstudio
Subject: Re: MAX or Lightwave? How about some MAX here folks.
Date: Sun, 28 Apr 1996 03:21:03 GMT
Organization: Nova Scotia Technology Network
Lines: 22
Message-ID: <4lut39$f3v@news.nstn.ca>
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peterw@blarg.net (PeterW) wrote:
>>The expectations for games and film/TV are different. Games don't go for a
>>true photoreal look for the simple reason that the time/budgets couldn't handle
>>it. Games are easier.
>I disagree with this completely. It should be more like games/TV and
>film are comletely different. TV and games are approaching the same
>resolution and color depth (640X480 at 8 to 24 bit) while film is way
>out there (1000x1000+ depending on if you scale up).
>I have seen game animations that rival TV animations. As for
>photorealism there is very little of TV that is CG and that is
>photorealistic. Have you every watched B5, Seaquest, Hercules, and
>etc and watched an effect shot and say wow that looks real? It may
>look neat or cool but very rarely does it actually look real.
Star Trek (Generations, DS9, and Voyager) uses CGI work that is very difficult
to distinguish from the models, because they went to great effort to make it
look realistic.
Article: 18142
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From: wturber@primenet.com (Walter (Jay) Turberville )
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 27 Apr 1996 21:46:02 -0700
Organization: Primenet Services for the Internet
Lines: 40
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Message-ID: <wturber.1021.005BFE61@primenet.com>
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In article <4ltl5l$nhd@nnrp1.news.primenet.com> Steph Greenberg <steph@primenet.com> writes:
>Dave Paige <davep@access.digex.net> wrote:
>: wturber@primenet.com (Walter (Jay) Turberville ) wrote:
>: >With the exception of targeting a camera to an object, this can be
>effectively
>: >simulated by using Null objects. For simplicity, just rename the Nulls as
>: >Cameras. I haven't tried it , but you might even be able to use IK to target
>: I agree, I've never understood what the usefulness of multiple cameras
>: is. You can only look through one at a time and you can only render
>: from one of the perspectives. If you want to look from a different
>: location, just put the camera there.
>Of course you don't understand a feature that you could *take for granted*.
>If you can't see an advantage to multiple perspective views, multiple
>lens legnths, setting up cuts, close ups, med shots, long shots, testing
>the animation in your scene from different angles, changing the animation
>and not losing those angles. In particular when you're under someone
>else's direction, they really *care* about where the camera is, and they
>*want options*.
>--
>-------------------------------------------------------------------------------
>Steph Greenberg, 3DCGIMD CGI Character Orthopedic Surgeon,
>steph@primenet.com Chiropracter, and Podiatrist.
>
Right. Which is why I posted in my original response that I would be glad to
hear what the uses of multiple cameras would be. My suggestion of using Null
objects obviously won't allow for different lens lengths, but it accomplishes
some of the other goals. Now that I have heard some of the reasons some
folks want multiple cameras, I am intrigued. I think I am going to do some
experimenting with it this week.
Walter (Jay) Turberville |wturber@primenet.com wturber@aol.com
Studio 522 Productions |http://www.primenet.com/~wturber
http://www.studio522.com |ftp.primenet.com/users/w/wturber
Article: 18143
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From: wturber@primenet.com (Walter (Jay) Turberville )
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Motion Blur in LW
Date: 27 Apr 1996 21:56:02 -0700
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In article <3182826E.48D2@erinet.com> Andrew Hofman <andyh@erinet.com> writes:
>Alan Chan wrote:
>>
>> > I think you missed the point here, it appears that LW uses a multi
>> >frame/composite render approach to motion blur, as opposed to a
>> >renderman type solution. (sub-pixel fragments sampled over time, if I
>> >understand it correctly) The speed difference on large blurs can be
>> >incredible.
>>
>> Remember that there is now also a Dithered Motion Blur option.
>>
>> AC
>In many cases, I have found motion blur is not an alternative to field rendering
>for smooth motion. Fast-moving objects in particular can look annoyingly jerky,
>even with dithered blur. If I increase the amount of blur and/or number of
>passes,
>I get nicely blurred frames that still look jerky when played. Plus, too much
>blur
>simply looks unnatural and *still* is jerky. I've seen this in extreme cases
>with
>film as well, but it seems film can be pushed much farther before this occurs.
>I'm
>not sure why.
>[snip]
>--
>Andrew Hofman
>LumaQuest Productions
>andyh@erinet.com
>513-643-7333
If we want our moving object to appear "sharp" we try to get by with field
rendering. Of course, that is not always the effect we want so we might opt
for motion blur which seems to be a better choice for extremely fast motions.
Walter (Jay) Turberville |wturber@primenet.com wturber@aol.com
Studio 522 Productions |http://www.primenet.com/~wturber
http://www.studio522.com |ftp.primenet.com/users/w/wturber
Article: 18144
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From: gdavison@interlog.com (Gord Davison)
Newsgroups: rec.games.programmer,comp.graphics.animation,rec.games.design,comp.graphics.apps.lightwave
Subject: Re: Artist Needed for Game
Date: Sun, 28 Apr 96 04:54:28 GMT
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dunham@pensee.com (David Dunham) wrote:
[SNIP]
>I have no idea what sort of game you're talking about, but (as a
>programmer) I'm convinced that programming is more work. I can't imagine a
>game would be held up by bugs in the art, the way they are if there are
>lingering bugs in the code.
Just speaking from a real-time character-based perspective [both as a programmer
*and* an artist]...
Character animation with LW [in particular, with v4.0] is hard. There are a
number of imperceptible SNAFUs that can sneak by test renders. I'm talking
about folding/crumpling joints [anybody who has used bones with LW knows what
I mean], limbs that accidentally pass "through" other body parts and objects
[like the floor], strange-looking IK movements, shearing image maps, non-planar
polygons that cause rendering errors [i.e. disappearing polygons], etc.
I firmly believe that each [programming/art] has its challenges. I wouldn't
necessarily say that one is *harder* than the other. Just different. And really,
does it matter?
OLE2 is *hard*. Some days, I'd chuck that stupid Microsoft OLE2 book across the
room. Problem is, it's so heavy that I can hardly pick it up! ;-)
OTOH, setting up a functional hierarchy of bones and morph targets with IK goal
objects and more nulls than you can shake a stick at is *hard* also. Getting the
motions right can be more than a little trying sometimes :-)
Come to think of it, the _fun_ quotient can be pretty low for both coding *and*
graphic creation at times...
>David Dunham Pensee Corporation dunham@pensee.com
==========================================================================
Gord Davison | 2D/3D Animator ¤ Multimedia Designer
Phoenix Interactive Design, Inc. |
graphics ¤ animation ¤ multimedia | "Complex problems have simple,
gdavison@interlog.com | easy-to-understand, wrong answers."
==========================================================================
Article: 18145
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From: koren@hpsrk.fc.hp.com (Steve Koren)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Lightwave 5 for Amiga
Date: 27 Apr 1996 19:57:33 -0600
Organization: HP Fort Collins Site
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In-reply-to: psletseo@sn.no's message of 20 Apr 1996 13:42:50 GMT
psletseo@sn.no (Pål Gunnar Sletsjøe) wrote:
> Lightwave 5 sounds very cool, but there is something that`s bothering me, is
> LW 5 going to support CyberGFX ? I hate to work in interlaced on my A1084,
Well, you can run LW 4 on CyberGfx screens. It works (I do it now),
although its dog slow at times. Layout is the worst - Modeler is
usable, although still not great.
I do not quite know why it is that slow. Granted Amigas have slow CPUs,
but that wouldn't seem like the sole cause, because other modelers such
as Vertex work *staggeringly* fast on CyberGfx systems. But LW's is a
dog. I suspect it is some side effect of portability, although I really
don't know what. At one time I guessed that between redraws, the screen
was cleared by blitting a bunch of data over the bus, rather than using
one of the graphics.library calls that is implemented on the card. But
that's just a wild guess on my part, and probably wrong.
- steve
Article: 18146
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From: KM <kmclaine@adnetsol.com>
Newsgroups: comp.graphics.apps.lightwave
Subject: Graphics Job Offer
Date: Fri, 26 Apr 1996 18:22:16 -0700
Organization: 3DT, Inc.
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WORK FROM YOUR HOME WITH YOUR COMPUTER
3RD Dimension Technologies, INC, a Hollywood special FX company
searching for computer literate people to contract with to assist
in 3D graphics. Will train but must already know Windows 3.1 or better.
(Building 3D Geometry only)
System Requirements
486 DX 2-66, 8 meg RAM
IBM PC or compatable
Super VGA Color Monitor
Running Windows 3.1 or better
For more info call Tracy or Robin U.S 800/455-3558
Outside U.S 818/865-8210
Article: 18147
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From: KM <kmclaine@adnetsol.com>
Newsgroups: comp.graphics.apps.lightwave
Subject: Graphic Artists Job Offers
Date: Fri, 26 Apr 1996 18:23:17 -0700
Organization: 3DT, Inc.
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WORK FROM YOUR HOME WITH YOUR COMPUTER
3RD Dimension Technologies, INC, a Hollywood special FX company
searching for computer literate people to contract with to assist
in 3D graphics. Will train but must already know Windows 3.1 or better.
(Building 3D Geometry Only)
System Requirements
486 DX 2-66, 8 meg RAM
IBM PC or compatable
Super VGA Color Monitor
Running Windows 3.1 or better
For more info call Tracy or Robin U.S 800/455-3558
Outside U.S 818/865-8210
Article: 18148
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From: KM <kmclaine@adnetsol.com>
Newsgroups: comp.graphics.apps.lightwave
Subject: Graphics Job Offer
Date: Fri, 26 Apr 1996 18:23:36 -0700
Organization: 3DT, Inc.
Lines: 22
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WORK FROM YOUR HOME WITH YOUR COMPUTER
3RD Dimension Technologies, INC, a Hollywood special FX company
searching for computer literate people to contract with to assist
in 3D graphics. Will train but must already know Windows 3.1 or better.
(Building 3D Geometry Only)
System Requirements
486 DX 2-66, 8 meg RAM
IBM PC or compatable
Super VGA Color Monitor
Running Windows 3.1 or better
For more info call Tracy or Robin U.S 800/455-3558
Outside U.S 818/865-8210
Article: 18149
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From: wturber@primenet.com (Walter (Jay) Turberville )
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Anyone tested the AMD 5x86?
Date: 27 Apr 1996 22:12:02 -0700
Organization: Primenet Services for the Internet
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References: <mfrazin.54.02B48ACD@interaccess.com> <3181DBF9.71F2@topaz.cqu.edu.au>
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In article <3181DBF9.71F2@topaz.cqu.edu.au> John Back <backj@topaz.cqu.edu.au> writes:
>Has anyone tested or benchmarked the AMD 5x86?
>After trialling my AMD DX100 against the recent Cyrix and P150 postings,
>I feel an upgrade might be prudent (I feel reaaaaaal bad!)
>Thanx In Advance.
>backj@topaz.cqu.edu.au
>///////////////////////Gimme a REAL processor for XMAS, Santa :(
--------------------------------------------------------------
System: Cyrix 586-100, 32MB RAM
Tester: Erik Flom - ELF Works 3D Construction Co.
LightWave Rev: B
Note: Prolonged testing has shown this system to consistently render at
half the speed of my P133?!? (For a whole lot less!)
File Win95/SN
Dof.lws 13:12
Raytrace.lws
Textures.lws 3:38
ZBuffer.lws
Blade.lws 30:05
--------------------------------------------------------------
I am getting similar results on a Cyrix-100 as well. The Cyrix-100 is about
equal to a P75. With the prices of Pentiums being what they are, you might
consider going to a P100 instead. The move from an AMD-100 to a Cx-100 will
be noticeable, but I think a move to a Pentium will be better. If you can't
swing it now, wait about 3 months. :^)
Walter (Jay) Turberville |wturber@primenet.com wturber@aol.com
Studio 522 Productions |http://www.primenet.com/~wturber
http://www.studio522.com |ftp.primenet.com/users/w/wturber
Article: 18150
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From: wturber@primenet.com (Walter (Jay) Turberville )
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Anyone tested the AMD 5x86?
Date: 27 Apr 1996 22:14:02 -0700
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>Has anyone tested or benchmarked the AMD 5x86?
Oops! I misread that as a Cyrix-5x86. I think you can count on the
AMD-5x86-133 as being very close to the Cyrix. It isn't as "advanced" of a
processor, but it does have that clock speed going for it. I still suggest
the move to a Pentium tho.
Walter (Jay) Turberville |wturber@primenet.com wturber@aol.com
Studio 522 Productions |http://www.primenet.com/~wturber
http://www.studio522.com |ftp.primenet.com/users/w/wturber
Article: 18151
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From: wturber@primenet.com (Walter (Jay) Turberville )
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 27 Apr 1996 22:20:03 -0700
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>steve wrote:
>> -----snip---
>>
>> The other advantage to the NT interface is you can keep most any window open,
>> like the materials editer, and move it over to a second moniter if you like.
>> (yes you can have 2 moniters in NT)
>Aw, why did you have to mention that? Now someone is gonna ask why you'd
>possibly
>need two monitors.
>--
>Elliot Bain
>Laurell Creative Services
>614.459.4404
Uhhhh. How come ya would want two monitors? After all, you can only look at
one monitor at a time (I ain't countin' peripheral vision).
But seriously, I didn't know that. I am assuming that this is true. Is it?
Walter (Jay) Turberville |wturber@primenet.com wturber@aol.com
Studio 522 Productions |http://www.primenet.com/~wturber
http://www.studio522.com |ftp.primenet.com/users/w/wturber
Article: 18152
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From: Pin Fei Sun <PFSUN@ARTSU2.Watstar.UWaterloo.CA>
Subject: Re: Artist Needed for Game
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bizzetti@mbox.vol.it (Fabio Bizzetti) wrote:
>
>>> Just curious again... anyone else here thinks that graphics artists should
>>>get more than 50% of share since most of the time it is more work than
>>>programming?
>>>(This all depends on what kind of game you're talking about, but I think
>>>this is the case from my experience...)
>>> How much share do graphics artists actually get in general? Anyone knows?
>
>>Load of bullshit. Most often, the programmers are the ones that do most of
>>the work. Whoever thinks that the graphics are the hardest part knows little
>>about neither games nor graphics.
>
>Just wanna show my personal example of programmer learning also how to draw
>good graphics, expecially using 3D RayTracing programs. But I never heard of a
>graphician learning assembly programming to code the latest 3D tmap engine..
>This says all about programmer vs graphician IMHO.
>Anyway no offence for any graphician, really.
>
>
I agree, plus programmers today have to be good in math or even physics
while dealing with 3d objects. Maybe later someday, programmers have to
sharp their chemistry skills too. A person just know how to write codes
in c/c++ doesn't make him a good programmer.
--
-------------------------------------------------------------------------
-----
Pin Fei Sun
Article: 18153
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From: kharmel@Direct.CA (Kurt Harmel)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: any suggestions for a soon-to-be owner of an NT machine
Date: 28 Apr 1996 05:58:31 GMT
Organization: Internet Direct Inc.
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In article <4ls3v0$njf@dewey.csun.edu>, hbrtv284@csun.edu (emmanuel olympia) says:
>
>
>hello,
>
>I am just about to buy a nt-pentium system to do some serious lw stuff.
>iF you have any tips, comments and suggestions so far as specs, what to
>buy, what not to buy, etc., pls. let me know. here is what I am planning
>to buy.
>
>p5-166mhz system
>32 mb ram
>2mb mpeg video card w/2 mb
>mid-tower
>1.6 gb hd
>4x cd-rom
>winnt
>win95
>keyboard
>mouse
>
>I am going to pay probably around $1800-1900 for this. is this a good price?
>should I get a full tower. would I need that much space.
>can you recomment a good video card?
>
>thx for your comments.
>
>Emmanuel Olympia
Sound like an okay start. Question is, what are you willing to pay?
Consider that you may also need a Perception card to transfer to video.($2000)
More ram is better. Currently I have 32 meg and it's all used up on many of my
scenes. When you are relying on virtual memory, you had better have a good book, cause
things are going to render slow (depending on complexity of course). I would
recomend 64 meg if you can afford it. 4 meg might be better on your video
card,(not exactly sure on this) as it may run open Gl better in 5.0. I have a
4 meg Matrox Mill. Think about a backup system and a compatible scuzzy II
hard drive (4 gig might be a good start) to go with the perception card if you
end up going the video route. Take your time and shop around. There's nothing
worse than getting a so so system quick, only to be plagued with unnecessary
headaches that will take away from your rendering power in the future.
Have FUN!!!!
Wes.
Article: 18154
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From: instntguts@aol.com (InstntGuts)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Importing 3DS "loft" paths into LW
Date: 28 Apr 1996 02:23:40 -0400
Organization: America Online, Inc. (1-800-827-6364)
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<OK, here's a good one, and a slap at modal interfaces too!>
<Is there any way to import the points used in a 3ds LOFT path (sorry if
incorrect terminology) as raw, seething vertices in LWM? Since 3ds is
very (very)
modal, this does not seem to be possible, since loft points are not
equivalent
to LWM vertices, and are seemingly unconvertable into normal 3ds
vertices.>
Probably not the 3DS points per se, but you might take the 3DS loft path,
load it into MAX, convert it to a spline, and load it into Lightwave as a
.DXF shape with vertices placed along the spline path.
-- Jon
Article: 18155
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From: almejias@aol.com (Al Mejias)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: REQ: Racing Car type object...
Date: 28 Apr 1996 01:58:31 -0400
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In article <4lqb52$5pi@newsgate.dircon.co.uk>, Cloud@denaploy.co.uk
(Cloud) writes:
>Can anyone please send me a racing car object, of the formula 1
>type...
>
>Thanks!
>
>
Hi,
Check out Discount Don's 3D Graphics Gallery at
http://www.portal.com/~donrh/
there are a lot of places to get objects.
Al Mejias
AlMejias@aol.com
Albert_Mejias@msn.com
Article: 18156
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From: instntguts@aol.com (InstntGuts)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 28 Apr 1996 02:19:12 -0400
Organization: America Online, Inc. (1-800-827-6364)
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Reply-To: instntguts@aol.com (InstntGuts)
<But seriously, I didn't know that. I am assuming that this is true. Is
it?>
Absolutely; something Microsoft grabbed from the Mac and put into Windows
NT. I know of several 3D Studio MAX beta testers who would open and work
with floating Material Editor, Track View and Video Post windows on one
21" monitor, and then keep the main UI/floating Virtual Frame Buffer
rendering screen on another. Just move your mouse from one monitor to the
next. It's kinda weird at first, but until we all get flatscreen
Cinerama-format monitors at stupefying resolution... <g>
-- Jon
Article: 18157
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From: almejias@aol.com (Al Mejias)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: any suggestions for a soon-to-be owner of an NT machine
Date: 28 Apr 1996 02:19:44 -0400
Organization: America Online, Inc. (1-800-827-6364)
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In article <4ls3v0$njf@dewey.csun.edu>, hbrtv284@csun.edu (emmanuel
olympia) writes:
>I am just about to buy a nt-pentium system to do some serious lw stuff.
>iF you have any tips, comments and suggestions so far as specs, what to
>buy, what not to buy, etc., pls. let me know. here is what I am planning
>to buy.
>
>p5-166mhz system
>32 mb ram
>2mb mpeg video card w/2 mb
>mid-tower
>1.6 gb hd
>4x cd-rom
>winnt
>win95
>keyboard
>mouse
>
>I am going to pay probably around $1800-1900 for this. is this a good
price?
>should I get a full tower. would I need that much space.
>can you recomment a good video card?
>
>thx for your comments.
>
>Emmanuel Olympia
>
>
Hi,
Yes, always get a full tower case. If you plan on getting a PVR, you also
need to make sure the motherboard can support the full PCI cards, some new
motherboard designs put the CPU out of the way of all card slots. As far
as video check out the Matrox Millinium.
Al Mejias
AlMejias@aol.com
Albert_Mejias@msn.com
Article: 18158
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From: burnout@stdio.com (Eric Haddix)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 28 Apr 1996 03:35:00 -0400
Organization: Open World
Lines: 31
Message-ID: <4lv734$2js@heathers.stdio.com>
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Dave Paige (davep@access.digex.net) wrote:
: Karma <mattr@rain.org> wrote:
: >Well, I am an avid Lightwave "Fan", and I must say that I am very
: >excited about the Macintosh Port. Lightwave was really the only thing
: >holding me back from selling my A4000, and I would never subject myself
: >to PC Clone Hell, not even for Lightwave. I'm not too fond of the look
: >of 3DS when compared to LW, but the multiple cameras do have their
: >benifits. I mean, as with most things, if you don't want to use it, you
: >don't have too, but wouldn't it be nice to have the option just in case?
: Just in case what?
: Nobody yet has actually given an example of why multiple cameras is
: usefull.
Dave Paige (davep@access.digex.net) wrote:
: Karma <mattr@rain.org> wrote:
: >to PC Clone Hell, not even for Lightwave. I'm not too fond of the look
: >of 3DS when compared to LW, but the multiple cameras do have their
: >benifits. I mean, as with most things, if you don't want to use it, you
: >don't have too, but wouldn't it be nice to have the option just in case?
: Just in case what?
Just in case you happen to want to put 2 cameras side by side(about an
eye's distance apart..or give 'em 6 degrees of difference)..and render
out a TRULY 3d animation for stereo goggles... I've been thinking that 2
cameras have been needed for a while...but far be it for someone like me
to have a good idea based on VR or the like..L8a
Article: 18159
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From: reifbrya@pilot.msu.edu (Bryant Reif)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: Sun, 28 Apr 1996 08:21:00 GMT
Organization: Concentric Internet Services
Lines: 36
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On 27 Apr 1996 17:27:02 -0700, Steph Greenberg <steph@primenet.com>
wrote:
>Bryant Reif <reifbrya@pilot.msu.edu> wrote:
>: MICHAEL C. LING wrote:
>: Doesn't anyone here know the multiple camera trick in LW? Just set up lights (light
>: intensity = 0% of course) in the places in which you would want another camera to be.
>: Set view to lights and... Viola! Multiple cameras. When you have all the shots you want
>: simply keyframe the camera to the exact locations of the lights. Also great for
>: parenting a virtual camera to an object.
>
>And, um, how do you get different focal legnth settings, FOV, envelopes,
>etc, for all those different cameras which used to be lights?
>
???! You just enter the values in the camera envelope at the
appropriate keyframe. This is meant to show that multiple cameras can
be faked in the current version of LW. Perhaps I should explain
again.
You set up your spotlights as if they were separate cameras. You
can adjust the angle of the lights to simulate different zoom levels.
When you like how the shots line up and it come time to render, you
simply keyframe the camera to the positions the lights used to be in.
Focal length, FOV, etc... can all be entered in the envelope for the
camera. It's really no big deal.
Remember this thread started when someone posted a list of
"comparisons" between LW and MAX. One of the negatives for LW was
that it didn't have multiple cameras. I'm just saying its not really
a problem. It's easy to simulate and not a hinderance at all.
BTW: I've worked with multiple cameras before. They're cool, but I
can easily live without them.
Article: 18160
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From: melorama@pixi.com (Mel Matsuoka)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: LW 4.0 c (Newbie's Question]
Date: Sun, 28 Apr 1996 08:31:39 GMT
Organization: Pacific Information eXchange, Inc.
Lines: 36
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-----BEGIN PGP SIGNED MESSAGE-----
On 25 Apr 1996 04:26:14 GMT, jja_che@alcor.concordia.ca (Andy Chen) wrote:
>I wonder if there is an FAQ for this newsgroup....anyways...
>
>I have some question on Lightwave 4.0c (which I recently purchased).
>
>1) What is the problem when certain letters with holes in them like "o" "e"
>"b" etc. (which has holes in them) gets filled up? I used the modeller to
>create the True Type font text. Then I extrude it towards the Z axis. Saved
>the file and then brought it into Lightwave to play around with it. I added
>in a surface, then rendered it, and all the holes in the letter gets filled
>up. I don't understand what I could have done wrong. I played around with
>aligning the normals, but still no hole. What am I doing wrong?
This is a bug with the PC Lightwave. Try making letters with Type-1 fonts, and
you'll have no problem.
- --
mel matsuoka <melorama@pixi.com>
PGP public-key available on all internet keyservers
- --
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Article: 18161
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From: mikeling@nyc.pipeline.com (MICHAEL C. LING)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 28 Apr 1996 07:53:59 -0400
Organization: Pipeline
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On Apr 28, 1996 01:39:52 in article <Re: My take on NAB: 3DS MAX vs. LW
5.0>, 'jeric@accessone.com' wrote:
>
> Ya ALMOST got there, Bryant. Why not SAVE the light's motion path, and
reload
>it into the camera?
Why use lights then, you can use the camera then. The point is being able
to switch between them instantly to do comparisons.
> OR, parent the lights (so you can look thru them) to objects, move ONLY
the
> objects, and THEN parent the camera to the same object? (This way you
don't
> even need to save a motion file.) (Ya need an object cuz you can't
parent
> the camera to a light.)
This trick won't work until objects can target other objects.
> With 5.0, perhaps the Light's cone angle in its MOT path will correspond
to
> the camera's zoom! (Don't bet on that: however, a simple plugin......)
I wonder if you can do it in BML?
--
M C L -
Article: 18162
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From: mikeling@nyc.pipeline.com (MICHAEL C. LING)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 28 Apr 1996 07:50:07 -0400
Organization: Pipeline
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On Apr 27, 1996 22:20:03 in article <Re: My take on NAB: 3DS MAX vs. LW
5.0>, 'wturber@primenet.com (Walter (Jay) Turberville )' wrote:
>Uhhhh. How come ya would want two monitors? After all, you can only look
at
>one monitor at a time (I ain't countin' peripheral vision).
>
>But seriously, I didn't know that. I am assuming that this is true. Is
it?
Interface one side, work area the other side. two 15" monitors cheaper and
larger than one 17" one. I don't care for much on the mac, but that is one
feature they have that I would love to have(at a reasonable price)
--
M C L -
Article: 18163
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From: dsh@skoardy.demon.co.uk (Darren Hebden)
Newsgroups: rec.games.programmer,comp.graphics.animation,rec.games.design,comp.graphics.apps.lightwave
Subject: Re: Artist Needed for Game
Date: Sun, 28 Apr 1996 12:09:06 GMT
Lines: 35
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On Sun, 28 Apr 1996 03:17:49 GMT, Pin Fei Sun
<PFSUN@ARTSU2.Watstar.UWaterloo.CA> wrote:
>I agree, plus programmers today have to be good in math or even physics
>while dealing with 3d objects. Maybe later someday, programmers have to
>sharp their chemistry skills too. A person just know how to write codes
>in c/c++ doesn't make him a good programmer.
This arguement has been going on ever since I entered the business (in
the days when all a project needed was 1 programmer and 1 artist). As
the different game genres have appeared and disapeared, that ratio has
swung from one side to the other in an endless cycle.
Projects that need a single programmer and a team of artists and
others where countless programmers argue about how to speed up key
routines and the sole artist has a few textures to work on.
Things are changing for artists though. We find ourselves having to
master various new skills from your basic 2d art and animation to
professional 3d packages, motion capture and fmv, video editing and
design.
In my experience, most jobs considered 'creative' have also fallen to
the artist to work on such as storyboard and game design. Personally
though, I'm quite happy for the programmer to think and be considered
as the most important element in the team as when the boss comes
ball-busting about the deadlines, I know who is going to get it in the
neck :)
Maybe this is what sets them apart.
Visit the Brain Soup Homepage for all you www background needs!
*NEW* Brain Soup Collection II is now ready for download! *NEW*
----- http://www.Dynamic-Web.com/Software/bsoup/index.htm -----
Article: 18164
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References: <4ls5fe$f48@islandnet.com>
Reply-To: stephenb@scribendum.win-uk.net (Stephen Benson)
From: stephenb@scribendum.win-uk.net (Stephen Benson)
Date: Sun, 28 Apr 1996 10:15:29 GMT
Subject: Re: LightWave 3D Techniques Search Engine
Lines: 12
In article <4ls5fe$f48@islandnet.com>, Christopher Stewart (dretch@islandnet.com) writes:
>
> Due to the noise ratio (and bickering) this group will no longer
>be monitored. Any tips you think worthwhile should be submitted
>directly to the LW 3D Techniques Search Engine at
>"http://www.islandnet.com/~dretch/" or emailed to
>"webmaster@primordial.victoria.bc.ca". See' ya on the mailing list and
>ya'all enjoy the platform/app wars here......
At a rough estimate, we get one (1) post on _using_ LW per 100 posts
on MAX, NAB, W95 etc etc
Article: 18165
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From: Steven Johansen <203.15.163.13>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Upgrading???
Date: 28 Apr 1996 10:46:42 GMT
Organization: OzEmail Pty Ltd - Australia
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Jean-Eric Hénault <videosep@montreal.com> wrote:
>Marco Sederquist wrote:
>>
>> does anybody think it's fair that newtek is going to make us pay
>> $500 dollars for an upgrade. Hell I just bought V4.0 4 months ago..
>If this makes you feel better, I have to pay 700 $ to upgrade... because
>I live in Canada ;-) (I pay in canadian dollars...)
Well I live in Australia and I shudder to think how many OzBucks
the upgrade will cost(at a guess $750) and I got LW 4 final 2 months
ago (my suppliers fault and mine, not Newteks)
>
>Remember that the retail price has also gone up 500$. I think it's a
>fair upgrade price since new users will have to pay 500$ more anyway.
>
>Jean-Eric
>
>
I'm not attempting to be insulting here Jean-Eric, but what would
it take to get a critical response from you about Lightwave or Newtek.
Article: 18166
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From: Steven Johansen <203.15.163.13>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Upgrading???
Date: 28 Apr 1996 10:46:42 GMT
Organization: OzEmail Pty Ltd - Australia
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Jean-Eric Hénault <videosep@montreal.com> wrote:
>Marco Sederquist wrote:
>>
>> does anybody think it's fair that newtek is going to make us pay
>> $500 dollars for an upgrade. Hell I just bought V4.0 4 months ago..
>If this makes you feel better, I have to pay 700 $ to upgrade... because
>I live in Canada ;-) (I pay in canadian dollars...)
Well I live in Australia and I shudder to think how many OzBucks
the upgrade will cost(at a guess $750) and I got LW 4 final 2 months
ago (my suppliers fault and mine, not Newteks)
>
>Remember that the retail price has also gone up 500$. I think it's a
>fair upgrade price since new users will have to pay 500$ more anyway.
>
>Jean-Eric
>
>
I'm not attempting to be insulting here Jean-Eric, but what would
it take to get a critical response from you about Lightwave or Newtek.
Article: 18167
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From: mikeling@nyc.pipeline.com (MICHAEL C. LING)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 28 Apr 1996 07:41:08 -0400
Organization: Pipeline
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On Apr 27, 1996 15:48:53 in article <Re: My take on NAB: 3DS MAX vs. LW
5.0>, 'Bryant Reif <reifbrya@pilot.msu.edu>' wrote:
>
>Doesn't anyone here know the multiple camera trick in LW? Just set up
lights (light intensity = 0% of course) in the places in which you would
want another camera to be. Set view to lights and... Viola! Multiple
cameras. When you have all the shots you want simply keyframe the camera
to the exact locations of the lights. Also great for parenting a virtual
camera to an object.
This sounds like it takes more time than saving multiple scenes. I hope
they'd simply make the camera like the lights where can have different
settings for different cameras. The whole point to having multiple cameras
is convience.
--
M C L -
Article: 18168
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From: Steven Johansen <203.15.163.13>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Upgrading???
Date: 28 Apr 1996 11:25:15 GMT
Organization: OzEmail Pty Ltd - Australia
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Steven Johansen <203.15.163.13> wrote:
>Jean-Eric Hénault <videosep@montreal.com> wrote:
>>Marco Sederquist wrote:
>>>
>>> does anybody think it's fair that newtek is going to make us pay
>>> $500 dollars for an upgrade. Hell I just bought V4.0 4 months ago..
>>If this makes you feel better, I have to pay 700 $ to upgrade...
> I'm not attempting to be insulting here Jean-Eric, but what would
>it take to get a critical response from you about Lightwave or Newtek.
>
>
Sorry about the multiple followups.I've got a slight tcp problem
at my end.
God I hate posting mail in netscape (I'm used to a unix mail server)
Steven
Article: 18169
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From: Steven Johansen <203.15.163.13>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Upgrading???
Date: 28 Apr 1996 10:46:31 GMT
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Jean-Eric Hénault <videosep@montreal.com> wrote:
>Marco Sederquist wrote:
>>
>> does anybody think it's fair that newtek is going to make us pay
>> $500 dollars for an upgrade. Hell I just bought V4.0 4 months ago..
>If this makes you feel better, I have to pay 700 $ to upgrade... because
>I live in Canada ;-) (I pay in canadian dollars...)
Well I live in Australia and I shudder to think how many OzBucks
the upgrade will cost(at a guess $750) and I got LW 4 final 2 months
ago (my suppliers fault and mine, not Newteks)
>
>Remember that the retail price has also gone up 500$. I think it's a
>fair upgrade price since new users will have to pay 500$ more anyway.
>
>Jean-Eric
>
>
I'm not attempting to be insulting here Jean-Eric, but what would
it take to get a critical response from you about Lightwave or Newtek.
Article: 18170
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From: leelee <leelee@aladdin.co.uk>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Metrografx
Date: Sun, 28 Apr 1996 12:15:09 +0000
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I've used fibre factory for the PC and it does what it says it will do. I don't have this no more as
I've swopped it for Sparks for the PC. They don,t have a webb site but you can phone them on
810-693-5134.
Reply if you need any further info.
Don.....
Noam Ben-Ami wrote:
>
> John Reddington <john@beanbaw.demon.co.uk> writes:
>
> >Does anyone know if Metrografx has a web site? I'm looking for some
> >info on Fiber Factory. Has anyone used it? Is it any good?
>
> >Thanks
> >--
> >----------------------------------------------------------------------------
> >| John Reddington EMail john@beanbaw.demon.co.uk |
> > |
> >----------------------------------------------------------------------------
> >
>
> As far as I can tell, no web site yet.
>
> --
> Noam Ben-Ami is nbenami@ux4.cso.uiuc Solar Acoustics High Performance Speakers.
> http://farside.ncsa.uiuc.edu/~nbenami ---- Disclaimer: I speak for myself ONLY.
> Dealer employee:Dunlavy, B.A.T., Theta, Rowland, Von Schweikert, Hales, Paragon,
> Golden Tube, Musical Design, Counterpoint, Linn, Fanfare, C.A.L, Nak, XLO, PS Audio...
Article: 18171
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From: mikeling@nyc.pipeline.com (MICHAEL C. LING)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 28 Apr 1996 07:56:51 -0400
Organization: Pipeline
Lines: 12
Message-ID: <4lvme3$hcf@pipe11.nyc.pipeline.com>
References: <4lv2l0$hvm@newsbf02.news.aol.com>
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On Apr 28, 1996 02:19:12 in article <Re: My take on NAB: 3DS MAX vs. LW
5.0>, 'instntguts@aol.com (InstntGuts)' wrote:
>Absolutely; something Microsoft grabbed from the Mac and put into Windows
>NT. I know of several 3D Studio MAX beta testers who would open and work
I've wanted multiple monitors ever since I had seen them on the MAC. What
is involved to get NT to have multiple monitors? Can you simply plug in two
video cards or do they have to specialized ones?
--
M C L -
Article: 18172
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From: mikeling@nyc.pipeline.com (MICHAEL C. LING)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 28 Apr 1996 08:13:48 -0400
Organization: Pipeline
Lines: 28
Message-ID: <4lvnds$iev@pipe11.nyc.pipeline.com>
References: <318326b6.24633964@news.concentric.net>
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On Apr 28, 1996 08:21:00 in article <Re: My take on NAB: 3DS MAX vs. LW
5.0>, 'reifbrya@pilot.msu.edu (Bryant Reif)' wrote:
>Remember this thread started when someone posted a list of
>"comparisons" between LW and MAX. One of the negatives for LW was
>that it didn't have multiple cameras. I'm just saying its not really
>a problem. It's easy to simulate and not a hinderance at all.
I wouldn't jump ship to get multiple cameras, but it IS a hinderance. Right
now, I do not use multiple cameras; that's because they are not available
and simulating them is a distraction from the work at hand. The way I am
composing stuff now, I would not need it most of the time, but if the
option was available, I would change my habits to take advantage of it.
>BTW: I've worked with multiple cameras before. They're cool, but I
>can easily live without them.
I've heard arguments like that for: tape vs floppy disk, and floppy disk vs
hard drive.
--
M C L -
Article: 18173
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From: leelee <leelee@aladdin.co.uk>
Newsgroups: comp.graphics.apps.lightwave
Subject: NT 4.0A Beta
Date: Sun, 28 Apr 1996 12:26:47 +0000
Organization: SoNet - The first Internet provider on the south coast
Lines: 6
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Has anyone managed to get LW 4.0c to work with NT4.0A beta. I can get the modeler to work but layout kicks in with a blank
grey screen, waits for 2 secs and then shuts down and puts me back into the program manger screen.
Don...
Article: 18174
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From: vidiform@worldaccess.nl (The surfer)
Newsgroups: comp.graphics.apps.lightwave
Subject: Please SPEED RAZOR III (I need RAZOR3.exe) Thank you
Date: Sun, 28 Apr 1996 13:17:06 GMT
Organization: World Access, the easy way to Internet
Lines: 2
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Article: 18175
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From: tannerr@email.ansbach.army.mil (R. Dwayne Tanner)
Newsgroups: alt.2600,alt.binaries.warez,comp.graphics.animation,comp.graphics.apps.lightwave,comp.graphics.apps.photoshop,comp.graphics.packages.3dstudio,comp.os.ms-windows.apps.utilities,comp.os.ms-windows.apps.utilities.win3x,comp.os.ms-windows.apps.uti
Subject: Re: WIN95 better than OS/2 PLEASE!!!!
Date: Sat, 27 Apr 96 18:59:20 GMT
Organization: ACA
Lines: 9
Message-ID: <N.042796.205920.50@tannerr.email.ansbach.army.mil>
References: <315df4e7.30083078@nntp.loop.com> <4ldi42$dcl@hasle.sn.no>
<317BA52A.5CD3@mail.myriad.net> <317C6405.5C25@uic.edu>
<31819B42.213B@netaxis.com>
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> Gee.....sounds like MACINTOSH FEATURES TO ME!!! And just think,
> these greta "features" were developed about 10 years ago before IBM
> and MicroSlut had a clue for customization of the desktop.
> -EE
Now, if only Apple could figure out how to market a product maybe the world
would be perfect.....what's that - IT'S TOO LATE....Oh, then it is a perfect
world !!
Article: 18176
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From: vputz@nyx10.cs.du.edu (Victor Putz)
Newsgroups: rec.games.programmer,comp.graphics.animation,rec.games.design,comp.graphics.apps.lightwave
Subject: Re: Artist Needed for Game
Date: 28 Apr 1996 08:47:38 -0600
Organization: University of Denver, Math/CS Dept.
Lines: 19
Message-ID: <4m00ea$hfo@nyx10.cs.du.edu>
References: <4lp5e5$ia0@crchh327.rich.bnr.ca> <31809A07.59A5@ucla.edu> <dunham-2704961146270001@feather.pensee.com> <4lut86$t0@steel.interlog.com>
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From an ontological perspective:
Without good art, you have an uninteresting, unattractive game.
Without programming, you have NO game.
...from a different perspective:
Art makes people try games; design keeps people playing games.
...but no one will try/buy a game that just plain looks bad.
Art and artists are necessary, and decent art takes a very long
time indeed.
-->VPutz
Article: 18177
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From: ajp@enterprise.ca (Anthony James Paterson)
Newsgroups: comp.graphics.apps.lightwave
Subject: FS: Personal Animation Recorder for Amiga
Date: Sun, 28 Apr 96 14:37:35 GMT
Organization: TerraPort Online Inc. (416) 492-3050, Your Gateway to the Internet
Lines: 12
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Summary: FS: Personal Animation Recorder for Amiga
X-Newsreader: News Xpress 2.0 Beta #0
Keyword: PAR
Hey ALL!
As the subject says, I'd like to sell a DPS Personal Animation
Recorder for the Amiga. Complete with original box, manual,
and latest software. I'm asking $950US including shipping
anywhere within North America. If interested, please contact
me by email with your daytime telephone number (and let
me know what timezone you are in).
Regards,
-Anthony Paterson
-ajp@enterprise.ca
Article: 18178
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From: jshaynie@ix.netcom.com(Jeffrey S. Haynie )
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Truspace .cob's to Lightwave .lwo's..??
Date: 28 Apr 1996 14:16:05 GMT
Organization: Netcom
Lines: 33
Message-ID: <4lvuj5$h6b@dfw-ixnews5.ix.netcom.com>
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X-NETCOM-Date: Sun Apr 28 9:16:05 AM CDT 1996
In <4lld46$c17@homer.alpha.net> syndesis@inc.net (John Foust) writes:
>
>In article <4lfau2$n5c@dfw-ixnews5.ix.netcom.com>,
two10se@ix.netcom.co
>says...
>>
>> I have some objects that I created in truespace that I would like
>>to load into lightwave for intel. How would this be acomplished.
Thanks
>>in advance..
>
>InterChange from Syndesis will translate between more than 40
>3D file formats, including LightWave objects and scenes, and
>trueSpace ASCII and binary...
>
>- John Foust
>
>Syndesis Corporation
>235 South Main Street
>Jefferson, WI 53549 USA
>(414) 674-5200
>(414) 674-6363 FAX
>syndesis@inc.net
>http://www.webmaster.com/syndesis/
>SIGGRAPH 96 Booth 2334
>
You neglected to tell the user that he could use trueSpace to save his
object as a DXF format then import it into Lightwave Modeler, without
having to purchase any additional software.
Cheers,
Jeff Haynie
Article: 18179
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From: typhoto <typhoto@evansville.net>
Newsgroups: comp.graphics.apps.lightwave
Subject: New Lightwave page under construction!!
Date: Sun, 28 Apr 1996 11:29:39 -0500
Organization: http://www.evansville.net/~typhoto
Lines: 8
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Get a sneak peek and make a bookmark.
Check out my other pages as well.
--
http://users.aol.com/typhoto
-or-
http://www.evansville.net/~typhoto
Article: 18180
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From: jcjones@cris.com (Jeffrey C. Jones)
Newsgroups: comp.graphics.apps.lightwave
Subject: AutoCad Files to Lightwave?
Date: Sun, 28 Apr 1996 12:44:10 -0400
Organization: Concentric Internet Services
Lines: 22
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NNTP-Posting-Host: cnc045158.concentric.net
I'm looking for help and advice on importing AutoCad DXF files into
lightwave. I seem to remeber reading about this a while back but I can't
find any references. I've looked through all my back issues of lightwave
Pro and can't find anything.
I'm just looking for things to watch out for to make the process go as
painless as possible. I talked to the production company that I do some 3d
work for and they have already told me that they've told the client that
I'll have no problem getting the AutoCad files (gears and shafts and
stuff) to animate in lightwave and out to tape. Nice guys huh?
The production company has told me that there's a lot of time available on
this, I just know that it will be a hurry up and wait deal.
If you have any thoughts on the best route to take I would love to know
what to look out for.
Posting in the group or e-mail is fine.
--
Jeffrey C. Jones
jcjones@cris.com
Article: 18181
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From: instntguts@aol.com (InstntGuts)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: My take on NAB: 3DS MAX vs. LW 5.0
Date: 28 Apr 1996 12:43:13 -0400
Organization: America Online, Inc. (1-800-827-6364)
Lines: 14
Sender: root@newsbf02.news.aol.com
Message-ID: <4m0771$pku@newsbf02.news.aol.com>
References: <4lvme3$hcf@pipe11.nyc.pipeline.com>
Reply-To: instntguts@aol.com (InstntGuts)
NNTP-Posting-Host: newsbf02.mail.aol.com
<<I've wanted multiple monitors ever since I had seen them on the MAC.
What
is involved to get NT to have multiple monitors? Can you simply plug in
two
video cards or do they have to specialized ones?>>
Let me look up the info in my notes and I'll try to get back to you. You
need a specific video card that can handle this, and you have to set up NT
specifically for this, of course. Both monitors have to be displaying at
the same resolution and color depth; you can't have an 800x600 8-bit
display on one, and a 1024x768 24-bit on the other. More details at
11:00...
-- Jon
Article: 18182
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From: jcjones@cris.com (Jeffrey C. Jones)
Newsgroups: comp.graphics.apps.lightwave
Subject: March Lightwave Pro?
Date: Sun, 28 Apr 1996 12:46:26 -0400
Organization: Concentric Internet Services
Lines: 8
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NNTP-Posting-Host: cnc045158.concentric.net
What is the last lightwave Pro to have come out. I don't think that I
received a March issue.
Thanks.
--
Jeffrey C. Jones
jcjones@cris.com
Article: 18183
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Newsgroups: alt.retromod,alt.cd-rom,alt.forsale,alt.games,aol.buy.and.sell,comp.databases.ms-access,comp.graphics.apps.lightwave,comp.lang.javascript,misc.forsale.computer,misc.forsale.computers.pc-specific.software,nj.forsale,ny.forsale,rec.arts.anime.mi
Subject: Re: bincancel:30 large binaries:AR320:@@NCM
Message-ID: <ARMM-Report-320.a@redpoll.mrfs.oh.us>
References: <ARMM-Report-320@redpoll.mrfs.oh.us>
Date: Sun, 28 Apr 1996 16:51:19 GMT
From: red@redpoll.mrfs.oh.us (Richard E. Depew)
Followup-To: news.admin.net-abuse.misc
Organization: ARMM Services, Bincancel Division
Keywords: ARMM - Automated Retroactive Minimal Moderation
Lines: 63
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Binary posts do not belong in unmoderated discussion groups.
I run a program that searchs for, and issues advisory cancels for,
large binaries in the akr, biz, comp, misc, news, rec, and sci
hierarchies.
I have issued 30 advisory cancels for large binary files or parts
thereof (total size 4,911,078 characters) posted to 10 different
unmoderated discussion groups in the
19 comp.databases.ms-access
3 misc.forsale.computer
misc.forsale.computers.pc-specific.software
alt.cd-rom
alt.forsale
alt.games
aol.buy.and.sell
nj.forsale
ny.forsale
2 rec.arts.anime.misc
1 rec.music.reggae
1 rec.motorcycles.harley
1 rec.drugs.psychedelic
1 misc.test
1 comp.lang.javascript
1 comp.graphics.apps.lightwave
The cancels in non-targeted groups are a consequence of the way cancels
interact with cross-posts. A cross-posted article has only one
Message-ID. When it is canceled from one group it is canceled from all
groups.
This pointer is being posted to each affected group listed above,
with the exception of test groups. Follow-ups are directed to
news.admin.net-abuse.misc.
If you want to see exactly which file was deleted from a particular
group, read the full report in news.admin.net-abuse.announce. The
full report can also be found in alt.nocem.misc and alt.retromod.
Look for AR320 in the subject, or, if your reader supports it, use
this URL: news:ARMM-Report-320@redpoll.mrfs.oh.us
The criteria used to search for this batch of large binaries were:
NEWSGROUPS: Unmoderated akr, biz, comp, misc, news, rec, or sci
(except for comp.binaries.apple2, comp.bugs.2bsd,
and rec.games.bolo)
BINARY: base64, binhex, uuencode, and xbtoa encoded files, etc.
SIZE: > 100,000 characters [(size * (# of parts - .5)), if multi-part]
If you must post a binary to Usenet, please post it *only* to an
appropriate binaries newsgroup such as alt.binaries.misc, and do *not*
crosspost it to non-binaries groups. This permits news administrators
and users to decide for themselves whether to receive binary files.
Please direct public feedback to news.admin.net-abuse.misc and private
feedback to red@redpoll.mrfs.oh.us. Thanks.
Best wishes,
Dick
--
Richard E. Depew, Munroe Falls, OH red@redpoll.mrfs.oh.us (home)
It's over, and can't be helped, and that's one consolation, as they
always say in Turkey, when they cut the wrong man's head off''
-- Charles Dickens
Article: 18184
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From: Ernie Wright <erniew@access.digex.net>
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Powerview Problems
Date: Sun, 28 Apr 1996 13:07:08 -0400
Organization: Express Access Online Communications, USA
Lines: 15
Message-ID: <Pine.SUN.3.93.960428130247.22745E-100000@access4.digex.net>
References: <317BEB03.706A@cyberoptics.com> <4li9fb$9or@newsbf02.news.aol.com> <Pine.SUN.3.93.960423141244.4377D-100000@access1.digex.net> <317EBBBE.2401@montreal.com>
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X-Sender: erniew@access4.digex.net
In-Reply-To: <317EBBBE.2401@montreal.com>
Jean-Eric H=E9nault wrote:
> I have found a way around the non-convex polygons. Simply copy all the=20
> layers you want to preview into an empty layer, triple the polygons into=
=20
> that layer, and activate the PowerView plug-in...
>
> I know that LW 5.0 has solved that problem [...]
And in basically the same way--polygons are tripled before being displayed
through OpenGL.
- Ernie
Article: 18185
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From: zzotzy@aol.com (ZZOTZY)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Reminder : LightWave on Sliders TONIGHT
Date: 28 Apr 1996 13:08:14 -0400
Organization: America Online, Inc. (1-800-827-6364)
Lines: 22
Sender: root@newsbf02.news.aol.com
Message-ID: <4m08lu$q53@newsbf02.news.aol.com>
References: <4ls4hg$peu@nw003.infi.net>
Reply-To: zzotzy@aol.com (ZZOTZY)
NNTP-Posting-Host: newsbf02.mail.aol.com
Although I thought the modeling of the Allasuarus was pretty impressive, I
thought the actual animating, lighting and compositing wasn't. In many
closeup shots the dino looked like it was shot with an abnormally wide
angle lens, compared to the live action shot - a technique many model
makers use to make their small models look larger. Only thing, it
stretches the model to an accelerated vanishing point making it stand out
as "not right". Lighting seemed too contrasty with not enough actual
location shadowing playing on the surface. Question also - was this
comped in Lightwave or AE? Because if it was comped in AE, why wasn't
some kind of 'degrading' of the image used to 'push' this model back into
the scene. It looked pasted on and the added shadows underneath were too
diffused and light to appear real. A little dust kicking up would have
helped also. Now I know that the budget was probably very low and so some
of these things probably could have been worked out with more time. Only
fault I found in the actual model was the tongue. It seemed way too
smooth, with no bump mapping to add texture. And why was the dang thing
always running around with its jaw agape like some broken Barney doll?
And finally, they should have used it even more. The scene where the
poacher was eaten was so much a cop out, reminded me of that skit on SNL -
Cameraman is interviewing a guy when he sees a UFO but the cameraman
doesn't pan, he just tapes the guy describing the incredible event behind
him. Oh well, good models.
Article: 18244
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From: booth@worf.netins.net (Michael Booth)
Newsgroups: comp.graphics.apps.lightwave
Subject: Copying groups of frames in LW4.0 Layout
Date: 29 Apr 1996 15:55:45 GMT
Organization: Iowa Network Services, Des Moines, IA
Lines: 24
Message-ID: <4m2oq1$h6r@insosf1.netins.net>
NNTP-Posting-Host: worf.netins.net
I am creating some imagery for a PC video game which involves
a number of characters doing walk cycles. Each character can
walk in one of eight directions.
I animate a walk cycle in one direction, and I want to copy
that cycle seven more times, changing the orientation of
the object(s) for each cycle.
The best way I've found to do this so far is to hit enter at
each frame, type in the new frame, and select 'all items' for
the new keyframe. So, for frame 0 of an 8 frame walk cycle
I do this seven times, entering 8, 16, 24, 32, 48, 56, and 64.
Then I do this for frame 1, etc. This is rather tedious.
Anyone know of a better way? Please e-mail me at 'booth@netins.net'
if you do.
Thanks.
--
Michael S. Booth (booth@netins.net)
President, Hyperion Technologies, Inc.
- Simulation, Engineering, and Entertainment Software Solutions
Article: 18245
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From: cdurham@xspot.com (Chuck Durham)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: AutoCad Files to Lightwave?
Date: Mon, 29 Apr 1996 15:49:13 GMT
Organization: a Digital Internet AlphaServer Site
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jcjones@cris.com (Jeffrey C. Jones) wrote:
>I'm looking for help and advice on importing AutoCad DXF files into
>lightwave. I seem to remeber reading about this a while back but I can't
>find any references. I've looked through all my back issues of lightwave
>Pro and can't find anything.
>I'm just looking for things to watch out for to make the process go as
>painless as possible. I talked to the production company that I do some 3d
>work for and they have already told me that they've told the client that
>I'll have no problem getting the AutoCad files (gears and shafts and
>stuff) to animate in lightwave and out to tape. Nice guys huh?
>The production company has told me that there's a lot of time available on
>this, I just know that it will be a hurry up and wait deal.
>If you have any thoughts on the best route to take I would love to know
>what to look out for.
>Posting in the group or e-mail is fine.
>--
>Jeffrey C. Jones
>jcjones@cris.com
Jeffrey,
I am assuming your using Lightwave 4.0 with Rev C or later on. NewTek
has developer their own 3D file format translator that works with DXF,
3DS and OBJ files. It's Translator3D plugin you should add, it
replaces the ones developed by Syndesis in Rev A & B.
All that you need to do is open a .dxf file and the translator will
take care of loading it. It's hard to tell the sizing and I haven't
looked at what size I create compared to what size the translation
ends up being. I've also not used the actual AutoCad program, but
have created DXF files with Fractal Design Poser & Animation Master.
I've also imported DXF files from my Visual Realtiy Object library
CD's.
The only thing I've really had to worry about was the normals on the
polys, Poser required all polys to be flipped, So did the Visual
Reality CD, Animation Masters needed most flipped, but depending on
how fancy the curavtures where, I needed to pick individual ones and
flip them seperately. Hope this helps
Chuck Durham
Imaginative Entertainment
cdurham@xspot.com
http://www.imaginative.com
http://www.xspot.com
Article: 18246
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From: stranahan@aol.com (Stranahan)
Newsgroups: comp.graphics.animation,comp.graphics.apps.lightwave,comp.graphics.packages.3dstudio
Subject: Re: MAX or Lightwave? How about some MAX here folks.
Date: 29 Apr 1996 12:10:38 -0400
Organization: America Online, Inc. (1-800-827-6364)
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---------------------------------------------
Lee, you might inspire me to purchase "Access Denied" if,
say perhaps, you put some stills from it on your web-site.
Also if you put a bit more technical info (equipment & other
external co$ts)
--------------------------------------------
Well, I've been working on FINISHING it first...that's been taking up some
time. I've been working on another web page for it, and that should be up
later in the week...
_____________________________________________
Lee Stranahan
"I shot a half hour, 35mm movie with professional quality visual effects
for around $5000 - and I can show you how to do it, too."
Access DeniedURL - http://users.aol.com/stranahan/access.htm
Lee's Home Page URL - http://users.aol.com/stranahan/main.htm
Article: 18247
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From: syndesis@inc.net (John Foust)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: Truspace .cob's to Lightwave .lwo's..??
Date: 29 Apr 1996 16:31:44 GMT
Organization: Syndesis Corporation
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At 07:16 AM 4/28/96 -0700, you wrote:
>>
>You neglected to tell the user he can save his object in trueSpace as a
>DXF file and then import it into LW Modeler without purchasing any
>additional software.
There are many disadvantages to using DXF, and many advantages
to using InterChange. DXF does not carry any RGB color or other
surface information. It rarely properly represents hierarchy info,
sub-object names, and would turn all polygons to 3- and 4-sided
faces.
With InterChange, none of those disadvantages are present.
You can go directly from trueSpace .COB to a LightWave scene,
making a scene file plus separate LW objects for each sub-object.
- John
Article: 18248
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From: syndesis@inc.net (John Foust)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: MAX or Lightwave? How about some MAX here folks.
Date: 29 Apr 1996 16:35:38 GMT
Organization: Syndesis Corporation
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In article <4lbvth$1f0@nnrp1.news.primenet.com>, steph@primenet.com says...
>
>Maybe Foust can figure out a way to make an IPAS/Plug-in converter
>for programs which have compatable features with LW. Sort of like the way
>Photoshop plug-ins have evolved into something so common that they now have
>accelerators for them built into certain graphics cards (in particular KPT).
Possible, but not probable... I did hear a rumor that some smart Soviet
had figured out a way to make a 3DS-DOS IPAS work under Max, but I'll
believe it when I see it.
Max's plug-in interface is much more comprehensive than any other
I've seen. All of the plug-in APIs I've seen are sufficiently
different that I'm not sure it would be possible to make a standard
type of 3D plug-in.
>LW could certainly benefit from such cross promotion. At least I didn't
>get a catalogue like Autodesk's inside LW 4.0's box. Was mine just an
>oversight?
NewTek has never been very good at this kind of promotion.
- John
Article: 18249
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From: syndesis@inc.net (John Foust)
Newsgroups: comp.graphics.apps.lightwave
Subject: Re: AutoCad Files to Lightwave?
Date: 29 Apr 1996 16:24:10 GMT
Organization: Syndesis Corporation
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In article <jcjones-2804961244100001@cnc045158.concentric.net>,
jcjones@cris.com says...
>
>I'm looking for help and advice on importing AutoCad DXF files into
>lightwave.
If your clients are actually using AutoCAD, and have the latest
AutoCAD Release 13, I'd recommend skipping the DXF files and
using 3D Studio format instead. R13 can save it, and you'll
get much better results.
- John
Article: 18250
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From: DENNY LEE ARMSTRONG <dstrong@dstrong.win.net>
Newsgroups: comp.graphics.apps.lightwave
Subject: Does anyone know what has happened to Lightspeed(video) magazine?
Date: 29 Apr 1996 15:03:17 GMT
Organization: Win.Net Communications, Inc.
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I haven't received an issue since the beginning of the year. I call
and they say they are going to ship but I don't ever see it.