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- This is the Imagine Mailing List (imagine@email.sp.paramax.com) Archive #51
- covering messages from Jun. 01. 1994 to Jul. 03. 1994.
-
- If you have any questions or problems with this file, E-mail Nik Vukovljak
- at nvukovlj@extro.ucc.su.oz.au
-
- To join the IML, send email to: imagine-request@email.sp.paramax.com and in
- the subject line type in: subscribe
-
- Thanks goes to Neil Miller for the Imagine Mailing List Processor
-
- -----------------------------------------------------------------------------
-
- +---> ARCHIVE MESSAGE NUMBER #1 ***************************************:-)
-
- Subject: What about ~anim5~ and Imagine?
- Date: Wed, 1 Jun 1994 10:52:41 GMT+2
- From: SZULD@ucinvl.uci.agh.edu.pl
-
- Lately, I tried to create an animation using ~anim5~ format.
- It is built-in in Imagine, but up to now it seems to work wrong.
- I played my ~anim5~ format of the animation using DP IV.
- The first frame was O.K. but others.....were damaged (colours palette
- was not correctly set by Imagine).
- Any suggestions?
-
- Krzysztof Korski
- SZULD@ucinvl.uci.agh.edu.pl
-
-
- +---> ARCHIVE MESSAGE NUMBER #2 ***************************************:-)
-
- Subject: TrueSpace on WUARCHIVE
- Date: Wed, 1 Jun 1994 11:17:39 GMT+1
- From: "Wizard" <TESI2@novell.dima.unige.it>
-
- Hi TrueSpacers,
- the following message was posted to comp.graphics
- newsgroup, I hope thi can Help Ya:
-
-
- >From: erich@eye.com (Eric Haines)
- >Subject: Truespace Demo available at wuarchive (was Re: Truespace Info)
- >Date: 31 May 1994 14:12:36 GMT
- >Summary: wuarchive.wustl.edu:pub/msdos_uploads/demos/tsdemo.zip
- >
- >I've uploaded the TrueSpace demo from Caligari to:
- >
- > wuarchive.wustl.edu:pub/msdos_uploads/demos/tsdemo.zip
- >
- >It's a fully functional demo, except for saving.Pretty cool looking package
- >(though I wish they used Arcball for rotations).I recommend more than an 8
- >bit display, though it's still semi-usable on one.
- >
- >You're welcome,
- >
- >Eric Haines
-
-
- /\
- || ae(-_^)ue
- \/ _ __ ___ ______Wizard signing off
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #3 ***************************************:-)
-
- Subject: Imagine 4 Everybody - The campaign goes on!
- Date: Wed, 25 May 94 21:37:27 +0200
- From: Anders_Lattermann@p24.anet.bbs.bad.se (Anders Lattermann)
-
- ********************************************************************
- **** Imagine 4 everybody! ****
- **** Your chance to make your suggestions in the next release! ****
- ********************************************************************
-
- Greetings Imagineers!
-
- Imagine 3.0 is shipping and it's time to evaluate it. See whats there and
- whats not and to look forward in what we, the users, want in the next
- release.
-
- I thoght of a way to do it, and if you read along, you'll find out how your
- ideas can be in the next release. No promises though :-)
-
- In a note from Mike Halvorson some time ago. (Mike is the president of
- Impulse), regarding the shipping status of Imagine 3.0 for both the Amiga
- and the PC platforms he said: (The message below is in an shorted edited
- form)
-
- ----------------------------------------------------------------------
-
- TO all Imagine users on Planet Earth as well as all outposts where from time
- to time it seems some of you live. 8'). (some not all)
-
- As of today, April 29th 1994 all US and Canada order for Imagine PC and
- Amiga are on their way to you.
-
- Now the challenge begins: Imagine has had an interesting history and
- exciting future. I have said on this forum many times that it is not the
- software that makes great users it is great users that make the software, so
- I am depending on each of you to dig and find out what we have done.
-
- I realize that there will be those who try and find the mistakes or bugs
- first, thats cool, we want to know what we missed and we more importantly
- want to make sure we fix the problems as fast as we can.
-
- Some things were left out, but not for long. WE have already begun to start
- the next rev of the software. So if you miss something that you felt you
- could not live without, hang in there, we know about it and will add these
- and more features than you can IMAGINE.
-
- Our success depends on your satisfaction with Imagine, and this is a two way
- street. You need to tell us what you want and we need to do our best to
- make it happen. However we want things in the code as well. Things that
- you never mentioned you wanted or needed. Try out the deformation tools,
- they are so full of cool that they deserve several sleepless nights all unto
- themselves, I know I have had a few.
-
- In closing this note, I want to als challenge each of you to see the
- positive in what you find, we really dont work well with blatant negative
- comments. Dont get me wrong, we like a good flaming just as much as the
- next guy. But from time to time it gets very personal here on the IML and
- we arent much for that kind of backward activity. Impulse is not on some
- high mountain in an Ivory Tower. WE are users just like you, we are lucky
- that we get to make some of the products that you use, and we appreciate
- your support,.
-
- --------------------------------------------------------------------------
-
- Ok, Impulse wants us to tell them what we want. Let's do it!
-
- If you have ideas and/or find bugs you like to see implemented/fixed in the
- next release, send a message about it to me and I'll put a list together
- with everybodys messages and after that, mail it out so everybody can read
- it and vote which things you find most important. Yes, I said vote!
-
- Why? Because without some statistics Impulse will have a BIG list and no
- clue to what we think are the most important things to fix first. I will
- collect the votes. Put everything together and see to that the results comes
- out on the nets and of course also reaches Impulse.
-
- Why I'm doing this?
-
- Well, I have the time for the moment and I have acces to Internet, Fidonet
- and AmigaNet. So we can reach everybody using Imagine. And also because I
- came up with the idea for this baby!
-
- How to do it?
-
- First, I want this so easy as possible (I'm lazy ;-). This means only one
- bug report/idea per message. But you can of course send as many messages as
- you want. I _will_ ignore messages with more than one subject from now on. I
- spent 40 minutes in cutting one message up and that was the last one.
-
- I want the header in the following format:
- ------------------------------------------
- From: (that's your name)
- To: Anders Lattermann (Yep, that's me!)
- Subject: Imagine 4 everybody!
-
- You can use one of the following addresses:
- -------------------------------------------
- FidoNet: 2:201/411.24
- AmigaNet: 39:164/100.24
- InterNet: Latte@p24.anet.bbs.bad.se
-
- I want the text in the following format:
- ------------------------------------------
- In the text I wan't you to write the following as start:
-
- "Imagine 4 everybody! + path."
-
- Where the path tells me where to put your message. Path goes like this:
- (Upper/Undercase doesn't matter)
-
- 1. What?
-
- Choose from:
-
- * Idea
- * BugPC
- * BugAmiga
- * NewProduct
- ("NewProduct" is for totally new products you'll like to see from Impulse.)
- * Hi
- ("Hi" is for Mikes request of some positive feedback. Short things like
- "Best 3D-program i ever used! / Anders Lattermann" is what I'm thinking of
- here).
- * Wanted Textures/Attributes
-
- 2. Where?
-
- Choose from (you don't need to write the word "editor"):
-
- * Project Editor
- * Detail Editor
- * Forms Editor
- * Cycle Editor
- * Stage Editor
- * Action Editor
- * Spline Editor
- * Misc (Use Misc for everything you don't find a good headline for).
-
- 3. Finally. The text that describes the matter as short as possible. Try to
- keep it under 3-5 lines. This is _important_ this thing is already beginning
- to be very big. Think twice before sending the message of, if it isn't a
- shorter way to say it. The "I would like" part can definatly be kept out, we
- already know that you want this feature, otherwise you wouldn't have sent it
- to the list :-)
-
-
- Example for a bug in the Amiga version:
- ---------------------------------------
-
- Imagine 4 everybody!/bugamiga/detail
-
- "Whenever I use the quit command in the meny. My computer explodes."
-
-
- Example for an idea:
- --------------------
-
- Imagine 4 everybody!/idea/project
-
- "Built in "count the sheeps" game when Imagine renders."
-
-
- I think you got the grip of how to do it? If not email me. Speaking of
- email, I get my email on disk from sweden where I normally live (I'm in
- France to sept 31), so email takes about 1-2 weeks (on occasion with bad
- timing more) to go to and from me.
-
- Closing date for suggestions and bugreports are june 31. I will there after
- put the complete list together and mail it out. Voting will be done to
- august 31. Anyone who could put together a good program or ARexx script that
- could automate the counting for me? Would be extremly helpfull. I still
- haven't heard from anybody. Come on!
-
- This finally gives that I can send a list to Impulse and mail it out on the
- net just when the gang at Impulse are done with their summer vacations and
- comes back to cook the next release of Imagine together. And this time, with
- your help, it could be Imagine 4.0 with all the features everybody wants to
- see. In other words: Imagine 4 everybody!
-
-
- /Anders Lattermann
-
- FidoNet: 2:201/411.24 ! PointBreak - Bg-St-Maurice - France
- AmigaNet: 39:164/100.24 ! A3000/14/105 + SQ88C & 17xSQ800
- InterNet: Latte@p24.anet.bbs.bad.se ! I feel the need, the need 4 speed!
-
-
- +---> ARCHIVE MESSAGE NUMBER #4 ***************************************:-)
-
- Subject: Re: Texture Example Pictures?
- Date: Wed, 1 Jun 1994 08:31:19 +0200
- From: christian boetker ho/j <cbho91@control.auc.dk>
-
- Don H wrote:
-
- > Many people who have gotten Imagine 3.0 would like to see examples of
- > pictures of all the default textures included. It would have been nice
- > if something like this was included with the disks. It is very time con-
- > suming to have to render each of the texture just to see what they are and if
-
- > they are useful. If anyone has rendered all the textures to let say a sphere
- > object, could they produce a set of maybe 20 images per page and upload them
- > to a ftp site or here? Everyone would greatly appreciate this. Thanks in
- > advance.
- >
- > Don
- >
-
- You can find most of the rendered textures on Aminet in a file called im3tex.lha
-
-
- Hope this helps.
-
- Regards,
- Christian Hoj
-
-
- +---> ARCHIVE MESSAGE NUMBER #5 ***************************************:-)
-
- Subject: Math Libraries
- Date: Wed, 1 Jun 94 08:38:31 BST
- From: c9251116@zeus.hud.ac.uk (MR. R.L.COLLIER)
-
- I get the feeling that all you guyz are finding no improvement on render times f
- or Imagine? Has anyone tried something like AIBB for FULL function test?
-
- Just a thought.....
-
-
- Rich.
-
-
- +---> ARCHIVE MESSAGE NUMBER #6 ***************************************:-)
-
- Subject: neon tubes
- Date: Tue, 31 May 1994 22:27:42 -0700 (PDT)
- From: Mike McCool <mikemcoo@efn.org>
-
- Hey guys, and guyas,
-
- Thanks for that post the other day, about how to make neon
- tubing. I tried it with very satisfactory results. Uploaded a frame to
- aminet, under pix/trace, called NeonCool.lha. Lemme know what you think.
-
- What I'm still blundering with is trying to set up a background
- plane, for the neon tubes to actually glow against. So far, I can't seem
- to get that nice soft glow of color that neon gives surrounding objects.
- The tubes themselves are way cool, especially in the dark.
-
- Mike H's suggestion for extruding along a path was perfect, but I
- can't make Gerard's trick of that reflective background plane work for
- me. Thanks anyway, both of you, for posting your ideas.
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #7 ***************************************:-)
-
- Subject: Re: Is it possible?
- Date: Wed, 1 Jun 1994 01:13:20 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > How to get motion bluring in animation?
- > How to get soft shadows?
- > How to use Boing effect? (What does ~Boing~ mean? I was not able to
-
- motion blur, you need to use an image processing program like ImageFX, or
- ADPro.
-
- soft shadows, not really sure yet, been trying but haven't gotten it yet,
- Ive been playing with falloff lights and the softlite texture on lights
- and objects to see if that would do it but it hasn't yet. Am still going
- to try afew other things as time permits. If I get it I'll post it.
-
- Boing effect, the boing effect will let you squish an object. you can
- have a ball bounce off the ground and give it a more realistic look when
- it hits the ground than if the balls shape stayed perfactly round. Or
- have a logo fly into the middle of the screen and as it stops suddenly,
- the logo could be squeezed a bit and then go back into shape, this could
- give the logo a more flexible look and not so stiff of a feeling. Im sure
- theres a better explanation, but this is the type of thing I use it for.
- Kind of like when a cartoon character stops suddenly and he gets a bit
- out of shape..
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #8 ***************************************:-)
-
- Subject: Re: Brushmaps and textures
- Date: Wed, 1 Jun 1994 02:10:08 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > How does one do the trick to put a brush upon a surface that already has
- > texture on it? My brushes "drown" in the texture.
-
- well, if your using the Amiga version Essence does a great job.If not then
- try using the priority button along with full scale value
- at maybe 150-200 if your using 3.0. Set the priority to a lower number
- than your textures..Not sure if this will work but the best I can do
-
- =RRW=
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #9 ***************************************:-)
-
- Subject: Re: Texture Example Pictures?
- Date: Wed, 1 Jun 94 11:22:29 +0100
- From: "Steve Essery" <sessery@uk.oracle.com>
-
- In-Reply-To: PYR2:imagine-relay@email.sp.paramax.com's message of 05-31-94 13:31
-
-
-
- > Many people who have gotten Imagine 3.0 would like to see examples of
- > pictures of all the default textures included. It would have been nice
- > if something like this was included with the disks. It is very time con-
- > suming to have to render each of the texture just to see what they are and if
- > they are useful. If anyone has rendered all the textures to let say a sphere
- > object, could they produce a set of maybe 20 images per page and upload them
- > to a ftp site or here? Everyone would greatly appreciate this. Thanks in
- > advance.
-
- Try:
-
- pub/aminet/gfx/3d/im3tex.lha
-
- on Aminet, the readme is:
-
-
- This archive contains pictures of all of the regular textures that come
- with Imagine 3.0. (Pictures of the light and fog textures, as well as
- the animated textures, are not included.) You may upload these pics to
- other online services as long as the archive is kept intact.
-
- Steve Langguth
- s.langguth@genie.geis.com
-
-
- Steve created pages 1-7. I added page 8 with these textures:
-
- veneer, beammeup, dancsprk, crumpled, dripdrop, fakely, filnoiz, fireball
- spark, nebula, tiedie, and twinkle.
-
- To make the collection complete we need:
-
- fogpaint, fogtop, ghost, metals, refnoiz2, zbuffer
-
- Ed Totman
- etotman@gort.ucsd.edu
-
-
- ================================================================================
-
- Steve Essery Unix Support, Oracle UK Hello, my name is Inigo Montoya,
- you killed my father, prepare to die.
-
- Tel: +44 (0)344 860066 ext 4572 What you don't know is that I too
- Tel: +44 (0)344 860222 am not left-handed!
- ===============================================================================
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #10 ***************************************:-)
-
- Subject: CYCLE RELATED PROBLEM...PLEASE ***HELP***
- Date: Wed, 1 Jun 1994 14:40:34 +0300 (EET DST)
- From: Foivos Kourendas <foivos@theseas.ntua.gr>
-
- TO ALL,
-
- I have lately made a cycle object that consists of a number of
- smaller objects grouped together .Whenever I would like to MORPH a specific
- object item of that Cycle group , I have to CREATE a new Cycle OBJ that has
- the new specific item in the place of the old one -in order to morph
- between them in the action editor (By morphing the whole Cyclegroup)-.
- As you understand this is a little bit disk space hassle because I
- have to use the same object twice . IS there another way to do so
- (preferable *IN* the Cycle editor) without having to loose disk space for
- NO apparently reason ??
- I am looking forward hearing a solution .
-
- ************ PLEASE HELP ! ! ! *************
-
- Yours sincerely,
- ________
- / ' _
- ,-/-, o \ _ _ (
- (_/ <___\/ (_)_)
-
- Email:foivos@phgasos.ntua.gr
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #11 ***************************************:-)
-
- Subject: SIGGRAPH in Orlando
- Date: Wed, 01 Jun 94 13:50:18 +0100
- From: H.Heberle@trier.fh-rpl.de
-
- Hi all,
-
- What's with a meeting at Siggraph in Orlando. I think I will come from
- Germany to the Siggraph.
- Let's have a date for this.
- Horst Heberle
- heberle@trier.fh-rpl.de
-
-
- +---> ARCHIVE MESSAGE NUMBER #12 ***************************************:-)
-
- Subject: Re: Simulating clouds
- Date: Wed, 1 Jun 94 04:27:52 PDT
- From: 01-Jun-1994 0622 <leimberger@marbls.enet.dec.com>
-
- Andrew,
-
- All this talk about clouds got me thinking. I went home and pulled
- Leo Martins(SP?) Pro Textures out of the closet. There is a 24 bit
- (ham also) pic of clouds, bricks, marble(2 types), rock, water, and gold,
- and flagstone. The Gold, and Clouds are ment to be used as background
- or reflection maps and as such won't wrap seamlessely. The others were
- designed to be wrapped without seams showing. Well the clouds liiked great
- reflected off a chrome sphere, and as a background .
- bill
-
-
- +---> ARCHIVE MESSAGE NUMBER #13 ***************************************:-)
-
- Subject: Re: FMath Libs . . .
- Date: Wed, 01 Jun 1994 08:09:56 -0400 (EDT)
- From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
-
- On Tue, 31 May 1994, Jason B Koszarsky wrote:
-
- > Maybe we should file the FMath libraries away with the SoftAGA prg.
- > Both have accomplished the same thing.
- >
- Actually, these math libraries _DO_ speed up operations that use them...
-
- Imagine, VistaPro, and some others do _not_ use these libraries, which is
- why there is no noticable speed-up when using them.
-
- The libs are 100% compatible, with no loss in accuracy or anything, so
- why not drop them in and let the programs that use them - use them?
-
- ===========================================================================
- Drew Vogel: Admissions Officer at University of Cincinnati Undergraduate
- Admissions (call 800-827-8728), SysOp of The Cafe' BBS (513-232-4895)
- FidoNet 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head of
- BowTie Productions, documentation author, single guy, and much, much more!
- FINGER ME FOR MY PLAN... "The only way OUT is THROUGH."
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #14 ***************************************:-)
-
- Subject: Re: neon tubes
- Date: Wed, 1 Jun 1994 07:47:56 -0700 (PDT)
- From: Gerard Menendez <gpm@netcom.com>
-
- I'll look at that scene at work today and send more specifics about how
- it's set-up. As I mentioned it wasn't quite the diffuse glow that I
- wanted but more like it was on a bumpy shiny thing.
-
- Gerard
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #15 ***************************************:-)
-
- Subject: Re: Is it possible?
- Date: Wed, 1 Jun 1994 07:47:04 -0700 (PDT)
- From: Ed Totman <etotman@gort.ucsd.edu>
-
- On Wed, 1 Jun 1994, Randy R. Wall wrote:
-
- > soft shadows, not really sure yet, been trying but haven't gotten it yet,
- > Ive been playing with falloff lights and the softlite texture on lights
- > and objects to see if that would do it but it hasn't yet. Am still going
- > to try afew other things as time permits. If I get it I'll post it.
-
- The softlite texture is for the edge of the light beam as it appears on
- the object or ground. An object's shadow is sharp. I don't think that soft
- shadows have been programmed.
-
- Ed Totman
- etotman@gort.ucsd.edu
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #16 ***************************************:-)
-
- Subject: Re: Math Libs (fwd)
- Date: Tue, 31 May 94 19:50:13 CDT
- From: wilks@lbm.com (Stephen Wilkinson)
-
- Udo K Schuermann <walrus@wam.umd.edu> said:
-
- [snip]
- > Nice one. I would have guessed that the .fp version won't use the libs.
- > The integer version, though, might use them. Try that and let us know,
- > please. It would certainly be an interesting result if the integer version
- > with fmath libs ran quicker than the .fp version, eh? ;-)
-
- Nope! Those libs are only for floating point use. The integer version
- uses fixed point arithmetic (I assume) and so Impulse probably have
- their own routines built-in to Imagine that operate on these fixed
- point numbers. Imagine.int should use no libraries for math either.
-
- > > Can anyone tell me how these libs are used or are they redundant?
- >
- > If you wanted to write only one single version of a program but the math
- > portion was not important enough to make you want to maintain separate
- > co-processor versions, then you'd use the math libraries and THEY will
- > either emulate the calls or go to the co-processor, depending on what you
- > have inside your box.
-
- This paragraph is correct. This is also why Impulse have placed the
- math calls inline. Otherwise every time you wanted to do some math
- function, it would go through the library to find how to multiply
- rather than just using the appropriate FPU instruction. This may
- seem like a tiny bit of overhead, but realize that Imagine does
- _MILLIONS_ of multiplications/sines/cosines/etc then the little tiny
- overhead adds up :)
-
- > Any program, like Imagine, that wants to squeeze every last gram of speed
- > out of the math will probably want to go directly to the co-processor.
- > That is why there are two copies of Imagine, one .fp version and one
- > without. I would wager that the .fp version will go down in flames if you
- > run it on a machine that doesn't have a math co-processor.
-
- This is also correct :) You will get an illegal instruction trap GURU.
-
- Cheers,
- Stephen
- ____________________________________
- Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
- Software Engineer reward for doing it well is the
- LB&M Associates opportunity to do it again."
- ____________________________________
- #define OPINION (myown)
- #define COMPANYOPINION (~myown)
-
- This message created using 87% recycled neuro-transmitters
-
-
- +---> ARCHIVE MESSAGE NUMBER #17 ***************************************:-)
-
- Subject: new on IML
- Date: Wed, 01 Jun 1994 16:45:51 +0100 (CET)
- From: Joop=van=de=Wege%Medew%ENTO.WAU@VINES.WAU.NL
-
- Hello fellow Imagineers,
-
- I'm new on the list, so I will introduce myself first.
-
- I'm a graduated PlantBreeder here at the Agricultural University Wageningen
- and at the moment I'm working on a malaria simulation model and trying to
- incorperate a Geographical Information System or its output data. Any help is
- ofcourse welcomed :).
-
- Ofcourse, I here people think, hee this is the IML, yes I do use Imagine. I
- use it a lot. I own a A3000 with 2Mb Chip, 12Mb Fast, 105 and 240 Quantum
- drives, and soon 270 Syquest, I hope. Further a Merlin GFX-card. My hobbies
- are 3D graphics, C programming, reading (almost everything).
-
- I'll try to read all IML post I get and also post answers aswell as
- questions, I have many.
-
- Greeting Joop van de Wege
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #18 ***************************************:-)
-
- Date: Wed, 01 Jun 1994 17:05:18 +0100 (CET)
- From: Joop=van=de=Wege%Medew%ENTO.WAU@VINES.WAU.NL
-
- ImagineFP uses inline FPU code so nobody will ever notice any speed
- improvement. Or in simple words :) ImagineFP doesn't use any system math
- libraries.
-
- The integer version of Imagine DOES use the system math libraries, but who is
- using the INT version when you have a 68882 in your computer.
-
- Greetings Joop
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #19 ***************************************:-)
-
- Subject: Object/texture format docs
- Date: Wed, 1 Jun 1994 10:38:18 -0500 (CDT)
- From: kirvan@SSESCO.com
-
- Greetings all,
-
- The Object format (TDDD) and texture format docs have been uploaded to
- Compuserv - amiga vendors / Impulse section. If anyone wants to ftp
- them around, feel free.
-
- The file is im3docs.zip and contains tddd.doc and texture.doc. Hope
- this gets you the info your looking for.
-
- later... sk....
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #20 ***************************************:-)
-
- Subject: Re: Slicing Xtraveganza/ISL
- Date: Wed, 1 Jun 94 8:57:01 PDT
- From: grieggs@jpl-devvax.jpl.nasa.gov (John T. Grieggs)
-
- >
- > Your first message described what I was doing and then saving one good
- > slice segment at a time. I gave up pretty quickly because it was taking
- > quite awhile to accumulate a useful number of slices and then set up a
- > scene to render for each slice.
- >
- > I must have been unconscious when people talked about ISL before. That's
- > a shareware/PD package?
- >
- Yes, ISL, the Imagine Staging Language, is a shareware package that lets
- you convert stages to and from an easy-to-manipulate ASCII format. It's
- currently available only for the Amiga, and not yet for 3.0. If you
- have Imagine 2.0, you can use ISL and Imagine 2.0 to set up what you're
- describing, then import the final stage into 3.0 and render (or just
- render in the older version if you don't need 3.0 features).
-
- It's available on Aminet or most of the online services. The current
- version is 2.0. It's not protected or anything. Get it and try it,
- and register if it suits your needs.
-
- There will be a version for Imagine 3.0, once I get the file format info
- from Imagine. Assuming there is interest, that is. :)
-
- > Gerard
- >
- _john
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #21 ***************************************:-)
-
- Subject: Re: HALVE the time to render! (fwd)
- Date: Wed, 1 Jun 1994 09:55:47 -0600 (MDT)
- From: rudd@plk.af.mil (Douglas Rudd)
-
- Forwarded message:
- > From imagine-relay@email.sp.paramax.com Tue May 31 18:49:44 1994
- > From: Kees Pronk <pronk@stc.nato.int>
- > Message-Id: <199405300745.AA04970@stc.nato.int>
- > Subject: Re: HALVE the time to render! (fwd)
- > To: imagine@email.sp.paramax.com
- > Date: Mon, 30 May 1994 09:45:56 +0200 (MET DST)
- > X-Mailer: ELM [version 2.4 PL23]
- > Content-Type: text
- > Content-Length: 1608
- >
- > Forwarded message:
- > > From imagine-relay@email.sp.paramax.com Sun May 29 01:53:18 1994
- > > Date: Sat, 28 May 1994 13:55:03 -0700 (PDT)
- > > From: Mike McCool <mikemcoo@efn.org>
- > > Subject: Re: HALVE the time to render!
- > > To: "Randy R. Wall" <rrw@ecst.csuchico.edu>
- > > Cc: Matthew O'Reilly <mor@mod.dsto.gov.au>, imagine@email.sp.paramax.com,
- > > mor@mod.dsto.gov.au, cheng@sun.mech.uq.oz.au, m_berndt@tron.gun.de
- > > In-Reply-To: <Pine.3.87.9405281202.A24642-0100000@corpse.ecst.csuchico.edu>
- > > Message-Id: <Pine.3.89.9405281338.A10187-0100000@efn.efn.org>
- > > Mime-Version: 1.0
- > > Content-Type: TEXT/PLAIN; charset=US-ASCII
- > >
- > >
- > > Hey Randy,
- > >
- > > Matthew posted a couple of days ago, about some shareware libs.
- > > They're rewritten versions of all the math libs, for 030 and 040 systems,
- > > and they're great. Delicious increases in speed.
- > >
- > > Check back over your mail, and if you can't find the ftp site for
- > > nabbing them, I'll email them to you, as a binary attachment. (This
- > > uuencode stuff truly bites).
- >
- >
- > I have downloaded the libs and installed them on my a4000 (040), but I
- > am not getting the supposed increase in rendering speed with imagine!!
- >
- > In scanline-mode it renderes exactly the same, and (major bummer..)
- > in trace-mode it even renderes +/- 1% slower!!
- >
- > I red al the hype about the libs being great and very effcient, but it
- > just doesn't show on my machine.
- >
- > The installation went o.k. and yes the install-program recognized my
- > 040.
- > I don't know what I am doing wrong, or maybe the speed increase will
- > only show when very specific calculation are being done...
- >
- > HELP PLEASE!
- >
- > Kees.
- >
-
- Yesterday, I had psted results that confirmed that imagine.fp does not use the m
- ath libs at all. Imagine.int may well use these libs, but if it did, it was stil
- l 50% slower (apx) on my 040. Too bad, it was nice to dream.
-
- D. Rudd
-
-
- +---> ARCHIVE MESSAGE NUMBER #22 ***************************************:-)
-
- Subject: Lights and objects (fwd)
- Date: Wed, 1 Jun 1994 09:59:28 -0600 (MDT)
- From: rudd@plk.af.mil (Douglas Rudd)
-
- Forwarded message:
- > From imagine-relay@email.sp.paramax.com Tue May 31 23:56:12 1994
- > Date: Wed, 25 May 94 12:07:17 +0200
- > From: Anders_Lattermann@p24.anet.bbs.bad.se (Anders Lattermann)
- > Subject: Lights and objects
- > Message-Id: <OA92-901-231p24_2de39374@piraya.bad.se>
- > Fidonet-Flags: private
- > To: imagine@email.sp.paramax.com
- > Reply-To: Anders_Lattermann@p24.anet.bbs.bad.se (Anders Lattermann)
- >
- > I've been trying to get lights "in" objects. I'm using a box and in the
- > Atributes requester i tell it to be a light. I want this for spotlight on a
- > car I've made. It lights up the suroundings in scanline but it doesn't give
- > any light at all in raytrace.
- >
- > The object sends light out, but it is dark if you look at it from the front (
- > like a black object sending light out). Strange...
- >
- > Anybody care to light me up?
- >
- > /Anders Lattermann
- >
- > FidoNet: 2:201/411.24 ! PointBreak - Bg-St-Maurice - France
- > AmigaNet: 39:164/100.24 ! A3000/14/105 + SQ88C & 17xSQ800
- > InterNet: Latte@p24.anet.bbs.bad.se ! I feel the need, the need 4 speed!
- >
- The object you picked is a light, just like any other light in the stage, it doe
- s not appear as a light. I'm not the expert here, but I suggest you use a cone w
- ith fog settings and set the face of the floodlight to bright. Hope it works.
-
- D. Rudd
-
-
- +---> ARCHIVE MESSAGE NUMBER #23 ***************************************:-)
-
- Subject: Re: Math Library
- Date: Wed, 1 Jun 1994 09:43:37 -0700 (PDT)
- From: Steve <link@u.washington.edu>
-
- On Mon, 30 May 1994, Mikael Ostergren wrote:
-
- > >> With the new FMath403-libs.
- > >> 2 min and 32 sec
- >
- > >> With the original libs.
- > >> 2 min and 32 sec.
- >
-
- There is a new program on Aminet called SnoopLibs (I think), which
- supposedly watches whenever a library is used, so you could use that to
- see if Imagine does in fact use the new libs...
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #24 ***************************************:-)
-
- Subject: Re: What about ~anim5~ and Imagine?
- Date: Wed, 1 Jun 1994 09:46:44 -0700 (PDT)
- From: Steve <link@u.washington.edu>
-
- On Wed, 1 Jun 1994 SZULD@ucinvl.uci.agh.edu.pl wrote:
-
- > Lately, I tried to create an animation using ~anim5~ format.
- > It is built-in in Imagine, but up to now it seems to work wrong.
- > I played my ~anim5~ format of the animation using DP IV.
- > The first frame was O.K. but others.....were damaged (colours palette
- > was not correctly set by Imagine).
- > Any suggestions?
-
- The probelm is with DP4, not Imagine. DP still doesn't support
- different palettes per frame for Anims, whereas Imagine (and most other
- programs) do. Use View/Viewtek/Mainactor/Biganim to view the ANIM.
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #25 ***************************************:-)
-
- Subject: Bones & brushmap tacking
- Date: Wed, 01 Jun 94 07:48:00 PDT
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- I have uploaded an animation called JollyRoger.lha to the aminet under
- gfx/anim. It is a test animation using bones and brushmap tacking to create
- a flag of the Jolly Roger waving in the wind. It only took one evening to
- do and could definitely be improved but it shows how bones can be used to
- deform a flat plane into things like rippling flags, drapes, etc. I have
- found out how to assign my big and small subgroups better since doing this
- animation, so it is possible to have more fluid motion.
- I found that brushmap tacking should be locked to the initial state chosen
- for the morph object since choosing the default makes the brushmap "lock" to
- that default shape, i.e. it doesn't move with the object. I think the
- default state is meant to act as an absolute reference state which defines
- the primary object and any shape, brushmap, texture, etc. change is applied
- only to following states.
- I have found bones will articulate all my once static objects, and once
- all the subgrouping assignments are determined, it is much easier to animate
- compared to the cycle editor. Not only that, the motion is much more fluid.
- However, the making of the subgroups is very critical in defining how the
- object will move.
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #26 ***************************************:-)
-
- Subject: RE: Imagine 4 Everybody...YEAH???..FOR WHAT??
- Date: Wed, 1 Jun 1994 19:40:02 +0300 (EET DST)
- From: Foivos Kourendas <foivos@theseas.ntua.gr>
-
- To ALL,
-
- IT is really good idea to do so . A REQUEST from IMAGINE's users to
- the MAMA IMPULSE . This is really good idea....YEAH..SURE IT IS...**BUT** FOR
- WHAT ????
- Don't get me wrong !! Finding IMAGINE's problems and giving suggestions
- to Impulse to REdebug the program OR EVEN make OTHER functions works is a way
- in progress . BUT isn't that waht ALL we - THE layal AMIGA-Imagine users DID
- (I say AMIGA because this is the majority of the people in this list including
- me)- . As we were waiting for IMAGINE 3 to come along , we were talking
- about our thoughts , wishes , DREAMS !!! BECAUSE , that is what they DID remain!
- NO , I feel that IMAGINE is MY place to live , it is really my best
- choice programm ...BUT I am a little dissapointed!!!
- SURE , Imagine 3 includes some good functions . IS IT WORTH the wait
- JUST IMAGINE , we were waited for 1 +1/2 years for the programm to arrive(or
- maybe longer) since the firsts announcments of this version . THEN , there were
- TOO much talk about it .SO many good features ...SO MANY DREAMS!!
- AT last Imagine 3 is out , UP AND RUNNING , with some MAJOR drawback
- WHICH Impulse seemed that ignored them . I don't want argues .ONE is true.
- AND I am afraid that NOONE can tell that I am wrong .THOSE patches that fixes
- some BUGS in Imagine (and I think that they will follow) IS A FACT!!
- I am sure that there were PLENTY of time to USE their TESTusers to do
- that work , and if those users where SO S*U*ID NOT to see the MAJOR bugs
- that Imagine 3 HAD and there are still to come....THEN that was THEIR fault!!
- A company that wants to be PROFFESSIONALs they would do so...
- SO , to get in the subject , what is the reall meaning of such a
- mail , in ordre to say our thoughts about Imagine 4 - which will douptly come
- ..since the C= is dead...and NO reall company will develop I AM F*CKING afraid p
- roffessional software for the AMIGA - . JUST to spare our time ???
- AT least the previous thoughts were NOT heared by IMPULSE!! .IT seems to want to
- be 2 clones patterns and THAT is where it is wrong . AT LEAST it should USE
- its platform's ADVANTAGES to take UP the IMAGINE!!
- Sorry for any bad words...JUST thoughts!!!
-
- ________
- / ' _
- ,-/-, o \ _ _ (
- (_/ <___\/ (_)_)
-
- Email:foivos@phgasos.ntua.gr
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #27 ***************************************:-)
-
- Subject: Re: FMath Libs . . .
- Date: Wed, 1 Jun 94 12:42:24 CDT
- From: wilks@lbm.com (Stephen Wilkinson)
-
- Jason B Koszarsky <kozarsky@cse.psu.edu> remarked:
-
-
- > Maybe we should file the FMath libraries away with the SoftAGA prg.
- > Both have accomplished the same thing.
-
- Not true! For apps that use the libraries my '40 is about twice as
- fast as before! That's useful.
-
- Stephen
- ____________________________________
- Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
- Software Engineer reward for doing it well is the
- LB&M Associates opportunity to do it again."
- ____________________________________
- #define OPINION (myown)
- #define COMPANYOPINION (~myown)
-
- This message created using 87% recycled neuro-transmitters
-
-
- +---> ARCHIVE MESSAGE NUMBER #28 ***************************************:-)
-
- Subject: Re: Lights and objects
- Date: Wed, 01 Jun 1994 13:40:47 -0400 (EDT)
- From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
-
- On Wed, 1 Jun 1994, Randy R. Wall wrote:
-
- > > Anybody care to light me up?
- > >
- > Sure, click bright in the attributes requester for the object as well as
- > light. But if your looking for a beam of light to shine from the light
- > let me know and I'll send a tutorial I wrote for someone on how to make a
- > really cool spotlight, one which raytraces well too.
- >
- Hi Randy. Send that tutorial up!
-
- ===========================================================================
- Drew Vogel: Admissions Officer at University of Cincinnati Undergraduate
- Admissions (call 800-827-8728), SysOp of The Cafe' BBS (513-232-4895)
- FidoNet 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, head of
- BowTie Productions, documentation author, single guy, and much, much more!
- FINGER ME FOR MY PLAN... "The only way OUT is THROUGH."
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #29 ***************************************:-)
-
- Subject: Re: AHD
- Date: Wed, 1 Jun 94 12:49:34 CDT
- From: wilks@lbm.com (Stephen Wilkinson)
-
- setzer@comm.mot.com (Thomas Setzer) stated:
-
- [snip]
- > Is Andrew Denton here on the list? I was checking out some of his pics from
- > aminet (in /pub/aminet/pix/guard for those ftp by mail people). They
- > are done with Imagine and done very nicely, I might add. Check 'em out.
- [snip]
- > BattleJPG.lha is my favorite. What texture(s) did you use for the red dragon?
- [snip]
-
- Yeah, there's a really nice "light-through-the-trees" effect in the file
- jpgAwakening.lha too. I just saw them yesterday on the Aminet CD. Excellent
- work. Another good one is jpgGutterWar.lha for the ftpbymail dudes :)
-
- Stephen
- ____________________________________
- Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
- Software Engineer reward for doing it well is the
- LB&M Associates opportunity to do it again."
- ____________________________________
- #define OPINION (myown)
- #define COMPANYOPINION (~myown)
-
- This message created using 87% recycled neuro-transmitters
-
-
- +---> ARCHIVE MESSAGE NUMBER #30 ***************************************:-)
-
- Subject: math libs
- Date: Wed, 1 Jun 1994 13:20:13 -0500
- From: Kent Miller <wolfman@camelot.bradley.edu>
-
- While I haven't seen much of a difference in rendering times in Imagine
- when using these new libs, I'd still recommend keeping them on your
- system. A 3D renderer like Imagine uses highly intensive math operations
- and probably bangs the FPU directly. I know I would as an assembly
- programmer myself. It doesn't make sense to try and get as much speed
- as possible into a program and then resort to calling inneficient
- C library routines nearly every other CPU cycle during rendering.
- Since the new libs were optimized in pure assembly, they should
- give faster results when used. The benchmarks that came with it may
- be inaccurate or the may be true, but if you use another program
- that uses the math libs directly, you probably will see that speed
- increase that is promised. Something like ADPro's JPEG conversion
- routine uses the libs I believe. But anyways, I'd recommend trying
- different programs out before dumping the libs. The libraries certainly
- aren't hurting anything or are inaccurate (at least no gurus here
- :-)
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #31 ***************************************:-)
-
- Subject: Re: Texture Example Pictures? -Reply
- Date: Wed, 01 Jun 1994 13:41:36 -0600
- From: Matt Mower <MATTMO@WordPerfect.com>
-
- Hi all,
-
- Could some one please tell me the full address for the Aminet site that
- people keep refering too?
-
- eg. "pub/aminet/gfx/3d/im3tex.lha"
-
- Thanks
-
- Matt
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #32 ***************************************:-)
-
- Subject: Re: Lights and objects
- Date: Wed, 1 Jun 94 14:22:35 CDT
- From: setzer@comm.mot.com (Thomas Setzer)
-
- >
- > I've been trying to get lights "in" objects. I'm using a box and in the
- > Atributes requester i tell it to be a light. I want this for spotlight on a
- > car I've made. It lights up the suroundings in scanline but it doesn't give
- > any light at all in raytrace.
- >
- > The object sends light out, but it is dark if you look at it from the front (
- > like a black object sending light out). Strange...
- >
- > Anybody care to light me up?
-
- Hmm, I've done this before....ah here it is. Also, you may want to try
- adding an axis seperate from your object and make that the light source(I
- haven't tried it, but it might work)
-
-
- --------Include from old post------------
- The best setting I got for a lightbulb
- was as follows.
-
- Make the bulb glass(transparency 200, 200, 100 or what ever, I used the settings
-
- from Understanding Imagine 2.0) Not sure if you need this since you are
- going to be setting fog. I need to play some more.
-
- Make the object a light source by clicking on the light box in the attributes
- requestor. No need to set the bright box. In light requestor select
- spherical and put the light to 400 400 250, kindof yellow. Select cast
- shadows if you like.
-
- Put the object axis of the bulb where the filiment of the bulb would be.
- (shift-M to move the axis)
-
- Set the fog length as suggested by another Imagineer. You will have to play
- with this as it depends on the distance from the object axis to the edge of
- the bulb. My bulb was 40 units across(turn on coords and measure) and my
- fog length was 10 or 15, can't recall which. The smaller the setting, the
- more opaque the bulb will be. The fog will be the color of your object.
- My bulb was white.
-
- Some weirder results occured when the object was not transparent. It still
- seemed to emit light, but the bulb was completely black. Turn on "bright"
- and the bulb turned white(but it didn't look right, kindof flat looking").
- I makes sense to make the bulb transparent and this seems to work the best.
-
- -------------------------------
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- +---> ARCHIVE MESSAGE NUMBER #33 ***************************************:-)
-
- Subject: Re: Object/texture format docs
- Date: Wed, 1 Jun 1994 18:03:46 -0400
- From: Jason B Koszarsky <kozarsky@cse.psu.edu>
-
- Could someone with a Compuserv account grab these docs and place them
- on the nearest Aminet FTP site. Thanx.
-
- Jason K.
-
-
- +---> ARCHIVE MESSAGE NUMBER #34 ***************************************:-)
-
- Subject: Soft Shadows RE: Is it Possible?
- Date: Wed, 1 Jun 94 13:52:25 EDT
- From: jgoldman@acs.bu.edu (Jeffrey Goldman)
-
- >
- > > How to get motion bluring in animation?
- > > How to get soft shadows?
- > > How to use Boing effect? (What does ~Boing~ mean? I was not able to
- >
- > motion blur, you need to use an image processing program like ImageFX, or
- > ADPro.
-
- Anyone know how well this works?
-
- > soft shadows, not really sure yet, been trying but haven't gotten it yet,
- > Ive been playing with falloff lights and the softlite texture on lights
- > and objects to see if that would do it but it hasn't yet. Am still going
- > to try afew other things as time permits. If I get it I'll post it.
-
- Soft shadows is easy but a real pain...
-
- Think about how lights work in pretty much every
- ray-tracing/rendering environment. Lights are point sources. Nothing
- in reality is a point source.
- A point source can only cast a sharp shadow. To simulate
- soft-shadows you have to create multiple point-sources which are
- closely grouped around a central axis. All of the individual
- lightsources that make up the larger bundle of lights must all have
- intensities that are a fraction of the main bundle is supposed to be.
- I'll give an example of a soft-shadows 'real' light source
- that I've created...
- I'll assume that the intensity of this packed bundle will
- ultimately be 255,255,255. I've had decent results with packed bundles
- consisting of 21 lightsources or more. There are several ways of
- creating the packed bundle of lightsources. This is just one method.
-
- CREATING A SOFT SHADOW LIGHTSOURCE
-
- 1. Figure out how many lightsources you will have in the final
- packed bundle. In this case it will be 21 (not exactly arbitrary and
- you'll see why).
-
- 2. Figure out the final intensity of the packed bundle. In
- this case it will be 255, 255, 255 (the default value for an Imagine
- lightsource). The packed bundle (with all its lightsources) must emit
- as much light as a similar single lightsource otherwise you get too
- hot a lightsource.
-
- 3. Divide the final intensity by the number of lightsources
- (step #2 divided by step #1). This gives the individual intensity for
- any lightsource that makes up the packed bundle. In this case
- 255/21=~12.1.
-
- 4. Add a primitive disk with radius of 100 and 10 sections.
-
- 5. Add an axis and place it at the center of disk. If you're
- using defualts the axis will autmagically appear at the center of the
- disk (world center of 0,0,0)
-
- 6. Select the axis you just added and enter the Attributes
- requester.
-
- 7. Make the axis a Lightsource with Light Intensity settings
- of the number you got in step #3. In this case it's 12.1, 12.1, 12.1.
- Have the axis Cast Shadows. If you're using 3.0 and like Lens Flare
- disable the feature for now.
-
- 8. This bundled source will act the same as point source. With
- that in mind determine whether the light should fall off. For these
- purposes have no light fall-off. Exit the Atributes requestor.
-
- 9. Copy the axis (R-Amiga C), paste it (R-Amiga P), and move
- it (m) to the top of the disk where the the edge of the disk and the
- section parts meet.
-
- 10. Copy and paste the axis at every section around the outer
- rim of the disk. This will result in 10 axes at every section and one
- axis in the center. Delete the disk to get it out of your way.
-
- 11. Group the outer axes to the center axis by selecting first
- the center axis then every outer axis (using shift), and finally
- grouping the with (R-Amiga G).
-
- 12. Copy this entire array of 11 lightsources and paste it.
-
- 13. Select one array and scale it by .5. This should bring the
- outer axes closer to the center.
-
- 14. Rotate the same array by 18 degrees. This causes a stagger
- of the inner array as compared to the outer array.
-
- 15. Enter Pick Objects Mode and delete the center axis out of
- one of the arrays (you only want one center axis). Group the
- non-grouped axes to the center so that every axis is grouped to the
- center axis.
-
- 16. Enter Pick Groups Mode and save the entire bundle.
-
- A word for Imagine3.0 users. If you want Lens Flare to operate
- for this bundle select the center axis and enable the flare. Having
- all 21 axes Flare would be tediously slow, and it wouldn't look good.
-
- === Using the Bundle in the Stage Editor ===
-
- A warning. This bundle object is made of 21 lightsources.
- Rendering times will decrease with its use for obvious reasons.
- The bundle only works in Trace Mode (obviously) because it
- needs to cast shadows.
- The current bundle only works in "Studio Situations" or
- situations where the bundle only has to work in a near perpendicular
- fashion. I.E. The pyramid of spheres on a flat plane would be a studio
- situation. You can aim a lightsource as if you were in a studio or
- soundstage.
- The bundle must always be perpendicular or near perpendicular
- to the subject. You can track the Y-Axis to the subject to achieve
- this.
-
- Each of the axes on the bundle emmits a bit of light. It's the
- multiple shadows cast by each of these lights that creates the soft
- shadow. You must be prepared to experiment with the scale of the
- bundle. Scales should always be done (L)ocally. It's pretty easy to
- figure out how large the bundle should be if you understand how the
- bundle works. This I leave up to you as it is next to impossible to
- explain the 'right' scale setting...
-
- Always remember that the more lightsources you use in your
- bundle the better the results, and sadly the longer the rendering
- times. You have to make a trade off between how large your soft-shadow
- fall-off will be compared to how many lightsources you have in your
- bundle. If your soft-shadow area is too large, and you don't have
- enough lightsources, you'll see many clearly defined sharp shadows.
-
- This the only way to created a soft-shadow lightsource in
- Imagine, I believe. It may be a pain in a$$ but it works. It should
- only be used for stills for obvious reasons. Only use the bundle where
- necessary. For instance, in a conventional three point lighting setup
- you only really need the bundle for the Key and Back lights. The Fill
- doesn't cast too noticable shadows and can therefore be a point
- source.
-
- Good luck...
-
- Oh, one other thing. Specular hits look way cool with light
- bundles. I mean much more realistic...
-
- J.---->
-
- E-Mail: jgoldman@acs.bu.edu
-
-
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #35 ***************************************:-)
-
- Subject: Re: Is it possible?
- Date: Wed, 1 Jun 94 18:16:33 CDT
- From: wilks@lbm.com (Stephen Wilkinson)
-
- Hello!
-
- > The softlite texture is for the edge of the light beam as it appears on
- > the object or ground. An object's shadow is sharp. I don't think that soft
- > shadows have been programmed.
-
- Don't know if this merits a post to IML, but you seem to be correct. I
- messed around with the FrenchWindows texture and the edge of the shadow
- on the ground was soft, but the shadow of the object was sharp. A very
- odd effect :) BTW, the FrenchWindows texture asks for a number of
- horizontal and vertical panes, yet it makes an infinite number of these
- "light squares" on the ground. Have you run into the same thing?
-
- Cheers,
- Stephen
- ____________________________________
- Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
- Software Engineer reward for doing it well is the
- LB&M Associates opportunity to do it again."
- ____________________________________
- #define OPINION (myown)
- #define COMPANYOPINION (~myown)
-
- This message created using 87% recycled neuro-transmitters
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #36 ***************************************:-)
-
- Subject: Re: What about ~anim5~ and Imagine?
- Date: Wed, 1 Jun 1994 14:59:09 -0400
- From: Jason B Koszarsky <kozarsky@cse.psu.edu>
-
- >The first frame was O.K. but others.....were damaged (colours palette
-
- If you are using Imagine 2.0, maybe even 2.9(I deleted it from the HD
- already so can't check), the palette locking option does not work.
- So each frame of the anim has its own palette. DPaint only supports
- single palettes so it really can''t work with multipalette anims.
-
- You could use something like ADPro to process the images & have them
- use a single palette.
-
- One question I've had is why does imagine make my anim width 384 when
- I only told it to do 368? Very annoying.
-
- Jason K.
-
-
- +---> ARCHIVE MESSAGE NUMBER #37 ***************************************:-)
-
- Subject: Re: new on IML
- Date: Wed, 1 Jun 1994 22:04:06 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > Hello fellow Imagineers,
- >
- > I'll try to read all IML post I get and also post answers aswell as
- > questions, I have many.
- >
- Welcome..this is a nice place, but I hope your up to alot of mail.
- Because you'lle get it here..
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #38 ***************************************:-)
-
- Subject: Re: What about ~anim5~ and Imagine?
- Date: Wed, 1 Jun 1994 22:11:49 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > One question I've had is why does imagine make my anim width 384 when
- > I only told it to do 368? Very annoying.
- >
- > Jason K.
-
- Hmmm go check your prefs rendering presets, maybe its set wrong?
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #39 ***************************************:-)
-
- Subject: Imag3.0 IS in Oz. (minimal tehcnical content)
- Date: Thu, 2 Jun 1994 12:27:57 +1000 (EST)
- From: MiKE <cheng@sun.mech.uq.oz.au>
-
- For those in OZ,
-
- I got my copy of Imagine 3.0 yesterday. I ordered directly from Impulse
- about a month ago.
-
- MiKE
- cheng@sun.mech.uq.oz.au The Uni of Queensland. Brisbane. Australia
- "I don't stand on ceremony; he never stood on me."
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #40 ***************************************:-)
-
- Subject: Re: SIGGRAPH in Orlando
- Date: Thu, 2 Jun 94 12:44:27 +1000
- From: JOHN ROWE <jrowe@ozemail.com.au>
-
- Hi Horst!
- you wrote:
- >What's with a meeting at Siggraph in Orlando. I think I will come from
- >Germany to the Siggraph.
- >Let's have a date for this.
-
- 24 July - 29 July
- Party! Party! Party!
-
- Wish I could come too! :-)
-
- Best Regards from Down Under, John
-
- John Rowe Animation -> Christian <-
- Toowoomba Qld. Reg.CBM Developer, 3D Animator, Programmer
- AUSTRALIA Aussie Amiga Keyboard Overlays
- EMail:jrowe@ozemail.com.au
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #41 ***************************************:-)
-
- Subject: Re: Lights and objects
- Date: Thu, 2 Jun 1994 03:03:18 -0500 (CDT)
- From: Michael Halleen <halleen@MCS.NET>
-
- > > I've been trying to get lights "in" objects. I'm using a box and in the
- > > Atributes requester i tell it to be a light. I want this for spotlight on a
-
- > > car I've made. It lights up the suroundings in scanline but it doesn't give
-
- > > any light at all in raytrace.
- >
- > To the no light in trace: I don't know, why.
-
- This may not be what you're talking about but, when you make an object a
- light, the light comes from the point of the axis, not the faces. So if
- the axis is at the center of a box, in trace mode the box itself would be
- blocking the light (it should be well lit on the inside).
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #42 ***************************************:-)
-
- Subject: Re: Lights and objects
- Date: Wed, 1 Jun 1994 21:27:34 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > On Wed, 1 Jun 1994, Randy R. Wall wrote:
- >
- > > > Anybody care to light me up?
- > > >
- > > Sure, click bright in the attributes requester for the object as well as
- > > light. But if your looking for a beam of light to shine from the light
- > > let me know and I'll send a tutorial I wrote for someone on how to make a
- > > really cool spotlight, one which raytraces well too.
- > >
- > Hi Randy. Send that tutorial up!
-
- OK, I'll try to get it here by the end of the week for all to see..its a
- bit long though..I am also going to try and send one or two of the lights
- to the net, but this may not be till next week some time..
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #43 ***************************************:-)
-
- Subject: 3d rocks
- Date: Thu, 2 Jun 1994 08:26:19 GMT+1
- From: "Wizard" <TESI2@novell.dima.unige.it>
-
- ___
- | O | .MODEL SMALL
- | | .DATA
- | O | LOGIN DB " _ __ ___ ______Wizard logged in"
- | | .CODE
- | O | MAILING PROC FAR
- |/\_|
-
- Yaba daba doo fellows,
- after clouds, sea-shell and undersea shadows (hey nobody reply
- this message), my next question is about how realize 3d rocks, cliff &
- reef: 3d modeling (forms, detail or vista?) and texture/brush mapping.
- Remember also that PC users cannot use essence nor other Amiga
- facilities, please.
-
- /\_
- | O | RET
- | | MAILING ENDP T-H-A-N-X
- | O | STACK 200H ae(-_^)ue
- |___| END MAILING _ __ ___ ______Wizard signing off
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #44 ***************************************:-)
-
- Subject: Re: Is it possible?
- Date: Wed, 1 Jun 1994 20:48:55 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- >
- > > soft shadows, not really sure yet, been trying but haven't gotten it yet,
- > > Ive been playing with falloff lights and the softlite texture on lights
- > > and objects to see if that would do it but it hasn't yet. Am still going
- >
- > The softlite texture is for the edge of the light beam as it appears on
- > the object or ground. An object's shadow is sharp. I don't think that soft
- > shadows have been programmed.
- >
- > Ed Totman
-
- Yes, I am aware of this, but I felt it couldn't hurt to see if it might
- work on an objects shadow as well..it didn't give me any errors when I
- renderd it this way, and sence we were promised soft shadows in the
- newsletter, I thought maybe it was just not documented and the only way to
- find out shuch things is to experiment..which basically is all I am
- doing..and basically hoping I might get lucky..after all if I figured out
- a way to do it you would probably like to know about it..wouldn't you?
-
- This is how I find out how to do alot of things, by trying anything and
- everything I can think of..
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #45 ***************************************:-)
-
- Subject: Re: Sticky Stars
- Date: Wed, 1 Jun 1994 20:38:36 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > > Does he then need to add particles to this or a brush map? I can't quite see
-
- > > how it works otherwise. Just wondering?
- > >
- >
- > Nothing at all. I guess I forgot to say to make it a bright object, colored
- > white. There won't be any shading, and with the faces so far away, it'll
- > render as points. But there's no need for either particles or a brushmap,
- > although the exact same thing MAY be possible with particles, but it may
- > not appear random enough. The faces will just be out there, not connected in
- > any way, and in the general shape of the giant sphere (which would encircle
- > your 'universe.')
- >
- > Dan
-
- Hmmmm? OK that sounds better, I'll have to give it a try and see how well
- it work...Does seem like it might be a bit of a RAM hog though,
- considering the size it would have to be, and how far away you would have
- to place it for the stars to become small enough to become little
- dots..but then thats only if you had a thick congestion of stars...But
- as I haven't tried it yet, I'm only geussing about it...does seem like it
- might work nice though..I'll have to try it out some time...
-
- =RRW=
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #46 ***************************************:-)
-
- Subject: Re: CYCLE RELATED PROBLEM...PLEASE ***HELP***
- Date: Wed, 1 Jun 1994 21:46:29 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- >
- > I have lately made a cycle object that consists of a number of
- > smaller objects grouped together .Whenever I would like to MORPH a specific
- > object item of that Cycle group , I have to CREATE a new Cycle OBJ that has
- > the new specific item in the place of the old one -in order to morph
- > between them in the action editor (By morphing the whole Cyclegroup)-.
- > As you understand this is a little bit disk space hassle because I
- > have to use the same object twice . IS there another way to do so
- > (preferable *IN* the Cycle editor) without having to loose disk space for
- > NO apparently reason ??
- > I am looking forward hearing a solution .
-
- Well, if I understand you correctly you can start the cycle at any point
- by using the Initial Cycle phase, you will still have to load it twice
- because there isn't Transitions anymore, but you shouldn't have to save
- different versions to disk..just the one, unless your morphing attributes
- and textures..Intial Cycle phase works like this..if the cycle object is
- say 100 frames then to start at frame 50 you would use 0.5000.
-
- Hope this is what your looking for?
-
- =RRW=
-
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #47 ***************************************:-)
-
- Subject: Melt
- Date: Thu, 2 Jun 94 00:32:35 GMT
- From: "Glenn M. Lewis - ICD ~" <glewis@pcocd2.intel.com>
-
- Hi, all.
-
- A few months back I talked about a program I wrote in C++
- called "Melt", and showed some examples of chess pieces melting, etc.
- I couldn't give out source because I was writing an article on it.
-
- Well, the article has been published in the July 1994 "Annual
- Graphics Issue" of Dr. Dobbs Journal, and is the lead article. It's
- called "Morphing 3D Objects using C++". I believe that I'm still not
- supposed to e-mail out source, but Dr.Dobbs has made the source code
- available on their FTP site. I'm afraid I don't have their site
- address now, but wanted to let everyone know anyway because I'm about
- to go on yet another business trip.
-
- So anyway, I hope you enjoy the article. I enjoyed writing
- the program. Feel free to e-mail questions & comments to me, but I
- can't promise that you'll get a fast response because of my travel.
- In fact, it may be on the order of weeks that I will be able to reply.
- Sorry about that. I don't like it either. :-)
-
- -- Glenn
-
-
- +---> ARCHIVE MESSAGE NUMBER #48 ***************************************:-)
-
- Subject: Wizard excuse: atts & /\||\/ flame
- Date: Thu, 2 Jun 1994 08:27:44 GMT+1
- From: "Wizard" <TESI2@novell.dima.unige.it>
-
- ___
- | O | .MODEL SMALL
- | | .DATA
- | O | LOGIN DB " _ __ ___ ______Wizard logged in"
- | | .CODE
- | O | MAILING PROC FAR
- |/\_|
-
- Yaba daba doo again,
- first I must thanx all for the replyes to my "Simulating clouds"
- and "3d sea-shell" messages.
- Now a fast reply to John Foust and Peter:
-
- >I and certainly a lot of other imagineers would appreciate you,
- >not using /\||\/ in normal text parts. When you have to skip
- >through hundreds of mail a day it's difficult to distinguish
- >text from signatures, and so you tend to miss important info.
-
- ok guys, I'll not use /\||\/ in normal text parts, excuse me.
-
- Last but not least, a note about my little executable (PC and
- now also Amiga) to convert PC -> Amiga, Amiga -> PC attributes files:
-
- Ya all know the problem occuring in Imagine 2.0PC trying to load
- into attribs requester a previously saved Amiga .atr file: my first step
- was email to IML but noone would reply.
- So, I wrote down a piece of code and executable for my PC:it was
- usefull (I hope) to convert Amiga -> PC.
- Yesterday I've added the reverse option (PC -> Amiga) to my util
- and I've also made a ported version for the Amiga: now I've AMIGA and PC
- executable (FULL PC-2-AMIGA, AMIGA-2-PC CONVERSION), if both Amy or PC
- imagineers think that this can help their, then email me to
- TESI2@NOVELL.DIMA.UNIGE.IT
- /\_
- | O | RET
- | | MAILING ENDP T-H-A-N-X
- | O | STACK 200H ae(-_^)ue
- |___| END MAILING _ __ ___ ______Wizard signing off
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #49 ***************************************:-)
-
- Subject: 3d sea-shell: scallop
- Date: Thu, 2 Jun 1994 08:28:27 GMT+1
- From: "Wizard" <TESI2@novell.dima.unige.it>
-
- ___
- | O | .MODEL SMALL
- | | .DATA
- | O | LOGIN DB " _ __ ___ ______Wizard logged in"
- | | .CODE
- | O | MAILING PROC FAR
- |/\_|
-
- The following 10 steps show how obtain a scallop sea-shell (or
- something similar to it!), perhaps I've a problem (credit for thi little
- tutorial goes to Wizard):
-
- 1. add axis
- 2. add lines (use front view) like this:
-
- z
- __ ... | ... __
- .__| |__| +---x |__| |__.
-
- -130 .... 0 .... 130
-
- 3. invoke the extrude req:
- to length 200
- scale x 0.5
- sections 10
- 4. add a primitive tube: radius 120
- 5. scale down the tube: 70% only y (shift-y)
- 6. adjust the tube position to cut the extruded shape like this:
- _________
- / \
- /\ /\ top view
- /__\_______/__\
-
- | |
- cutted cutted
-
- 7. select extruded shape then tube and slice them
- 8. delete resulting objs except the 2 'planes'
- ('planes' should be part.2 and part.3):
- _________
- part.2 /---------\
-
- and this top view
- _________
- / \
- part.3 / \
- \_ _/
- ---------
-
- 9. select first part.2 and then part.3, join them
- 10. invoke mold req and conform to sphere:
- sphere radius 100
- object radius 320
-
- After all these 10 steps, the resulting shape should be similar
- to a scallop sea-shell except for its too planar look: anyone has found
- the proper 'conform to sphere' (or what?) to show it much realistic?
-
-
- P.S.: hey listers, time is money so I've uuencoded what I've obtained
- after 10th step, see Ya l8r.
-
- P.P.S.: thanx goes to all who reply my previously '3d seashell' message
-
- /\_
- | O | RET
- | | MAILING ENDP T-H-A-N-X
- | O | STACK 200H ae(-_^)ue
- |___| END MAILING _ __ ___ ______Wizard signing off
-
-
- +---> ARCHIVE MESSAGE NUMBER #50 ***************************************:-)
-
- Subject: Re: Is it possible?
- Date: Thu, 2 Jun 1994 08:25:25 -0700 (PDT)
- From: Ed Totman <etotman@gort.ucsd.edu>
-
- On Wed, 1 Jun 1994, Stephen Wilkinson wrote:
-
- > Don't know if this merits a post to IML, but you seem to be correct. I
- > messed around with the FrenchWindows texture and the edge of the shadow
- > on the ground was soft, but the shadow of the object was sharp. A very
- > odd effect :) BTW, the FrenchWindows texture asks for a number of
- > horizontal and vertical panes, yet it makes an infinite number of these
- > "light squares" on the ground. Have you run into the same thing?
- >
- Select round shape (X) or rectangular (X, Z) in light options. The size
- of the axes determines the size of the spot or "window".
-
- Ed Totman
- etotman@gort.ucsd.edu
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #51 ***************************************:-)
-
- Subject: TrueSpace Demo Sites
- Date: Thu, 2 Jun 1994 8:50:09 UTC+0200
- From: Manuel Perez Ayala <mayala@ba.unex.es>
-
- I have search by Archie, sub: tsdemo , and this is that I have got.
-
- tsdemo16.zip 109k 13/10/93 ftp.sunet.se
- /pub/pc/mirror/SimTel/msdos/screen/tsdemo16.zip
- tsdemo16.zip 110k 8/10/93 garbo.uwasa.fi
- /pc/ts/tsdemo16.zip
- tsdemo16.zip 109k 13/10/93 plaza.aarnet.edu.au
- /micros/pc/oak/screen/tsdemo16.zip
- tsdemo16.zip 110k 9/10/93 plaza.aarnet.edu.au
- /micros/pc/garbo/pc/ts/tsdemo16.zip
-
- Hope this help.
-
- Manuel Perez Ayala
- Educational Technology Dptm.
- Educational Sciences Institute
- University of Extremadura
- Badajoz (Spain)
-
-
- +---> ARCHIVE MESSAGE NUMBER #52 ***************************************:-)
-
- Subject: Re: What about ~anim5~ and Imagine?
- Date: Wed, 1 Jun 1994 21:16:09 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > Lately, I tried to create an animation using ~anim5~ format.
- > It is built-in in Imagine, but up to now it seems to work wrong.
- > I played my ~anim5~ format of the animation using DP IV.
- > The first frame was O.K. but others.....were damaged (colours palette
- > was not correctly set by Imagine).
- > Any suggestions?
- >
- > Krzysztof Korski
-
- Did you render one frame that had all or most of the colors needed in the
- anim and then use "Specify File" from the Pallete method requester and select
- the frame with all the colors needed as I mentioned above. This has
- worked great for me and Ive had no problems as of yet..This is of course
- only possible with 2.9 and 3.0...if your using 2.0 you need to send them
- to an image processor, Brilliance, or for HAM PhotonPaint works
- great..and is fast at playback too..
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #53 ***************************************:-)
-
- Subject: RE: Imagine 4 Everybody...YEAH???..FOR WHAT??
- Date: Thu, 2 Jun 94 09:40:02 CDT
- From: setzer@comm.mot.com (Thomas Setzer)
-
- >
- > To ALL,
- >
- > IT is really good idea to do so . A REQUEST from IMAGINE's users to
- > the MAMA IMPULSE . This is really good idea....YEAH..SURE IT IS...**BUT** FOR
- > WHAT ????
- [Impulse bashing(from what I could tell) deleted]
-
- I'm sorry, but... I can't agree with you bashing Impulse like this. I think
- they have really done a good job in listening to our requests. They have
- come a long way in listening to the customer. They just released texture
- info(YEA!!!!!), they included lens flares(even though they don't work
- perfectly, I get a feeling this was a last minute item due to overwhelming
- user requests here on this list), they are releasing bug fixes to the net
- (even though there are no revision numbers:). They are more active with
- us than ever. I think its great!
-
- And the new features in 3.0 are wonderful. Have you used them yet? All of
- them? I know I barely have enough time to skim the surface and I have been
- continually amazed. Bones implimented in a more powerful manor than Lightwave
- (from what I understand) with a promise to make them easier to use. Particles!
- Deformation tool a la Caligari! Textures out the butt!! etc etc etc.
-
- If you have a complaint, as Impulse has stated, make a specific one, and
- they will probably try and correct it. General comments like "Impulse stinks"
- isn't gonna get you what you want. I don't think anyone cares if you
- critisize Impulse(I do it all the time), just do so constructively(who am
- I to talk?).
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- +---> ARCHIVE MESSAGE NUMBER #54 ***************************************:-)
-
- Subject: SPOTLIGHT BEAM
- Date: Thu, 2 Jun 1994 02:09:10 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- I have had many requests for the Spotlight tutorial I meantioned here,
- so here it is for all to read and use.
-
- I will explain a persice method for 2.9/3.0 and a fairley persice method
- for 2.0 and 2.9/3.0.
-
- Now this takes a bit of work but once its done you can reuse this light
- many times and it will leave shodows as well as light up whatever it
- hits.( The Persice Example works only in 2.9/3.0 ). But the fairley persice
- method works in both 2.0 and 2.9/3.0 so if you don't need a persice spotlight
- you may want to skip ahead to the 2.0 version as it takes a bit less work
- to make.
-
- -Persice 2.9/3.0 version
-
- Heres ONE way to do it, make a cone with an open bottom and size,
- and shape it to how you would like your spotlight to appear in the
- sceene, then move the axis of the cone to the very top point of the cone
- making sure that the axis center matches up axactly with the top point of
- the cone. Use shift M and shift Z and move the mouse to do this.
-
- Then make the cone the color of the light you are planning to
- use and then make it BRIGHT, now go and set the Filters to 180,180,180 or
- 240,240,240 depending on how translusent you want the beam. This will make
- it so that when you render it you can see threw it. Now select the object if
- its not already and use the Transformation requester to move it to
- Position Z 100 and leave the rest of the positions at 0. Now we can save
- this object.
-
- Now you nead to make a test project to set the light up in so we can get
- the proper setting for our light. Once you have done this load the cone
- into the STAGE, now add a light and use the Transformation requester to move
- the light to position Z 100 and leave the other positions at 0 as we did
- with the cone in the Detail Editor. Save this and goto the Action Editor,
- find the light and set it to Conical, Cast Shadows (2.9) or Point Sourse,
- Round Shape, Cast Shadows (3.0) and set the color to whatever you set
- the cone to. Save this and go back to the Stage Editor.
-
- Once your back in the Stage Editor Go up to the Display Menu and select
- Light Lines then use FIND to select the light.
-
- Now use the Transformation Requester and Align X to -90, Y to 0,
- and Z to 0. Now the light should be lined up with the cone pointing down.
- So hit the S key to size it, and size it till the center light line in the
- Right View reaches the bottom of the cone. While still in size mode go to
- the Front View and Zoom in on the bottom of the cone as much as you can
- while still being able to see the outer edges of the cone. Now hit
- Shift X and then just the L key. This will put you in local size mode of X,
- now size the light lines till they match up perfictally with
- the outer edges of the cone. Now do the same thing with the Z size
- using the Right View and Shift Z then L keys. You need to do
- them seperately as they will not match up otherwise. Whew! almost done,
- This may sound hard but its really quite easy. You could actually use this
- as is in the stage, but just make sure that if you move or rotate either
- of them you select them both together. Sence it is only a simple matter
- to make them into a group I will continue.....
-
- OK, I hope someone gets some use out of this? if so let me know...
-
- Now that we have this all set up go to the Transformation Requester and
- select size, write down the sizes of X, Y, and Z exactly as they are and hit
- OK and after all this work why not save it..
-
- Now go to the detail editor and load in the cone object.
- Now add an axis and select it, use the Transformation requester
- and select Alignment and set X to -90, Y to 0, Z to 0,
- then select Size and type in the numbers you wrote down, and
- then select Position and type in X 0, Y 0, Z 100. and select OK. Now set
- the Attributes of the axis to a Light and set the light to Conical, Cast
- Shadows (2.9) or Point Sourse, Round Shape, Cast Shadows (3.0)
- and set the color to whatever you set the cone to . Now group the axis and
- cone together and save it. You can now move this object freely around in
- the Stage and Action Editors as one object.
-
- If you want the light to have transparency of the cone linearly
- over it's length ( basically Fade Out at the end ) you will need to size
- the cone maybe twice as large while leaving the Axis Light the same size
- and then use the Linear Texture on the cone and rotate the Textures Z axis
- so that it is pointing down and drag the Texture axis down to slightly above
- the Axis Lights Y axis line. If you made the cone twice the size this would
- be halfway down the cones lenghth. Then set the color of the texture to that
- of the light and the Transition Z Width to whatever looks good for your
- particular light, I like 100 or 150, for a 500 unit tall cone, then set
- the Filters for the Texture to 255, 255, 255. You would also have to set
- your Axis Light's Attribute to Diminish Intensity 2.9 or Controled Falloff
- for 3.0 to pull off the full effect. You may need to play with this to
- get it just right though.
-
- -Fairley Persice 2.0 and 2.9/3.0 version.
-
- Make a cone with an open bottom and size, and shape it to how you would
- like your spotlight to appear in the sceene, then move the axis of the
- cone to the very top point of the cone making sure that the axis center
- matches up axactly with the top point of the cone. Then make the cone
- the color of the light you are planning to use and then make it BRIGHT,
- now go and set the Filters to 210,210,210 so that when you render it we
- can see threw it. Now COPY the cone and align the X axis to -90
- locally in the Transformation requester by using Tranform Axis Only and
- Alignment. Now resize the Y axis locally till the axis line not letter
- reaches the bottom of the cones Bounding Box, then resize X axis locally
- till the axis line reaches the very end of the Bounding Box, and then do
- the same with the Z axis. Now change the Attributes, turn off Bright, set
- Filters back to 0,0,0 and set the object to a light and set it to Conical,
- Cast Shadows (2.9) or Point Sourse, Round Shape, Cast Shadows (3.0) and
- set the color to whatever you set the cone to. Now go into
- Edit Points mode and delete all the points in this object. You can now
- PASTE the old copy and group the two objects and save them out as a Spotlight
- This method is easier than the other one and produces good results as well,
- I just feel the other method is more presice if you plan to zoom up on
- something like a logo and have the spotlight moving acrossed it.
-
- If you want the light to have transparency of the cone linearly
- over it's length ( basically Fade Out at the bottom ) you can use the same
- method as I mentioned above with the Persice Spotlight.
-
- Whew! Now theres a SpotLight!
-
- While even this is not a perfect SpotLight it is a very good one, the only
- problem with it is that if you shine it threw something the Bright Cone
- object will still show through the other side, you maybe able to limit
- this by making the cone more transparant with the Filters, but I think 220's
- or 240's work pretty good..Or buy making it a fading SpotLight.
- It also doesn't have edge transparency but I haven't tried to figure out
- how to do that yet. I imagine you could use multiple cones at different
- Filter rates and sizes to get something close to it, in 2.0/2.9
- or use the global HAZE effect and the SOFTEDGE texture in 3.0.
-
- Once you set up the basic object in Imagine you could just use it and make
- changes to it as needed.
-
- I do think if you try this SpotLight you will like it
- as it works great for RayTracing when you want an object in the middle of
- the SpotLight and yet have other lights coming from other directions,
- the Spotlight will still light up the object and leave its beam and shadow
- and works fine in Global Fog unlike a Cone set to FOG as I have seen others
- suggest.
-
- Sorry for the huge toturial, but I couldn't think of any other way to
- explain the spotlight.
-
- If you try it let me know what you think of it?
-
- You can make this spotlight work so that you can see the light it is coming
- from as with a car headlight, but that is another Tutorial in its self, so I
- will upload one that is already made in such a fashoin to the net soon.
-
- Hope I didn't mess this up when I edited it for IML, but I read it a few
- times and it looks fine, if you have any problems let me know.
-
- Enjoy!
-
- Randy R. Wall
- =RRW=
-
-
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #55 ***************************************:-)
-
- Subject: 3d sea-shell: scallop
- Date: Thu, 2 Jun 1994 09:09:05 GMT+1
- From: "Wizard" <TESI2@novell.dima.unige.it>
-
- * This message contains the file 'SCALLOP.LZH', which has been
- * uuencoded. If you are using Pegasus Mail, then you can use
- * the browser's eXtract function to lift the original contents
- * out to a file, otherwise you will have to extract the message
- * and uudecode it manually.
-
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- M9%Z+T7HO1>B]%Z+T7HO1>B]_]ZR1:"L7HO1>B]%Z+T7HO1>B]%[__UAC[#23
- /^I1)-^LFC+)8*K7(?Q``
-
- end
-
-
- +---> ARCHIVE MESSAGE NUMBER #56 ***************************************:-)
-
- Subject: Re: SIGGRAPH in Orlando
- Date: Thu, 02 Jun 94 13:00:50 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > What's with a meeting at Siggraph in Orlando. I think I will come from
- > Germany to the Siggraph.
- > Let's have a date for this.
-
- The Siggraph organizers have not started setting up the schedule for
- the Special Interest Groups yet. When they do, I will set up the meeting.
- I am shooting for Wednesday, 7/27/94, at 1pm (I think that is the same
- time I chose last year). I am looking for any interested party (preferably
- someone in the Orlando area) that could tote a vcr and monitor to the
- meeting. I will be bringing a Hi-8 deck, but we could really use a VHS
- unit. Any volunteers?
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson CONCURRENT COMPUTER %
- % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
- % ' Image ` ...!uunet!masscomp!mark Hardware Architect %
- % Productions (508)392-2480 (603)424-1829 & General Nuisance %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- +---> ARCHIVE MESSAGE NUMBER #57 ***************************************:-)
-
- Subject: light through trees
- Date: Thu, 2 Jun 1994 13:33:30 -0400
- From: janthony@greatwall.cctt.com (Jude Anthony - DMC)
-
- Hey, everybody.
-
- Someone recently mentioned a JPG out on AmiNet with light streaming through
- the trees. I also recall a Toaster-created animation on something like
- Unsolved Mysteries, where the UFO lifted off from behind some trees and
- wonderful beams of light streamed out from the holes in the foilage, changing
- as the ship moved. I want to re-create this effect.
-
- The closest thing I can think to do is render a scene without the beams, then
- use that to create an inverse picture, import the IFF to Imagine, and extrude
- it, scaling the end-point. I'm not certain, though, if this would allow for
- movement.
-
- I'm hoping somebody out here has tried this before and knows how it's done.
- Any tips would be appreciated.
-
- Jude Anthony
- -----------------------------------------------------------------------
- ASCII a silly question, get a silly ANSI.
- -----------------------------------------------------------------------
-
-
- +---> ARCHIVE MESSAGE NUMBER #58 ***************************************:-)
-
- Subject: And now, a word of appreciation...
- Date: Thu, 02 Jun 94 09:21:00 PDT
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- I just wanted to take this opportunity to thank Dave Wickard for being the
- moderator of this mailing list and his continued sponsorship. I remember
- reading something awhile back about where the list was residing, the
- request and granting of permission to devote server space for the list, and
- other interesting tidbits of information regarding this list.
- I want to thank Dave personally for being patient with all my accidental
- bounce backs. Dave, you are doing a great job and maybe it might be
- automatic to you, but this list seems to run much better than other ones.
- It has much fewer relay bounces than other lists and bounce nodes are
- quickly taken care, not like some lists, where bounces start bouncing off
- each other in some kind of chain reaction.
- So, Dave,thanks and keep up the good work!
-
-
- +---> ARCHIVE MESSAGE NUMBER #59 ***************************************:-)
-
- Subject: Re: Lights and objects
- Date: Thu, 2 Jun 1994 10:51:31 -0700 (PDT)
- From: Mike McCool <mikemcoo@efn.org>
-
- Hey y'all,
-
- There was a great tutorial in one of the FAQ's on this subject of
- making a light that is visible as a cone object in the editors and can
- be pointed and aimed, but which is invisible when rendered.
-
-
- +---> ARCHIVE MESSAGE NUMBER #60 ***************************************:-)
-
- Subject: Altitude States Maps
- Date: Thu, 2 Jun 94 20:44:13 GMT
- From: Andrew Nunn <apn@moby.demon.co.uk>
-
- A few weeks back, I posted an article about using Altitude maps with
- states. To summarize, the alt map is applied to a flat state of the
- object and subsequently wraps around the full width version. I managed
- to use this method successfully a couple of times, but have now
- encountered an anomaly. I have managed to create an object which appears
- to only alt wrap in the -X part of the object. I can't decide if it
- is due to something I've done wrong,a bug or whether I'm just 'pushing
- the envelope'. If anyone wants to take a look and give their tuppence
- worth (two cents), then I could mail a uuencoded object and map to them.
-
- Thanks in advance
-
- Andrew
-
-
- +---> ARCHIVE MESSAGE NUMBER #61 ***************************************:-)
-
- Subject: RE: Imagine 4 Everybody...YEAH???..FOR WHAT??
- Date: Thu, 02 Jun 1994 17:36:32 -0400 (EDT)
- From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
-
- On Thu, 2 Jun 1994, Thomas Setzer wrote:
-
- > They just released texture info(YEA!!!!!), they included lens
-
- Hi Tom... If you've got the texture info, can you please post it to the
- IML or put it on one of the AmiNet sites?
-
- I really want to see the texture info!
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #62 ***************************************:-)
-
- Subject: Imagine books for beginner.
- Date: Fri, 3 Jun 94 11:25:50 EST
- From: ganga@abc.gov.au (Ganga Varatharajan)
-
- Which books or video on ImaginePC 3 would you recommend for a beginner ?
- I'd like the book to be a good source of tips and hints for a year or so.
-
- Thanks,
- Ganga.
-
-
- +---> ARCHIVE MESSAGE NUMBER #63 ***************************************:-)
-
- Subject: Re: Soft Shadows RE: Is it Possible?
- Date: Thu, 2 Jun 1994 18:31:58 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- Thanks Jeff for the intensive tutorial, I'll have to give it a try soon,
- to bad soft shadows wasn't easier, but once the light group is made it
- should be nice to have for special projects.. Thanks again!
-
- Check out the Spotlight with beam tutorial I wrote, maybe it will come in
- to use for you...be a nice trade of tutorials...hehehe.. its a nice
- spotlight too..it should be on the IML now..
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #64 ***************************************:-)
-
- Subject: Re: 3d rocks
- Date: Thu, 2 Jun 1994 19:11:29 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > Yaba daba doo fellows,
- > after clouds, sea-shell and undersea shadows (hey nobody reply
- > this message), my next question is about how realize 3d rocks, cliff &
- > reef: 3d modeling (forms, detail or vista?) and texture/brush mapping.
- > Remember also that PC users cannot use essence nor other Amiga
- > facilities, please.
-
- well, I like to model my mountains and find the linear and pastela
- textures in combinations work really well. Use a linear for snow, near
- the top and and one at the bottom for grass and different pastela
- settings for them both as well as one inbetween, you will have to play
- with them to get what you want..for cliffs crumpled and dirt might work
- nice together..can't give you any specifics as this is all up to what you
- want.
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #65 ***************************************:-)
-
- Subject: Preset Selection
- Date: Thu, 2 Jun 1994 23:26:37 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- Hope you don't mind me putting this here Jason but I thought others might
- get some use out of it..
-
- Jason K. wrote
-
- > Well, actually I do have it as a preset but it is done on the list.
- > Impulse's method of choosing a preset SUX. MORE, MORE, MORE, damn
- > missed it, wish I could go back..... Anyway, it is a preset but it
- > is quicker to type in the numbers.
-
- Ya, this is true, but need not be, all you have to do is load the configs
- into a text editor and rearange them so that the ones you use
- the most come up first, basically costumise them in the order you would
- like them. Then you can have your favorite one at the very first position
- and when you click the preset button it will be the very first one on
- the first requester and your other favorites will be right below it. I
- actually think this is easier than typing them in myself.
-
- > But the anim turns out to be
- > 384 width instead of 368. I think the single pics are 368 but get
- > changed to 384 when an anim is built.
- >
- > Jason K.
-
- Hmmm? well I don't know how to solve this one for you. I could try it
- myself but am sure if you have the presets right and it is still doing it
- then its something in the programing for the animations. sorry?
-
- Does anyone else maybe know why Imagine is changing the screen sizes when
- Jason has it build an animation?
-
- I'm sure Jason would like to know why.
-
- =RRW=
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #66 ***************************************:-)
-
- Subject: Re: What about ~anim5~ and Imagine?
- Date: Fri, 3 Jun 1994 02:53:24 -0400 (EDT)
- From: Wes Parham <parham@phoenix.cs.uga.edu>
-
- > > The first frame was O.K. but others.....were damaged (colours palette
- > > was not correctly set by Imagine).
- > > Krzysztof Korski
- >
- > anim and then use "Specify File" from the Pallete method requester and select
-
- > the frame with all the colors needed as I mentioned above. This has
- > =RRW=
- >
- I also recall building one in REND24 and copying that representative
- frame into a file with 'xxx.000' tacked onto it. Makes it the first and
- REND's Lock Pallette function will lock to that one. Nifty!
- wes~
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #67 ***************************************:-)
-
- Subject: Re: Melt
- Date: Fri, 3 Jun 1994 02:05:07 -0600 (MDT)
- From: kholland@polaris.unm.edu (Kiernan Holland)
-
- as Glenn M. Lewis - ICD ~ said,
- <
- <Hi, all.
- <
- < A few months back I talked about a program I wrote in C++
- <called "Melt", and showed some examples of chess pieces melting, etc.
- <I couldn't give out source because I was writing an article on it.
- <
- < Well, the article has been published in the July 1994 "Annual
- <Graphics Issue" of Dr. Dobbs Journal, and is the lead article. It's
- <called "Morphing 3D Objects using C++". I believe that I'm still not
- <supposed to e-mail out source, but Dr.Dobbs has made the source code
- <available on their FTP site. I'm afraid I don't have their site
- <address now, but wanted to let everyone know anyway because I'm about
- <to go on yet another business trip.
- <
-
- No problem...
- The FTP site is
- ftp.mv.com
- in /pub/ddj
-
- It is mentioned contents page of all thier journals I think...
- I suspect your article will be in the July edition because I
- have the graphics edition from last year which was published in July..
- That was the "morphing" issue.. Is this code directed at the PC users,
- Amiga users, or just general coding...
-
- I guess I can go fishing for it..
- Thanks for the lead Glenn..
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #68 ***************************************:-)
-
- Subject: Lens Flares
- Date: Fri, 03 Jun 1994 10:42:30 +0100
- From: Martin Ian Wood <mnw3@aber.ac.uk>
-
- I downloaded flare.lha from Aminet but the 'radial' texture which was essential
- for the effect to work wasn't present! Could anyone tell me where to find it!
-
-
- +---> ARCHIVE MESSAGE NUMBER #69 ***************************************:-)
-
- Subject: Imagine Literature
- Date: Fri, 03 Jun 1994 10:40:41 +0100
- From: Martin Ian Wood <mnw3@aber.ac.uk>
-
- Dear All coverdisk Imagine 2.0 users!,
- I wrote to Impulse asking for the user manual ages ago, and heard no r
- eply! Please could anyone tell me how to get hold of :- 1) The manual or 2) Any
- other suitable guide to Imagine!
-
- >From Martin (mnw3@aber.ac.uk) at Aberystwyth Uni.
-
-
- +---> ARCHIVE MESSAGE NUMBER #70 ***************************************:-)
-
- Subject: Re: And now, a word of appreciation...
- Date: Fri, 3 Jun 94 8:25:56 CDT
- From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
-
- | I just wanted to take this opportunity to thank Dave Wickard for being the
- |moderator of this mailing list and his continued sponsorship. I remember
- |reading something awhile back about where the list was residing, the
- |request and granting of permission to devote server space for the list, and
- |other interesting tidbits of information regarding this list.
-
- personal gratitude stuff deleted...
-
- | So, Dave,thanks and keep up the good work!
-
- yeh... everyone together... THANKS DAVE!!! ;-)
-
- < hats fly in the air, party poppers are popping, bottles of
- champagne are opened, thousands of new parents name their new
- borns Dave >
-
- Seriously, thanks for the time and effort. I learn a lot from
- this list. < Thank God I don't have to pay by the message >
-
- Dale
-
-
- ____________________________^____________________________
- dale r. rogers
-
- Intergraph Corporation
- Building Design & Management MailStop: LR24A3
- drrogers@camelot.b24a.ingr.com Tel: (205) 730-8294
- .
-
-
- +---> ARCHIVE MESSAGE NUMBER #71 ***************************************:-)
-
- Subject: Re: SIGGRAPH in Orlando
- Date: Fri, 3 Jun 1994 08:18:11 -0400
- From: janthony@greatwall.cctt.com (Jude Anthony - DMC)
-
- --------- Received message begins Here ---------
-
- > From root Thu Jun 2 18:19:59 1994
- > To: imagine@email.sp.paramax.com
- > Subject: Re: SIGGRAPH in Orlando
- > In-Reply-To: Your message of Wed, 01 Jun 94 13:50:18 +0100.
- > <9406011150.AA21145@pcserver.trier.fh-rpl.de>
- > Date: Thu, 02 Jun 94 13:00:50 EDT
- > From: Mark Thompson <mark@westford.ccur.com>
- >
- > > What's with a meeting at Siggraph in Orlando. I think I will come from
- > > Germany to the Siggraph.
- > > Let's have a date for this.
- >
- > The Siggraph organizers have not started setting up the schedule for
- > the Special Interest Groups yet. When they do, I will set up the meeting.
- > I am shooting for Wednesday, 7/27/94, at 1pm (I think that is the same
- > time I chose last year). I am looking for any interested party (preferably
- > someone in the Orlando area) that could tote a vcr and monitor to the
- > meeting. I will be bringing a Hi-8 deck, but we could really use a VHS
- > unit. Any volunteers?
- > %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- > % ` ' Mark Thompson CONCURRENT COMPUTER %
- > % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
- > % ' Image ` ...!uunet!masscomp!mark Hardware Architect %
- > % Productions (508)392-2480 (603)424-1829 & General Nuisance %
- > % %
- > ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- >
-
- Hi. I'm stationed right here in Orlando, so I might be able to help you out.
- Give me some more information on the Siggraph meeting, like where it is and
- how much it'll cost me.
-
- Jude Anthony
- -----------------------------------------------------------------------
- ASCII a silly question, get a silly ANSI.
- -----------------------------------------------------------------------
-
-
- +---> ARCHIVE MESSAGE NUMBER #72 ***************************************:-)
-
- Subject: STARS
- Date: Fri, 03 Jun 94 05:47:33 -0300
- From: greg.tsadilas@hofbbs.com
-
- Come on guys! Why all the gyrations to get a good looking starfield!?
-
- Summary of a post I made long ago...
-
- Take the CSG sphere. Color it BLACK. Make it BRIGHT. Add the CONFETTI
- texture (Im3.0), set the V1 and V2 numbers to .54 and .55 so as not to have a
- ton of stars. Set the two colors to 200,200,200 and 240,240,240 (or whatever
- turns you on. Scale the Im3.0 CONFETTI texture to get the "stars" the size you
- want them, render to see how they look and adjust if need be. Place scene
- INSIDE the sphere. Voila....instant gorgeous stars. You can even add the
- NEBULA to a sphere fog object in the distance somewhere. :)
-
-
- -GreG
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #73 ***************************************:-)
-
- Subject: Re: States function
- Date: Fri, 3 Jun 94 9:01:06 CDT
- From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
-
- |> Hi Paul. The States function currently doesn't support texture
- |> morphing... Impulse knows about this limitation, and said that they will
- |> fix it.
-
- This will be fixed in next of the quarterly upgrades? Hmmm?
-
-
- Dale
-
-
- ____________________________^____________________________
- dale r. rogers
-
- Intergraph Corporation
- Building Design & Management MailStop: LR24A3
- drrogers@camelot.b24a.ingr.com Tel: (205) 730-8294
- .
-
-
- +---> ARCHIVE MESSAGE NUMBER #74 ***************************************:-)
-
- Subject: Re: Melt
- Date: Fri, 3 Jun 94 14:18:29 GMT
- From: "Glenn M. Lewis - ICD ~" <glewis@pcocd2.intel.com>
-
- Kiernan> No problem... The FTP site is ftp.mv.com in /pub/ddj
-
- Cool. Thanks for the reference.
-
- Kiernan> Is this code directed at the PC users, Amiga users, or just
- Kiernan> general coding...
-
- It is specifically for manipulating Imagine objects, and I
- have compiled the code on a UNIX workstation, the Amiga, and a PC with
- just slight modifications.
-
- Kiernan> I guess I can go fishing for it.. Thanks for the lead
- Kiernan> Glenn..
-
- No problem. I hope you all like it.
- -- Glenn
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #75 ***************************************:-)
-
- Subject: MELT programm WHERE??
- Date: Fri, 3 Jun 1994 19:10:47 +0300 (EET DST)
- From: Foivos Kourendas <foivos@theseas.ntua.gr>
-
- To ? (Sorry I have deleted the mail "melt" .I don't know your name..SORRY)
-
- I have read recently a mail about the Melt.lha programm in an ftp site.
- To be specific ftp.mv.com at pub/ddj . I have tried to find it there BUT in the
- specific drawer I haven't . PLEASE be more specific . Where is it ??
- By the way does it contain ONLY the source code ? .I am intrested in
- an executable program .PLEASE HELP.
-
- Yours sincerely
-
- ________
- / ' _
- ,-/-, o \ _ _ (
- (_/ <___\/ (_)_)
-
- Email:foivos@phgasos.ntua.gr
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #76 ***************************************:-)
-
- Subject: Re: MELT programm WHERE??
- Date: Fri, 3 Jun 94 17:45:50 GMT
- From: "Glenn M. Lewis - ICD ~" <glewis@pcocd2.intel.com>
-
- Foivos> To ? (Sorry I have deleted the mail "melt" .I don't know your
- Foivos> name..SORRY)
- That was Kiernan Holland, by the way.
- Foivos> I have read recently a mail about the Melt.lha
- Foivos> programm in an ftp site. To be specific ftp.mv.com at pub/ddj
- Foivos> . I have tried to find it there BUT in the specific drawer I
- Foivos> haven't . PLEASE be more specific . Where is it ??
-
- I personally have not yet looked there, and 2 others have told
- me that the code is not yet there. Maybe if Dr.Dobbs gets some calls
- they will put the code on their ftp site.
-
- Foivos> By the way does it contain ONLY the source code ? .I am
- Foivos> intrested in an executable program .PLEASE HELP.
-
- Yes, what you will find on the Dr.Dobbs site is SOURCE ONLY.
- I have personally compiled it on a UNIX workstation, an A3000, and a
- 486PC, and all work fine with only slight modifications in order to
- passify the quirks of the respective C++ compiler.
-
- However, I am currently 800 miles away from home, and do not
- have access to the executables... sorry. Sometime within the next
- month (yes, sorry... Month) I will hopefully be home and have a chance
- to create and distribute executables.
-
- -- Glenn
-
-
- +---> ARCHIVE MESSAGE NUMBER #77 ***************************************:-)
-
- Subject: Re: FMath Libs . . .
- Date: Fri, 3 Jun 94 12:38:10
- From: MJBrown@cryo.cryogenic.com (Michel J. Brown)
-
- In <Pine.3.89.9406010837.A26660-0100000@ucunix.san.uc.edu>,
- "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU> writes:
-
- > On Tue, 31 May 1994, Jason B Koszarsky wrote:
- >
- > > Maybe we should file the FMath libraries away with the SoftAGA prg.
- > > Both have accomplished the same thing.
- > >
- > Actually, these math libraries _DO_ speed up operations that use them...
- >
- > Imagine, VistaPro, and some others do _not_ use these libraries, which is
- > why there is no noticable speed-up when using them.
- >
- > The libs are 100% compatible, with no loss in accuracy or anything, so
- > why not drop them in and let the programs that use them - use them?
- >
- Seems like a logical choice -- nawww, wouldn't work, *too* reasonable! In
- fact, I got around a 20% increase in speed with Scenery Animator 2.06,
- using 368X482 - 32 colors - detail on, 12min 4sec vs. 15min 22sec.
- Virtually yours,
- Michel
-
-
-
- This space intentionally left blank -- make of it what you will...
-
- Generic sig -- enter your own sig in the space provided
-
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #78 ***************************************:-)
-
- Subject: Re: Melt
- Date: Fri, 03 Jun 1994 15:46:36 -0400 (EDT)
- From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
-
- On Fri, 3 Jun 1994, Glenn M. Lewis - ICD ~ wrote:
-
- > Kiernan> No problem... The FTP site is ftp.mv.com in /pub/ddj
- > Cool. Thanks for the reference.
- >
- > No problem. I hope you all like it.
- > -- Glenn
- WAAH! It's not up there yet! Ah well, guess it will be soon enough...
-
- Thanks for letting us know where to find your useful program, Glenn! I
- look forward to melting all sorts of things. (evil grin)
-
- BTW, wanted to let you & Steve know that I demoed Forge and Imagine 3.0
- at my user group meeting this past Tuesday, and they LOVED them both!
- Forge got a lot of attention from the LightWave folks in the group...
-
- ===========================================================================
- Drew Vogel: Admissions Officer at University of Cincinnati Undergraduate
- Admissions (call 800-827-8728), SysOp of The Cafe' BBS (513-232-4895)
- FidoNet 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, vice-
- president of Ohio Valley Amiga Users' Group, documentation author, single
- guy, and much, much more! "The only way OUT is THROUGH."
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #79 ***************************************:-)
-
- Subject: Boney Flags
- Date: Fri, 3 Jun 94 13:54:40 CDT
- From: setzer@comm.mot.com (Thomas Setzer)
-
- Well, Teds anim inspired me to continue my experimentation with bones and
- flags. I followed Scotts suggestions and got the results I was looking
- for. I will upload the animation to aminet at lunch today(I started turning
- it into an anim before I left for work today.) It will be called USFlag.lha and
- will eventually make it to /pub/aminet/gfx/anim
-
- This was just a quick and dirty test I did in about 2 hours (including painting
- the flag). I need to add a couple more layers of bones. This one only used
- 6. I did more with the flag then Ted did with the Jolly Roger. I was trying
- to get the look of a flag blowing in a weak wind instead of a stiff wind.
- Some things to notice: The stripes get streched, but it is hard to notice
- since they are stretching in the direction of the stripes. The more noticable
- stretching takes place along the edge of the star field. With some work I
- think I can get a flag to behave nicely.
-
- Some other neat effects I noticed while experimenting was what happens when
- you move the bones(instead of rotating). I got a kind of crumpling effect.
- Try twisting(rotate) the bones around all the different axes. I haven't
- tried scaling yet...hmmmm....
-
- These things are VERY powerful. I think we could come up with some very
- interesting uses for these other than the obvious character anims. Any
- suggestions? You Lightwave people(who've had bones for a while now) come
- up with any good uses yet?
-
- BTW, I will include the flag object in the USFlag.lha if you want to look at
- the setup of the subgroups and bones. You will have to supply your own
- image, however.
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- +---> ARCHIVE MESSAGE NUMBER #80 ***************************************:-)
-
- Subject: RE: 3d sea-shell
- Date: Fri, 03 Jun 94 12:35:00 PDT
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- There is a program called Shelly that will do this, generate several
- types of seashells: ammonites, nautilus, etc. It is available on aminet
- under gfx/3dobj, I believe or gfx/misc, can't remember exactly which
- subdirectory it is under. I have used it to generate all the default shells
- and it also allows for customized shells but I have not investigated how to
- do this. There was also some obscure step to get it into Imagine format,
- also, since it produces seashell objects directly for POV, Real 3D, and .DXF
- if I remember correctly. It doesn't directly produce Imagine format but it
- was some small step to get an Imagine object out.
- ----------
- From: imagine-relay
- To: imagine
- Subject: 3d sea-shell
- Date: Monday, May 30, 1994 8:02AM
-
- /\ Hello evrywhere,
- || can anybody explain me how make 3d sea-shell in Imagine?
- \/
-
- /\ T-H-A-N-X
- || ae(-_^)ue
- \/ _ __ ___ ______Wizard (NOT TESI2) signing off
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #81 ***************************************:-)
-
- Subject: Mike H. in Amiga World
- Date: Fri, 03 Jun 94 12:46:00 PDT
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- Hey, our good buddy Mike Halvorsen got himself quoted in the July issue
- of Amiga World. In the Overscan section, in the article titled "Vendors
- Pledge Support for Amiga ... With or Without Commore", in the last
- paragraph:
-
- A more down-to-earth -- but perhaps even more refreshing -- comment came
- from Mike Halvorsen of Impulse, the developer of Imagine. When asked about
- the significance of Commodore's departure, the ever-forthright Halvorsen
- said, "Who gives a #*!#*? They've been dead for 10 years!" Exaggeration
- aside, that might just be the point: The Amiga community -- Amiga users,
- developers, vendors, publications -- is, and always has been, us!
-
- Also, in the same issue, in the Digital Canvas section, are two images
- from people using Imagine including one that is a single frame from a
- 40-minute music video animation. So, it appears a few people are using
- Imagine professionally.
-
-
- +---> ARCHIVE MESSAGE NUMBER #82 ***************************************:-)
-
- Subject: Re: MELT programm WHERE??
- Date: Fri, 3 Jun 94 15:52:38 CDT
- From: setzer@comm.mot.com (Thomas Setzer)
-
- >
- > To ? (Sorry I have deleted the mail "melt" .I don't know your name..SORRY)
- >
- > I have read recently a mail about the Melt.lha programm in an ftp site.
- > To be specific ftp.mv.com at pub/ddj . I have tried to find it there BUT in th
- e
- > specific drawer I haven't . PLEASE be more specific . Where is it ??
- > By the way does it contain ONLY the source code ? .I am intrested in
- > an executable program .PLEASE HELP.
- >
-
- It hasn't been put up there yet. When it is, I suspect it will be in the
- 1994.07 directory since this is in the July issue of Dr. Dobbs(07 is the
- month of July).
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- +---> ARCHIVE MESSAGE NUMBER #83 ***************************************:-)
-
- Subject: Unhook & Bones fish problem and a fix.
- Date: Sun, 5 Jun 1994 02:41:42 -0700 (PDT)
- From: Jeremy White <jwhite@efn.org>
-
- Does anyone know what the unhook function does? I thought that it might
- affect the groups (after selected, the group structure changes -- or does
- it?) After you do a refresh the bone structure is restored. It never
- visually changes..... Any clue what this does?
-
- I am working on my fish using bones still and have come up yet another
- brick wall. The fish is composed as such ----
-
- 1.) Main axis - everything is grouped to this. Especially the
- non-moving (not boned) parts of the fish. (like fins)
- 2.) Body axis - This axis contains the body-mesh of the fish (not
- including head or tail.) This axis has the main axis as a
- parent and bone axes (first one only) as children.
- 3.) Bone axes - This is a chain of axes (5 of them) grouped
- properly for bones. The first axis has the body axis as a parent.
-
- Ok... My problem. When I have the main axis selected and choose update
- bones, ( and have moved the bones axes) nothing happes. (ok, no problem,
- that object has no bones) so I select the body axis only. Ok, it works now.
- (as I had expected.)
-
- So, I bend the fish and create a state (right tail flip.) I check the
- grouping box only (not the shape box, as the instructions suggest to avoid
- adding extra info to the object) I then animate it using bones anim.
- The backbone animates fine, but the body is not updated (it stays unbent.)
-
- Is this because it is a second level group in the object???? Do I have
- to click the shape box?? If I click the shape box will the object morphs
- linearly!!!!! (see below.) DOES THIS MEAN THAT WE ARE LIMITED TO HAVING
- BONE OBJECTS WITH THE BENDABLE FACES ONLY AS THE ROOT OF OUR OBJECT????
-
- :-(
-
- -------------------------------------------------------------------------
- Fix to problem.... Watch for this one....
- -------------------------------------------------------------------------
-
- When you morph from between the DEFAULT state to another state (using
- bones) The object will not behave properly. It might look ok, but it
- will morph linearly ( the points will travel in a straight line rather
- then bending. You should create another state (called normal perhaps?)
- to morph between.
-
- This is because the shape box is checked in the state requestor.(see
- above)
-
- This is documented in the manual, but only briefly in very small print.
-
- -------------------------------------------------------------------------
-
- Thanks to all the people who have helped me in this first bones effort.
- I will donate this object to aminet when done, as it IS a good example of
- bones.
-
- -Jeremy White
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #84 ***************************************:-)
-
- Subject: Q for Lightwave
- Date: Fri, 3 Jun 1994 23:02:54 -0500 (CDT)
- From: Cyrus J Kalbrener <kalb0003@gold.tc.umn.edu>
-
- I know this is a bit out of place, but I have two qestions:
-
- 1) Is the Lightwave mailing list still down, or has it been
- re-established somewhere else. If so please e-mail me the details.
-
- 2) I heard that Foundation Imaging has a site where they put some of
- their objects from Babylon 5. If anybody knows where this site may be,
- please e-mail me.
-
- Thanks.
-
- Cyrus J. Kalbrener
-
- Sillicon_Cel Digital Motion
-
- "...To Render: By Any Means Necessary!!..."
-
- Finger me for PGP pub key:
- 29BA61 1994/03/07 94 55 FC 98 23 E7 1B 6E 3E B7 BA 28 E8 FB 14 F5
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #85 ***************************************:-)
-
- Subject: Brushmap tacking
- Date: Thu, 2 Jun 1994 23:58:05 -0700 (PDT)
- From: Jeremy White <jwhite@efn.org>
-
- How does the brushmap tacking feature work???? I just created a fish
- using bones and applied a brushmap. When the fishes tail bends it leaves
- the brush and turns the base color. Any idea how I could fix this?
-
- -Jeremy White
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #86 ***************************************:-)
-
- Subject: Constrain
- Date: Fri, 3 Jun 1994 19:16:40 -0700 (PDT)
- From: Jeremy White <jwhite@efn.org>
-
- How exactally does constrain and hook work?? Could it be the solution to
- my problem? (below)
-
- I have a chain of axes for bones like this.
-
- 1 2 3 4
- | | | |
- +=------+=--------+=-------+=
-
- Where axis 1 is the parent of 2, 2 of 3, and 3 of 4.
- (i.e. select axis 1 in the group mode and they all get selected.)
- (select 2 - 3 and 4 also get selected.)
-
- OK ------ If you are still with me this is what I want to do....
-
- 2 3 4
- | | |
- +=--------+=-------+=
- /
- 1 /
- |/
- +=
-
- I want to move the first axis without moving the others at all.
-
- Ok. No problem, I just select axis 1 in object pick mode and move it.
-
- Here is the catch --- I want to keep the distance between axis 1 and 2
- exactally the same as in the first picture. If it was grouped the other
- way (2 parent, 1 child), I could just rotate axis 2, but this way I cant.
-
- Will the new feature of hook and constrain help me in any way????????
-
- -Jeremy White
-
- P.S. If anyone wants the fish when I am done I will upload it to aminet
- with texture maps. The fish is articulated with bones and moves very
- realisticly. (Thanx Impulse!!!!!!)
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #87 ***************************************:-)
-
- Subject: Completly transparent how ??
- Date: Sat, 4 Jun 1994 20:53:14 +0200
- From: Hannes Heckner <hecknerh@informatik.tu-muenchen.de>
-
- Hi,
-
- I want to emulate shadows with mapping the silhouette of an object
- onto a plane. By now I didn't succeed in making the rest of the
- plane completly transparent. Any tips?
-
- Thanks
- Hannes
-
-
- +---> ARCHIVE MESSAGE NUMBER #88 ***************************************:-)
-
- Subject: Venitian Blind Lighting Texture....WHY?
- Date: Mon, 06 Jun 94 00:25 EDT
- From: "Ryan Johnson" <SSARPJ@MVS.SAS.COM>
-
- Primitive Plane Object with a clouds brush map, I've made it a light,
- it's also bright, It's rectangular, pointed and is 455,455,455 intense,
- I've placed this object outside a window in a room and tracked it to
- the desk.
-
- RESULTS:
- --------
- Scaline - shadowing slats appear evenly throughout the room, beautiful!
- Trace - What? where is it?....I can see the the object outside the
- window, but no gloriously stunning Venitian Blind Lighting
- Texture.
-
- WHY???
-
- Tanks in a trance.
-
- Ryan.
- wright%merlin.etsu.edu@ricevm1.rice.edu \\X// ETSU HPUX Systems Helper
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #89 ***************************************:-)
-
- Subject: Bonus feature is bones anim......
- Date: Sun, 5 Jun 1994 22:40:34 -0700 (PDT)
- From: Jeremy White <jwhite@efn.org>
-
- Found something out when using the bonesanim feature......
-
- If you set up a bone animation in the detail editor, then press "cancel"
- during the generation of the animation, the bones are left at the point
- you pressed cancel. This can be usefull if you are trying to generate
- "tween" states between two already defined states.....
-
-
- Is this a bug or a "feature"????
-
- Has anyone figured out how to use bones on a second level object?? (in
- the group hierarchy.)
-
- -Jeremy White
-
-
- +---> ARCHIVE MESSAGE NUMBER #90 ***************************************:-)
-
- Subject: Re: Imag3.0 IS in Oz.
- Date: Mon, 6 Jun 94 19:11:37 +1000
- From: JOHN ROWE <jrowe@ozemail.com.au>
-
- >For those in OZ,
- >
- >I got my copy of Imagine 3.0 yesterday. I ordered directly from Impulse
- >about a month ago.
- >
- >MiKE
- > cheng@sun.mech.uq.oz.au The Uni of Queensland. Brisbane. Australia
-
- Anyone else have such luck???
-
- I'm still waiting :-(
-
- I ordered directly from Impulse around August last year. :-(
-
- Altogether now
- I want my, I want my, I want my Imagine Threeeeeeeee...
-
- John Rowe Animation -> Christian <-
- Toowoomba Qld. Reg.CBM Developer, 3D Animator, Programmer
- AUSTRALIA Aussie Amiga Keyboard Overlays
- EMail:jrowe@ozemail.com.au
-
-
-
-
-
-
-
-
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #91 ***************************************:-)
-
- Subject: Re: Constrain
- Date: Sat, 4 Jun 94 13:19:06 EDT
- From: jgoldman@acs.bu.edu (Jeffrey Goldman)
-
- >
- > OK ------ If you are still with me this is what I want to do....
- >
- > 2 3 4
- > | | |
- > +=--------+=-------+=
- > /
- > 1 /
- > |/
- > +=
- >
- > I want to move the first axis without moving the others at all.
- >
- > Ok. No problem, I just select axis 1 in object pick mode and move it.
- >
- > Here is the catch --- I want to keep the distance between axis 1 and 2
- > exactally the same as in the first picture. If it was grouped the other
-
- Okay, since Kinematics is hardly explained I'll offer my
- limited info...
-
- Enter Pick Objects Mode.
-
- Select axis 2 and use the Freeze menu option. Depending on
- what the entire object will ultimately do select all of the World and
- Local translations. This keeps the number 2 axis from moving
- physically in space.
- I'm a bit iffy on the differences between World and Local
- freezes, so I'll give you my best guess.
- By selecting the World freeze your locking the axis (from
- moving) in the world. That axis will stay where it is no matter what
- the rest of the object is doing.
- By selecting Local translation you lock the local position of
- the axis. If the entire object is going to be swimming/moving through
- the world then you just want Local translation and no World
- translation locks selected. You'll have to experiment with the
- differences between World and Local Translations, however.
-
- Again, depending on what you ultimately want to happen you
- want to freeze the rotations on the axis(2). Enter the axis' Freeze
- requester and lock out the Local Rotations.
-
- With the previous Freezes set up select Constrain.
-
- This is where it gets weird. Since you're using the parent
- axis of another axis you can't move it. You have to rotate it. Select
- axis 1, Rotate, and the axis you want to rotate on (X,Y,Z).
-
- You'll notice that axis one stays the same distance away from
- the frozen axis 2. Also note that axis 3 and 4 stay in their
- respective positions as well.
-
- Depending on what orientation you want for axis 1 manually
- reorient axis 1 with Rotate and CONSTRAIN OFF.
-
-
- If you had been working on the CHILD axis of a group then you
- would have had to do things differently.
-
- 1. The PARENT axis would have had to be Translationally Locked
- but Rotationally freed.
- 2. The PARENT of the original PARENT axis would have had to
- have been Joint Locked and Translationally Locked.
- 3. Rotations of the CHILD axis would have had to be done with
- Rotate.
- 4. Movement of the CHILD axis (keeping the distance relation
- between PARENT and CHILD) would have had to be done with Move.
-
- Suffice it to say, Kinematically moving CHILD axes is a hell
- of a lot easier and more predictable. If you don't know what I mean
- take the rotation locks off of your axis 2, and rotate (with
- Constrain) your axis 1.
-
-
- Kinematics is tricky. Your best bet is just to toy with it. I
- am still unclear on the exact the use of Joint Locks. The difference
- between World and Local eludes me in the Freeze sense. When dealing
- with a PARENT axis and little Freeze control what the hell exactly
- will happen? I don't know. Maybe something totally random. Well,
- maybe not, but it looks random...
-
- Hope some of the above works and/or helps...
-
- Above all, have fun! It's Imagine!!
-
- J.---->
-
- E-Mail: jgoldman@acs.bu.edu
-
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #92 ***************************************:-)
-
- Subject: Re: Completly transparent how ??
- Date: Sat, 4 Jun 1994 15:13:17 -0500 (CDT)
- From: Michael Halleen <halleen@mcs.net>
-
- On Sat, 4 Jun 1994, Hannes Heckner wrote:
-
- > I want to emulate shadows with mapping the silhouette of an object
- > onto a plane. By now I didn't succeed in making the rest of the
- > plane completly transparent. Any tips?
-
- I assume you've mapped a black and white image onto the plane and made it
- a transparancy map, right? Try negating the image (reverse the black
- and white), and choose 'inverse video' on the map attributes box.
-
- In other words, when using a tranparancy map, or alpha channel, the white
- portion of the image should be the part you want to show, while the black
- is that part that will not show. Imagine does this the other way, but
- doesn't make the transparent part fully transparent. It seems to work if
- you reverse everything. (They may have fixed it in 3.0, I discovered this
- in 2.0 and have just kept doing it that way because every other program
- and standard I've seen uses white as the 'show through' and black as the
- 'transparency'.)
-
- Hope this helps.
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #93 ***************************************:-)
-
- Subject: Importing Amiga Graphics into WordPerfect 5.1 on a PC
- Date: Sat, 04 Jun 1994 17:13:35 -0500 (EST)
- From: "JOSEPH F. HART" <VISHART@ubvms.cc.buffalo.edu>
-
- Greetings....
-
- I am trying to import some IFF format files from Imagine
- into a WordPerfect 5.1 graphics box on a PC. WordPerfect
- steadfastly refuses to understand anything the Amiga sends it.
- I have tried converting the IFF files using ADPro to PCX, BMP,
- and GIF. WordPerfect refuses to accept everything but PCX,
- and prints only a black patch when it gets that. Any suggestions ?
- ___________________________________________________________________
- | Internet: VISHART@ubvms.cc.buffalo.edu
- Joe Hart | /// Plink: OSS542
- Niagara Falls, NY | \\\/// Ham call: WA2SND
- | \XX/ AMIGA - Computers for REAL MEN
- ===================================================================
-
-
- +---> ARCHIVE MESSAGE NUMBER #94 ***************************************:-)
-
- Subject: Re[1]: Sticky Stars
- Date: Sun, 5 Jun 94 09:08:42 +1000
- From: JOHN ROWE <jrowe@ozemail.com.au>
-
- On Mon, 30 May 1994, Ryan Johnson wrote:
-
- >> Every thing works fine including the lens flare...BUT.....when I move
- >> the camera the stars are stuck! (don't pan with the camera)
- >>
- >> Why???
- >> Ryan.
- >>
- >You're going to have to create the stars manually as objects. Imagine
- >doesn't pan global stars.
-
- Oh yes it does, or has in the past.
- If the camera is changing its alignment Imagine 2.0 moves the stars correctly.
- If the camera is merely moving in space without changing its alignment it doesn'
- t.
-
- Best Regards from Down Under, John
-
- John Rowe Animation -> Christian <-
- Toowoomba Qld. Reg.CBM Developer, 3D Animator, Programmer
- AUSTRALIA Aussie Amiga Keyboard Overlays
- EMail:jrowe@ozemail.com.au
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #95 ***************************************:-)
-
- Subject: Iris texture causing crash?
- Date: Sat, 4 Jun 1994 19:14:09 -0500 (CDT)
- From: Michael Halleen <halleen@mcs.net>
-
- Hello,
-
- I've got three cone objects, each with the Iris texture (Imagine 3.0
- Amiga) applied with slightly different settings. When I try rendering
- them overlapping, my Amiga crashes. This doesn't happen if only two are
- intersecting, but add the third and GURU.
-
- I tried isolating them in a new project with no other objects, and it still
- crashed every time.
-
- Has anyone else had something like this happen?
-
- Michael Halleen | "When you're on target, you're catching flak"
- Chicago, IL | -- Lt. Col. Bo Gritz
- halleen@mcs.com |
- finger me for PGP| resist Clipper... to learn more read comp.org.eff.talk
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #96 ***************************************:-)
-
- Subject: A letter to Steve Worley
- Date: Mon, 6 Jun 1994 11:22:23 GMT+2
- From: SZULD@ucinvl.uci.agh.edu.pl
-
- How much does your "Understanding..." book costs?
- How to get it?
- I've never seen that book in our bookshops.
- I even tried to borrow it from our University Library but there
- wasn't it. None of my friends have it.
- Help me please....
- Krzysztof Korski
- SZULD@ucinvl.uci.agh.edu.pl
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #97 ***************************************:-)
-
- Subject: How can I run Imagine under OS/2??
- Date: Mon, 6 Jun 1994 15:40:00 -0400
- From: roy.park@CANREM.COM (Roy Park)
-
- Ok, here's a question: Is there ANYWAY that I can run Imagine PC 3.0 under
- OS/2??
-
- I called up Impulse, but the guy tells me "NO YOU CAN'T!" Now, I know it's
- possible to write OS/2 friendly DOS applications and there are patches that
- sometimes enables rough DOS apps to run under OS/2.
-
- How can I run Imagine PC under OS/2? ANY idea??
-
- Roy
-
-
- +---> ARCHIVE MESSAGE NUMBER #98 ***************************************:-)
-
- Subject: Re: moebius strip (was .fli ftp site?)
- Date: Mon, 6 Jun 94 14:25:54 PDT
- From: davem@micom.com (David Monachello)
-
- > Just an Imagine related thought: Has anyone been able to successfully
- > create a moebius strip? I have attempted this using Intergraph's
- > Microstation but just can't get it to look right. I was thinking of
- > trying to animate the Escher print that shows three ants walking on a
- > moebius strip. I'd have settled for getting a sphere to follow the
- > strip, but for the life of me I can't generate one (the moebius strip).
- >
- >
- There is a PD program called uvsurf which can be used to mathematically create i
- magine objects.
- I think one of the example equations is a moebius strip. The program is up on am
- inet.
-
- later,
- dave
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #99 ***************************************:-)
-
- Subject: anims
- Date: Mon, 6 Jun 1994 13:24:34 +0200
- From: perkins@ensinfo.uvsq.fr (Sebastien PERKINS)
-
- i've used the advice about starfields to create a simple yet neat anim
-
- it's just a close up of a gas giant turon around it and face the sun from its da
- rk side, applying lens flare all the way !!!
-
- i have a question : how do i upload it to aminet ? i DON'T have ftp !!! only ftp
- -mail
-
- and another one : what do you what the anim in : ham or ham8 ?
-
-
- PS the idea about confetti for starfield is great, i've added the nebula texture
- which makes the background look very nice !
-
-
- Seb
-
-
- +---> ARCHIVE MESSAGE NUMBER #100 ***************************************:-)
-
- Subject: Re: Imagine.fp
- Date: Mon, 6 Jun 94 9:00:35 EST
- From: quarters@expert.cc.purdue.edu (Jeff Hanna)
-
- >
- > Does anyone know where I can get hold of a copy of Imagine2.0.fp, as I've just
-
- > ordered a 68882 FPU?
- >
- > BYE BYE from Martin at Aber!
- >
-
- Any place that sells Imagine (either 2.x or 3.0) will have the .fp version
- since the package ships with both the integer and the floating point
- versions.
-
- --
- -------------------------------------------------------------------------------
- Jeff Hanna | "Albert Einstein nailed space-time, but the
- quarters@expert.cc.purdue.edu | Wild Thing had him stumped."
- quarters@genie.geis.com | -Thomas Dolby
- -------------------------------------------------------------------------------
-
-
- +---> ARCHIVE MESSAGE NUMBER #101 ***************************************:-)
-
- Subject: Amiga disks in PC's?
- Date: Tue, 7 Jun 1994 8:51:43 +1000 (EST)
- From: Leo Hamulczyk <LEHAM1@vcp.monash.edu.au>
-
- Is there any utility or anything that lets you use Amiga disks in PCs as I
- have to use 720K disks at the moment and they don't fit enough?
-
- Leo H
-
-
- +---> ARCHIVE MESSAGE NUMBER #102 ***************************************:-)
-
- Subject: Re: Q for Lightwave
- Date: Mon, 06 Jun 94 10:23:00 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > 1) Is the Lightwave mailing list still down
-
- The list that was run by Bob is gone for good.
-
- > has it been re-established somewhere else.
-
- There is a new replacement list. It is unclear whether this will be the
- permanent site for the new LW list, but it is up and running now.
- Subscribe via sending a one line message:
-
- subscribe lightwave
-
- to mailserv@acs.eku.edu
-
- Send mail to lightwave@acs.eku.edu for distribution to the list!
- ******DO NOT TRY TO SUBSCRIBE BY POSTING TO lightwave@acs.eku.edu *********
- Even with all these caps and stars, I know some idjiot is going to do it
- anyway.
-
- > 2) I heard that Foundation Imaging has a site where they put some of
- > their objects from Babylon 5. If anybody knows where this site may be,
-
- No such site. Bab 5 objects are proprietary and definitely not available
- to the public. There is an early test ship that has been distributed with
- the LW software and a few people have been modeling ships that look like
- those in Bab5, but the Foundation objects are not available.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson CONCURRENT COMPUTER %
- % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
- % ' Image ` ...!uunet!masscomp!mark Hardware Architect %
- % Productions (508)392-2480 (603)424-1829 & General Nuisance %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- +---> ARCHIVE MESSAGE NUMBER #103 ***************************************:-)
-
- Subject: Brightness
- Date: Mon, 6 Jun 94 08:03:00 PDT
- From: KEN_ROBERTSON@robelle.com
-
- In regards to Ryan Johnson's problem with his venetian blinds,
-
- I don't have Imagine 3.0 yet, but it seems to me that the max brightness
- of anything is 255,255,255. Setting it to 455,455,455 _should_ make it
- wrap to 200,200,200 - but in TRACEMODE, maybe it's getting set to zero.
-
- Why not try setting the brightness to 255,255,255 and get back to us!
-
- \KenR
- -------------------------------------------------------------------
- Romulans, Klingons and Borgs, oh my!
- -------------------------------------------------------------------
-
-
- +---> ARCHIVE MESSAGE NUMBER #104 ***************************************:-)
-
- Subject: Re: anims
- Date: Mon, 6 Jun 1994 09:01:59 -0700 (PDT)
- From: Mike McCool <mikemcoo@efn.org>
-
- Hey guys, guyas,
-
- I, too, have been starfielding. And I must be missing
- something. The only one I can get to work and look realistic is the cool
- one that one of you suggested in which a small object was replicated onto
- a sphere-shaped path. It's the hugest, of course, but it's the only one
- in which the stars actually pan with the camera.
-
- The confetti method looks GREAT, but only seems to work for me
- with stills. If I animate anything inside it, the stars flicker on and
- off, new ones appear and old ones disappear as the camera moves. Kind of
- cute and twinkly, but not quite a starfield.
-
- Not that realism is such a must. I have to confess to some
- dismay at all the fuss to create realistic effects of things that can be
- so easily photographed, like waving flags and such. I video frames like
- this when I need them, and dub them into the background. I understand
- the challenge of it, but not the point. I prefer to concentrate my
- Amiga's power and Imagine's scope on things that can't be photographed,
- like Maralyn Monroe piloting a flying saucer.
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #105 ***************************************:-)
-
- Date: Mon, 6 Jun 94 10:26:23 CDT
- From: Allen=Richard%sysadmin%eci@larry.ssc.af.mil
-
- Is it possible to expand the default max world size for trace mode in
- Imagine 3.0? I'm working on a space scene with a scale of 1 unit=1 meter and
- can't fit everything I need into a world that only goes out to +16000 units.
- Actually, this might not be a world SIZE problem, as the error message I'm
- getting says my "world octovolume" is too large. Is there a way to allow for
- more of whatever this is???
- I'm running Imagine 3.0 on an A4000/040 with 2mb video ram and 8mb fast
- ram.
-
- Rich - rallen@cdsar.ssc.af.mil
-
- P.S. - If you want to reply via E-mail, send to the above, not the address
- that appears in the FROM line. We're testing a new Vines lan and haven't
- quite got the new mail system to recieve mail correctly.
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #106 ***************************************:-)
-
- Subject: Re: .fli ftp site?
- Date: Mon, 6 Jun 1994 18:38:39 -0400
- From: Jason B Koszarsky <kozarsky@cse.psu.edu>
-
- >Has anyone been able to successfully create a moebius strip?
-
- Nope. But here's a start for you. Basically, the moebius strip
- is a skinny rectangle. Bend the two ends up to meet each other
- & flip one end 180 degrees to get the twist.
-
-
- So, in Imagine, I'd start with a simple two point open path. Bend
- the path so that the endpoint meet each other & the shape of the path
- is a loop. Do the bending about the x-axis. Place the endpoints
- exactly on top of one another. Use the transformation requester to
- get/set exact location coordinates. Then take one point and rotate
- it 180 degrees on the local y-axis.
-
- With the path created, you are almost done. Now just make a single
- line consisting of 2 pointer & one edge connecting the points. Make
- sure that the axis is placed on the center of the line & that the
- y-axis is perpendicular to the line itself.
-
- You could add a primitive plane, delete 2 points, move & rotate the
- axis, it may be quicker this way. If you start with this plane, only
- use 1 vertical & 1 horizontal section. Hmm. I wonder what imagine would
- say if I were to try 0 vertical sections?
-
- Now extrude your line object along the moebius path. Use enough sections
- to get it as smooth as you desire. Also, set it so that the y is aligned
- to the path. Otherwise, it won't twist.
-
- What has been created is a flat moebius strip. If you want to have some
- thickness, you could extrude a 4point plane along the path(the y-axis
- for the plane should be perpendicular to the plane's surface).
-
- You may also want to add a 3rd point to the path by fracturing or splitting
- it. This will give you more control over the shape. If you add the 3rd
- point after doing the initial steps above, then you won't have to worry
- about rotating it on its local yaxis.
-
- Jason K.
-
-
- +---> ARCHIVE MESSAGE NUMBER #107 ***************************************:-)
-
- Subject: DirtTile texture
- Date: Mon, 6 Jun 94 19:19:16 GMT
- From: Andrew Nunn <apn@moby.demon.co.uk>
-
- This texture was in the 2.9 set,but not the 3.0 set. Even more weird,it
- was not mentioned in the docs for 2.9 either.
-
- Andrew
-
-
- +---> ARCHIVE MESSAGE NUMBER #108 ***************************************:-)
-
- Subject: Max world size
- Date: Mon, 6 Jun 1994 13:13:21 -0500
- From: ceverett@prairienet.org (Chris L. Everett)
-
- > Is it possible to expand the default max world size for trace mode in
- >Imagine 3.0? I'm working on a space scene with a scale of 1 unit=1 meter and
- >can't fit everything I need into a world that only goes out to +16000 units.
- > Actually, this might not be a world SIZE problem, as the error message I'm
- >getting says my "world octovolume" is too large. Is there a way to allow for
- >more of whatever this is???
- > I'm running Imagine 3.0 on an A4000/040 with 2mb video ram and 8mb fast
- >ram.
- >
- >Rich - rallen@cdsar.ssc.af.mil
-
- In the Action Editor, set the Size of Globals to 0,0,0. This
- dynamically autosizes the Imagine world at the start of each frame. You
- can also set it to any specific size you wish. In 2.0, you had to Add
- the Global Size, and it defaulted to 0. I assume that 3.0 works the same
- way.
-
- - Chris
-
-
- --
- Chris Everett | This is an emergency, this is not a test.
- Spectronics Int'l USA, Inc. | Had this been an actual test, you would
- Champaign, Illinois | have been instructed to bring a #2 pencil.
-
-
- +---> ARCHIVE MESSAGE NUMBER #109 ***************************************:-)
-
- Subject: Easy Moebius Strip
- Date: Tue, 7 Jun 1994 13:57:42 GMT +1200
- From: "Paul Batten" <BATTENP@scico1.chchp.ac.nz>
-
- > Has anyone been able to successfully create a moebius strip?
-
- Easy, try this;
-
- In the detail editor:
-
- 1. Add a closed path
-
- 2. Add a primitive plane, say 40x20 1 section
-
- 3. select the plane, choose Extrude: Along Path (the closed path in 1.),
- Align Y to Path, Sections = 100, Y Rotation = 180 ( to give the Moebius
- loop). Perform extrude.
-
- 4. You may need to edit the 8 faces where the 1st and last planes join, the
- seem to get twisted.
-
- Cheers
- Paul.
-
-
-
- ----------------------------------------------------------------------
- Paul Batten Science & Computing Dept. Christchurch Polytechnic
- battenp@scico1.chchp.ac.nz Christchurch New Zealand
- ----------------------------------------------------------------------
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #110 ***************************************:-)
-
- Subject: Re: Max world size
- Date: Mon, 6 Jun 1994 17:27:18 -0400
- From: Jason B Koszarsky <kozarsky@cse.psu.edu>
-
- >> Is it possible to expand the default max world size for trace mode in
-
- >In the Action Editor, set the Size of Globals to 0,0,0. This
- >dynamically autosizes the Imagine world at the start of each frame.
-
- The OctVolume problem may still be encountered if the world is too big.
- autosizing will probably not help. I have 18 megs and have had this
- problem with space scenes. I usually use a very large sphere with the
- essence polka-dot textture(very good resultst). But this large
- sphere make the octvolume too big.
-
- To get around that, I've had to select everything & scale it all down.
-
- Jason K.
-
-
- +---> ARCHIVE MESSAGE NUMBER #111 ***************************************:-)
-
- Subject: .fli ftp site?
- Date: Mon, 6 Jun 94 12:42:30 PDT
- From: kontos@clipper.clipper.ingr.com (Thorne Kontos)
-
- Anyone know of a .fli site? I'm working on some software and could
- use a pointer to where either .fli's are available or how .fli's are
- formatted.
- Thanks,
- Thorne K. Kontos
-
- Just an Imagine related thought: Has anyone been able to successfully
- create a moebius strip? I have attempted this using Intergraph's
- Microstation but just can't get it to look right. I was thinking of
- trying to animate the Escher print that shows three ants walking on a
- moebius strip. I'd have settled for getting a sphere to follow the
- strip, but for the life of me I can't generate one (the moebius strip).
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #112 ***************************************:-)
-
- Subject: RE: Brightness
- Date: Mon, 06 Jun 94 16:19:00 EST
- From: "Ducharme, Alain: FOB" <Ducharme@fob.istc.ca>
-
- On Monday, June 06, 1994 8:03, KEN_ROBERTSON@robelle.com wrote:
- >In regards to Ryan Johnson's problem with his venetian blinds,
- >
- >I don't have Imagine 3.0 yet, but it seems to me that the max brightness
- >of anything is 255,255,255. Setting it to 455,455,455 _should_ make it
- >wrap to 200,200,200 - but in TRACEMODE, maybe it's getting set to zero.
- >
- >Why not try setting the brightness to 255,255,255 and get back to us!
-
- I have to disagree here. I do have 3.0 now, but even with 2.0 I would
- consistently set Brightness levels higher than 255,255,255 to get a good
- strong light. And it worked both in Scan and Trace.
-
-
- +---> ARCHIVE MESSAGE NUMBER #113 ***************************************:-)
-
- Subject: Re: .fli ftp site?
- Date: Mon, 6 Jun 94 19:16:55 PDT
- From: ua197@freenet.victoria.bc.ca (Christopher Stewart)
-
- >Just an Imagine related thought: Has anyone been able to successfully
- >create a moebius strip? I have attempted this using Intergraph's
- >Microstation but just can't get it to look right. I was thinking of
- >trying to animate the Escher print that shows three ants walking on a
- >moebius strip. I'd have settled for getting a sphere to follow the
- >strip, but for the life of me I can't generate one (the moebius strip).
-
-
- What'd you know, I'm working on it right now and having the same
- problems you are. I think I can do it with a doublesided ribbon and a bit
- of a cheat (you'd only have limited animation capability...). If you
- figure out anything be sure to give the list a dingle (gosh, I haven't had
- an accent for years and I still use terms like that..).
-
- Christopher
-
-
-
- --
- "I wish there was a knob on the TV ua197@freenet.victoria.bc.ca
- to turn up the intelligence. cs833@cleveland.freenet.edu
- There's a knob called `brightness',
- but it doesn't work." -- Gallagher Join the Animation Sig!
-
-
- +---> ARCHIVE MESSAGE NUMBER #114 ***************************************:-)
-
- Subject: Re: Boney Flags
- Date: Mon, 06 Jun 94 17:01:57 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- Thomas Setzer <setzer@comm.mot.com> writes:
- > You Lightwave people(who've had bones for a while now) come
- > up with any good uses yet?
-
- Nope, none at all. We have had this super powerful tool for about 1.5 years
- now, and we still have no idea what to use it for ;-}
- Seriously, LW bones have been used for zillions of things. And because LW
- allows you to save the current translation/deformation as a new object, bones
- can be used as a modeling tool as well. Here are a couple less common uses
- for bones:
- 1) map an image to a tesselated plane and use bones to warp and twist the
- image (this is rather cool when animated).
- 2) use bones to distort the point locations in a particle field to yield
- a psuedo random variation
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson CONCURRENT COMPUTER %
- % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
- % ' Image ` ...!uunet!masscomp!mark Hardware Architect %
- % Productions (508)392-2480 (603)424-1829 & General Nuisance %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- +---> ARCHIVE MESSAGE NUMBER #115 ***************************************:-)
-
- Subject: Re: Importing Amiga Graphics into WordPerfect 5.1 on a PC
- Date: Sat, 4 Jun 1994 17:14:29 -0700 (PDT)
- From: Ed Totman <etotman@gort.ucsd.edu>
-
- On Sat, 4 Jun 1994, JOSEPH F. HART wrote:
-
- > Greetings....
- >
- > I am trying to import some IFF format files from Imagine
- > into a WordPerfect 5.1 graphics box on a PC. WordPerfect
- > steadfastly refuses to understand anything the Amiga sends it.
- > I have tried converting the IFF files using ADPro to PCX, BMP,
- > and GIF. WordPerfect refuses to accept everything but PCX,
- > and prints only a black patch when it gets that. Any suggestions ?
-
- Been there, done that. This may not help you much, but WP51 doesn't do a
- good job with these types of files. Try changing brightness and contrast
- before importing to WP and don't edit the pic while in WP, just print it.
- At work I now use Imagine PC which outputs targa, and WP60 which handles
- targa files without problems. I render B&W in Imagine and print to
- 600dpi printer with ASTOUNDING results. Using this combination I can
- render and print just about anything with high quality results. Yet
- another use for Imagine.
-
- Ed Totman
- etotman@gort.ucsd.edu
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #116 ***************************************:-)
-
- Subject: Re: Iris texture causing crash?
- Date: Sun, 5 Jun 1994 03:31:25 +0200
- From: christian boetker ho/j <cbho91@control.auc.dk>
-
- > Hello,
- >
- > I've got three cone objects, each with the Iris texture (Imagine 3.0
- > Amiga) applied with slightly different settings. When I try rendering
- > them overlapping, my Amiga crashes. This doesn't happen if only two are
- > intersecting, but add the third and GURU.
- >
- > I tried isolating them in a new project with no other objects, and it still
- > crashed every time.
-
- Do you run out of memory??
-
- >
- > Has anyone else had something like this happen?
-
- Nope, haven't had the time to try Imagine much.
-
- >
- > Michael Halleen | "When you're on target, you're catching flak"
- > Chicago, IL | -- Lt. Col. Bo Gritz
- > halleen@mcs.com |
- > finger me for PGP| resist Clipper... to learn more read comp.org.eff.talk
- >
-
- Regards,
- Christian Hoj
-
-
- +---> ARCHIVE MESSAGE NUMBER #117 ***************************************:-)
-
- Subject: Re: Re[1]: Sticky Stars
- Date: Sun, 5 Jun 1994 14:24:34 +1000 (EST)
- From: "" <williamp@triode.apana.org.au>
-
- > >You're going to have to create the stars manually as objects. Imagine
- > >doesn't pan global stars.
- >
- > Oh yes it does, or has in the past.
- > If the camera is changing its alignment Imagine 2.0 moves the stars correctly.
-
- > If the camera is merely moving in space without changing its alignment it does
- n't.
-
- John's right here,the stars certainly used to pan in 1.1 and 2.0.Maybe
- this is yet another "bug" in 3.0<sigh>.I hope it's as John suggests and
- just the camera's alignment not being changed.
-
-
-
- William John Porter
-
- williamp@triode.apana.org.au
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #118 ***************************************:-)
-
- Subject: Re: Importing Amiga Graphics into WordPerfect 5.1 on a PC
- Date: Sun, 5 Jun 1994 03:55:14 +0200
- From: christian boetker ho/j <cbho91@control.auc.dk>
-
- > Using this combination I can
- > render and print just about anything with high quality results. Yet
- > another use for Imagine.
-
- Definitely *NOT* for WP....
-
-
- +---> ARCHIVE MESSAGE NUMBER #119 ***************************************:-)
-
- Subject: EYES THAT FOLLOW
- Date: Sun, 05 Jun 94 01:11:31 -0300
- From: greg.tsadilas@hofbbs.com
-
- I've been using the HUMANOID data set extensively recently, and really got
- tired of having to rotate the eyes to look at the camera every time I moved the
- head. So I thought about it, and came up with a great way to color the eyes
- ONCE, and then have the eyes ALWAYS look at the camera no matter how the face
- was pointing with no need to ever touch the eyes again!
-
-
- Solution for Imagine 3.0 users:
-
- Apply the FAKELY texture to the eye, have it affect COLOR only. Set transition
- T to .8, set the back color to -1,, (objects color), set the front color to
- 0,0,255 (The Iris color).
-
- Apply the FAKELY texture to the eye again, have it affect COLOR only. Set the
- transition T to .95, set the back color to -1,, (objects color), set the front
- color to 0,0,0 (The pupil color).
-
- Voila! Instant eye that will follow and point to the camera without the need
- to manually reposition the eye. Try this on a default sphere. Render it from
- different angles....the eye follows...OOOoooohh! Scary, eh keedz?
-
- -GreG
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #120 ***************************************:-)
-
- Subject: Re: Iris texture causing crash?
- Date: Sun, 5 Jun 1994 00:54:14 -0500 (CDT)
- From: Michael Halleen <halleen@mcs.net>
-
- On Sun, 5 Jun 1994, christian boetker ho/j wrote:
-
- > > I tried isolating them in a new project with no other objects, and it still
- > > crashed every time.
- >
- > Do you run out of memory??
-
- No. Plently of memory left, I checked while it was rendering to see if
- any strange 'memory eating' was going on.
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #121 ***************************************:-)
-
- Subject: Re: Boney Flags
- Date: Mon, 6 Jun 94 20:43:28 PDT
- From: DonD@cup.portal.com
-
- > You Lightwave people(who've had bones for a while now) come
-
- Is the shark in the Sea Quest Credits/Logo a Lightwave object? If it
- is I assume it uses bones.
-
- Don DeCosta |The nice thing about sanity is| VM/Nomad2
- DonD@cup.portal.com |you can lose it more than once| Amiga/Imagine
-
-
- +---> ARCHIVE MESSAGE NUMBER #122 ***************************************:-)
-
- Subject: DEMs and converters...
- Date: Mon, 6 Jun 1994 22:08:00 -0400
- From: david.wyand@canrem.com (David Wyand)
-
- Hi All!
-
- I'm working on an Imagine animation that'll require some landscape of
- Ireland. Specifically, I'd like to use a bunch of DEM landscapes.
- Could someone point me to a site with this specifically, or a general
- site that I'll weed through. Thanx in advance!
-
- Also, I've heard some people say that they can't load in the USGS DEMs
- directly into Vista. Is there a converter out there, and where?
-
- As I'm sure that this has all been asked before, please email me so as
- not to tie up bandwidth. Thanx.
-
- -Dave
- david.wyand@canrem.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #123 ***************************************:-)
-
- Subject: Cache RAM
- Date: Tue, 07 Jun 94 01:13:14 EDT
- From: CaptKurt@aol.com
-
- This is to all IBM-compatible users out there.
-
-
- I am going to upgrade my Cache RAM to 256K, from my current 64K. Does
- anyone know how much this will speed up rendering?
-
-
- Thanks,
-
-
- Kurt
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #124 ***************************************:-)
-
- Subject: Help needed converting 2D slice into 3D object.
- Date: Tue, 7 Jun 94 1:52:10 EDT
- From: Marvin R McCreary <mmccrear@magnus.acs.ohio-state.edu>
-
- Hello,
-
- I'm working on a project where I will be taking 2D cross-sections and
- building a series of these cross-sections into 3D objects. I'm going to be
- picking up the project where someone else left off. The previous person used
- Sculpt4D, and its "Unslice" feature. Unslice seems to work similar to the
- skinning feature in Imagine but does NOT require that each slice be made up of
- an equal number of points. Is there some way Imagine can Unslice? The
- requirement of needing to have equal number of points is too limiting, as the
- slices I will be working with will vary in size and shape through out the
- series of cross-sections.
-
- Any help will be appreciated (since I would rather continue the project on
- Imagine 3.0 rather than Sculpt4D).
-
- McCreary.14@osu.edu
-
-
- +---> ARCHIVE MESSAGE NUMBER #125 ***************************************:-)
-
- Subject: Re: What about ~anim5~ and Imagine?
- Date: Mon, 6 Jun 1994 23:21:53 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > >
- > I also recall building one in REND24 and copying that representative
- > frame into a file with 'xxx.000' tacked onto it. Makes it the first and
- > REND's Lock Pallette function will lock to that one. Nifty!
- > wes~
- Ya, I do like this new feature very much, compared to the way we use to
- have to do it, basically with another program..that was one thing that I
- always hated having to do, I always needed extra HD space just to convert
- frames..but not anymore...cool!
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #126 ***************************************:-)
-
- Subject: Re: States function
- Date: Mon, 6 Jun 1994 23:37:03 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- On Fri, 3 Jun 1994, Dale R Rogers wrote:
-
- > |> Hi Paul. The States function currently doesn't support texture
- > |> morphing... Impulse knows about this limitation, and said that they will
- > |> fix it.
- >
- > This will be fixed in next of the quarterly upgrades? Hmmm?
- >
- >
- > Dale
-
- does this mean we have to pay our $100.00 for the yearly upgrade program,
- just so we can get something that should be in this upgrade.
-
- =RRW=
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #127 ***************************************:-)
-
- Subject: Re: Bonus feature is bones anim......
- Date: Mon, 6 Jun 1994 23:40:15 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > If you set up a bone animation in the detail editor, then press "cancel"
- > during the generation of the animation, the bones are left at the point
- > you pressed cancel. This can be usefull if you are trying to generate
- > "tween" states between two already defined states.....
-
- Actually you can use the TWEEN button in the STATES requester to get your
- inbetweens. But I geuss you could do it the way you mentioned as well.
-
- =RRW=
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #128 ***************************************:-)
-
- Subject: Re: Brushmap tacking
- Date: Mon, 6 Jun 1994 23:51:51 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > How does the brushmap tacking feature work???? I just created a fish
- > using bones and applied a brushmap. When the fishes tail bends it leaves
- > the brush and turns the base color. Any idea how I could fix this?
- >
- > -Jeremy White
-
- did you type the in the name of your Defualt STATE in the textures
- LockState location? This should fix the problem.
-
- =RRW=
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #129 ***************************************:-)
-
- Subject: Re: .fli ftp site?
- Date: Mon, 6 Jun 1994 22:15:11 -0700 (PDT)
- From: Jeremy White <jwhite@efn.org>
-
- On Mon, 6 Jun 1994, Thorne Kontos wrote:
-
- > Just an Imagine related thought: Has anyone been able to successfully
- > create a moebius strip? I have attempted this using Intergraph's
- > Microstation but just can't get it to look right. I was thinking of
- > trying to animate the Escher print that shows three ants walking on a
- > moebius strip. I'd have settled for getting a sphere to follow the
- > strip, but for the life of me I can't generate one (the moebius strip).
-
- I recreated the same idea with ladybugs. Make a round path, then extrude
- a line, rotating it 180 degrees.... Use the path (and rotation) as a path
- for your following objects....
-
- -Jeremy White
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #130 ***************************************:-)
-
- Subject: Amiga Disks in PC's
- Date: Tue, 7 Jun 94 02:51:44 PDT
- From: 07-Jun-1994 0445 <leimberger@marbls.enet.dec.com>
-
- >Is there any utility or anything that lets you use Amiga disks in PCs as I
- >have to use 720K disks at the moment and they don't fit enough?
- Well actually the disks Amiga 880k, dos 720k are the same. The difference
- comes when they are formated for the respective file systems. If you format
- a 880k disk as a dos disk on the Amiga it turns out as a 720k disk. Even less
- if you were to format it as a Mac disk. So the answer is NO! I use HD's on the
- Amiga they format out at around 1.7 meg(not sure of exact size) and as 1.4meg
- Dos compatable disks. Just another limitation of Dos you have to deal with.
- I have a utility that comes with ADPro that allows you to split binaries
- across several disks. It is supplied for Amiga, DOS,and Mac systems.
-
- bill
-
-
- +---> ARCHIVE MESSAGE NUMBER #131 ***************************************:-)
-
- Subject: On-line Object Converter
- Date: Tue, 7 Jun 1994 05:15:42 -0600
- From: beeton@SEDSystems.ca (Gary Beeton, beeton@SEDSystems.ca)
-
- Greetings,
-
- I received the following message from the I-AMIGA list (be patient - there is
- Imagine specific stuff at the end):
-
-
-
- @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
- From: GEORGE::"owner-i-amiga@UTARLVM1.UTA.EDU" 6-JUN-1994 08:20:27.86
- To: Multiple recipients of list I-AMIGA <GEORGE::"I-AMIGA@utarlvm1.bitnet">
- CC:
- Subj: 3-D Object converter on-line.
-
- **********************************************************
- ** NEW INTERNET SERVICE CONVERTS YOUR AMIGA SCULPT-4D **
- ** OBJECTS TO RAYSHADE FORMAT FOR FREE ! **
- **********************************************************
-
-
- A new InterNet server is ready to convert your Amiga
- Sculpt-4D Objects (.scene) to RayShade (.ray) format.
-
- Note that this is *NOT* a simple dumb filter.Check these out:
-
- * PHONG TRIANGLES SUPPORTED !!!
- Your object will be examined topologically with a rather complex
- algorithm , for the CORRECT ESTIMATION OF THE PHONG NORMALS.
- In simple words: Yes ! You can have smooth triangles converted
- for RayShade.(...this is not a trivial task believe me !).
-
- * SURFACE PROPERTIES ARE SUPPORTED.
- (Glass,Dull,Metal... etc.)
-
- * BAD FACES ELIMINATION.
- Duplicate or degenerate triangles will be removed
- from your object.
-
- * LAMPS AND OBSERVER SUPPORT.
-
-
-
- To use this service follow these simple steps:
- ----------------------------------------------
-
- 1) SAVE your object in SCULPT-4D .scene format (NOT SCRIPT).
- Attention : be sure that you saved OBSERVER and at
- least one LAMP , OTHERWISE YOUR OBJECT WILL NOT BE CONVERTED !!!
-
- 2) COMPRESS your file via the standard UNIX compress(1) program.
-
- 3) UUENCODE(1) the compressed file.
-
- 4) MAIL this file (AND NOTHING ELSE) to:
-
- akra@zeus.di.uoa.ariadne-t.gr
-
- with Subject:
-
- SCULPT_TO_RAY_CONVERT
-
- BE SURE THAT YOU HAVE A CORRECT SUBJECT OTHERWISE YOUR
- OBJECT WILL NOT BE CONVERTED !!!
-
- This is all...Wait for a while and you will be *automatically*
- mailed back your RayShade object.
-
-
- Miscellaneous functions of the server
- -------------------------------------
-
- - To receive this file send an empty mail to:
- akra@zeus.di.uoa.ariadne-t.gr with Subject:CONVERTER_HELP
-
- - Send bug-reports,suggestions,problems etc. to:
- akra@zeus.di.uoa.ariadne-t.gr with Subject:CONVERTER_SUGGESTIONS
-
- PLEASE USE THIS SUBJECT LINE OTHERWISE YOUR SUGGESTIONS WILL BE DISCARDED !
-
-
-
- Some IMPORTANT additional information
- -------------------------------------
-
- 1) Please DO NOT send E-mails greater than 60 Kbytes.
-
- 2) If the server is not responding , be patient and DO NOT
- resent again and again the same file.
-
- 3) DO NOT include in your mails anything else (human messages ,
- comments , etc ) except the file itself.The conversion is
- done automatically by a computer program.
-
- 4) To avoid errors , write a small shell script that will
- automate the process of sending an object.This will
- save you time and effort.
-
- 5) The converter software is still beta.
-
- 6) I reserve the right to discontinue this service at
- any time.
-
-
- ***********************************************************************
- * IMPORTANT DISCLAIMER *
- * *
- * THIS SERVICE IS OFFERED "AS IS" AND WITHOUT WARRANTIES AS TO *
- * PERFORMANCE OR MERCHANTABILITY. ANY STATEMENTS MADE ABOUT THE *
- * USES OF THIS SERVICE DO NOT CONSTITUTE WARRANTIES AND SHALL *
- * NOT BE RELIED ON BY THE USER IN DECIDING TO USE THIS SERVICE. *
- * THE AUTHOR RESERVES THE RIGHT TO DISCONTINUE THIS SERVICE AT *
- * ANY TIME. *
- * *
- ***********************************************************************
-
- *** END OF FILE ***
- ____________________________ __________________________________
- / /\ / /\
- / Argiris A. Kranidiotis _/ /\ / E-mail (Internet): _/ /\
- / University Of Athens / \/ / / \/
- / Informatics Department /\ / akra@zeus.di.uoa.ariadne-t.gr /\
- /___________________________/ / /_________________________________/ /
- \___________________________\/ \_________________________________\/
- \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
- @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
-
-
- Ok, back to the IML...
-
- I sent off a message to the CONVERTER_SUGGESTIONS server asking if he would
- consider expanding to other formats (ie Imagine format) and got the following
- reply:
-
- >hi Gary !
- >
- >Yes I'd like to expand it to read TDDD format (Imagine) , but I do not
- >have the specifications. If you send me the details of the format
- >(by mail/ftp/fax/convetional mail , whatever) , I'll write the converter ...
- >
- >Regards,
- >
- >Argiris.
-
- Its just a good thing I can still type while my foot wedged is in my mouth.
- Can anyone help me out by sending him the TDDD (and maybe Lightwave) format
- specs? Thanks.
-
- Gary
- beeton@SEDSystems.ca
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #132 ***************************************:-)
-
- Subject: HOW to print in a Postcript printer a RENDERfile ???
- Date: Tue, 7 Jun 1994 15:51:27 +0300 (EET DST)
- From: Foivos Kourendas <foivos@theseas.ntua.gr>
-
- To all,
-
- I have recently bought a laserprinter (HP4L) and I am trying to print
- a renderfile created from imagine . I only managed to get in the printed output
- a picture consisted of DOTS . Is it possible to convert/manipulate the picture
- in such a format/way in order to be printed like the Postcript letters do ???
- I am looing forward for any suggestions about it . It would be really
- appricated!!
-
- Yours sincerely,
-
- ________
- / ' _
- ,-/-, o \ _ _ (
- (_/ <___\/ (_)_)
-
- Email:foivos@phgasos.ntua.gr
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #133 ***************************************:-)
-
- Subject: Re: Boney Flags
- Date: Tue, 7 Jun 1994 09:07:54 -0400
- From: janthony@greatwall.cctt.com (Jude Anthony - DMC)
-
- > From: DonD@cup.portal.com
- > Subject: Re: Boney Flags
- >
- > Is the shark in the Sea Quest Credits/Logo a Lightwave object? If it
- > is I assume it uses bones.
- >
- > Don DeCosta |The nice thing about sanity is| VM/Nomad2
- > DonD@cup.portal.com |you can lose it more than once| Amiga/Imagine
- >
-
- When I was a NewTek dealer, I received a brochure from them which (among other
- things) said that the SeaQuest shark was included as a tutorial on Deformation
- Maps (kinda like bump maps, but actually deforms the object).
-
- Jude Anthony
- -----------------------------------------------------------------------
- We've secretly replaced the Enterprise's dilithium with new Foldger's
- crystals! Now let's watch them go to warp...
- -----------------------------------------------------------------------
-
-
- +---> ARCHIVE MESSAGE NUMBER #134 ***************************************:-)
-
- Subject: Re: DEMs and converters...
- Date: Tue, 7 Jun 1994 09:19:13 -0400
- From: Jason B Koszarsky <kozarsky@cse.psu.edu>
-
- >I'd like to use a bunch of DEM landscapes
- >Could someone point me to a site with this specifically,
-
- spectrum.xerox.com
-
- >I've heard some people say that they can't load in the USGS DEMs
- >directly into Vista. Is there a converter out there,
-
- Yes. I found one called 'Mcnv'. I don't recall where it came from
- but it does convert USGS DEMs to a VISTA DEM format.
-
- Jason K.
-
-
- +---> ARCHIVE MESSAGE NUMBER #135 ***************************************:-)
-
- Subject: Re: States function
- Date: Tue, 7 Jun 1994 09:14:31 -0400 (EDT)
- From: Robert Frederique <romulus@escape.com>
-
- On Mon, 6 Jun 1994, Randy R. Wall wrote:
-
- >
- >
- > On Fri, 3 Jun 1994, Dale R Rogers wrote:
- >
- > > |> Hi Paul. The States function currently doesn't support texture
- > > |> morphing... Impulse knows about this limitation, and said that they will
-
- > > |> fix it.
- > >
- > > This will be fixed in next of the quarterly upgrades? Hmmm?
- > >
- > >
- > > Dale
- >
- > does this mean we have to pay our $100.00 for the yearly upgrade program,
- > just so we can get something that should be in this upgrade.
- >
- > =RRW=
- >
- >
- >
- Is this true? I hope it isn't. I thought that It was a feature of IM3.0.
-
- PS. I love Imagine.
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #136 ***************************************:-)
-
- Subject: Mobeius strip
- Date: Tue, 7 Jun 1994 09:18:27 -0400 (EDT)
- From: Robert Frederique <romulus@escape.com>
-
- On Mon, 6 Jun 1994, Jeremy White wrote:
-
- > On Mon, 6 Jun 1994, Thorne Kontos wrote:
- >
- > > Just an Imagine related thought: Has anyone been able to successfully
- > > create a moebius strip? I have attempted this using Intergraph's
- > > Microstation but just can't get it to look right. I was thinking of
- > > trying to animate the Escher print that shows three ants walking on a
- > > moebius strip. I'd have settled for getting a sphere to follow the
- > > strip, but for the life of me I can't generate one (the moebius strip).
- >
- > I recreated the same idea with ladybugs. Make a round path, then extrude
- > a line, rotating it 180 degrees.... Use the path (and rotation) as a path
- > for your following objects....
- >
- > -Jeremy White
- >
- >
- I'm reading all these messages about "Mobeius Strip" and have no idea
- what it is. Can someone explain.
-
- Thank You.
-
-
- +---> ARCHIVE MESSAGE NUMBER #137 ***************************************:-)
-
- Subject: Re: States function
- Date: Tue, 7 Jun 1994 09:25:52 -0400
- From: Jason B Koszarsky <kozarsky@cse.psu.edu>
-
- >> |> Hi Paul. The States function currently doesn't support texture
-
- >> This will be fixed in next of the quarterly upgrades? Hmmm?
-
- >does this mean we have to pay our $100.00 for the yearly upgrade program,
- >just so we can get something that should be in this upgrade.
-
- Who told you it should have been in this upgrade? I can think of lots
- of changes/additions that I could say 'should have been' but really
- it is more like 'wish it had been, hope it will be nexxt time'.
-
- I'm sure that we'll see more than just that one item for the 100$ too.
- Or you could wait another couple years.
-
- Jason K.
-
-
- +---> ARCHIVE MESSAGE NUMBER #138 ***************************************:-)
-
- Subject: Re: HOW to print in a Postcript printer a RENDERfile ???
- Date: Tue, 7 Jun 1994 10:35:33 -0400 (EDT)
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- Foivos Kourendas <foivos@theseas.ntua.gr> wonders:
-
- > I have recently bought a laserprinter (HP4L) and I am trying to print a
- > renderfile created from imagine . I only managed to get in the printed
- > output a picture consisted of DOTS . Is it possible to convert/manipulate
- > the picture in such a format/way in order to be printed like the Postcript
- > letters do ???
-
- If you mean you'd like continuous lines, edges and perfectly smooth shades
- of grey that do not consist of halftone dithered patterns, you probably
- won't find that in a consumer-grade printer, if anywhere. Your images
- consist of pixels, and each of these pixels will be mapped to multiple
- pixels on the paper. The printer/software is responsible for selecting a
- pattern of pixels that best approximates the color of the original image.
- The result will not look too impressive when held 10cm from your nose.
- Different printers are capable of different print resolution, so
- that you can get finer halftone dither patterns. 300 dpi printers don't
- fare so well, but 600 dpi with resolution enhancement are capable of very
- tight dither patterns. Not all software will make use of that, however,
- so it comes down to what software you use to convert/print the image.
-
- You can also improve the looks of an image on paper if you render it at
- higher resolution. Printing a 320x200 image will be recognizable at best,
- a waste of toner and paper at worst. Render an image at perhaps 1/2 or 1/3
- the spacial resolution of your printed image: 10in x 8in would be 6000x4800
- pixels. Try 2000x1600 to start with, or 3000x2400 to experiment further.
- I have had good results using ADPro with a 256 color 1024x768 image on a
- 600 dpi LJ 4Si.
-
- ._. Udo Schuermann
- ( ) walrus@wam.umd.edu
-
-
- +---> ARCHIVE MESSAGE NUMBER #139 ***************************************:-)
-
- Subject: Re: A proposition... For redirecting IML to new Media..
- Date: Tue, 7 Jun 1994 11:45:44 -0300 (ADT)
- From: the Shockwave Surfer <shockwav@jupiter.sun.csd.unb.ca>
-
- Yup. I vote for a MUD. So who has time/machine/ability to run it? It
- could be a very popular place, ESPECIALLY if it had areas for LW and
- other 3D programs.
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #140 ***************************************:-)
-
- Subject: PC AutoCAD into Amiga Imagine
- Date: Tue, 07 Jun 94 16:03:17 +0100
- From: "T.Charalambous" <T.Charalambous@cs.ucl.ac.uk>
-
- Hi.
- Basically, I have a friend who is using AutoCAD to design lighting
- rigs, and he wants to animate them. He doesn't have access to any
- ray-tracing software.
- I want to transfer his PC's AutoCAD DXF format files for use in
- Imagine on my Amiga.
- What I want to know is: Is there a program that converts DXF ->
- Imagine Object Files? Since the DXF file seems to contain all the
- details for the `setting of the scene', would I have to import all the
- objects in the `scene' separately?
- I know my questions seem a bit vague, but I'm fairly new to Imagine,
- I am running Imagine v2 on an Amiga A500(!?), with 1Mb Chip, 4Mb Fast,
- and W.B. 1.3 - 2.0. I also have an 80Meg HD. I got Imagine3D from the
- Amiga Format coverdisk, and have been learning how to use it from
- there, and with a bit of trial and error, but I'm getting the hang of
- it now.
-
- Thanks,
- Tele.
- ________________
- |________________| And to my despair, I was soon to discover,
- |_T.Charalambous_| The failures of mine, were the triumphs of another,
- |_@uk.ac.ucl.cs__| There was a time to live, until a time to die,
- |________________| It was time to love, it's now time to cry. -Spirit-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #141 ***************************************:-)
-
- Subject: Re: Amiga disks in PCs
- Date: Tue, 7 Jun 1994 15:30:32 +0100 (BST)
- From: Mark Stephen Hennessy-Barrett <ph93msh@brunel.ac.uk>
-
- Hi there...
-
- Getting an Amy disk to work in a PC is virtually impossible... myself
- and some colleagues have been pluggin vainly away at such a project for
- about two yerars and haven't come up with an acceptable kludge without
- some nasty programs working at the interrupt level and a small hardware
- hack. Howevrer, if you just use Dos2Dos or even better CrossDOS
- (supplied with WB3) then you can dump to 720Kb MS-DOS floppy with
- impugnity. It's a lot less hassle, too, as you just can shove icons
- around instead of messing around with DomesDOS's shell... ugh...
-
- All in all, you're better off with the Amiga... B^)
-
- Have fun, Imagineers....
-
- Mark Hennessy-Barrett
-
- /-------------[The Sol 3 Silly Sod Society : Daft Deluxe]--------------\
- | __ | |
- | (-oo Volume EARTH: is 98% full. | "Honey, I'm..." **BLAMM** |
- | /\_| Please delete anyone you can... | "Dead." |
- | | |
- \--[ph93msh@brunel.ac.uk]---[The Bogster]---[Mark Heinously-Barraged]--/
-
-
- +---> ARCHIVE MESSAGE NUMBER #142 ***************************************:-)
-
- Subject: Re: How can I run Imagine under OS/2??
- Date: Tue, 7 Jun 1994 13:42:19 -0500 (CDT)
- From: Cliff Lee <cel@tenet.edu>
-
- On Mon, 6 Jun 1994, Roy Park wrote:
-
- > Ok, here's a question: Is there ANYWAY that I can run Imagine PC 3.0 under
- > OS/2??
-
- Yes there is a way... Buy Impulse and recompile the source code with a
- DPMI compliant compiler. Just kidding. Due to limitations in the DOS
- compiler they (Impulse) use, Imagine PC is intolerant of just about all
- attempts to run it under a multitasking environment (on the DOS PC's
- anyways...)
-
- Cliff Lee cel@tenet.edu
- "You can always make up a class,
- You can never make up a party!"
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #143 ***************************************:-)
-
- Date: Wed, 8 Jun 1994 10:10:59 +1000
- From: imagine-relay@email.sp.paramax.com
-
- On Mon, 6 Jun 1994, Randy R. Wall wrote:
-
- > > >
- > > I also recall building one in REND24 and copying that representative
- > > frame into a file with 'xxx.000' tacked onto it. Makes it the first and
- > > REND's Lock Pallette function will lock to that one. Nifty!
- > > wes~
- > Ya, I do like this new feature very much, compared to the way we use to
- > have to do it, basically with another program..that was one thing that I
- > always hated having to do, I always needed extra HD space just to convert
- > frames..but not anymore...cool!
- >
- > =RRW=
- >
- >
- >
- >
- Curious to know if you--or any--folks have actually confirmed that this
- fixed pallet tool works any better in 3.0 than it has in earlier
- versions. It hasn't for me.
-
- I, too, was tickled to see that ability to set the pallet to a
- specified one--but it doesn't work. At least not consistently. In a 240
- frame anim I've been working on, I do the frames in Imagine, in ram, have
- rend24 save them out and then load them into DPaint4. (I do this cause
- it renders so much faster to ram than to my hd). I want them in DPaint4
- to make a big animbrush, which I use to stamp pix into the vuport of a
- ship that's bound for earth. (TotallyOddsome.lha, up on Aminet in the
- gfx/anim section).
-
- Things go fine up till about frame 123, then the pallet starts
- swooping all over the place--even though it's still set to one I
- specify--and DPaint4 has to start doing its remap thing. Thank goodness
- DP4 is so forgiving and flexible, cause Imagine still plays hell with
- pallets.
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #144 ***************************************:-)
-
- Date: Wed, 8 Jun 1994 12:45:26 +1000
- From: imagine-relay@email.sp.paramax.com
-
- On Mon, 6 Jun 1994, Thorne Kontos wrote:
-
- > Just an Imagine related thought: Has anyone been able to successfully
- > create a moebius strip? I have attempted this using Intergraph's
-
- There is a tutorial on this subject in the July 1990 issue of Amiga World.
- The title of the article is "Object Lessons" and is based on Silver, but
- works just the same for Imagine.
-
- See ya,
- Roger
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #145 ***************************************:-)
-
- Date: Wed, 8 Jun 1994 13:03:01 +1000
- From: imagine-relay@email.sp.paramax.com
-
- On Tue, 7 Jun 1994, Robert Frederique wrote:
-
- > I'm reading all these messages about "Mobeius Strip" and have no idea
- > what it is. Can someone explain.
- >
- > Thank You.
-
- A Mobius strip is a piece of paper with one side. You take a long piece of
- paper, make it into a loop, but before you tape the two ends together, you
- flip one over. If you could walk on one, you would walk on the whole
- surface area, because it has only one side.
-
- See ya,
- Roger
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #146 ***************************************:-)
-
- Date: Wed, 8 Jun 1994 13:40:55 +1000
- From: imagine-relay@email.sp.paramax.com
-
- Jude Anthony - DMC <janthony@greatwall.cctt.com> writes:
- > > Is the shark in the Sea Quest Credits/Logo a Lightwave object? If it
- > > is I assume it uses bones.
-
- > When I was a NewTek dealer, I received a brochure from them which
- > said that the SeaQuest shark was included as a tutorial on Deformation
- > Maps (kinda like bump maps, but actually deforms the object).
-
- Well here is the scoop. I supplied NewTek with a shark and scene file
- that used displacement mapping to make a whole school of them swim by
- the camera. This was included in the early 3.0 releases sent to dealers
- but not in the final release. There was another shark that was included
- (probably from Amblin) in the later release. Amblin used a chain of bones
- rather than displacement mapping to do their shark. The nicest solution
- uses a combination of both. But I believe I remember hearing John Gross
- (Amblin animator) say that the shark in the seaQuest logo was a real shark
- composited in with the CG logo.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson CONCURRENT COMPUTER %
- % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
- % ' Image ` ...!uunet!masscomp!mark Hardware Architect %
- % Productions (508)392-2480 (603)424-1829 & General Nuisance %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- +---> ARCHIVE MESSAGE NUMBER #147 ***************************************:-)
-
- Date: Wed, 8 Jun 1994 13:47:37 +1000
- From: imagine-relay@email.sp.paramax.com
-
- Hello all,
- I downloaded a rather nice lens-flare archive (AnimFlare.lha) with
- the planet Mars and a starfield included, but they didn't include the 'radial'
- texture. Is this because I own the coverdisk Imagine2.0? If if this is so then
- I think it's a shame I'm missing out on this texture! (Could someone mail me
- a copy please..) Also I was going to buy Imagine3.0 (which was announced when
- the coverdisk was released but turned out to be 2.9 - a bit of a con!) but when
- I saw the price (595 quid) I sighed a bit! Could I (as a humble student) upgrade
-
- for 100 pounds or so?
-
- On a different note, does anyone know where I can find information on GIF, TIFF,
-
- PCX, BMP, etc. file formats, as my good friend needs this and he isn't on
- Internet!!
-
- Thank you very much,
- Martin.
-
-
- +---> ARCHIVE MESSAGE NUMBER #148 ***************************************:-)
-
- Subject: World octovolume
- Date: Tue, 7 Jun 94 14:33:39 CDT
- From: Allen=Richard%sysadmin%eci@larry.ssc.af.mil
-
- I guess I wasn't very clear in my last post, comes from being a programmer
- I guess!! I knew about the autosizing of the world size by putting 0,0,0 in
- the global actor size bar. That didn't solve the problem.
- It sounds like I'm running out of memory, which seems wierd considering I
- have ten freekin megs, but I'll test it by deleting a few of the objects. Is
- there a watchdog type program that will tell me the memory usages of a
- program I'm running in the foreground? Anyway, didn't 2.0 go ahead and
- render a scene even if you ran out of ram, just not rendering random part of
- the scene? Does this mean Impulsed squashed that "feature" or is this
- something that happened in 2.0 as well?
- Also, this problem only occurs in trace mode, scanline renders my scene
- just fine (except for the lights and shadows, of course). Are objects stored
- in memory differently in trace mode?
- Someone suggested scaling the whole scene down, but my objects have parts
- on 'em that give floating point errors if I scale them down much smaller than
- they are now.
- I hope I'm doing something wrong, and someone out there knows how to fix
- it, 'cause I'd hate to have to modify my objects for a larger scale.
-
- FYI, the objects in question are: 3x3 km spacestation, 1km long space
- freighter, several smaller space craft, a planet created with Essence II, and
- a "world sphere" for the stars. I can delete the star sphere, but I still
- get the error about world octovolume too big. Also, none of the objects
- extend beyond the 16000 unit limit.
-
- Hope someone can help :>
-
- Rico - rallen@cdsar.ssc.af.mil
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #149 ***************************************:-)
-
- Subject: Moebius strip - the hard way
- Date: Tue, 7 Jun 94 22:10:28 GMT
- From: Jason Jack <jay@tyrell.demon.co.uk>
-
- Greetings all!
-
- I uploaded mobicogs.lha to Aminet some time ago. It's an animated bunch of
- cogs, twisting, turning, spinning, loads of chrome, and most non rendering
- people go 'wow' (briefly, and sometimes in uppercase).
-
- You could use the same technique to model a pure strip, and use snapshot to
- grab it. Touch it up in the detail editor by merging the end points..
-
- I'll upload the mobicogs project at some point.
-
-
- Now then, anybody fancy doing a Klein (sp?) bottle?
-
-
- Jay
-
- Aminet:gfx/anim/mobicogs.lha - HAM version
- '' '' mobicflc.lha - FLC version (good for PCs)
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #150 ***************************************:-)
-
- Subject: Re: What about ~anim5~ and Imagine?
- Date: Tue, 7 Jun 1994 15:49:33 -0600
- From: beeton@SEDSystems.ca (Gary Beeton, beeton@SEDSystems.ca)
-
- >...
- >Curious to know if you--or any--folks have actually confirmed that this
- >fixed pallet tool works any better in 3.0 than it has in earlier
- >versions. It hasn't for me.
- >
- > I, too, was tickled to see that ability to set the pallet to a
- >specified one--but it doesn't work. At least not consistently. In a 240
- >frame anim I've been working on, I do the frames in Imagine, in ram, have
- >rend24 save them out and then load them into DPaint4. (I do this cause
- >it renders so much faster to ram than to my hd). I want them in DPaint4
- >to make a big animbrush, which I use to stamp pix into the vuport of a
- >ship that's bound for earth. (TotallyOddsome.lha, up on Aminet in the
- >gfx/anim section).
- >
- > Things go fine up till about frame 123, then the pallet starts
- >swooping all over the place--even though it's still set to one I
- >specify--and DPaint4 has to start doing its remap thing. Thank goodness
- >DP4 is so forgiving and flexible, cause Imagine still plays hell with
- >pallets.
-
- If your fixed pallet is optimized for a specific scene (say the blue/greens of
- planet Earth) and then your animation swung around to a radically different
- scene (say the orange/reds of Mars) then this might explain your problem. Just
- a guess.
-
- Gary
-
-
- +---> ARCHIVE MESSAGE NUMBER #151 ***************************************:-)
-
- Subject: mobius strip
- Date: Tue, 7 Jun 94 16:13:15 PDT
- From: "Steve McLaughlin" <stevemcl@VNET.IBM.COM>
-
- Hi, does anybody have VERTEX? I remember Vertex having a rexx script that
- creates a mobius strip.
-
-
- +---> ARCHIVE MESSAGE NUMBER #152 ***************************************:-)
-
- Subject: Re: HOW to print in a Postscript printer a RENDER file ???
- Date: Tue, 07 Jun 94 16:34:00 EST
- From: "Ducharme, Alain: FOB" <Ducharme@fob.istc.ca>
-
- > [...Printing Q&A...]
-
- Ok, yes we now understand that we need professional output to get good
- looking printed results. Now I have some problems which some of you might
- be able to help with:
-
- Recently I was commissioned to produce a 3-D masthead for a magazine after
- having demonstrated some of Imagine's capabilities on screen. I had a final
- product within a week and everyone was quite satisfied with it. The
- problems began when I had to output the damn thing. Ok, is it just where I
- live or are most service bureaus completely ignorant as to what "raster
- graphics" are? The first one I dealt with was Mac only equipped and they
- were insisting that I supply them with a Postscript file. The final image
- having a resolution like 4800x1800, it was not exactly easy to "fit it
- through the door". I asked if they could support any other raster graphics
- format (what's that? they say) like .PCX (What?), JPEG (Huh?) (Like I'm even
- going to mention ILBM) or how about TIFF!?: Oh yeah TIFF... nope we can't
- use that it can only be used for on screen previews. Right. Ok. So I
- generate a POSTSCRIPT file with AdPro. Jeez! it's a 30+ Megabyte file! I
- don't have a Syquest drive, so I need to transfer the whole thing on disk
- with AdPro's Splitz&Joinz and supply them with Splitz&Joinz.HQX for the MAC.
- Of course they don't understand what to do with an .HQX file and bitch
- about me supplying them IBM formatted disks!
-
- I see that I'm rambling on and making a long story long, so I'll speed up
- here. This particular service bureau spent a whole day on trying to convert
- and read my Postscript file and in the end told me it didn't have a
- "preview" and that they could not manipulate it. And they were billing me
- for their time! Arrg! So I went to another bureau which could handle IBM
- compatibles. I first supplied them with a TIFF file. Corel PAIINT! (the
- software they were using) read the file as garbage. I checked the TIFF file
- with another PC software and it was fine. Corel Paint! also read as garbage
- a .PCX file! It seemed very large files are not read properly by Corel
- Paint in those file formats. Finally the .BMP format worked but it was hell
- getting them to use Splitz&Joinz so I finally ZIPped the file (thank God
- ZIP's now available on the Amiga!). Anyhow, they read the file and finally
- output it on film, color separated but then I had to generate a black an
- white "mask" which also needed to be printed on film so that the printing
- bureau could use it to determine what was supposed to be transparent in the
- image (around the letters). I guess that what I would have needed is some
- sort of Alpha channel imbedded with the image which TIFF supports, I think,
- but they wouldn't have been able to read it anyhow. That's the short
- version of the story. Needless to say I didn't make any money on this!
- However, it has been printed finally.
-
- Ok, enough boring you all with my problems. Anybody have some definite
- fullproof tips on how to get professional output from Imagine via service
- bureaus? Hopefully with the above and some helpful tips, other people can
- avoid all of this hassle.
-
- Also: With the dismantling of the Boing archives at wuarchive, does
- anybody know where the IML Landfill is moving?
-
- Maybe an answer to my problems can be found in the IML archives?
-
- Thank you,
- Ducharme.Alain@istc.ca
-
- p.s.: Sorry to everyone for when I wanted to get onto the IML, I finally
- asked everyone on the list how to join. Recommendation: Whenever you quote
- some text or an extract from the IML, please be sure to mention the
- imagine-requests@ address and not the imagine@ address in your quote. The
- IML archives could also make use of this recommendation.
-
-
- +---> ARCHIVE MESSAGE NUMBER #153 ***************************************:-)
-
- Subject: Best Imagine pix?
- Date: Tue, 7 Jun 94 18:00:35 PDT
- From: das@ceti.csustan.edu (David Alan Steiger)
-
- There are many Imagine-rendered pictures on ftp sites these days. Too
- many, unfortunately. I'd like to see some, but I don't have time to
- download them all. I'd like to get an idea of what is considered great in
- the community.
-
- So what are some of the really good ones? Which ones are outstanding
- examples of imagineering?
-
- Thanks,
- Dave
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #154 ***************************************:-)
-
- Subject: Re: PC AutoCAD into Amiga Imagine
- Date: Tue, 7 Jun 1994 18:07:25 -0800 (PDT)
- From: colinayo@hurricane.seas.ucla.edu
-
- > Hi.
- > Basically, I have a friend who is using AutoCAD to design lighting
- > rigs, and he wants to animate them. He doesn't have access to any
- > ray-tracing software.
- > I want to transfer his PC's AutoCAD DXF format files for use in
- > Imagine on my Amiga.
- > What I want to know is: Is there a program that converts DXF ->
- > Imagine Object Files? Since the DXF file seems to contain all the
- > details for the `setting of the scene', would I have to import all the
- > objects in the `scene' separately?
-
-
- I am very interested in knowing how to transfer AutoCAD DXF files to,
- say, Imagine 3D V3.0 PC directly. I have AutoCAD R12 right now.
-
- Also, does anyone use 3D Studio as well? Is there a mailing list for
- 3D Studio or even a newsgroup?
-
- Many thanks.
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #155 ***************************************:-)
-
- Subject: States function, Texture morph
- Date: Wed, 8 Jun 94 01:49:00 UTC
- From: w.graham6@genie.geis.com
-
- You can morph a tacked texture now, by simply using two objects with the
- same Lockstate. Just change the texture parameters in the second object.
- If, in the future, Impulse makes it possible to do so by having the current
- State lock the texture, it will have the advantage of saving disk space by
- needing only one copy of the object.
-
-
- +---> ARCHIVE MESSAGE NUMBER #156 ***************************************:-)
-
- Subject: Bonus feature in bones anim
- Date: Wed, 8 Jun 94 01:46:00 UTC
- From: w.graham6@genie.geis.com
-
- The Tween command in the States menu works pretty well too. It also works
- from any axis downward in the hierarchy. So that in a human object, by
- selecting (in group mode) a shoulder axis, and Tweening to another State,
- only the arm would be tweened.
-
-
- +---> ARCHIVE MESSAGE NUMBER #157 ***************************************:-)
-
- Subject: Printing on POSTSCRIPT printers etc.
- Date: Wed, 8 Jun 1994 13:44:10 +1000 (EST)
- From: Leo Hamulczyk <LEHAM1@vcp.monash.edu.au>
-
- I printed a 1680X1188 24bit colour file on a 400dpi colour bubblejet on an A2
- page (cost me a packet to print as I had to take it to a bureau) and it came
- out really good. There are about 3 pixels per millimetre. Depends on the size,
- a smaller render might look good too. As for a HP laser, the quality will be
- related to the contrast between the colours because it can only print B&W, so
- if your image has high contrast, it should look good.
-
- Leo H
-
-
- +---> ARCHIVE MESSAGE NUMBER #158 ***************************************:-)
-
- Subject: Simulation project.
- Date: Wed, 8 Jun 1994 15:01:22 +1000 (EST)
- From: MiKE <cheng@sun.mech.uq.oz.au>
-
- Hi all,
- I'm relatively new to Imagine (I only just got v3 a week ago, and had v2
- through the AF coverdisk) and wish to do a simulation of my thesis project.
-
- One part which I am having trouble modelling is the shock compaction of a
- powder. I won't go into to detail, but I can tell you what I want it to
- look like.
-
- A three dimensional shape is seen in x-sect from the side. For
- simplicity, say it is a cube and I am therefore looking at a square. A
- planar shock wave then passes through the material compressing it as it goes.
- In ascii:
-
- _________________
-
-
- _________ ______ ______
- | | ____/______\_____ | |
- | | | | | |
- | | | | ____/ _____\____
- | | | | | |
- --------- ---------- ---------
-
- Now, due to my limited knowledge of the tools within Imagine, does anyone
- have a suggestion for the modelling of this event.
-
- Any help is greatly appreciated, as I'd like to have an animation running
- for the University open day in 6 weeks time. Hopefully it will spice up a
- topic that is very uninteresting to present (and also get some exposure
- for the amiga)
-
-
- MiKE
- cheng@sun.mech.uq.oz.au The Uni of Queensland. Brisbane. Australia
- Why isn't 'phonetic' spelled the way it sounds?
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #159 ***************************************:-)
-
- Subject: Re: States function
- Date: Tue, 7 Jun 1994 22:52:47 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > >
- > > > |> Hi Paul. The States function currently doesn't support texture
- > > > |> morphing... Impulse knows about this limitation, and said that they wil
- l
- > > > |> fix it.
- > > >
- > > > This will be fixed in next of the quarterly upgrades? Hmmm?
- > > >
- > > >
- > > > Dale
- > >
- > > does this mean we have to pay our $100.00 for the yearly upgrade program,
- > > just so we can get something that should be in this upgrade.
- > >
- > > =RRW=
- > >
- > >
- > >
- > Is this true? I hope it isn't. I thought that It was a feature of IM3.0.
-
- I don't know if this is true, thats why I asked. Yes I agree it should be
- part of 3.0 and a free fix..not a part of another upgrade, but I hope
- Impulse will treat us right and fix up a patch or something for us all to
- use..As of right now it does not work..
-
- But then this is only my view.
-
- =RRW=
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #160 ***************************************:-)
-
- Subject: Conform to Path
- Date: Wed, 8 Jun 94 03:01:03 EST
- From: mtucibat@cris.com (Mike Tucibat)
-
- I.M.L.
- Hi All!
-
- I've been trying to use the Align to Path and Conform Object to Path
- functions, as described on p. 270. (An example could be a tube object,
- Aligned and Conforming, becomes a snake as it folllows the path. (Look,
- Ma, no bones!) While this works surprisingly well and deforms objects
- quite nicely, I have not been able to use them as described in the sidebar.
-
- The sidebar says that you can move the path and leave the object still,
- and get the deformation. The only way I can get it to work is if I move
- the object along the path, or if I move both object and path.
-
- Lot's could be done with this, if it works. It sounds like boneless,
- stateless deformations in the stage/action editors.
-
- -mikeT
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #161 ***************************************:-)
-
- Subject: Re: What about ~anim5~ and Imagine?
- Date: Tue, 7 Jun 1994 23:15:27 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > Curious to know if you--or any--folks have actually confirmed that this
- > fixed pallet tool works any better in 3.0 than it has in earlier
- > versions. It hasn't for me.
- >
- > I, too, was tickled to see that ability to set the pallet to a
- > specified one--but it doesn't work. At least not consistently. In a 240
- > frame anim I've been working on, I do the frames in Imagine, in ram, have
- > rend24 save them out and then load them into DPaint4. (I do this cause
- > it renders so much faster to ram than to my hd). I want them in DPaint4
- > to make a big animbrush, which I use to stamp pix into the vuport of a
- > ship that's bound for earth. (TotallyOddsome.lha, up on Aminet in the
- > gfx/anim section).
- >
- > Things go fine up till about frame 123, then the pallet starts
- > swooping all over the place--even though it's still set to one I
- > specify--and DPaint4 has to start doing its remap thing. Thank goodness
- > DP4 is so forgiving and flexible, cause Imagine still plays hell with
- > pallets.
- >
- Well, I have done two or three 300 frame anims and it has worked fine for
- me..one thing you must do is render a specific frame that has all the
- objects, colors in it, if you must load them all into the detail editor
- and quickrender them all together, and use this picture as your pallet
- pic. If you don't then when you do render it it will pic whatever color
- in the pallet pic is closest, and this can still make an anim come out
- funny, but the pallet should still stay the same..I didn't think DPaint
- would remap while loading in frames of an anim..it will tell you if the
- frame uses a different pallet, but you must remap them manually..at least
- thats what I always have to do..
-
- I think maybe you are having the problem I mentioned above, but the
- pallet is fixs as it should be. But then you could be right as I have
- only done a few anims with it and they have seemed to work OK for me, but
- not you...?
-
- =RRW=
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #162 ***************************************:-)
-
- Subject: Re: Mobeius strip
- Date: Tue, 7 Jun 1994 21:45:23 -0700 (PDT)
- From: Jeremy White <jwhite@efn.org>
-
- On Tue, 7 Jun 1994, Robert Frederique wrote:
-
- > I'm reading all these messages about "Mobeius Strip" and have no idea
- > what it is. Can someone explain.
- >
- > Thank You.
- >
-
- It is a ribbon with a half twist put into the ends, and then seal them
- together. Has some very interesting properties. Make one out of paper
- and cut down the middle of the ribbon (down the length of it-- you have
- to crease it to get the scissors started.)
-
- - Jeremy White
-
-
- +---> ARCHIVE MESSAGE NUMBER #163 ***************************************:-)
-
- Subject: Re: States function
- Date: Tue, 7 Jun 1994 23:57:17 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > >> |> Hi Paul. The States function currently doesn't support texture
- >
- > >> This will be fixed in next of the quarterly upgrades? Hmmm?
- >
- > >does this mean we have to pay our $100.00 for the yearly upgrade program,
- > >just so we can get something that should be in this upgrade.
- >
- > Who told you it should have been in this upgrade? I can think of lots
- > of changes/additions that I could say 'should have been' but really
- > it is more like 'wish it had been, hope it will be nexxt time'.
-
- The manual told me so...page 137 STATES MENU, reads"An object STATE is a
- configuration of that object in terms of its surface attributes,
- geometry, and the assignments and orientation of its procedural textures
- and image maps". Now this could be taken a few ways but I thought the
- assingments of textures was more than just what the texture is, but also
- what you have set it to...abviously this is not true, but surley you can
- see why one might take it this way..especially when below this they
- mention a fleck pattern which changes color between STATES..I geuss this
- pattern was made from the object faces as this is the only way this could
- work from within one STATE object with two states..It will work with two
- State objects with different settings so I geuss I will learn to live
- with it. But this is a bit misleading...I don't set the rules but I do
- hope I still have a right to speek my opinion, which is basically all I was
- doing, sorry if it affended you? I wasn't tring to start anything.
- >
- > I'm sure that we'll see more than just that one item for the 100$ too.
- > Or you could wait another couple years.
- >
- > Jason K.
- >
- I sure hope so...hey why are you so upset..I would love to get the yearly
- upgrades too,(that is if I can convince my wife that I need it more than
- the baby needs dipers) which I will...and I LOVE Imagine very, very much,
- so don't treat me like Im the enemy...I just feel it should have these
- capabilities now and thought from the manual it did...and was only
- wondering if we will have to pay for it, seems to me it wouldn't have
- been to hard to have made it work in this version, but I geuss instead we
- will all have to wait for the upgrade, and then delete all these extra
- STATE objects from our HD's? FINE if you can live with it till then,
- so can I.
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #164 ***************************************:-)
-
- Subject: Re: HOW to print in a Postscript printer a RENDER file ???
- Date: Tue, 7 Jun 1994 22:21:54 -0700 (PDT)
- From: Mike McCool <mikemcoo@efn.org>
-
- Hey guy,
-
- This is in response to your query about how to get a production
- house to output your amiga graphics to print. I can't tell by your
- string where you live, but is there a Kinko's within driving distance?
-
- The kinko's here in Eugene has a Canon color laser printer hooked
- to a huge Mac by some interface called Fiery. It all runs from
- PhotoShop, one of the few mac programs capable of wowing an amiga
- graphics sig. Photoshop is great, cause it'll accept AmigaIff's in
- 24bit. Only catch is they have to be on msdos formatt'd floppies. No
- biggy, really.
-
- Realizing that the above paragraph hinges on the availablilty of
- a KINKO's, and that if you ain't got one, you're ready to hit the delete
- key, here's another way I've managed to get my stuff printed
- professionally. Go into AdPro and invoke that lovely color separation
- routine. Seems like you have options as to how many colors you want,
- three or four or five, something like that.
-
- This worked fabulously for silkscreening t-shirts. Seems like
- again, it was exported to a mac, which actually created the different
- color modules needed to create the three-four-five different silkscreen
- stencils. And again, I believe photoshop was the tool, in mac.
-
- You see what I'm meandering towards, anyway? You actually have
- three-four-five (whatever it is) separate color files for your single
- graphic, and they can be fed accordingly into most commercial printers.
-
- Hopefully someone who's done this more regularly than I will fill
- in the specifics, as I realize I may be muddying instead of clarifying.
-
-
- +---> ARCHIVE MESSAGE NUMBER #165 ***************************************:-)
-
- Subject: Bones & Textures
- Date: Wed, 8 Jun 1994 03:33:56 -0700 (PDT)
- From: Jeremy White <jwhite@efn.org>
-
- Does anyone know what the unhook function does? I thought that it might
- affect the groups (after selected, the group structure changes -- or does
- it?) After you do a refresh the bone structure is restored. It never
- visually changes..... Any clue what this does?
-
- I am working on my fish using bones still and have come up yet another
- brick wall. The fish is composed as such ----
-
- 1.) Main axis - everything is grouped to this. Especially the
- non-moving (not boned) parts of the fish. (like fins)
- 2.) Body axis - This axis contains the body-mesh of the fish (not
- including head or tail.) This axis has the main axis as a
- parent and bone axes (first one only) as children.
- 3.) Bone axes - This is a chain of axes (5 of them) grouped
- properly for bones. The first axis has the body axis as a parent.
-
- Ok... My problem. When I have the main axis selected and choose update
- bones, ( and have moved the bones axes) nothing happes. (ok, no problem,
- that object has no bones) so I select the body axis only. Ok, it works now.
- (as I had expected.)
-
- So, I bend the fish and create a state (right tail flip.) I check the
- grouping box only (not the shape box, as the instructions suggest to avoid
- adding extra info to the object) I then animate it using bones anim.
- The backbone animates fine, but the body is not updated (it stays unbent.)
-
- Is this because it is a second level group in the object???? Do I have
- to click the shape box?? If I click the shape box will the object morphs
- linearly!!!!! (see below.) DOES THIS MEAN THAT WE ARE LIMITED TO HAVING
- BONE OBJECTS WITH THE BENDABLE FACES ONLY AS THE ROOT OF OUR OBJECT????
-
- :-(
-
- -------------------------------------------------------------------------
- Fix to problem.... Watch for this one....
- -------------------------------------------------------------------------
-
- When you morph from between the DEFAULT state to another state (using
- bones) The object will not behave properly. It might look ok, but it
- will morph linearly ( the points will travel in a straight line rather
- then bending. You should create another state (called normal perhaps?)
- to morph between.
-
- This is because the shape box is checked in the state requestor.(see
- above)
-
- This is documented in the manual, but only briefly in very small print.
-
- -------------------------------------------------------------------------
-
- Thanks to all the people who have helped me in this first bones effort.
- I will donate this object to aminet when done, as it IS a good example of
- bones.
-
- -Jeremy White
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #166 ***************************************:-)
-
- Subject: Particle Help
- Date: Wed, 8 Jun 1994 21:23:23 +0000
- From: David Shaw <dshaw@michael.slip.cc.uq.oz.au>
-
- Hi everyone!, My first message to the list WOW!...
-
- I would first like to apologise for posting my subscribe message in here
- a couple of days ago..Pretty silly mistake there.:)
-
- Anyway,
-
- My problem is not having received 3.0 yet I'm a little stuck
- with particles. I have a 70 frame animation I am trying to do that has
- letters exploding slowly with the particles effect. I have fiddled and
- tweaked and fiddled some more but no matter what I do at the last frame
- there are still particles hanging in the air. I am using Delayed and
- Bounce buttons and have the effect starting at frame 2 going to frame 70.
- and the following parameters..
- Travel Distance 450
- Tri Scaling .0001
- Min # rot 0.2
- Max # rot 0.8
- time to terminal H 25
- Grav constant 1.0
- random # 76576
- Elasticity 50%
- Time to Z10.
- Ground -87.4961
- Speed 0.5
- Min Angle Z 20
- Max angle Z 70.
- Min Angle X -60.
- Max Angle X 60.
-
- with non of the wind setting set at all.
-
- Is there something blatantly obvious that i'm missing out on
- here. During the anim the particles slowly explode out until all the
- letters are particles and they start floating down and bounce but at the
- end there is too many left "hanging".
-
- Hopefully I should see 3.0 this week as Nik (IML archivist)
- posted a message saying that he received it in Aus...let's hope :)
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #167 ***************************************:-)
-
- Subject: re:[....printing Q&A....]
- Date: Wed, 8 Jun 94 02:49:55 PDT
- From: 08-Jun-1994 0446 <leimberger@marbls.enet.dec.com>
-
- > Ok, enough boring you all with my problems. Anybody have some definite
- >fullproof tips on how to get professional output from Imagine via service
- >bureaus? Hopefully with the above and some helpful tips, other people can
- >avoid all of this hassle.
-
- I think I would have used ADPro to process the 24bit file into a 4 color
- seperation and then taken or modemed this to a service bureau to be printed
- on a linotronic. I think the color seps arw postscript. Another route would
- be to output the file from ProPage as a color sep.
- bill
-
-
- +---> ARCHIVE MESSAGE NUMBER #168 ***************************************:-)
-
- Subject: Re: PC AutoCAD into Amiga Imagine
- Date: Wed, 08 Jun 94 08:43:00 EST
- From: "Ducharme, Alain: FOB" <Ducharme@fob.istc.ca>
-
- On Tuesday, June 07, 1994 18:07, colinayo@hurricane.seas.ucla.edu wrote:
- >> Hi.
- >> Basically, I have a friend who is using AutoCAD to design lighting
- >> rigs, and he wants to animate them. He doesn't have access to any
- >> ray-tracing software.
- >> I want to transfer his PC's AutoCAD DXF format files for use in
- >> Imagine on my Amiga.
- >> What I want to know is: Is there a program that converts DXF ->
- >> Imagine Object Files? Since the DXF file seems to contain all the
- >> details for the `setting of the scene', would I have to import all the
- >> objects in the `scene' separately?
- >
- > I am very interested in knowing how to transfer AutoCAD DXF files to,
- >say, Imagine 3D V3.0 PC directly. I have AutoCAD R12 right now.
-
- Am I missing something here? Doesn't Imagine 3.0 directly support .DXF
- files? Otherwise, if you are using 2.0 on the Amiga a good program to
- convert .DXFs is Pixel 3D Professional from Axiom Software. I'm not sure
- how it will handle 'scenes' as compare to objects however?
-
- Alain.
-
-
- +---> ARCHIVE MESSAGE NUMBER #169 ***************************************:-)
-
- Subject: Re: HOW to print in a Postscript printer a RENDER file ???
- Date: Wed, 8 Jun 1994 10:54:11 -0300 (ADT)
- From: the Shockwave Surfer <shockwav@jupiter.sun.csd.unb.ca>
-
- The best way I found to output 3D graphics for print is to use a desktop
- publishing program (ProPage, PageStream) on your Amiga to create the
- postscript file. Then zip it, splitz&join it, whatever to get it onto
- floppy disks for the service bureau. The service bureau then need merely
- copy your PS file to the printer port to print your artwork....something
- not necessarily beyond their small cranial capacity.
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #170 ***************************************:-)
-
- Subject: Re: Mobeius strip
- Date: Wed, 8 Jun 1994 09:33:30 -0400 (EDT)
- From: Mike Bandy <bandy@aplcomm.jhuapl.edu>
-
- On Tue, 7 Jun 1994, Jeremy White wrote:
-
- > On Tue, 7 Jun 1994, Robert Frederique wrote:
- > > I'm reading all these messages about "Mobeius Strip" and have no idea
- > > what it is. Can someone explain.
- >
- > It is a ribbon with a half twist put into the ends, and then seal them
- > together. Has some very interesting properties. Make one out of paper
- > and cut down the middle of the ribbon (down the length of it-- you have
- > to crease it to get the scissors started.)
-
- Repeat: cut the resulting strip down the middle and see what happens!
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #171 ***************************************:-)
-
- Subject: Re: Conform to Path
- Date: Thu, 9 Jun 1994 00:40:19 +1000 (EST)
- From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
-
- On Wed, 8 Jun 1994, Mike Tucibat wrote:
-
- >
- >
- > I.M.L.
- > Hi All!
- >
- > I've been trying to use the Align to Path and Conform Object to Path
- > functions, as described on p. 270. (An example could be a tube object,
- > Aligned and Conforming, becomes a snake as it folllows the path. (Look,
-
- I was wondering, can you tell me if the object has to have its axis
- pointing a certain way before this function works properly ? I can't seem
- to get it to work like I thought that it should...
-
- Nik.
- nvukovlj@extro.ucc.su.oz.au
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #172 ***************************************:-)
-
- Subject: Importing DXFs
- Date: 08 Jun 94 10:45:30 EDT
- From: John Foust - Syndesis Corporation <76004.1763@CompuServe.COM>
-
- To: Imagine
-
- On the Amiga, you can use InterChange Plus to convert between DXF and
- Imagine. It handles many other conversions, too. It performs a much
- better translation than Pixel Pro. Pixel's manual spends two
- sentences explaining its entire DXF translation, while the
- InterChange manual has more than twenty pages describing the many
- ins-and-outs of handling the often peculiar DXF format.
-
- InterChange for Windows will be released in a few weeks, too.
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #173 ***************************************:-)
-
- Subject: Re: Particle Help
- Date: Thu, 9 Jun 1994 00:50:10 +1000 (EST)
- From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
-
- On Wed, 8 Jun 1994, David Shaw wrote:
-
- > Hi everyone!, My first message to the list WOW!...
- >
- > I would first like to apologise for posting my subscribe message in here
- > a couple of days ago..Pretty silly mistake there.:)
- >
- > Anyway,
- >
- > My problem is not having received 3.0 yet I'm a little stuck
- > with particles. I have a 70 frame animation I am trying to do that has
- > letters exploding slowly with the particles effect. I have fiddled and
- > tweaked and fiddled some more but no matter what I do at the last frame
- > there are still particles hanging in the air. I am using Delayed and
-
- Hi Dave, welcome to the IML! :-)
-
- Anyway, I found this problem as well a while back... Haven't had the
- chance to try 3.0 but it is probably the same. What I did was to scale
- the particles down as they moved apart (scaled down to 10% or less of
- original) and then, I just made them dissapear in the last few frames by
- deleting the object from the last few frames. It looks pretty good if you
- do it this way, but it may not be what you need...
-
- Nik.
- nvukovlj@extro.ucc.su.oz.au
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #174 ***************************************:-)
-
- Subject: Imagine 3 object and Texture format docs
- Date: Thu, 9 Jun 1994 01:02:00 +1000 (EST)
- From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
-
- Ok, I've just uploaded the Imagine 3 Object and texture format docs onto
- Aminet.
- They should appear in gfx/3d in a couple of days...
-
- The filename is: im3texdoc.lha.
-
- For those not familiar with Aminet, the common FTP sites are:
-
- wuarchive.wustl.edu
-
- wcarchive.cdrom.com
-
- ftp.luth.se
-
- look into /pub/aminet/gfx/3d
-
- Nik.
- nvukovlj@extro.ucc.su.oz.au
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #175 ***************************************:-)
-
- Subject: Imagine3.0
- Date: Wed, 08 Jun 1994 16:43:30 +0100
- From: mnw3 <mnw3@aber.ac.uk>
-
- Dear Friends & Imagineers,
- I've just ordered Imagine3.0 (wow!) but it will take a
- month (aaggh)! Can anyone tell me more about the animation system i.e Motion
- blurring, inverse kinematics, the different types of forces?
-
- Martin..........
-
-
- +---> ARCHIVE MESSAGE NUMBER #176 ***************************************:-)
-
- Subject: Re: Bones & Textures
- Date: Wed, 8 Jun 94 10:41:43 CDT
- From: oxleyd@logica.co.uk (David Oxley)
-
- >When you morph from between the DEFAULT state to another state (using
- >bones) The object will not behave properly.
-
- As I understand it, you should use the DEFAULT state just to set up the
- object, and then create individual states that you are going to morph
- between. For example, you might set up 'flip right' and 'flip left' states
- based in DEFAULT but bent accordingly, and a middle 'rest' state that looks
- very much like the DEFAULT state. Then, you'd morph between flip left,
- rest, flip right, avoiding using the DEFAULT state.
-
- I mistakenly used the DEFAULT state in a morph and got weird results. When
- I created a new state based on DEFAULT and morphed using that, the morph
- worked as expected. Hope this helps and that I haven't misunderstood :-)
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #177 ***************************************:-)
-
- Subject: Re: HOW to print in a Postscript printer a RENDER file ???
- Date: Wed, 8 Jun 1994 09:38:00 -0700
- From: Tim Salazar <grover@cyber.net>
-
- Mike Cool,
-
- You mentioned using Kinko's and Adobe Photoshop for printing:
-
- Mike, my last experience with Photoshop is that it only reconized BW or
- HAM IFFs, not 24bit IFFs. Has your experience been different? If so what
- was the ver of PhotoShop?
-
- Thanks,
- Tim
-
-
- +---> ARCHIVE MESSAGE NUMBER #178 ***************************************:-)
-
- Subject: Imagine2 and 3 Bug ?????
- Date: Wed, 08 Jun 94 11:49:47
- From: "Richard Willkomm" <richard@hell.hacktic.nl>
-
- Hello Fellow Rayers.
-
- I noticed that the new Imagine 3.0 still has a bug that I've come to
- live with in Imagine 2.0
-
- Whenever I add 2 equal brushmaps to an object I get an file not found
- error when initialising. If I clone and rename the brushmap and change
- the Attributes to the new filename for one of the brushes the error
- disappears.
-
- Does anybody have a sollution for this problem.
-
- Greetings
-
- **********************************************************************
- * | Richard Willkomm ----- The Ray Freak----- *
- * | -- *
- * ######## #### | A500/GVP-HD+/030-33/882-50/9Mb/213MB -- *
- * # # # | Gfx Co-Sysop The Hell BBS The Hague Holland *
- * # ## ### | +31-70-3468783 -- *
- * # # # | e-mail : richard@hell.hacktic.nl -- -- *
- * # # # | NLA_net: 14:101/103.2 -- -- *
- * | AMY_net: 39:153/108.2 --- *
- * | *
- * | The Amiga isn't dead yet....Stay tuned..... *
- **********************************************************************
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #179 ***************************************:-)
-
- Subject: Re: Particle Help
- Date: Wed, 8 Jun 1994 11:13:18 -0700 (PDT)
- From: Mike McCool <mikemcoo@efn.org>
-
- Hopefully, you'll get oodles of responses to your query more helpful than
- mine--but what I've always done to eliminate all particles from the
- frame is increase the travel distance to a place beyond the focal range
- of the camera.
-
-
- +---> ARCHIVE MESSAGE NUMBER #180 ***************************************:-)
-
- Subject: Re: PC AutoCAD into Amiga Imagine
- Date: Wed, 08 Jun 94 10:17:00 PDT
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- JFYI, the .DXF importer in Imagine V3.0 Detail Editor is a lot like the
- PostScript font importer in the Spline Editor; it only recognizes one type
- of .DXF. .DXF is a lot like PostScript in that it is an UN-standardized
- "standard". The 2D .DXF standard is a standard but 3D .DXF came later and
- there are several reasons why it is not a standard. If you want to find out
- more about it, Syndesis (InterchangePlus) will sell you a very detailed
- brochure for $10US (last time I checked) explaining what you will be dealing
- with when you try to use .DXF. To make a long story short, the Imagine V3.0
- (as well as the Pixel3DPro, InterChangePlus and Caligari) .DXF importers
- will ONLY import Release 9 entity objects (maybe Release 12 entities are OK
- also, can't check since I don't have AutoCAD) and they won't
- recognize/handle layers, polyline, color objects/scenes. Believe me, I have
- messed with this for over a year and a half, and I could fill several pages
- about all the things I have tried but I am bored with the whole thing and I
- have found a route (not a method or single program but a route) to convert
- .DXF to Imagine.
- BTW, both InterChangePlus and Pixel3DPro have some problems with their
- Imagine Savers that will result in bad edges and missing faces. Vertex 2.0
- has the best Imagine saver, often saving object attributes (but that is a
- whole 'nother story).
- Just so this post is not entirely worthless, the best method I have found
- is import the .DXF into 3DStudio, save out as a 3DStudio scene or object,
- import into Lightwave as 3DStudio, save out as Lightwave, import into Vertex
- 2.0, save out as Imagine. There, easy!
- ----------
- From: imagine-relay
- To: 'IML'
- Subject: Re: PC AutoCAD into Amiga Imagine
- Date: Wednesday, June 08, 1994 8:43AM
-
-
- On Tuesday, June 07, 1994 18:07, colinayo@hurricane.seas.ucla.edu wrote:
- >> Hi.
- >> Basically, I have a friend who is using AutoCAD to design lighting
- >> rigs, and he wants to animate them. He doesn't have access to any
- >> ray-tracing software.
- >> I want to transfer his PC's AutoCAD DXF format files for use in
- >> Imagine on my Amiga.
- >> What I want to know is: Is there a program that converts DXF ->
- >> Imagine Object Files? Since the DXF file seems to contain all the
- >> details for the `setting of the scene', would I have to import all the
- >> objects in the `scene' separately?
- >
- > I am very interested in knowing how to transfer AutoCAD DXF files to,
- >say, Imagine 3D V3.0 PC directly. I have AutoCAD R12 right now.
-
- Am I missing something here? Doesn't Imagine 3.0 directly support .DXF
- files? Otherwise, if you are using 2.0 on the Amiga a good program to
- convert .DXFs is Pixel 3D Professional from Axiom Software. I'm not sure
- how it will handle 'scenes' as compare to objects however?
-
- Alain.
-
-
- +---> ARCHIVE MESSAGE NUMBER #181 ***************************************:-)
-
- Subject: Re: What about ~anim5~ and Imagine?
- Date: Thu, 9 Jun 1994 04:26:42 +1000 (EST)
- From: "" <williamp@triode.apana.org.au>
-
- > > specify--and DPaint4 has to start doing its remap thing. Thank goodness
- > > DP4 is so forgiving and flexible, cause Imagine still plays hell with
- > > pallets.
- > >
- > funny, but the pallet should still stay the same..I didn't think DPaint
- > would remap while loading in frames of an anim..it will tell you if the
- > frame uses a different pallet, but you must remap them manually..at least
- > thats what I always have to do..
-
- No,I've had the same problems with 2.9 at least not locking the pallette
- throughout an animation,even when requested to,and DPaint having to remap
- the frames.I'd hoped this had been fixed in 3.0...BTW later versions of
- DPaint will auotmatically remap frames.From v4.1 onwards I think.
-
-
- William John Porter
-
- williamp@triode.apana.org.au
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #182 ***************************************:-)
-
- Subject: Re: HOW to print in a Postscript printer a RENDER file ???
- Date: Wed, 8 Jun 1994 11:24:08 -0700 (PDT)
- From: Mike McCool <mikemcoo@efn.org>
-
- Hey Tim,
-
- I must admit, I was a little surprised myself, to see 'Amiga
- IFF's' as one of the load options in PhotoShop. I'm not used to having
- other platforms be anything but hostile towards the Amiga.
-
- And I actually did all the loading and testing on a friend's Mac,
- at home, before we took it up to KINKO's, where his wife is queen of
- DTP. Lemme check with him, OK, and see what his version number is . . .
-
-
- +---> ARCHIVE MESSAGE NUMBER #183 ***************************************:-)
-
- Subject: RE: Imagine3.0
- Date: Wed, 08 Jun 94 15:42:00 EST
- From: "Ducharme, Alain: FOB" <Ducharme@fob.istc.ca>
-
- On Wednesday, June 08, 1994 16:43, mnw3 wrote:
- > I've just ordered Imagine3.0 (wow!) but it will
- take a
- >month (aaggh)! Can anyone tell me more about the animation system i.e
- Motion
- >blurring, inverse kinematics, the different types of forces?
-
- Motion blurring? I haven't found it, it's more like image blurring, it
- gives a hazy look to anything sporting a specific color. It's a
- post-processing effect which is applied AFTER the image is rendered, and
- therefore has nothing to do with motion. Different types of forces? Hey,
- this isn't Real 3D 2! Even Imagine's particles don't obey the laws of
- physics. They just follow some general guidelines on speed and bounciness,
- sort of a sophisticated explode effect. Don't expect them to spin based on
- the friction caused by the floor they are hitting. Inverse kinematics?
- Yes, that's there. It's part of the cool new "States" animation system
- whereby objects can behave like skin (the actual polygons) over bones (the
- axis'). the inverse kinematics will let you move "child" bones while being
- constrained (?) by it's "parent" bones. Useful when you get the hang of it.
- Actually although I'm winning about the first two I must admit that this
- "States" system is quite nice and one of the most important new feature of
- Im3.0 (along with the new textures and spline editor). You could have hours
- of fun with it!
-
- Hope this answers your question?
-
-
- +---> ARCHIVE MESSAGE NUMBER #184 ***************************************:-)
-
- Subject: Re: World octovolume
- Date: Wed, 8 Jun 94 21:30:22 GMT
- From: Andrew Nunn <apn@moby.demon.co.uk>
-
- > I hope I'm doing something wrong, and someone out there knows how to fix
- > it, 'cause I'd hate to have to modify my objects for a larger scale.
- >
- > FYI, the objects in question are: 3x3 km spacestation, 1km long space
- > freighter, several smaller space craft, a planet created with Essence II, and
-
- > a "world sphere" for the stars. I can delete the star sphere, but I still
- > get the error about world octovolume too big. Also, none of the objects
- > extend beyond the 16000 unit limit.
-
- I just did a set of test with a scene comprising a 'world sphere',camera
- and a light. The largest sphere Size that works appears to be 8190, so
- you might try picking all the objects in the stage and scaling to fit that
- dimension.
-
- Hope this helps
-
- Andrew
-
-
- +---> ARCHIVE MESSAGE NUMBER #185 ***************************************:-)
-
- Subject: Re: HOW to print in a Postscript printer a RENDER
- Date: Wed, 8 Jun 1994 13:54:44 -0700
- From: peterj@netcom.com (Peter Jennings)
-
- >
- > Ok, enough boring you all with my problems. Anybody have some definite
- > fullproof tips on how to get professional output from Imagine via service
- > bureaus? Hopefully with the above and some helpful tips, other people can
-
- > avoid all of this hassle.
- >
- Around here, the service bureaus are also Mac based. They can take
- postscript (huge), or PageMaker files (merely large).
-
- PageMaker can import graphics in TIFF format and even do some manipulation
- before printing the postscript output film. If the bureau has time, they
- might let you import your TIFF into a new PM file on their machine. More
- likely, you will have to find a friend with a Mac, or go to Kinko's or some
- such place that rents Macs with PageMaker by the hour to do the conversion
- yourself. The advantage of PageMaker is that you will get crop marks and
- color separations, etc automatically. If you can get your hands on Photo
- Shop, it can do all sorts of conversions and image manipulation, too.
-
- Now a final caveat, I am new to Imagine, so I have never tried this with
- Imagine files from Amiga or PC, but I have done this with TIFF scans
- generated on a PC and placed in ad copy created on PM.
-
- Peter
-
- -- finger whitehouse.gov and make a secret
- _\\|//_ service agent come
- o o
- -----uuu--U--uuu------------------- peterj@netcom.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #186 ***************************************:-)
-
- Subject: Re: PC AutoCAD into Amiga Imagine
- Date: 08 Jun 94 18:40:09 EDT
- From: John Foust - Syndesis Corporation <76004.1763@CompuServe.COM>
-
- To: Imagine
-
- Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil> writes:
- > of .DXF. .DXF is a lot like PostScript in that it is an UN-standardized
- > "standard". The 2D .DXF standard is a standard but 3D .DXF came later and
- > there are several reasons why it is not a standard. If you want to find out
-
- DXF is documented. It is a standard. Every time they release a new
- AutoCAD, they enhance DXF, and there is a new standard. Just like
- TIFF. Autodesk does this about every two years, since the early 80s.
- It wasn't until the late 80s that they had a clear method of
- representing something that acted like a polygon. They are still
- limited to 3- and 4-sided polys, though; and there are un-standard
- ways that attempt to represent multi-sided polygons.
-
- Why so many problems with DXF? Any given 3D program usually only
- handles a subset of DXF. Properly handling DXF takes years of
- coding. I know several CAD companies who have people working
- full-time on it. Even Autodesk puts several people on the task. Any
- given 3D program that exports DXF will also choose a certain subset
- to represent their 3D data. There are many ways to do this.
- Unfortunately, many of these methods are incompatible with the
- subsets that many programs choose to implement on the import side.
- There are so many programs that either import or export DXF, and
- there's no way to meet all of them.
-
- For InterChange, we carefully document what we handle, exactly, in
- terminology that any AutoCAD-head or any 3D-head would understand.
-
- > more about it, Syndesis (InterchangePlus) will sell you a very detailed
- > brochure for $10US (last time I checked) explaining what you will be dealing
- > with when you try to use .DXF. To make a long story short, the Imagine V3.0
-
- We don't have that offer any longer, the DXF Primer has been folded
- into the InterChange manual. However, I may have posted the Primer
- to the net once upon a time, you might want to check the Imagine and
- LightWave archives.
-
- > (as well as the Pixel3DPro, InterChangePlus and Caligari) .DXF importers
- > will ONLY import Release 9 entity objects (maybe Release 12 entities are OK
- > also, can't check since I don't have AutoCAD) and they won't
- > recognize/handle layers, polyline, color objects/scenes. Believe me, I have
- > messed with this for over a year and a half, and I could fill several pages
- > about all the things I have tried but I am bored with the whole thing and I
-
- You're wrong. InterChange does recognize and handle layers,
- polylines, and pen numbers. DXF files have no color info, no
- hierarchy, and lame object names. Axiom may be out of business by
- now, I have no idea, but their DXF support is much poorer than
- InterChange's. They only handled "entities only 3DFACE" DXFs.
- InterChange handles much more than that.
-
- > BTW, both InterChangePlus and Pixel3DPro have some problems with their
- > Imagine Savers that will result in bad edges and missing faces. Vertex 2.0
- > has the best Imagine saver, often saving object attributes (but that is a
- > whole 'nother story).
-
- Have you reported this as a bug to Syndesis? Can you send an example
- of a model that results in these bad and missing edges? This may be
- a case of garbage in, garbage out - where did this data come from?
-
- > Just so this post is not entirely worthless, the best method I have found
- > is import the .DXF into 3DStudio, save out as a 3DStudio scene or object,
- > import into Lightwave as 3DStudio, save out as Lightwave, import into Vertex
- > 2.0, save out as Imagine. There, easy!
-
- I would suggest using InterChange to go straight from 3DS to Imagine.
- This would preserve any sub-objects that 3DS made. There's no reason
- to go through LightWave, the converter that we wrote for NewTek is
- several years old compared to the more feature-laden converter in
- InterChange.
-
- Yes, Autodesk can write a very good DXF converter. They wrote the
- standard. If you have a PC, they have a freely distributable DXF to
- 3DS converter that does not require the $3,000 3D Studio. We also
- include a copy of that on the disks with InterChange when you buy it.
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #187 ***************************************:-)
-
- Subject: beveling
- Date: Wed, 8 Jun 1994 16:27:05 -0700 (PDT)
- From: Mischa David Goldberg-Lockton <mischa@cats.ucsc.edu>
-
- Yo, IML, I don't post often, but I just thought of a feature I would love
- to see in future versions of Imagine, and would like the best techniques
- to do it in 3.0.
-
- The idea is fairly basic and simple: beveled extrusion. Say for a font
- to have a curved or striaght indented area to make it look *sweet*.
-
- I have tried this in Pixel Pro 3D but we all know the saving problems.
- Also, this seemed to create an insane number of triangles.
-
- So, will someone send this to the Imagine 4 Everybody! or whatever? It would
- be an AWESOME feature.
-
- Note: I know that I could create multiple sections in the extrude
- and perhaps scale x and z down, but this is not exactly what I am looking
- for. I want curved and highly adjustable beveling featurews!!!
-
- So, does anyone have a cool tip for me as I long to make wicked letters
- and such????? Help!
-
- -------------------------------------------------------------------
- Mischa Goldberg-Lockton
-
- mischa@cats.ucsc.edu 1-800-208-6344
- -------------------------------------------------------------------
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #188 ***************************************:-)
-
- Subject: Re: Mobeius strip
- Date: Wed, 8 Jun 94 21:54:49 GMT
- From: Andrew Nunn <apn@moby.demon.co.uk>
-
- I've mislaid the original post but Amiga World collectors can find an
- article written by Brad W. Schenck on how to create a Mobeius Strip
- using Turbo Silver in the July 1990 edition.
-
- Andrew
-
-
- +---> ARCHIVE MESSAGE NUMBER #189 ***************************************:-)
-
- Subject: Re: Conform to Path
- Date: Wed, 8 Jun 1994 19:35:09 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > I was wondering, can you tell me if the object has to have its axis
- > pointing a certain way before this function works properly ? I can't seem
- > to get it to work like I thought that it should...
-
- yes you do...line the axis so that the Y axis points in the direction you
- want it to extrude along the path, and remember to select "align Y to
- path" and set "sections" to a desent amount if its going to follow a curved
- path. if it looks to jaggy then hit RghtAmiga-U and try a higher number,
- there are tricks to making thes ojects take less memory but basically it
- involve some manual editing. Hope this helps.
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #190 ***************************************:-)
-
- Subject: Re: Particle Help
- Date: Thu, 9 Jun 1994 09:42:55 +0000
- From: David Shaw <dshaw@michael.slip.cc.uq.oz.au>
-
- > ........ What I did was to scale the particles down as they moved apart
- (scaled down to 10% or less of original) and then, I just made them dissapear
- in the last few frames by deleting the object from the last few frames. It
- looks pretty good if you do it this way, but it may not be what you need...
-
- hi everyone who replied...
-
- What I ended up doing was pretty much as what Nik described
- above, except I changed the particle scaline so that it was scaling to
- nothing. I have since remember that you will still see the damn
- particles in the stage editor when they are supposed to be .0001. Do a
- render and what do you know, they're not there. I must have spent about
- 2 hours playing with settings in the fx and then tried a render. talk
- about red in the face...
-
- Does the 3.0 manual describe the particles fx better than the 2.9
- documentation(;).
-
- see ya
- David Shaw
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #191 ***************************************:-)
-
- Subject: Imagine Coded textures format.
- Date: Wed, 8 Jun 94 17:48:50 GMT
- From: David Southwell <David@flevel.demon.co.uk>
-
- *********************************************************************
- * IMAGINE TEXTURE FORMAT *
- *********************************************************************
- ; This is an example piece of code for coded textures on imagine2
- ; on the Amiga.
- ;
- ; It might work on imagine3, if anyone can test it then please let
- ; me know.
- ;
- ; I have done this texture in 68000 because the interfacing would
- ; be a little tricky in C. Imagine starts up the texture as an
- ; executable (LoadSegment) and then passes some initialisation
- ; stuff on the stack - the texture must respond with the correct
- ; data block returned in d0 or zero for fail. You need to set up
- ; either the FP code or the integer code depending on the version
- ; of imagine running: Please code BOTH versions if you release any
- ; textures otherwise you will find them crashing on other machines!
- ;
- ; Imagine passes the x,y and z coord relative to the objects axis
- ; to the texture for each intersection point, we then can alter the
- ; objects colour,reflect and filter or leave them as the users base
- ; settings.
- ;
- ; You can alter which parameters are requested in the texture setup
- ; by altering the text below and then setting the colselect data
- ; to tell imagine which numbers are to be displayed as red,green and
- ; blue colours in the sample box.
- ;
- ; axispar sets the default axis for the texture mapping, I have set
- ; them to be aligned with the worlds axis, if you change these then
- ; make sure that the axis size is nearly 1 (root(x^2+y^2+z^2)=1).
- ;
- ; Setting the objpar will alter the default numbers for the objects
- ; parameters on the setup screen, set these to appropriate values
- ; for your texture.
- ;
- ; The integer math format is number/65536 eg 1.0=65536 etc.
- ; When reading the colour information from the texture parameters
- ; always divide them by 256 because imagine uses colours in the range
- ; of 0-1 red, 0-1 green and 0-1 blue.
- ;
- ;
- ; For more information or comments contact me:
- ;
- ; trefor@flevel.demon.co.uk
- ;
- ;
- ; N.B. Ive been a bit lazy - the integer version of this texture uses
- ; 68020 and above code! If you want me to change this then mail me.
- ;
- ; The examples in this code are mixed! The FP code example produces a
- ; mandelbrot set rendered against the final orbital position of points
- ; not inside the set. I am using a log pallette and the red green and
- ; blue scale control the amount of pallette tinge.
- ; The integer example is a bog standard chequer board.
- ;
- ; To use this file assemble it on Devpac or any other 68000 series
- ; assembler (You may need to make changes for some assemblers). Don't
- ; forget to select FPU and 68020 or above. Assemble the file to disk
- ; and load it into Imagine as a texture. Following this text is the
- ; executable version which has been uuencoded.
- ;
- ; I am also currently working on an Imagine coded object generator
- ; for doing all those nice objects you just couldn't do by hand. If
- ; you have any suggestions or want an algorythm including then mail
- ; it to me.
- *********************************************************************
- rsreset
- par_scale: rs.l 1 ;The data structure for
- par_red: rs.l 1 ;the custom texture.
- par_grn: rs.l 1 ;Ive have used rs.b's so it can
- par_blu: rs.l 1 ;be easily accessed without messy
- par_refred: rs.l 1 ;offset numbers.
- par_refgrn: rs.l 1
- par_refblu: rs.l 1
- par_filred: rs.l 1
- par_filgrn: rs.l 1
- par_filblu: rs.l 1
- par_iters: rs.l 1
- par_break: rs.l 1
- par_spare3: rs.l 1
- par_spare4: rs.l 1
- par_spare5: rs.l 1
- par_spare6: rs.l 1
-
- rsreset ;this data comes from Imagine
- cord_x: rs.l 1 ;it is relative to the wrap axis.
- cord_y: rs.l 1
- cord_z: rs.l 1
-
- rsreset
- obj_unknown: rs.l 6 ;the texture can write back to these
- obj_colour_red: rs.l 1 ;parameters or leave them to pass
- obj_colour_grn: rs.l 1 ;the base settings through.
- obj_colour_blu: rs.l 1
- obj_reflect_red: rs.l 1
- obj_reflect_grn: rs.l 1
- obj_reflect_blu: rs.l 1
- obj_trans_red: rs.l 1
- obj_trans_grn: rs.l 1
- obj_trans_blu: rs.l 1
- *****************************************************************
- init:
- cmp.w #$50,4(sp)
- beq Start
- clr.l d0
- rts
- *****************************************************************
- Start: tst.w 6(sp) ;check for integer/fp version
- bne startup_fpCode
- bra startup_intcode
- *****************************************************************
- startup_intcode:
- move.l #intcode,codeaddr
- move.l #intobjpar,objparaddr
- move.l #intaxispar,axisparaddr
- move.l #pointers,d0
- rts
- *****************************************************************
- startup_fpcode:
- move.l #fpcode,codeaddr
- move.l #fpobjpar,objparaddr
- move.l #fpaxispar,axisparaddr
- move.l #pointers,d0
- rts
- *****************************************************************
- intcode:
- move.l 4(a7),a0 ;texture parameters
- move.l 8(a7),a1 ;object parameters
- move.l 12(a7),a2 ;coord structure
-
- move.l cord_x(a2),d0
- move.l cord_y(a2),d1
- move.l cord_z(a2),d2
-
- move.l par_scale(a0),d3
- beq skip
-
- divs.l d3,d0 ;<<<020+
- divs.l d3,d2 ;<<<020+
- divs.l d3,d3 ;<<<020+
-
- add.l d2,d0
- add.l d3,d0
- btst #0,d0
- beq skip ;pass through base settings
-
- move.l par_red(a0),d0
- move.l par_grn(a0),d1
- move.l par_blu(a0),d2
- lsr.l #8,d0
- lsr.l #8,d1
- lsr.l #8,d2
- move.l d0,obj_colour_red(a1)
- move.l d1,obj_colour_grn(a1)
- move.l d2,obj_colour_blu(a1)
- intload_rest:
- lea obj_reflect_red(a1),a1
- lea par_refred(a0),a0
-
- move.w #6-1,d0
- intcopymats:
- move.l (a0)+,d0
- lsr.l #8,d0
- move.l d0,(a1)+
- dbf d0,intcopymats
- rts
- *****************************************************************
- fpcode:
- move.l 4(a7),a0 ;texture parameters
- move.l 8(a7),a1 ;object parameters
- move.l 12(a7),a2 ;coord structure
-
- fmove.s cord_x(a2),fp0 ;x
- fmove.s cord_y(a2),fp1 ;y
- fmove.s cord_z(a2),fp2 ;z
-
- fmove.s par_scale(a0),fp3
- fmove.s par_iters(a0),fp4
- fmove.l fp4,d0 ;iters
- tst.l d0
- beq skip
- fmove.s par_break(a0),fp5
-
- fmove fp2,fp1
-
- fdiv fp3,fp0 ;/scale
- fdiv fp3,fp1 ;/scale
-
- fmove fp0,fp4 ;lx
- fmove fp1,fp7 ;ly
-
- fp_loop:
- fmove fp0,fp2
- fmove fp1,fp3
- fmul fp2,fp2 ;x*x
- fmul fp3,fp3 ;y*y
- fmove fp2,fp6 ;x*x+y*y
- fadd fp3,fp6 ;>break?
-
- fcmp fp5,fp6
- fbgt fp_break
-
- fmul fp0,fp1 ;xy
- fmul.s #2,fp1 ;2xy
- fmove fp2,fp0 ;x*x
- fsub fp3,fp0 ;x*x-y*y
-
- fsub fp4,fp0 ;-lx
- fsub fp7,fp1 ;-ly
-
- subq.l #1,d0
- bne fp_loop
- bra skip
- fp_break:
- fmove.s #16777215,fp0
- fdiv fp5,fp0
- fdiv fp5,fp0
- flogn fp6
- fdiv fp6,fp0
- fmove.l fp0,d0
-
- clr.l d1
- move.b d0,d1
- fmove.l d1,fp0
- fdiv.s #256,fp0
-
- fmove.s par_red(a0),fp1
- fmul fp1,fp0
- fmove.s fp0,obj_colour_red(a1)
- lsr.l #8,d0
-
- clr.l d1
- move.b d0,d1
- fmove.l d1,fp0
- fdiv.s #256,fp0
- fmove.s par_grn(a0),fp1
- fmul fp1,fp0
- fmove.s fp0,obj_colour_grn(a1)
- lsr.l #8,d0
-
- clr.l d1
- move.b d0,d1
- fmove.l d1,fp0
- fdiv.s #256,fp0
- fmove.s par_blu(a0),fp1
- fmul fp1,fp0
- fmove.s fp0,obj_colour_blu(a1)
-
- lea obj_reflect_red(a1),a1
- lea par_refred(a0),a0
-
- move.w #6-1,d0
- fpCopyMats:
- fmove.s (a0)+,fp0 ;divide down the settings from a scale
- fdiv.s #256,fp0 ;of 0-256 to a scale of 0-1
- fmove.s fp0,(a1)+
-
- dbf d0,fpCopyMats
- SKIP: rts
- *****************************************************************
- Pointers dc.l 'ITXT',0
- dc.l 0
- CodeAddr dc.l 0
- dc.l textblock,ColSelect
- objparAddr dc.l 0
- axisparAddr dc.l 0
- *****************************************************************
- textblock:
- dc.l TITLETXT,Text1
- dc.l Text2,Text3
- dc.l Text4,Text5
- dc.l Text6,Text7
- dc.l Text8,Text9
- dc.l Text10,Text11
- dc.l Text12,Text13
- dc.l Text14,Text15
- dc.l Text16,blank
- *****************************************************************
- ColSelect:
- dc.l $08010204 ;4 bits per parameter
- dc.l $01020401 ;$0=don't color,$1=red,$2=green
- dc.l $02040000 ;$4=blue,$8=scale
- dc.l $00000000
- ;
- ; Above colselect says: scale,r,g,b,r,g,b,r,g,b
- ; n,n,n,n,n,n
- ;
- ;r=red/g=green/b=blue/n=none
- *****************************************************************
- fpobjpar:
- dc.s 32,1 ;inital values
- dc.s 1,1 ;these corispond to the default
- dc.s 0,0 ;settings for the textures
- dc.s 0,0 ;parameters.
- dc.s 0,0
- dc.s 128,4
- dc.s 0,0
- dc.s 0,0
- *****************************************************************
- Intobjpar:
- dc.l 32<<16,1<<16 ;and integer inital values
- dc.l 1<<16,1<<16 ;number<<16
- dc.l 0,0
- dc.l 0,0
- dc.l 0,0
- dc.l 128<<16,4<<16
- dc.l 0,0
- dc.l 0,0
- *****************************************************************
- fpaxispar:
- dc.s 0,0,0 ;default offset of axis
-
- dc.s 1,0,0 ;x axis
- dc.s 0,1,0 ;y axis
- dc.s 0,0,1 ;z axis
-
- dc.s 32,32,32 ;default axis size
- *****************************************************************
- intaxispar:
- dc.l 0,0,0 ;int default axis offset
-
- dc.l 1<<16,0,0 ;int x axis
- dc.l 0,1<<16,0 ;int y axis
- dc.l 0,0,1<<16 ;int z axis
-
- dc.l 32<<16,32<<16,32<<16 ;int default axis size
- *****************************************************************
- TITLETXT: dc.b "MandleBrot",0
- Text1: dc.b "Scale",0
- Text2: dc.b "Red Scale",0
- Text3: dc.b "Green Scale",0
- Text4: dc.b "Blue Scale",0
- Text5: dc.b "Reflect Red",0
- Text6: dc.b "Reflect Green",0
- text7: dc.b "Reflect Blue",0
- text8: dc.b "Filter Red",0
- text9: dc.b "Filter Green",0
- Text10: dc.b "Filter Blue",0
- Text11: dc.b "Iterations",0
- Text12: dc.b "Breakpoint",0
- Text13: dc.b 0
- Text14: dc.b 0
- Text15: dc.b 0
- Text16: dc.b 0
- blank: dc.b 0
- even
- *******************************************************************
- ;
- ; This is the exectutable!
- ;
-
- begin 777 ImagineTexture
- M #\P ! $" #Z0 0(,;P!0 1G &0H!.X
- M=4IO 9F L8 B/\ 9@ @PC_ K@ (8(_P ,T "'" \X
- M " $YU(_P #0 "#"/\ "> A@C_ O@ (<(#P ( 3G4@X
- M;P $(F\ ""1O P@$B(J 0D*@ ()A!G %^3$,( $Q#* ),0S@#T(+0@P@ X
- M !G %F("@ !"(H @D* ,X(C@B>"*(T &"-! !PC0@ @0^D )$'H ! PX
- M/ %(!C@B"+ 4<C_^$YU(&\ !")O @D;P ,\A)$ /(J1( !/(J10 "/(0X
- M18#R*$8 "CR &( 2H!G $ \BA&@ L\@ (@/( #"#R R@\@ " /( !X#RX
- M $ \@ %@/( "2/R VC\@ + /( #R+R !<X\I( )O( */R/$2C0 /( X
- M" #R PH\@ 0*/( '*A3@&; 8 HO(\1 !+?___\@ 4(/( %"#R !L4\@ 8X
- M(/( 8 !"@1( \@% /(\1"!#@ \BA$@ $\@ $(_(I9 &."(0H$2 /(!X
- M0 #R/$0@0X /(H1( "/( !"/R*60 !S@B$*!$@#R 4 \CQ$($. #RX
- M*$2 SR 0C\BED @0^D )$'H ! P/ %\AA$ /(\1"!#@ \AED %'(X
- M_^Y.=4E46%0 (@ ": #< WL X
- M .! #BP Y< .B #K@ [P /) #U ^$ /M #^ X
- M! , 0$ $!0 ! 8 0'" $"! $"! $"! $( _@ /X X
- M #^ !# 0( X
- M ( $ ! 0 X
- M ( $ /X X
- M #^ _@ 0@ $( !" X
- M $ ! 0 X
- M " @ ( 36%N9&QE0G)O= !38V%L90!2960@4V-A;&4 1W)E96X@X
- M4V-A;&4 0FQU92!38V%L90!2969L96-T(%)E9 !2969L96-T($=R965N %)EX
- M9FQE8W0@0FQU90!&:6QT97(@4F5D $9I;'1E<B!'<F5E;@!&:6QT97(@0FQUX
- M90!)=&5R871I;VYS $)R96%K<&]I;G0 /L (@ <X
- M ( "8 J , #0 Z 0@ $8 !, 4 %8 X
- M !: 8 A (4 "( B0 (H "+ C (T ". X
- M CP ) "1 D@ ), "4 E0 )8 "7 F )D X
- % _) X
- X
- end
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #192 ***************************************:-)
-
- Subject: service bureaus
- Date: Wed, 8 Jun 1994 16:41:28 -0700 (PDT)
- From: Mischa David Goldberg-Lockton <mischa@cats.ucsc.edu>
-
- I went through hell last summer trying to get files from amiga to a
- service bureau.
-
- The best solution for reasonably low res at that time was to use
- the TIFF saver in adpro and just modem the file in with ZMODEM or something.
- Other bureaus seems to all recognize JPG which really should be for video.
-
- Other dudes that had worked on it before said a 44mb mac formatted
- syquest was the way to go; but I dont have AMAx and consider this to be
- too far to go.
-
- Another option which I havent fully explored is sending your work to an
- amiga freindly slide printing service, to make a hires slide for pretty
- cheap which should be able to be printed by a photographic press.
- (which will be expensive)
-
- As other people said, spltz and jnz is probably a good solution..
- ASDG has some of the bombest cross platform tools.
-
- Remember, if you cant convert it directly, convert it more than once...
- just like 3d objects.
-
- -------------------------------------------------------------------
- Mischa Goldberg-Lockton
-
- mischa@cats.ucsc.edu 1-800-208-6344
- -------------------------------------------------------------------
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #193 ***************************************:-)
-
- Subject: Re: beveling
- Date: Wed, 8 Jun 1994 21:09:26 -0500 (CDT)
- From: Michael Halleen <halleen@MCS.NET>
-
- On Wed, 8 Jun 1994, Mischa David Goldberg-Lockton wrote:
-
- > Yo, IML, I don't post often, but I just thought of a feature I would love
- > to see in future versions of Imagine, and would like the best techniques
- > to do it in 3.0.
- >
- > The idea is fairly basic and simple: beveled extrusion. Say for a font
- > to have a curved or striaght indented area to make it look *sweet*.
-
-
- > So, does anyone have a cool tip for me as I long to make wicked letters
- > and such????? Help!
-
- Do you have Im 2.9 or 3.0? It's in there. Look closely in the spline
- editor.
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #194 ***************************************:-)
-
- Subject: Re: Particle Help
- Date: Thu, 9 Jun 1994 09:51:19 +0000
- From: David Shaw <dshaw@michael.slip.cc.uq.oz.au>
-
- Hi Mike,
-
- --but what I've always done to eliminate all particles from the
- > frame is increase the travel distance to a place beyond the focal range
- > of the camera.
-
- I tried doing this with the thing i'm working on, but the effect
- started looking pretty weird. I had to set the Travel Distance to just
- over the whole length of the object.(450) This object was a bunch of
- letters grouped together from the Spline editor. When they are grouped
- together in this way, the effect gives a pretty neat explosiomn starting
- from wherever you point the parent axis.
-
- Now what I would like is to be able to use the gravity, delayed,
- bounce etc on an individual object, not just the particles.(ala Real3D I
- suppose...)(you know having whole objects bouncing at Z Ground etc ;)
- Hopefully this will make it into one of the 1st yearly upgrades, although
- I believe it will be the full 3D Spline editor first.
-
- I'm off to play with some more particles....again and again...:)
-
- See Ya
- David Shaw
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #195 ***************************************:-)
-
- Subject: Re: PC AutoCAD into Amiga Imagine
- Date: Wed, 8 Jun 1994 17:35:21 -0800 (PDT)
- From: colinayo@hurricane.seas.ucla.edu
-
- > Just so this post is not entirely worthless, the best method I have found
- > is import the .DXF into 3DStudio, save out as a 3DStudio scene or object,
- > import into Lightwave as 3DStudio, save out as Lightwave, import into Vertex
- > 2.0, save out as Imagine. There, easy!
-
- How well does 3DStudio import .DXF files as well as importing 3DS files to
- lightwave? Can practically any .DXF file be imported into 3DS since the two
- programs are from the same company. Any loss of data during this "AutoCAD to
- 3DS to LightWave to Vertex to Imagine" path?
-
-
- +---> ARCHIVE MESSAGE NUMBER #196 ***************************************:-)
-
- Subject: Imagine.fp
- Date: Thu, 09 Jun 94 09:28:00 PDT
- From: Richard Morris <RichardM@agby1.agric.wa.gov.au>
-
- >Does anyone know where I can get hold of a copy of Imagine2.0.fp, as I've
- just
- >ordered a 68882 FPU?
-
- > BYE BYE from Martin at Aber!
-
- Did you get Imagine 2.0 from a coverdisk? I thought both versions were
- supplied with the retail package. I got my copy of Imagine from Amiga
- Format and they would supply the FP version if you sent them your original
- coverdisk. I still have the details somewhere if you need them.
-
- Richard
- (Bunbury, Western Australia - richardm@agby1.agric.wa.gov.au)
-
-
- +---> ARCHIVE MESSAGE NUMBER #197 ***************************************:-)
-
- Subject: Moving Amiga files <> PC's
- Date: Thu, 09 Jun 94 09:26:00 PDT
- From: Richard Morris <RichardM@agby1.agric.wa.gov.au>
-
- I have to move files regularly back and forth between my Amiga at home and a
- 486 at work. I have found the easiest solution to be an AT Bridgeboard. It
- comes with a 1.2mb drive and you can add a 1.44FDD cheaply if you need the
- extra space they provide. Then use Backup and Restore (DOS 5 and under) or
- MSBackup with DOS 6.x to split large files across multiple floppies. The
- Commodore bridgeboards are dirt cheap now (What else can you do with an AT
- these days?) second-hand and quite a few retailers still seem to have a few
- collecting dust out the back which they just want to shift.
-
- Richard
- (Bunbury, Western Australia - richardm@agby1.agric.wa.gov.au)
-
-
- +---> ARCHIVE MESSAGE NUMBER #198 ***************************************:-)
-
- Subject: Re: Particle Help
- Date: Wed, 8 Jun 1994 20:11:18 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > My problem is not having received 3.0 yet I'm a little stuck
- > with particles. I have a 70 frame animation I am trying to do that has
- > letters exploding slowly with the particles effect. I have fiddled and
- > tweaked and fiddled some more but no matter what I do at the last frame
- > there are still particles hanging in the air. I am using Delayed and
- > Bounce buttons and have the effect starting at frame 2 going to frame 70.
- > and the following parameters..
-
- 69 frame animation particle effect try setting terminal setting to amount
- of frames to animate..H and Z this may help..Try the fix below. The main
- thing I see is your speed is to slow for the hieght the particles need to
- fall. and you before you change what you have, make a copy of your original
- staging file in the project so you can get it back if these settings
- don't help you..
-
-
- > Travel Distance 450 OK
- > Tri Scaling .0001 OK
- > Min # rot 0.2 OK
- > Max # rot 0.8 OK
- > time to terminal H 25 reset to 69
- > Grav constant 1.0 FINE
- > random # 76576 OK
- > Elasticity 50% GOOD
- > Time to Z10. reset to 69
- > Ground -87.4961 OK if this is were the ground is
- > Speed 0.5 TRY 15. I think 0.5 maybe to slow
- > Min Angle Z 20 SHOULD be OK but if not try 0
- > Max angle Z 70. FINE
- > Min Angle X -60. OK
- > Max Angle X 60. OK
- >
- > Is there something blatantly obvious that i'm missing out on
- > here. During the anim the particles slowly explode out until all the
- > letters are particles and they start floating down and bounce but at the
- > end there is too many left "hanging".
-
- your speed is to slow..this is obviuos to me and the terminal H & Z are
- to short to let it play all the way threw the full effect.
-
- Let me know if this fixes the problem..
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #199 ***************************************:-)
-
- Subject: Re: What about ~anim5~ and Imagine?
- Date: Wed, 8 Jun 1994 19:56:18 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > No,I've had the same problems with 2.9 at least not locking the pallette
- > throughout an animation,even when requested to,and DPaint having to remap
- > the frames.I'd hoped this had been fixed in 3.0...BTW later versions of
- > DPaint will auotmatically remap frames.From v4.1 onwards I think.
- >
- > William John Porter
-
- Hmm? well like I said, I have only tried it with a few animations and it
- has worked so far for me, bumber.....I geuss I'll have to upgrade my Dpaint
- though I thought I already had. I could have just been wrong though..and
- haven't needed to remap anything for a while in Dpaint. Usually I use
- something other than Dpaint to remap images anyways. Creature of habit.hehhe
-
- =RRW=
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #200 ***************************************:-)
-
- Subject: beveling
- Date: Wed, 8 Jun 1994 21:13:37 -0700 (PDT)
- From: Mischa David Goldberg-Lockton <mischa@cats.ucsc.edu>
-
- Thanks to all who replied to my bevel question, Ill have to play with the
- spline editor.
-
- BTW has pixel pro been updated to do tddd correctly?
-
- -------------------------------------------------------------------
- Mischa Goldberg-Lockton
-
- mischa@cats.ucsc.edu 1-800-208-6344
- -------------------------------------------------------------------
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #201 ***************************************:-)
-
- Subject: Limiting Fog some places
- Date: Thu, 9 Jun 1994 00:12:34 -0400 (EDT)
- From: "Mr. Scott Krehbiel; ACS (PC)" <scott@umbc.edu>
-
- Hi Folks
- I'm playing with using a foggy blob to simulate a blurry effect
- surrounding a glowing object, (like the blue glow that surrounds
- the glowing parts of the warp nacelles on the new Enterprise)
-
- It looks absolutely fantastic when looking directly at the fog object,
- but around the edges, where you're looking along the rim of my hamburger
- patty - shaped fog object, it becomes opaque. I remember something about
- 2 fog objects canceling each other out if they overlap, but I couldn't
- get this "feature" to work in quickrender. Is there something about a
- feature in globals that could help??
-
- Basically, I have a dull hull-metal grey shape that resembles a hamburger
- bun. I have a bright green shape resembling the hamburger patty (green
- since the background is blue - I'll have to change that someday) and
- a larger patty shape that's a green fog object. The shape of the fog
- object is a bit taller than the solid glowing green hamburger patty,
- so that it gradually recesses into the bun. This creates a BEAUTIFUL
- glow, as long as you don't look along the rim, where the glow becomes
- unconvincing. Any suggestions you could offer???
-
- By the way, I'm using Imagine 2.0. Thanks muchly
- Scott Krehbiel
- scott@umbc7.umbc.edu
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #202 ***************************************:-)
-
- Subject: Conform to Path in Stage
- Date: Thu, 9 Jun 94 01:16:03 EST
- From: mtucibat@cris.com (Mike Tucibat)
-
- I.M.L.
-
-
- Responding to my post on conform/align to path in Stage Editor, Nik asks:
-
- : I was wondering, can you tell me if the object has to have its axis
- : pointing a certain way before this function works properly ? I can't seem
- : to get it to work like I thought that it should...
- :
- ===================
-
- Hey Nik,
-
- Well, the two easy things it could be first:
-
- The axis will orient the object on the path. The positive Y axis
- points it down the path.
-
- The other easy thing it could be is making sure there are enough
- faces for a smooth deform. It's analogous to extruding to a path--
- you need to specify enough sections for it to follow the path.
-
- If it's not something easy like these, we could try something else.
-
- Has anybody gotten this to work with the object still and the path
- moving?
-
- -mikeT
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #203 ***************************************:-)
-
- Subject: Stage Paths
- Date: Thu, 9 Jun 94 01:31:03 EST
- From: mtucibat@cris.com (Mike Tucibat)
-
- I.M.L.
-
-
- On 6-8 Randy Wall responded to Nik Vukovljak thusly:
-
- : > I was wondering, can you tell me if the object has to have its axis
- : > pointing a certain way before this function works properly ? I can't seem
- : > to get it to work like I thought that it should...
- :
- : yes you do...line the axis so that the Y axis points in the direction you
- : want it to extrude along the path, and remember to select "align Y to
- : path" and set "sections" to a desent amount if its going to follow a curved
- : path. if it looks to jaggy then hit RghtAmiga-U and try a higher number,
- : there are tricks to making thes ojects take less memory but basically it
- : involve some manual editing. Hope this helps.
- ========
-
- Hey Randy,
-
- We were talking about the align and conform to path in the Stage
- Editor. The processes are analogous in some ways, but it's a
- different thing.
-
- The functions are discussed on p.270 of the manual, and it's
- extremely cool to have a stateless object be deformed by a path
- in the Stage Editor. Example - a straight tube (no states or
- bones) becomes a wriggling snake by aligning and conforming
- to an "S" shaped path, and moving along it. It really works.
-
- I have not been able to get the function described in the sidebar
- to work, however. That is, the same deformation should take place
- if the object remains stationary in Stage, and the Path moves
- through the object. You *could* have a flag as a stationary object,
- and make a wavy path move through it, and create a rippling flag.
-
- I haven't been able to get it to work, however! Check it out!
-
- -mikeT
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #204 ***************************************:-)
-
- Subject: Re: Imagine 3 object and Texture format docs
- Date: Thu, 9 Jun 94 04:22:23
- From: djm2@ra.msstate.edu (Dan Murrell Jr.)
-
- Hey, Nikola, you said on Jun 9 :
-
- >
- > Ok, I've just uploaded the Imagine 3 Object and texture format docs onto
- > Aminet.
- > They should appear in gfx/3d in a couple of days...
- >
- > The filename is: im3texdoc.lha.
- >
-
- Thanks Nik, the info looks very good. I'll be playing with this some.
- Steve Worley, look out! :) But seriously, Steve, can you post relevant
- info to make our custom textures work fine with Forge?
-
- Thanks a ton,
- Dan
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #205 ***************************************:-)
-
- Subject: SQ shark
- Date: Thu, 9 Jun 1994 09:36:00 -0300 (ADT)
- From: the Shockwave Surfer <shockwav@jupiter.sun.csd.unb.ca>
-
- On Wed, 8 Jun 1994 Mark Thompson wrote:
-
- > Well here is the scoop. I supplied NewTek with a shark and scene file
- > that used displacement mapping to make a whole school of them swim by
- > the camera. This was included in the early 3.0 releases sent to dealers
- > but not in the final release. There was another shark that was included
- > (probably from Amblin) in the later release. Amblin used a chain of bones
- > rather than displacement mapping to do their shark. The nicest solution
- > uses a combination of both. But I believe I remember hearing John Gross
- > (Amblin animator) say that the shark in the seaQuest logo was a real shark
- > composited in with the CG logo.
-
- Well, when I was at the WOC in Toronto I talked to a fellow who claimed
- to have made that anim. He was showing the scene file at the time, and
- the wireframe preview looked exactly like the anim on TV. He used 13
- bones to deform a shark object...the object looked like a digitized shark
- model that had been lovingly touched up, but might have been made
- entirely by hand. I can't remember his name. Of course, who knows what
- the real story is...
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #206 ***************************************:-)
-
- Date: Fri, 10 Jun 1994 04:46:50 +1000
- From: imagine-relay@email.sp.paramax.com
-
- >Hey Lesk! Pass this along to the IML, will ya?!
- >
- >The May 1994 issue of Computer Graphics World contains a very
- >interesting article on digital Matte Painting. It's well worth a look
- >to both 2D and 3D artists.
- >
- >Thanks!
- >Paul
-
- Sure; your welcome.
-
- Render Ho!
- Lesk
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #207 ***************************************:-)
-
- Date: Fri, 10 Jun 1994 05:59:02 +1000
- From: imagine-relay@email.sp.paramax.com
-
- Ok, this is for those that have had Imagine 3 longer than I have (2 days
- and having to go to work!)...
-
- I thought that one could now have 2 rows of user buttons on the bottom of
- the screen. Is this possible ? I can't seem to be able to find any
- reference to this in the manual....
-
- If someone can either help or direct me to a relevant page number ?
-
-
- Also, while I'm here... What Anti-alias values have people found to be as
- good or better than the 'old' value of 30 and that will render either a
- bit quicker (wishful thinking) or at least, just as quick as the old mode ?
-
- Nik.
- nvukovlj@extro.ucc.su.oz.au
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #208 ***************************************:-)
-
- Subject: Re: 2 rows of buttons?
- Date: Fri, 10 Jun 1994 09:50:20 GMT +1200
- From: "Paul Batten" <BATTENP@scico1.chchp.ac.nz>
-
- > I thought that one could now have 2 rows of user buttons on the bottom of
- > the screen. Is this possible ? I can't seem to be able to find any
- > reference to this in the manual....
-
- Just keep adding user buttons, they wrap to the next line automatically.
-
- > Also, while I'm here... What Anti-alias values have people found to be as
- > good or better than the 'old' value of 30 and that will render either a
- > bit quicker (wishful thinking) or at least, just as quick as the old mode ?
-
- I've found that an AA value of 25 - 35 give they same quality as the old
- 30, but by lowering the Max Rays to 20 - 50 speeds up the render without
- sacrificing to much.
-
- One thing i don't recommend is trying to render a detailed pic with AA set
- to zero and Max Rays = 255 .... my 040 took 9 hrs to render 3% ! .... I
- reset it to 10 and 100, and rendered the whole pic in the same time.
-
- Cheers
- Paul.
- ----------------------------------------------------------------------
- Paul Batten Science & Computing Dept. Christchurch Polytechnic
- battenp@scico1.chchp.ac.nz Christchurch New Zealand
- ----------------------------------------------------------------------
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #209 ***************************************:-)
-
- Date: Fri, 10 Jun 1994 10:10:35 +1000
- From: imagine-relay@email.sp.paramax.com
-
- To ALL,
-
- I have lately seen a film in TV that had some special effects like
- lightning OR something like electricity . I am sure that the majority of you
- have sen Terminator II . I am intrested in the electric effect that the film
- had at the very begging .
- How that would be possible ?? ATTENTION. I would like to make an effect that is
- going to be held betwwen TWO points in order one main electric flame
- to desort and maybe others to go through on the air too that are less powerfull.
-
- I am lloking forward in hearing any good suggestions about the above mentined e
- ffect . I just hope I have described what I want to achive in order not
- to be any misunderstandings .
-
- EFFECT wanted :
-
- ` /~~~~~~ ~~~\ ~ ~
- ~ /~= = = | ~
- ~ O = = = == = == O~~ ~
- ~ \ === = = |
- ~ | ~\ = ~~ \~~ ~~
- ` ~~~~ ~
- ~
- ~
-
- O : The Points that the effect is going to held between
-
- `,~,\,/,| : Electricity "flames" >;')
-
- = : The MAIN electricalfield !
-
-
- Yours Sincerely,
-
- ________
- / ' _
- ,-/-, o \ _ _ (
- (_/ <___\/ (_)_)
-
- Email:foivos@phgasos.ntua.gr
- /
-
-
- +---> ARCHIVE MESSAGE NUMBER #210 ***************************************:-)
-
- Subject: Pissed off at Imagine 3.0 integer (Amiga)
- Date: Fri, 10 Jun 1994 10:59:07 +1000 (EST)
- From: Leo Hamulczyk <LEHAM1@vcp.monash.edu.au>
-
- To Mike and everyone else at Impulse.
-
- I just received Imagine 3 yesterday and I am pretty pissed off. When
- Imagine 2.9 came last year, none of the new textures worked on the
- integer version. But I understood that they would work on the integer
- version on Imagine 3. But alas, Imagine 3 comes yesterday, finally
- arrives in Australia after coming through Amsterdam (it really did, it
- had a sticker on it) 10 months after ordering it and I am told on a one
- page insert "If you are installing the integer version of the software,
- don't bother with the HAZE and LENSFLAR F/X they only work in the
- floating point version. Also note that the new textures will not install
- if you choose the integer version of Imagine because they only work in
- the floating point version. The old textures will be loaded when you
- install the integer version." Now WHAT THE HELL DID I BUY IMAGINE 3 FOR?
- I am a first year university student, and I cannot afford to buy myself
- an accelerator, 32 bit RAM and an FPU. By the time I finish my course
- and get a job, Imagine will probably be up to version 25 and anyway, I
- don't want to wait a couple of years before I can use the new textures.
- I mean what's the problem, how hard is it to write a very short bit of
- code so that the new textures will work on integer machines. I mean I
- waited 10 months for this and I can't even use half the good stuff. Same
- with lensflare and haze. I can put up with the extra time these new
- features will take, I'm used to that, but at least they should work. So
- come on guys at Impulse, be reasonable. Don't forget that there are some
- of us out there who simply cannot afford any upgrades at the moment. I
- can barely afford to buy a new wheel for my bike at the moment.
-
-
- If someone replies to this between June17 and July 25, please also send
- direct to me because I will be off the IML during that time. My address
- is
-
- LEHAM1@vcp.monash.edu.au
-
- Leo Hamulczyk, Victorian College of Pharmacy, Monash University,
- Melbourne, Australia
-
-
- +---> ARCHIVE MESSAGE NUMBER #211 ***************************************:-)
-
- Subject: Pfffft...
- Date: Thu, 9 Jun 1994 16:40:12 -0500 (CDT)
- From: kirvan@SSESCO.com
-
- Greetings,
-
- David Shaw:
- > Is there something blatantly obvious that i'm missing out o
- >here. During the anim the particles slowly explode out until all the
- >letters are particles ad they start floating down and bounce but at the
- >end there is too many left "hanging".
-
- Crank up the Gravitational constant.
-
-
- -Jeremy White:
- >Ok... My problem. When I have th main axis selected and choose update
- >bones, ( and have moved the bones axes) nothing hppes. (ok, no problem,
- >that object has no bones) so I select the body axis only. Ok, it works ow.
- >(as I had expected.)
- >
- >So, I bend the fish and create a state (right tail flip.) Icheck the
- >grouping box only (not the shape box, as the instructions suggest to avoid
- >dding extra info to the object) I then animate it using bones anim.
- >The backbone animates fine but the body is not updated (it stays unbent.)
-
- All the axes in your object heirarchy have to have bone subgroups
- associated to them. Make a subgroup of all the faces - call is ALL -
- and assign that to all the unused bone subgroups. Using "check object"
- will help spot unassigned bones.
-
- As a side note, it sounds like you have the head and fins of the fish
- grouped to the body - if this is the case, you may have trouble keeping
- the head and fins attached. Bones is ment to be used with contiguous
- objects. You may want to slice the objects together, delete the
- extraneous parts, join whats left, pick all the points in the seams,
- use snap to grid in point mode with a small grid size, and merge the
- object to get a contiguous object. (those of you out there that have
- humanoid may be able to do the same thing to get the grouped figures
- contiguous. We all know slice is iffy, so good luck.
-
- >Is this because it is a second level goup in the object????
-
- yes.
-
- >Do I have to click the shape box??
-
- If it's boned properly, shape needs only be clicked in the DEFAULT
- state. (this goes for brush/texture tacking too)
-
- >If I click the shape box willthe object morph linearly!!!!!
-
- the points will move on a straight line path, but the timing
- won't be linear.
-
-
-
- Dave:
- >There are many Imagine-rendered pictures on ftp sites these days. To
- >many, unfortunately. I'd like to see some, but I don't have time to
- >download them all. I'd lke to get an idea of what is considered great in
- >the community.
- >
- >So what are some of te really good ones? Which ones are outstanding
- >examples of imagineering?
-
- I just saw a pic on compuserve called "shellac" (or something like that) by
- Greg Tsadalis (sp) - excellent pic. Don't know if it's on any ftp sites
- - yet.
-
-
- Martin.:
- > I downloaded a rather nice lens-flare archive (AnimFlare.lha) wit
- >the planet Mars and a starfield included, but they didn't include the 'radial'
-
- >textur. Is this because I own the coverdisk Imagine2.0?
-
- probably.
-
- >If if this is so then I think it's a hame I'm missing out on this texture!
- > ... (Could someone mail me a copy please..)
-
- The textures are not public domain - you need the proper version to get
- the textures.
-
- >Also I was going t buy Imagine3.0 (which was announced when the coverdisk
- >was released but turned out to b 2.9 - a bit of a con!)
-
- Not! - anyone that got 2.9 gets 3.0 automatically
-
- >but when I saw the price (595 quid) I sighed a bit! Could I (as humble
- >student) upgrade for 100 pounds or so?
-
- If you've got the coverdisk version, there should also be a coupon for
- an upgrade that's real reasonable. I don't know the pricing - call us
- - Impulse - 612-425-0557
-
-
- later... sk...
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #212 ***************************************:-)
-
- Subject: Re: PC AutoCAD into Amiga Imagine
- Date: Fri, 10 Jun 94 08:53:33 +1000
- From: JOHN ROWE <jrowe@ozemail.com.au>
-
- Hi T.Charalambous!
- You wrote:
- >What I want to know is: Is there a program that converts DXF ->
- >Imagine Object Files? Since the DXF file seems to contain all the
- >details for the `setting of the scene', would I have to import all the
- >objects in the `scene' separately?
-
- I use InterChange Plus Ver 3.0 for this. It does a good job too, on the
- whole. If you have trouble converting DXF to Imagine with it (I sometime
- get strange triangles lancing out in all directions), converting to Turbo
- Silver 3.0 format usually does the trick in such cases.
-
- I've been converting AutoCAD houses using it and it keeps all the
- information of object grouping, naming and colouring intact through the
- transfer.
-
- Hope this helps.
-
- Best Regards from Down Under, John
-
- John Rowe Animation -> Christian <-
- Toowoomba Qld. Reg.CBM Developer, 3D Animator, Programmer
- AUSTRALIA Aussie Amiga Keyboard Overlays
- EMail:jrowe@ozemail.com.au
-
-
-
-
-
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #213 ***************************************:-)
-
- Subject: Motion Blurring
- Date: Fri, 10 Jun 1994 12:37:26 +1000 (EST)
- From: Leo Hamulczyk <LEHAM1@vcp.monash.edu.au>
-
- How come Renderman could do proper motion blur? If the rendering speed would
- be a problem, I'm sure the real diehards wouldn't mind for the effect. Anyway,
- for certain types of anims you really need it. Picture blurring isn't good
- enough. Sculpt 4d's wasn't either.
-
- Leo H
-
-
- +---> ARCHIVE MESSAGE NUMBER #214 ***************************************:-)
-
- Subject: more < Pfffft.....
- Date: Thu, 9 Jun 1994 18:00:10 -0500 (CDT)
- From: kirvan@SSESCO.com
-
- Greetings,
-
-
- Nik.:
- >Ok, I've just uploaded the Imagine 3 Objectand texture format docs onto
- >Aminet.
- >They should appear in gfx/3d in a couple of days..
-
- thanx.
-
-
- Ducharme, Alain:
- >On Wednesday, June 08, 1994 16:43, mnw3 wrote:
- >>I've justordered Imagine3.0 (wow!) but it will take a month (aaggh)!
- >>Can anyone tell me more about the nimation system i.e Motion blurring,
- >>inverse kinematics, the different types of force?
- >
- >Motion blurring? I haven't found it, it's more like image blurring, it
- >gives ahazy look to anything sporting a specific color. It's a
- >post-processing effect which is appliedAFTER the image is rendered, and
- >therefore has nothing to do with motion.
-
- um... Thats the anti-aliasing, man. If you pix look blurry - it means
- your pixels are too big - render at a higher resolution to see what I mean.
- - And - What makes you think its post processed ?
-
- Motion blur isn't in 3.0. We couldn't find a way to do motion blur that
- could get done in a reasonable amount of time. Some renderers just render
- a bunch of interum frames and composite them into something that looks
- sort of like motion blur, but if you look closely you can usually see
- artifacting - This isn't good enough. We've gt some ideas, but it won't
- be put in until we can do it in a way that won't quadruple rendering
- times and won't look digital.
-
- People are doing motion blur with Imagine using this image compositing
- method. It works well for stills, but is too time/labor intensive for
- animations. I suppose we could have put this compositing into Imagine
- and called it "Motion blur," but it isn't true motion blur and we didn't
- think it fair to call it so.
-
-
- John Fout and Ted Stethem :
- >> BTW, boh InterChangePlus and Pixel3DPro have some problems with their
- >> Imagine Savers that wil result in bad edges and missing faces. Vertex 2.0
- >> has the best Imagine saver, often saving bject attributes (but that is a
- >> whole 'nother story).
- >
- >Have you reported this as a ug to Syndesis? Can you send an example
- >of a model that results in these bad and missin edges? This may be
- >a case of garbage in, garbage out - where did this data come from?
-
- My guess is it's garbage in - garbage out. I don't know what modeler
- people are using to create these flakey models. The bad models seem
- to be primarily public domain stuff - could have been exported or
- converted using cheezy converters from something like POV, DKB, or
- any of a zillion DXF automatic object creation tools.
-
- >> Jut so thi post is not entirely worthless, the best method I have found
- >> is import the DXF into 3DStudio, save out as a 3DStudio scene or object,
- >> import into Lghtwave as 3Studio, save out as Lightwave, import into Vertex
- >> 2.0, save out as Imagine. There, easy!
- >
- >Iwould suggest using InterChange to go straight from 3DS to Imagine.
- >This would preserve ny sub-objects that 3DS made. There's no reason
- >to go through LightWave, the converter hat we wrote for NewTek is
- >several years old compared to the more feature-laden converter in
- >IntrChange.
-
- Imagine should read any DXF with ENTITIES/3DFACE data - all colors and sub-
- object info will be lost though. I haven't used 3DS, but rather than
- saving DXF scenes, save just the object(s) - I don't know what Imagine does
- with the scene info.
-
-
- =RRW=:
- >...[in responce to David Shaw's particle FX prob]...
- >your speed is to slow..this is obviuo to me and the terminal H & Z are
- >to short to let it play all the way threw the full effect.
- >Let me know if this fixes the problem..
-
- Sorry to be contradictory, but I thought I should hit this again to
- avoid any confusion. This FX isn't documented well, if at all, so
- I hope this help:
-
- "Speed" is used to control how fast an object comes apart when using a
- "delayed" particle explode. This is the speed the object comes apart, not
- how fast the particles move.
-
- The "Terminal H and Z" are a bit tougher. The particles, sort of,
- accelerate away from the exploding object. These params control how many
- frames the particles will be accelerating through.
-
- Again, I suggest cranking up the gravity. This way the particles will fall
- faster and stick to the ground sooner.
-
- Many of these parameters and the effects they have on the particle motion are
- inter-related. This really complicates explaining this FX - If I can come
- up with a representative equation of what's going on (if I find the time and
- motivation that is) I'll post it.
-
-
- Scott Krehbiel:
- >I'm playing with using a foggy bob to simulate a blurry effect
- >surrounding a glowing object, (like the blue glow that surrounds
- >he glowing parts of the warp nacelles on the new Enterprise)
- >
- >It looks absolutely fantatic when looking directly at the fog object,
- >but around the edges, where you're looking long the rim of my hamburger
- >patty - shaped fog object, it becomes opaque. ... Any suggestions you
- >could offer???
- >
- >By the way, I'm using Imagine 2.0. Thanks muchly
-
- You may not like this, but I gotta suggest getting 3.0. There is a
- texture called Ghost that makes the edges of fog objects dissapear.
- Beyond that - sorry can't help.
-
-
- Nik.:
- >I thought that one could now have 2 rows of user bttons on the bottom of
- >the screen. Is this possible ? I can't seem to be able to find ay
- >reference to this in the manual....
- It's automatic - just add more buttons.
-
-
-
- Hope this isn't getting too long and dull... sk...
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #215 ***************************************:-)
-
- Subject: MPEG makers
- Date: Fri, 10 Jun 1994 13:25:59 +1000 (EST)
- From: Leo Hamulczyk <LEHAM1@vcp.monash.edu.au>
-
- What is the nicest (least fuss) MPEG maker and where can I get it?
-
- Leo H
-
-
- +---> ARCHIVE MESSAGE NUMBER #216 ***************************************:-)
-
- Subject: Re: Pissed off at Imagine 3.0 integer (Amiga)
- Date: Fri, 10 Jun 1994 14:47:19 +1000 (EST)
- From: Leo Hamulczyk <LEHAM1@vcp.monash.edu.au>
-
- I sort of agree, but I am studying at uni so I don't have as much time to use
- my computer as I used to. I could leave something rendering for a couple of
- days and come back to see it finished. I have done a couple of half-day
- renders even one 3.5 day render (all single pictures) so I have no problem
- with the time. When I finally get out of uni I'll get something faster but
- that's another 2.5 years, and in the mean time I want to have something to do.
-
- Leo H
-
-
- +---> ARCHIVE MESSAGE NUMBER #217 ***************************************:-)
-
- Subject: Re: Motion Blurring
- Date: Fri, 10 Jun 1994 00:37:54 -0400
- From: Jason B Koszarsky <kozarsky@cse.psu.edu>
-
- Does anyone have time comparisons for packages that support motion blur?
- How much longer does it take for those programs to render when using
- motion blur compared to not using motion blur?
-
- Jason K.
-
-
- +---> ARCHIVE MESSAGE NUMBER #218 ***************************************:-)
-
- Subject: T3Dlib PC porting
- Date: Fri, 10 Jun 1994 07:44:49 GMT+1
- From: "Wizard" <TESI2@novell.dima.unige.it>
-
- ___
- | O | .MODEL SMALL
- | | .DATA
- | O | LOGIN DB " _ __ ___ ______Wizard logged in"
- | | .CODE
- | O | MAILING PROC FAR
- |/\_|
-
- Yaba daba doo fellows,
- I'm wondering if anybody (hey Glenn You are the right guy!!!)
- could realize the PC porting of T3Dlib by Glenn Lewis: it uses m68881
- code (t3dlib.h I suppose).
-
- /\_
- | O | RET
- | | MAILING ENDP T-H-A-N-X
- | O | STACK 200H ae(-_^)ue
- |___| END MAILING _ __ ___ ______Wizard signing off
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #219 ***************************************:-)
-
- Subject: Fishes wanted
- Date: Fri, 10 Jun 1994 07:44:11 GMT+1
- From: "Wizard" <TESI2@novell.dima.unige.it>
-
- ___
- | O | .MODEL SMALL
- | | .DATA
- | O | LOGIN DB " _ __ ___ ______Wizard logged in"
- | | .CODE
- | O | MAILING PROC FAR
- |/\_|
-
- Yaba daba doo Imagineers,
- I'm serching for fishes objects of any format (iob, lwod, 3ds,
- dxf, dwg, sculpt, pov, etc.....): does anybody help me? FTP sites or
- uuencoded files welcome! Where can I find FISH pov scene by M. Miller?
-
- /\_
- | O | RET
- | | MAILING ENDP T-H-A-N-X
- | O | STACK 200H ae(-_^)ue
- |___| END MAILING _ __ ___ ______Wizard signing off
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #220 ***************************************:-)
-
- Subject: Re: MPEG makers
- Date: Fri, 10 Jun 1994 15:21:42 +1000 (EST)
- From: MiKE <cheng@sun.mech.uq.oz.au>
-
- On Fri, 10 Jun 1994, Leo Hamulczyk wrote:
- > What is the nicest (least fuss) MPEG maker and where can I get it?
- If you have ImageFX, Michael Van Elst (sp?) has written an arexx script to
- do all the nasty work. Else you just have to do the really tiresome yuv
- splitting. Look under aminet. gfx/misc probably.
-
- later
- MiKE
- cheng@sun.mech.uq.oz.au The Uni of Queensland. Brisbane. Australia
- Television: a medium. So called as it is neither rare nor well done.
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #221 ***************************************:-)
-
- Subject: Re: Limiting Fog some places
- Date: Thu, 9 Jun 1994 23:07:39 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > It looks absolutely fantastic when looking directly at the fog object,
- > but around the edges, where you're looking along the rim of my hamburger
- > patty - shaped fog object, it becomes opaque.
- > unconvincing. Any suggestions you could offer???
- >
- > By the way, I'm using Imagine 2.0. Thanks muchly
- > Scott Krehbiel
- > scott@umbc7.umbc.edu
-
- Hmmm? well I think the problem with the fog getting opaque is because the
- fog is denser at the edges, if you think about it this is normal because
- you are actually applying it to an object, and looking at the edge there
- would be more faces in this area..I don't really know how to explain
- this, but hopefully you understand what I mean...anyways perhaps if you
- apply the Radial Texture to this object and set the filters to something
- like 200,200,200 ( you'lle probably have to experiment with this ) and
- set the color to whatever your fog is and size it in the Z axis as well
- as move it so that is fits your burger better, this will give you the
- effect you are looking for.. Hope it help? let me know what happens..
-
- =RRW=
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #222 ***************************************:-)
-
- Subject: Re: Stage Paths
- Date: Thu, 9 Jun 1994 23:23:02 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > Hey Randy,
- >
- > We were talking about the align and conform to path in the Stage
- > Editor. The processes are analogous in some ways, but it's a
- > different thing.
-
- Oh... I saw that part of his meesage but also thought he was asking about
- path extrutions in the Detail Editor..sorry to interfer.
-
- >
- > The functions are discussed on p.270 of the manual, and it's
- > extremely cool to have a stateless object be deformed by a path
- > in the Stage Editor. Example - a straight tube (no states or
- > bones) becomes a wriggling snake by aligning and conforming
- > to an "S" shaped path, and moving along it. It really works.
-
- Yes I saw this..sounds really neat, I did see in the manual were it tells
- about how an object will change shape as it follows a path, but not the
- side note you mentioned..I'll have to check it out...
-
- > I have not been able to get the function described in the sidebar
- > to work, however. That is, the same deformation should take place
- > if the object remains stationary in Stage, and the Path moves
- > through the object. You *could* have a flag as a stationary object,
- > and make a wavy path move through it, and create a rippling flag.
- >
- > I haven't been able to get it to work, however! Check it out!
- >
- > -mikeT
-
- Hmmm? Well I'll try to take a look at it tonight and see if I can figure
- it out..if I do I'll let you know what I did..
-
- =RRW=
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #223 ***************************************:-)
-
- Subject: Re: MPEG makers
- Date: Thu, 9 Jun 1994 23:19:36 -0700 (PDT)
- From: Mike McCool <mikemcoo@efn.org>
-
- On Fri, 10 Jun 1994, Leo Hamulczyk wrote:
-
- > What is the nicest (least fuss) MPEG maker and where can I get it?
- >
- > Leo H
- >
- Good luck! I've been asking the same question for six months. MPEG is a
- fabulous compression algorithm, but so far all the converters are
- documented by people with marginal communication skills. No offense to
- you droids out there, but it's the god's own truth.
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #224 ***************************************:-)
-
- Subject: Re: Stage Paths
- Date: Fri, 10 Jun 1994 00:18:24 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > > I have not been able to get the function described in the sidebar
- > > to work, however. That is, the same deformation should take place
- > > if the object remains stationary in Stage, and the Path moves
- > > through the object. You *could* have a flag as a stationary object,
- > > and make a wavy path move through it, and create a rippling flag.
- > >
- > > I haven't been able to get it to work, however! Check it out!
- > >
- > > -mikeT
- >
- > Hmmm? Well I'll try to take a look at it tonight and see if I can figure
- > it out..if I do I'll let you know what I did..
- >
- > =RRW=
-
- Mike, I went and tried it and got it to work just fine..it is really cool.
-
- Basically I don't think it will work with all paths but it might with
- some calculations of x,y and z, heres how I did get it to work...
-
- Make a defualt plane and Align the X axis to 90 in the Tranformation
- Requester, make sure you have Axis Only set when you do this ,
- then make a path, say with 10 axis points, move every other points Z axis
- up to make some smooth curves, then save these objects seperatley,
- make a test project and go to the Action Editor and set it to 25 frames
- load in the objects... set the plane to follow the path. Save this and go
- to the Stage, now set your camera view on and position it so you can see
- the plane object, Now heres one of the important parts hit RghtAmiga-P to
- see what your paths length is, write it down and go to frame 25 of the
- animation RghtAmiga-C. Now select the path and use RghtAmiga-T to get to
- the Tranformation Requester, click position and set Y to - (minus) whatever
- the number you wrote down is, hit return then OK. Now hit RghtAmiga-7 to
- save the position as with Position Bar. OK we're almost done, Save this
- and go back to the Action Editor and select the paths NEW Position
- timeline bar and set it to Discontinuous Knots, click OK, now select the
- plane and set its Alignment to Conform Object to Path, click OK. If this
- were a grouped object you would use Conform Group to Path...Now save this
- and go to the Stage and Use Make in the Animate Menu to make a preview
- animation...Wala! a Flag Waving!
-
- =RRW=
- Enjoy!
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #225 ***************************************:-)
-
- Subject: Textures and resizing objects.....
- Date: Fri, 10 Jun 1994 01:47:02 -0700 (PDT)
- From: Jeremy White <jwhite@efn.org>
-
- I have a states object (using bones) created with tacked brushmaps. When
- I save the object in the detail editor and move to the stage editor any
- resizing I do of the object is not reflected in the brushmaps. The
- brushmaps stay the same size, but the object gets bigger. Very annoying.
- Is this normal or a bug???????
-
- -Jeremy White
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #226 ***************************************:-)
-
- Subject: Re: Pfffft...
- Date: Fri, 10 Jun 1994 01:38:49 -0700 (PDT)
- From: Jeremy White <jwhite@efn.org>
-
- On Thu, 9 Jun 1994 kirvan@SSESCO.com wrote:
-
- > Greetings,
- >
- > -Jeremy White:
- > >So, I bend the fish and create a state (right tail flip.) Icheck the
- > >grouping box only (not the shape box, as the instructions suggest to avoid
- > >dding extra info to the object) I then animate it using bones anim.
- > >The backbone animates fine but the body is not updated (it stays unbent.)
- > All the axes in your object heirarchy have to have bone subgroups
- > associated to them. Make a subgroup of all the faces - call is ALL -
- > and assign that to all the unused bone subgroups. Using "check object"
- > will help spot unassigned bones.
-
- Can I use the axis that the faces are associated with as a bone
- object??? I mean the axis that I have to first select before I can enter
- "pick faces" mode to define my subgroups. Is this what you are suggesting?
-
- > As a side note, it sounds like you have the head and fins of the fish
- > grouped to the body - if this is the case, you may have trouble keeping
- > the head and fins attached. Bones is ment to be used with contiguous
-
- It doesn't seem to be a problem... I just move the grouping for each
- state. The fins are wrapped with different brushes anyway.....
-
- Thanks for the help....
- -Jeremy White
-
-
- +---> ARCHIVE MESSAGE NUMBER #227 ***************************************:-)
-
- Subject: Re: Pissed off at Imagine 3.0 integer (Amiga)
- Date: Fri, 10 Jun 1994 03:41:59 -0700 (PDT)
- From: Mischa David Goldberg-Lockton <mischa@cats.ucsc.edu>
-
- On Fri, 10 Jun 1994, Leo Hamulczyk wrote:
- > features will take, I'm used to that, but at least they should work. So
- > come on guys at Impulse, be reasonable. Don't forget that there are some
- > of us out there who simply cannot afford any upgrades at the moment. I
-
- I think Impulse is reasonable, at least about this one. :)
- FPU's are not that expensive, and unfortunately, 3d rendering, while now
- more accessible, is not really feasible without money.
-
- And so, you should be happy to play with such crazy toys! Staryt out
- with the integer version, but no-one professional would use that version...
-
-
- -------------------------------------------------------------------
- Mischa Goldberg-Lockton
-
- mischa@cats.ucsc.edu 1-800-208-6344
- -------------------------------------------------------------------
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #228 ***************************************:-)
-
- Date: Sat, 11 Jun 1994 02:00:05 +1000
- From: imagine-relay@email.sp.paramax.com
-
- To all single-minded Imagineers!,
- I've just ordered I3.0 (only 28 days to wait!)
- and I'd like to know what Impulse's policy is on updates. We all know that
- I3.0 has a number of shortcommings, Inverse Kinematics (like R3D V2) and
- motion blurring being the most complained about topic, so how often are
- updates? And how much will they cost? Finally do the complaints which arive
- at IML go to Impulse?
- Thank you all,
- Martin Wood (Aberystwyth Uni)
-
-
- +---> ARCHIVE MESSAGE NUMBER #229 ***************************************:-)
-
- Date: Sat, 11 Jun 1994 04:21:11 +1000
- From: imagine-relay@email.sp.paramax.com
-
- Hello again,
- In experimenting with the world octovolume error I've been having, I think
- I've found a bug in the stage editor...
- I started with a 15000 unit radius sphere, a light source and the camera
- inside the sphere, and tried to quick-render the scene in Trace mode. I got
- the world octovolume error as expected (Any help on this IMPLUSE?) but here's
- where it gets weird. I gradually reduced the radius of the sphere, keeping the
-
- light and camera inside the sphere, and got down to about 1000 unit radius when
-
- I decided something was wrong. I deleted the sphere altogether, then tried to
- quick-render, and got the same world octovolume error!!!
- Let me restate this: after starting with a huge sphere that generated an
- error, deleting the sphere and having a scene with one light, the camera, and
- NOTHING ELSE, I was getting a world octovolume too large error!! I had to
- leave the stage editor and go back to clear it up.
-
- Back to the volume error: I turned GigaMem on to see if it worked with 3.0
- better than it did with 2.0 and the new memory menu option shows all 25 megs of
-
- memory free! I'm starting to think the "octovolume" is a hardcoded limitation
- of Imagine, not a memory problem!! Why does this only show up in Trace mode??
-
- I'm putting the spacestation animation on a back shelf until I get this figured
-
- out. A nice, SMALL, still life sounds pretty good right now!
-
- How about a nice game of chess? -Rico / rallen@cdsar.ssc.af.mil
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #230 ***************************************:-)
-
- Date: Sat, 11 Jun 1994 04:53:52 +1000
- From: imagine-relay@email.sp.paramax.com
-
- On Thursday, June 09, 1994 18:00, kirvan@SSESCO.com wrote:
- >[...]
- >Ducharme, Alain:
- >>[...]
- >>Motion blurring? I haven't found it, it's more like image blurring, it
- >>gives a hazy look to anything sporting a specific color. It's a
- >>post-processing effect which is applied AFTER the image is rendered,
- >>and therefore has nothing to do with motion.
- >
- >um... Thats the anti-aliasing, man. If you pix look blurry - it means
- >your pixels are too big - render at a higher resolution to see what I mean.
-
- No, I was actually dispelling some rumor that was put here before 3.0 was
- actually released. Quote:
- On Tue, 04 Jan 94 19:24:55, greg.tsadilas@hofbbs.com wrote:
- >>[...]
- >>is here to placate us for now. 3.0 Features a Global FX, post-processing
- >>facility that will add motion blur, lens flares, AFTER the images are
- >>rendered. In the future additional effects could be plugged in.
- >>[...]
-
- It turns out this was nothing more than the Global Haze effect, which is
- what I was referring to in the above. ...disappointing.
-
- > - And - What makes you think its post processed ?
-
- That's what it says at the top of the screen when it's being applied ;^)
-
-
- +---> ARCHIVE MESSAGE NUMBER #231 ***************************************:-)
-
- Subject: Re: Pfffft...
- Date: Fri, 10 Jun 1994 23:38:19 +1000 (EST)
- From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
-
- On Thu, 9 Jun 1994 kirvan@SSESCO.com wrote:
-
- > Greetings,
- >
- > David Shaw:
- > > Is there something blatantly obvious that i'm missing out o
- > >here. During the anim the particles slowly explode out until all the
- > >letters are particles ad they start floating down and bounce but at the
- > >end there is too many left "hanging".
- >
- > Crank up the Gravitational constant.
-
- This doesn't really solve the problem completely. I've had the constant
- way up (like 20+) and some particles will still stay. What will happen
- though is that the majority will drop really quickly.The only way that
- seems to work is to scale the particles down to nothing.
-
- Nik.
- nvukovlj@extro.ucc.su.oz.au
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #232 ***************************************:-)
-
- Subject: Re: Imagine Updates
- Date: Fri, 10 Jun 1994 11:00:19 -0400 (EDT)
- From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
-
- On Fri, 10 Jun 1994, mnw3 wrote:
-
- > I've just ordered I3.0 (only 28 days to wait!)
- > and I'd like to know what Impulse's policy is on updates. We all know that
- > I3.0 has a number of shortcommings, Inverse Kinematics (like R3D V2) and
- > motion blurring being the most complained about topic, so how often are
- > updates? And how much will they cost? Finally do the complaints which arive
- > at IML go to Impulse?
- >
-
- Hiya Martin. Imagine 3.0 is an awesome piece of software. Even so, there
- are a few bugs and shortcomings in it, and Impulse seems to be responsive
- to these... They've already issued a patch file that fixed a bug, and
- there may well be more in the future.
-
- They advertize a new support program, called CONSTANT UPDATE, which will
- allow you to get at LEAST 4 updates of the program per year, for a $100 annual
- fee. This is similar to programs offered by other software companies. I've
- talked to Mike Halverson at Impulse, and I think that the CONSTANT UPDATE
- program is a sound one. I'm planning on signing up next month.
-
- However, there has been no discussion about bug fixes (to which all users
- are entitled, even if they don't do the CONSTANT UPDATE) and new features
- (only for those in the CONSTANT UPDATE program). I'm curious about
- that... But, since I am planning on doing the CONSTANT UPDATE, I am not
- as curious as someone who may NOT be doing that might be...
-
- As to the discussions here on the IML - Impulse does monitor this group,
- and have been very responsive and visable in the IML. So, as Impulse has
- said before, they ARE listening...
-
- ===========================================================================
- Drew Vogel: Admissions Officer at University of Cincinnati Undergraduate
- Admissions (call 800-827-8728), SysOp of The Cafe' BBS (513-232-4895)
- FidoNet 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, vice-
- president of Ohio Valley Amiga Users' Group, documentation author, single
- guy, and much, much more! "The only way OUT is THROUGH."
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #233 ***************************************:-)
-
- Subject: Re: T3Dlib PC porting
- Date: Fri, 10 Jun 94 15:14:01 GMT
- From: "Glenn M. Lewis - ICD ~" <glewis@pcocd2.intel.com>
-
- Wizard> Yaba daba doo fellows, I'm wondering if anybody (hey Glenn You
- Wizard> are the right guy!!!) could realize the PC porting of T3Dlib
- Wizard> by Glenn Lewis: it uses m68881 code (t3dlib.h I suppose).
-
- Well, Wizard, I haven't done this myself, but it should be an
- absolute breeze with a real 32-bit compiler such as Watcom or Symantec
- (maybe even djgpp), and just remove that include of "m68881.h" (that was
- only for in-lining FPU instructions anyway.
-
- Have fun and good luck!
- -- Glenn
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #234 ***************************************:-)
-
- Subject: RE: T2 Lightning effect
- Date: Fri, 10 Jun 94 11:17:14 CDT
- From: setzer@comm.mot.com (Thomas Setzer)
-
- > From: imagine-relay@email.sp.paramax.com
-
- Make sure you are mailing to imagine@email.sp.paramax.com NOT imagine-relay.
- Otherwise your name gets dropped from the header.
-
- >
- > I have lately seen a film in TV that had some special effects like
- > lightning OR something like electricity . I am sure that the majority of you
- > have sen Terminator II . I am intrested in the electric effect that the film
- > had at the very begging .
-
- I would guess that is done as an after effect, possibly hand painted.
-
- > How that would be possible ?? ATTENTION. I would like to make an effect that
- is going to be held betwwen TWO points in order one main electric flame
- > to desort and maybe others to go through on the air too that are less powerful
- l.
-
-
- BUT, if you want to do it in Imagine....BTW, I think this may be in the FAQ.
-
- ---------begin old post include ----------------
- Sure I'll tell. I took this idea from someones suggestion on how to make one
- of those Frankenstien lab things where the spark runs up the two poles. Here
- is that quote:
-
- 3. I used Essence to make an electrical arc between two rods, like
- something out of Frankenstien's lab. Start with a plane with 255
- R,G,B on Color and a light blue (or whatever color you want the arc)
- in Filter. Then use Ringfract (with the cylinder pointing out of the
- plane) with a color of 0 on R,G,B and turn off the filter and reflect
- values. Put the axis of Ringfract in the middle of the bottom edge of
- the plane. Now use Swapcrf to swap the color and filter values. Now
- when rendered, there should be something similar to an electrical arc
- (or maybe some sort of plasma). To have the arc grow, rotate the
- Ringfract axis up or down so that the plane and cylinder do not
- intersect at 90 degrees. If you animate this it looks like the arc
- gets taller until the arc breaks (i.e. the plane no longer intersects
- Ringfract's cylinder in a curve, but instead in two lines).
-
- --from Peter Garza --
-
- instead of using Ringfract(from Essence, BTW) I used Bandfract(also from
- Essence). It allowed a straight line. The high and low start parameters
- indicate the thickness of your lightning. You'll have to play with this.
- I used 40 for low 45 for high. The other high and low I set to 5. It
- seemed to make the lightning really jaggie if I set these to the same number
- as the width(I think). The other params I left on default. In Swapcrf,
- set everything to 0 except Color -> N Filter, Filter -> N Color and
- Reflect -> N Reflect which should be 100.
-
- To animate it, I morphed from a thin version of this plane to a full sized
- version of this plane. I also rotated my texture axis around Z in order to
- get the lightning to jiggle and change as its being sent from the source.
-
- I played with this in low res with just the plane and a light source until
- I got the effect I wanted. Then I added my Ti-fighter(from Star Wars) and
- had it shoot a bolt of lightning/plasma ray across the sky. Cool!
-
-
-
- Tom Setzer
- ---------end old post-----------
-
- Hey, thats me ^^^^ :)
-
- So, you can use several planes to achieve several bolts of electricity, or
- paint it in after its rendered.
-
- Any other ideas?
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #235 ***************************************:-)
-
- Subject: Motion Blurring
- Date: Fri, 10 Jun 94 10:14:00 PDT
- From: KEN_ROBERTSON@robelle.com
-
- It would be great if motion blur could be implemented for scanline
- modes!
- \KenR
- --------------------------------------------------------------------
- If you're like me, and I know _I_ am...
- --------------------------------------------------------------------
-
-
- +---> ARCHIVE MESSAGE NUMBER #236 ***************************************:-)
-
- Subject: Shield effect
- Date: Fri, 10 Jun 94 14:05:20 CDT
- From: setzer@comm.mot.com (Thomas Setzer)
-
- I would like to create a shield effect like the one in the BattleJPG
- from /pub/aminet/pix/guard (I think thats where it is). Anyone have
- any luck animating these? Here are some previous posts about the subject.
- Any luck with this Christopher?
-
- ----------begin include--------
- From: Dretch@cup.portal.com
-
- I've got a 500 frame animation of a fighter (the sci-fi variety)
- firing upon another ship. I have a shield appearing (a primative sphere)
- when the blasts hit it (mostly transparent with blobf for texture). Problems
- arise when I try to use shellturb to show the blast hitting a portion of the
- shield. I want to create a ring sweeping from the impact point to the
- opposite side of the sphere. Nothing seems to show up on the damned sphere!
- I tried using a very narrow "solid" texture and have it morph from one side
- of the sphere to the other, no go, it just turned the whole shield red ;-(.
- If anyone has any suggestions, I'd appreciate it......
-
- Christopher
- --------and--------
- From: Peter Garza <pmgarza@ccwf.cc.utexas.edu>
-
- I guess I'll try my 2 cents worth. How about using bandturb
- or bandfract to do the ring. You could then morph the Low and High
- Trans Start or morph the position of the texture axis to have the ring
- move across the sphere. From what it sounds like, this might be what
- you want.
-
- -------thats it--------
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- +---> ARCHIVE MESSAGE NUMBER #237 ***************************************:-)
-
- Subject: Re: Real3D Object-Imagine Converter
- Date: Fri, 10 Jun 94 14:56:48 CDT
- From: wilks@lbm.com (Stephen Wilkinson)
-
- Ducharme, Alain <Ducharme@FOB.ISTC.CA> asked:
-
- > On Friday, June 10, 1994 17:23, Marco Beretta wrote:
- > >I would to know if exist a program that can convert DIRECTLY Real3D
- > >objects format to Imagine format (and viceversa).
- >
- > The big problem here is that most Real 3D objects are composed of
- > mathematical primitives or 3D splines contrary to Imagine in which all
- > objects are composed of triangles (well, ok, a sphere and ground primitive,
- > but they don't really count). A converter program would have to internally
- > map the surface of all primitives into triangles to enable Real 3D objects
- > to be used in Imagine. The same problem exists with using great POVRay
- > scenes in Imagine. The inverse is not as complex, however, because Real 3D
- > and Povray support triangles.
-
- There is a really nice modeller on aminet called FreeForm3D that models
- using splines. It can decompose the spline surface to triangles and
- save them as an Imagine object if you register the software. I find it
- extremely easy to use and the example Imagine object worked fine. It
- can also load/save R3D objects. I think the registration fee was US
- $60.00 but I am not sure.
-
- Stephen
- ____________________________________
- Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
- Software Engineer reward for doing it well is the
- LB&M Associates opportunity to do it again."
- ____________________________________
- #define OPINION (myown)
- #define COMPANYOPINION (~myown)
-
- This message created using 87% recycled neuro-transmitters
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #238 ***************************************:-)
-
- Subject: RELAY BOUNCE (fwd)
- Date: Fri, 10 Jun 1994 11:43:41 -0700 (PDT)
- From: Mike McCool <mikemcoo@efn.org>
-
- Hey Nik,
-
- The return string is weird here, so if you get this, my faith is
- restored. The user button query of yours is addressed in the preferences
- section.
-
- Another IML'ster pointed out what a fabulous feature preferences
- was, and he was right. You can now have two rows of user buttons. And
- if you abbreviate, as I do, you can just about hang your whole pulldown
- menu across the bottom as buttons. It is GREAT.
-
- You asked about anti-aliasing, too. I haven't gotten any
- conclusive speedups so far. Hopefully someone else has optimized this
- function for best reduction of jaggies with least increase in rendering
- times.
-
- Another of you Southern Star droids posted a couple of weeks
- ago about anti-aliasing and rays, and said that with an A A setting of
- 10, he could still get reduced jaggies with no particular increase in
- rendering times if he lowered the maximum number of Rays to 30. I
- haven't had time to confirm this, but give it a shot and see if it helps.
-
- (And btw, thanks, to Dave Wickard, for salvaging this post. It
- bounced off Pluto, and would have been lost in e-space, if you hadn't
- snagged it and sent it back to me).
-
-
- +---> ARCHIVE MESSAGE NUMBER #239 ***************************************:-)
-
- Subject: RE: Motion Blurring
- Date: Fri, 10 Jun 94 16:48:00 EST
- From: "Ducharme, Alain: FOB" <Ducharme@fob.istc.ca>
-
- On Friday, June 10, 1994 10:14, KEN_ROBERTSON wrote:
- >It would be great if motion blur could be implemented for scanline
- >modes!
- Scanline modes? Why not Trace as well? At least if we were doing some
- particle effects with spherical particles we could have actual blurred
- moving perfect spheres and not some ugly blurred dodecahedrons ;^)
-
-
- +---> ARCHIVE MESSAGE NUMBER #240 ***************************************:-)
-
- Subject: RE: Update Policy
- Date: Fri, 10 Jun 94 17:06:00 EST
- From: "Ducharme, Alain: FOB" <Ducharme@fob.istc.ca>
-
- On Fri, 10 Jun 94 15:51:49 EST, Martin Wood (Aberystwyth Uni) wrote:
- > I've just ordered I3.0 (only 28 days to
- wait!)
- >and I'd like to know what Impulse's policy is on updates. We all know that
- >I3.0 has a number of shortcommings, Inverse Kinematics (like R3D V2) and
- >motion blurring being the most complained about topic, so how often are
- >updates? And how much will they cost? Finally do the complaints which arive
- >at IML go to Impulse?
-
- Ok here's the Update Policy deal as described in Impulse Graphics World
- newsletter (which I guess you are not receiving yet):
-
- 1 year of updates = $100 US
-
- Can be purchased at the beginning of the year, where they will be sending
- you small (?) regular (??) updates of new features(/fixes) and additions.
- Or, can be purchased at the end of the year (same price) in one package.
-
- And about the receiving the constructive criticism (complaints), apparently
- they do, on a regular basis. They will even be helpful and address
- problems/questions directly on the IML.
-
-
- +---> ARCHIVE MESSAGE NUMBER #241 ***************************************:-)
-
- Subject: Re: Motion Blurring
- Date: Fri, 10 Jun 1994 18:30:10 -0700 (PDT)
- From: Gerard Menendez <gpm@netcom.com>
-
- Although this is not as good as a built in function you can
- composite frames to achieve the same result. If you have an animation
- you want to do this to, start you anim a frame or 2 or 3 early. Then for
- frame 3 you would composite frame 2 with it at 25% and frame 1 at 10%.
- Play with your percentages.
-
- This works okay, don't yell at me if it's to obvious or your point of
- view is moving or you don't want it applied to all moving objects.
-
- Gerard
-
-
-
-
- On Fri, 10 Jun 1994, Leo Hamulczyk wrote:
-
- > How come Renderman could do proper motion blur? If the rendering speed would
- > be a problem, I'm sure the real diehards wouldn't mind for the effect. Anyway,
-
- > for certain types of anims you really need it. Picture blurring isn't good
- > enough. Sculpt 4d's wasn't either.
- >
- > Leo H
- >
-
-
- +---> ARCHIVE MESSAGE NUMBER #242 ***************************************:-)
-
- Subject: RE: Motion Blurring
- Date: Fri, 10 Jun 94 19:24:00 PDT
- From: KEN_ROBERTSON@robelle.com
-
- I previously said, "It would be great if motion blur could be
- implemented for scanline modes!". Of course this is in addition to
- Trace as well - I often get good enough results for my projects just
- using scanline modes, and since I'm tracing on an A1000 (with Lucas/Francis
- hack to include 020 and 881 to 16 MHz) speed is of the essence.
-
- My point is, I wouldn't want to restrict Motion Blur to just Trace mode.
- \KenR
- ---------------------------------------------------------------
- One day, when I get rich, I'm going to buy a taxi and drive around
- downtown with the light on on top. When people wave at me, I'll just
- wave right back and keep on driving!
- ---------------------------------------------------------------
-
-
- +---> ARCHIVE MESSAGE NUMBER #243 ***************************************:-)
-
- Subject: Re: Shield effect
- Date: Fri, 10 Jun 94 19:59:12 PDT
- From: ua197@freenet.victoria.bc.ca (Christopher Stewart)
-
- >I would like to create a shield effect like the one in the BattleJPG
- >from /pub/aminet/pix/guard (I think thats where it is). Anyone have
- >any luck animating these? Here are some previous posts about the subject.
-
- >Any luck with this Christopher?
-
- Wow, that quote was from awhile ago. Yes I got it figured out and it
- worked well (so well it was used for a live performance ;-). The actual
- project is somewhere on a floppy backup and I'll cough it up if anyone
- REALLY needs it. Take some time to fiddle with ringfract or shellturb
- (basically anything energy-like and morphable) on a primative sphere. I
- believe I had to use one of the "swap" textures to make it stick to a
- transparent surface but it WAS a long time ago. I'll de-archive the
- project and take a look at it.
-
- Christopher
-
- ps. bones certinally do take some planning, don't they.....
-
-
-
-
- --
- "I wish there was a knob on the TV ua197@freenet.victoria.bc.ca
- to turn up the intelligence. cs833@cleveland.freenet.edu
- There's a knob called `brightness',
- but it doesn't work." -- Gallagher Join the Animation Sig!
-
-
- +---> ARCHIVE MESSAGE NUMBER #244 ***************************************:-)
-
- Subject: Re: Pfffft...
- Date: Fri, 10 Jun 1994 23:24:06 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > This doesn't really solve the problem completely. I've had the constant
- > way up (like 20+) and some particles will still stay. What will happen
- > though is that the majority will drop really quickly.The only way that
- > seems to work is to scale the particles down to nothing.
-
- Nik,
-
- Did you try the settings I gave you, what did they do..did you set the
- Min Angle from Z to 0, I believe you had it at 20 and this maybe keeping
- your particles 20 units from the ground at the end of the effect... and
- why they stay hanging...the reason there falling so fast is because you
- have the Terminal Z Velocity at 30 or something like that set it to the
- amount of frames the effect last..I believe it was 93 or something.. this
- should slow them down.. same goes for Terminal H Velocity this will slow
- the expantion of the Particles on the Horizontal axis's.. Did you get see
- my last message repling to this, What happen when you tried it?
-
- =RRW=
-
-
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #245 ***************************************:-)
-
- Subject: PARTICLES
- Date: Fri, 10 Jun 94 22:52:02 -0300
- From: greg.tsadilas@hofbbs.com
-
- Regarding not all particles reaching the ground plane.....I assume that these
- are triangles that are higher than the travel distance that is set. Try
- increasing the travel distance to get the particles to go further. This may
- help....may not.
-
- -GreG
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #246 ***************************************:-)
-
- Subject: Re: Shield effect
- Date: Sat, 11 Jun 1994 00:13:55 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > Christopher
- >
- > ps. bones certinally do take some planning, don't they.....
-
- Ya, they do..Christopher...did you do that Frankenstien Animation that
- won First Amiga World Animation Contest...if so I rember seeing that at a
- show a few years ago..really nice stuff! Excellent considering it was
- with Turbo Silver..at least thats what I thought it was done with..
-
- =RRW=
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #247 ***************************************:-)
-
- Subject: Re: RELAY BOUNCE (fwd)
- Date: Fri, 10 Jun 1994 23:52:15 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- >
- > Another IML'ster pointed out what a fabulous feature preferences
- > was, and he was right. You can now have two rows of user buttons. And
- > if you abbreviate, as I do, you can just about hang your whole pulldown
- > menu across the bottom as buttons. It is GREAT.
-
- This may have been me, and I'm glad to see that it influenced someone to
- go and check it out..It really is one of the most user friendly parts of
- Imagine and from what I have seen Impulse put in some Newsletters, one of
- the least used..Glad you have discoverd it! As you use it more you can
- refine your working enviroment to help in the speed of developement of
- objects and animations.. Though I don't now if having everything in the
- Menus is actually neccesary, there are many Function keys you can set as
- well, and I personally find them faster than the gadgets for some things.
- and don't forget to memorize all the Hot Keys as well, by doing things
- this way you can keep you gadgets less clutered and easier to find, which
- will also help you speed up developement..Just a sugestion, if you like
- it the way you have it then this is probably fine for you...but as you
- use Prefs more and learn the many HotKeys you may find you agree with me?
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #248 ***************************************:-)
-
- Subject: Imagine Texture format
- Date: Sat, 11 Jun 94 15:49:47 GMT
- From: David Southwell <David@flevel.demon.co.uk>
-
- *********************************************************************
- * IMAGINE TEXTURE FORMAT *
- *********************************************************************
- ; This is an example piece of code for coded textures on imagine2
- ; on the Amiga.
- ;
- ; It might work on imagine3, if anyone can test it then please let
- ; me know.
- ;
- ; I have done this texture in 68000 because the interfacing would
- ; be a little tricky in C. Imagine starts up the texture as an
- ; executable (LoadSegment) and then passes some initialisation
- ; stuff on the stack - the texture must respond with the correct
- ; data block returned in d0 or zero for fail. You need to set up
- ; either the FP code or the integer code depending on the version
- ; of imagine running: Please code BOTH versions if you release any
- ; textures otherwise you will find them crashing on other machines!
- ;
- ; Imagine passes the x,y and z coord relative to the objects axis
- ; to the texture for each intersection point, we then can alter the
- ; objects colour,reflect and filter or leave them as the users base
- ; settings.
- ;
- ; You can alter which parameters are requested in the texture setup
- ; by altering the text below and then setting the colselect data
- ; to tell imagine which numbers are to be displayed as red,green and
- ; blue colours in the sample box.
- ;
- ; axispar sets the default axis for the texture mapping, I have set
- ; them to be aligned with the worlds axis, if you change these then
- ; make sure that the axis size is nearly 1 (root(x^2+y^2+z^2)=1).
- ;
- ; Setting the objpar will alter the default numbers for the objects
- ; parameters on the setup screen, set these to appropriate values
- ; for your texture.
- ;
- ; The integer math format is number/65536 eg 1.0=65536 etc.
- ; When reading the colour information from the texture parameters
- ; always divide them by 256 because imagine uses colours in the range
- ; of 0-1 red, 0-1 green and 0-1 blue.
- ;
- ;
- ; For more information or comments contact me:
- ;
- ; trefor@flevel.demon.co.uk
- ;
- ;
- ; N.B. Ive been a bit lazy - the integer version of this texture uses
- ; 68020 and above code! If you want me to change this then mail me.
- ;
- ; The examples in this code are mixed! The FP code example produces a
- ; mandelbrot set rendered against the final orbital position of points
- ; not inside the set. I am using a log palette and the red green and
- ; blue scale control the amount of palette tinge.
- ; The integer example is a bog standard chequer board.
- ;
- ; To use this file assemble it on Devpac or any other 68000 series
- ; assembler (You may need to make changes for some assemblers). Don't
- ; forget to select FPU and 68020 or above. Assemble the file to disk
- ; and load it into Imagine as a texture. Following this text is the
- ; executable version which has been uuencoded.
- *********************************************************************
- rsreset
- par_scale: rs.l 1 ;The data structure for
- par_red: rs.l 1 ;the custom texture.
- par_grn: rs.l 1 ;Ive have used rs.b's so it can
- par_blu: rs.l 1 ;be easily accessed without messy
- par_refred: rs.l 1 ;offset numbers.
- par_refgrn: rs.l 1
- par_refblu: rs.l 1
- par_filred: rs.l 1
- par_filgrn: rs.l 1
- par_filblu: rs.l 1
- par_iters: rs.l 1
- par_break: rs.l 1
- par_spare3: rs.l 1
- par_spare4: rs.l 1
- par_spare5: rs.l 1
- par_spare6: rs.l 1
-
- rsreset ;this data comes from Imagine
- cord_x: rs.l 1 ;it is relative to the wrap axis.
- cord_y: rs.l 1
- cord_z: rs.l 1
-
- rsreset
- obj_unknown: rs.l 6 ;the texture can write back to these
- obj_colour_red: rs.l 1 ;parameters or leave them to pass
- obj_colour_grn: rs.l 1 ;the base settings through.
- obj_colour_blu: rs.l 1
- obj_reflect_red: rs.l 1
- obj_reflect_grn: rs.l 1
- obj_reflect_blu: rs.l 1
- obj_trans_red: rs.l 1
- obj_trans_grn: rs.l 1
- obj_trans_blu: rs.l 1
- *****************************************************************
- init:
- cmp.w #$50,4(sp)
- beq Start
- clr.l d0
- rts
- *****************************************************************
- Start: tst.w 6(sp) ;check for integer/fp version
- bne startup_fpCode
- bra startup_intcode
- *****************************************************************
- startup_intcode:
- move.l #intcode,codeaddr
- move.l #intobjpar,objparaddr
- move.l #intaxispar,axisparaddr
- move.l #pointers,d0
- rts
- *****************************************************************
- startup_fpcode:
- move.l #fpcode,codeaddr
- move.l #fpobjpar,objparaddr
- move.l #fpaxispar,axisparaddr
- move.l #pointers,d0
- rts
- *****************************************************************
- intcode:
- move.l 4(a7),a0 ;texture parameters
- move.l 8(a7),a1 ;object parameters
- move.l 12(a7),a2 ;coord structure
-
- move.l cord_x(a2),d0
- move.l cord_y(a2),d1
- move.l cord_z(a2),d2
-
- move.l par_scale(a0),d3
- beq skip
-
- divs.l d3,d0 ;<<<020+
- divs.l d3,d2 ;<<<020+
- divs.l d3,d3 ;<<<020+
-
- add.l d2,d0
- add.l d3,d0
- btst #0,d0
- beq skip ;pass through base settings
-
- move.l par_red(a0),d0
- move.l par_grn(a0),d1
- move.l par_blu(a0),d2
- lsr.l #8,d0
- lsr.l #8,d1
- lsr.l #8,d2
- move.l d0,obj_colour_red(a1)
- move.l d1,obj_colour_grn(a1)
- move.l d2,obj_colour_blu(a1)
- intload_rest:
- lea obj_reflect_red(a1),a1
- lea par_refred(a0),a0
-
- move.w #6-1,d0
- intcopymats:
- move.l (a0)+,d0
- lsr.l #8,d0
- move.l d0,(a1)+
- dbf d0,intcopymats
- rts
- *****************************************************************
- fpcode:
- move.l 4(a7),a0 ;texture parameters
- move.l 8(a7),a1 ;object parameters
- move.l 12(a7),a2 ;coord structure
-
- fmove.s cord_x(a2),fp0 ;x
- fmove.s cord_y(a2),fp1 ;y
- fmove.s cord_z(a2),fp2 ;z
-
- fmove.s par_scale(a0),fp3
- fmove.s par_iters(a0),fp4
- fmove.l fp4,d0 ;iters
- tst.l d0
- beq skip
- fmove.s par_break(a0),fp5
-
- fmove fp2,fp1
-
- fdiv fp3,fp0 ;/scale
- fdiv fp3,fp1 ;/scale
-
- fmove fp0,fp4 ;lx
- fmove fp1,fp7 ;ly
-
- fp_loop:
- fmove fp0,fp2
- fmove fp1,fp3
- fmul fp2,fp2 ;x*x
- fmul fp3,fp3 ;y*y
- fmove fp2,fp6 ;x*x+y*y
- fadd fp3,fp6 ;>break?
-
- fcmp fp5,fp6
- fbgt fp_break
-
- fmul fp0,fp1 ;xy
- fmul.s #2,fp1 ;2xy
- fmove fp2,fp0 ;x*x
- fsub fp3,fp0 ;x*x-y*y
-
- fsub fp4,fp0 ;-lx
- fsub fp7,fp1 ;-ly
-
- subq.l #1,d0
- bne fp_loop
- bra skip
- fp_break:
- fmove.s #16777215,fp0
- fdiv fp5,fp0
- fdiv fp5,fp0
- flogn fp6
- fdiv fp6,fp0
- fmove.l fp0,d0
-
- clr.l d1
- move.b d0,d1
- fmove.l d1,fp0
- fdiv.s #256,fp0
-
- fmove.s par_red(a0),fp1
- fmul fp1,fp0
- fmove.s fp0,obj_colour_red(a1)
- lsr.l #8,d0
-
- clr.l d1
- move.b d0,d1
- fmove.l d1,fp0
- fdiv.s #256,fp0
- fmove.s par_grn(a0),fp1
- fmul fp1,fp0
- fmove.s fp0,obj_colour_grn(a1)
- lsr.l #8,d0
-
- clr.l d1
- move.b d0,d1
- fmove.l d1,fp0
- fdiv.s #256,fp0
- fmove.s par_blu(a0),fp1
- fmul fp1,fp0
- fmove.s fp0,obj_colour_blu(a1)
-
- lea obj_reflect_red(a1),a1
- lea par_refred(a0),a0
-
- move.w #6-1,d0
- fpCopyMats:
- fmove.s (a0)+,fp0 ;divide down the settings from a scale
- fdiv.s #256,fp0 ;of 0-256 to a scale of 0-1
- fmove.s fp0,(a1)+
-
- dbf d0,fpCopyMats
- SKIP: rts
- *****************************************************************
- Pointers dc.l 'ITXT',0
- dc.l 0
- CodeAddr dc.l 0
- dc.l textblock,ColSelect
- objparAddr dc.l 0
- axisparAddr dc.l 0
- *****************************************************************
- textblock:
- dc.l TITLETXT,Text1
- dc.l Text2,Text3
- dc.l Text4,Text5
- dc.l Text6,Text7
- dc.l Text8,Text9
- dc.l Text10,Text11
- dc.l Text12,Text13
- dc.l Text14,Text15
- dc.l Text16,blank
- *****************************************************************
- ColSelect:
- dc.l $08010204 ;4 bits per parameter
- dc.l $01020401 ;$0=don't color,$1=red,$2=green
- dc.l $02040000 ;$4=blue,$8=scale
- dc.l $00000000
- ;
- ; Above colselect says: scale,r,g,b,r,g,b,r,g,b
- ; n,n,n,n,n,n
- ;
- ;r=red/g=green/b=blue/n=none
- *****************************************************************
- fpobjpar:
- dc.s 32,1 ;inital values
- dc.s 1,1 ;these corispond to the default
- dc.s 0,0 ;settings for the textures
- dc.s 0,0 ;parameters.
- dc.s 0,0
- dc.s 128,4
- dc.s 0,0
- dc.s 0,0
- *****************************************************************
- Intobjpar:
- dc.l 32<<16,1<<16 ;and integer inital values
- dc.l 1<<16,1<<16 ;number<<16
- dc.l 0,0
- dc.l 0,0
- dc.l 0,0
- dc.l 128<<16,4<<16
- dc.l 0,0
- dc.l 0,0
- *****************************************************************
- fpaxispar:
- dc.s 0,0,0 ;default offset of axis
-
- dc.s 1,0,0 ;x axis
- dc.s 0,1,0 ;y axis
- dc.s 0,0,1 ;z axis
-
- dc.s 32,32,32 ;default axis size
- *****************************************************************
- intaxispar:
- dc.l 0,0,0 ;int default axis offset
-
- dc.l 1<<16,0,0 ;int x axis
- dc.l 0,1<<16,0 ;int y axis
- dc.l 0,0,1<<16 ;int z axis
-
- dc.l 32<<16,32<<16,32<<16 ;int default axis size
- *****************************************************************
- TITLETXT: dc.b "MandleBrot",0
- Text1: dc.b "Scale",0
- Text2: dc.b "Red Scale",0
- Text3: dc.b "Green Scale",0
- Text4: dc.b "Blue Scale",0
- Text5: dc.b "Reflect Red",0
- Text6: dc.b "Reflect Green",0
- text7: dc.b "Reflect Blue",0
- text8: dc.b "Filter Red",0
- text9: dc.b "Filter Green",0
- Text10: dc.b "Filter Blue",0
- Text11: dc.b "Iterations",0
- Text12: dc.b "Breakpoint",0
- Text13: dc.b 0
- Text14: dc.b 0
- Text15: dc.b 0
- Text16: dc.b 0
- blank: dc.b 0
- even
- *******************************************************************
- ;
- ; This is the exectutable!
- ;
-
- begin 777 ImagineTexture
- M #\P ! $" #Z0 0(,;P!0 1G &0H!.X
- M=4IO 9F L8 B/\ 9@ @PC_ K@ (8(_P ,T "'" \X
- M " $YU(_P #0 "#"/\ "> A@C_ O@ (<(#P ( 3G4@X
- M;P $(F\ ""1O P@$B(J 0D*@ ()A!G %^3$,( $Q#* ),0S@#T(+0@P@ X
- M !G %F("@ !"(H @D* ,X(C@B>"*(T &"-! !PC0@ @0^D )$'H ! PX
- M/ %(!C@B"+ 4<C_^$YU(&\ !")O @D;P ,\A)$ /(J1( !/(J10 "/(0X
- M18#R*$8 "CR &( 2H!G $ \BA&@ L\@ (@/( #"#R R@\@ " /( !X#RX
- M $ \@ %@/( "2/R VC\@ + /( #R+R !<X\I( )O( */R/$2C0 /( X
- M" #R PH\@ 0*/( '*A3@&; 8 HO(\1 !+?___\@ 4(/( %"#R !L4\@ 8X
- M(/( 8 !"@1( \@% /(\1"!#@ \BA$@ $\@ $(_(I9 &."(0H$2 /(!X
- M0 #R/$0@0X /(H1( "/( !"/R*60 !S@B$*!$@#R 4 \CQ$($. #RX
- M*$2 SR 0C\BED @0^D )$'H ! P/ %\AA$ /(\1"!#@ \AED %'(X
- M_^Y.=4E46%0 (@ ": #< WL X
- M .! #BP Y< .B #K@ [P /) #U ^$ /M #^ X
- M! , 0$ $!0 ! 8 0'" $"! $"! $"! $( _@ /X X
- M #^ !# 0( X
- M ( $ ! 0 X
- M ( $ /X X
- M #^ _@ 0@ $( !" X
- M $ ! 0 X
- M " @ ( 36%N9&QE0G)O= !38V%L90!2960@4V-A;&4 1W)E96X@X
- M4V-A;&4 0FQU92!38V%L90!2969L96-T(%)E9 !2969L96-T($=R965N %)EX
- M9FQE8W0@0FQU90!&:6QT97(@4F5D $9I;'1E<B!'<F5E;@!&:6QT97(@0FQUX
- M90!)=&5R871I;VYS $)R96%K<&]I;G0 /L (@ <X
- M ( "8 J , #0 Z 0@ $8 !, 4 %8 X
- M !: 8 A (4 "( B0 (H "+ C (T ". X
- M CP ) "1 D@ ), "4 E0 )8 "7 F )D X
- % _) X
- X
- end
-
- -------------------------------------------------------------------------.
- !Email David@flevel.demon.co.uk !
- +-------------------------------------------------------------------------+
- |Fourth Level Developments - Amiga,PC,Apple,SCSI and Magneto Opticals |
- `-------------------------------------------------------------------------+
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #249 ***************************************:-)
-
- Subject: Imagine on SGI???
- Date: Sat, 11 Jun 1994 14:00:00 -0400
- From: yosi.leiba@canrem.com (Yosi Leiba)
-
- I would like to know if there is a version of Imagine for the SGI (Indy)
- or the Mac? I have all the platforms available to me...
-
- PS> On the PC version dos Imagine run from DOS or Windows and hows does
- it compare to 3D Studio???
-
-
- Thanks
- Yosi.Leiba@canrem.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #250 ***************************************:-)
-
- Subject: soft shadows a priority
- Date: Sat, 11 Jun 1994 16:50:03 -0400 (EDT)
- From: Derek Hardison <derekjh@noel.pd.org>
-
- Hi - Derek Hardison here -- new to the list. Amiga since '85;Imagine
- since version 1.0; two 4000's and a 2500.
- I earn my living with Imagine -- for last two years.
- I have read the posts on requested improvemnets and suggest that we
- somehow let Impulse know what our priorities are.
- I want some control over the firecracker ( more than now)
- I want soft shadows --- my top rendering need.
-
- ThanYOU,ThankYOU to impulse for the Set Zone!!
- In Detail editor -- browsers everywhere
- upper & lower limits on textures -- I mean - give us a clue, please.
- then show us a pic as we make changes -- a la "forge" (love it)
-
- Currently working on a blockbuster project using Imagine
- tell you about it in a few months when the wraps come off.
- Nice to finally be hooked up to the list.
-
- --
- Derek Hardison Imagine on Amiga 4000s
- New Intelligence on Video
- SGIwannabe
- Domain: derekjh@pd.org
- UUCP: ...!emory!pd.org!derekjh
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #251 ***************************************:-)
-
- Subject: Re: Shield effect
- Date: Sat, 11 Jun 94 16:25:16 PDT
- From: ua197@freenet.victoria.bc.ca (Christopher Stewart)
-
- >Ya, they do..Christopher...did you do that Frankenstien Animation that
- >won First Amiga World Animation Contest...if so I rember seeing that at a
- >show a few years ago..really nice stuff! Excellent considering it was
- >with Turbo Silver..at least thats what I thought it was done with..
-
- Nope, not me. I don't even think I've seen the piece. Back then I was
- probably still playing with chekered floors and shiny balls <grin>.
-
-
-
- --
- "I wish there was a knob on the TV ua197@freenet.victoria.bc.ca
- to turn up the intelligence. cs833@cleveland.freenet.edu
- There's a knob called `brightness',
- but it doesn't work." -- Gallagher Join the Animation Sig!
-
-
- +---> ARCHIVE MESSAGE NUMBER #252 ***************************************:-)
-
- Subject: particles help
- Date: Sun, 12 Jun 1994 12:56:19 +0000
- From: David Shaw <dshaw@michael.slip.cc.uq.oz.au>
-
- >
- > Did you try the settings I gave you, what did they do..did you set the
- > Min Angle from Z to 0, I believe you had it at 20 and this maybe keeping
- > your particles 20 units from the ground at the end of the effect... and
- > why they stay hanging...the reason there falling so fast is because you
- > have the Terminal Z Velocity at 30 or something like that set it to the
- > amount of frames the effect last..I believe it was 93 or something.. this
- > should slow them down.. same goes for Terminal H Velocity this will slow
- > the expantion of the Particles on the Horizontal axis's.. Did you get see
- > my last message repling to this, What happen when you tried it?
- >
- Hi Randy,
- I was the one with the particles prob. I used the settings today
- (been sick) and they seemed to work better by the end of the last frame.
- there was still a couple of particles still there, but the using the
- scaling thing in the requester made them disappear.
-
- Thanks for the numbers. I received 3.0 on Friday and have been
- reading a bit more about the effect now. Still needs to have more info
- on it I think...
-
-
- see ya
- David
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #253 ***************************************:-)
-
- Subject: Re: Shield effect
- Date: Sun, 12 Jun 1994 00:34:43 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > >Ya, they do..Christopher...did you do that Frankenstien Animation that
- > >won First Amiga World Animation Contest...if so I rember seeing that at a
- > >show a few years ago..really nice stuff! Excellent considering it was
- > >with Turbo Silver..at least thats what I thought it was done with..
- >
- > Nope, not me. I don't even think I've seen the piece. Back then I was
- > probably still playing with chekered floors and shiny balls <grin>.
-
- O'well...I'm sure some of these other guys remember it..it was quite nice.
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #254 ***************************************:-)
-
- Subject: Re: particles help
- Date: Sun, 12 Jun 1994 00:48:47 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > Hi Randy,
- > I was the one with the particles prob. I used the settings today
- > (been sick) and they seemed to work better by the end of the last frame.
- > there was still a couple of particles still there, but the using the
- > scaling thing in the requester made them disappear.
-
- OK, sorry to hear they did'nt solve your problem..I did a similar
- animation and it worked fine for me, the particles bonce twice or was
- three times and all landed on the ground fine..Hmmm? Are you sure the
- distance to the ground matches the distance they are to fall. Doesn't seem
- like this is your problem as this, I would think would be abvious.
-
- >From the settings you had;
-
- Travel Distance 450
- Ground -87.4961
-
- your actual object would have to be at global Z 362.5039. Is this were
- you have it? If not this maybe the problem..
-
- Did you try 0 in the Min Angle from Z?
-
- I know you said that scaling them made them disapear, and if thats good
- enough for you then thats cool. But If you want them to stay on the ground
- after they fall, then this will not do. Just trying to figure out why I
- got it to work OK and these figures did'nt help you. Hmmm?
-
- > Thanks for the numbers. I received 3.0 on Friday and have been
- > reading a bit more about the effect now. Still needs to have more info
- > on it I think...
-
- Yes, they are a bit unpredictable, and take alot of testing to get the
- disired effect some times.
-
- Good Luck!
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #255 ***************************************:-)
-
- Subject: INTERLACE
- Date: Sun, 12 Jun 94 00:37:10
- From: "Mario Rhynsburger" <mario@hell.hacktic.nl>
-
- Is it true ??
- That IMAGINE 3.0 can only work in "interlace"
-
- ^^^^Bubbles^^^^
-
-
- Boys & Girls you should know by know,Its live to the fullest
-
- Sing > 'Happy Happy Joy Joy'. Repeat until death sets you free.
-
- The Dutchables
-
- mario@hell.hacktic.nl
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #256 ***************************************:-)
-
- Subject: Particle Probs with Imagine 3.0 for PC.
- Date: Sun, 12 Jun 1994 14:11:19 +0100 (MET)
- From: Mads Storm Andersen <mstamads@inet.uni-c.dk>
-
- Hello!!
-
- Just got my copy of Imagine 3.0 for the PC, and just got
- hooked to this list.
-
- When i use the Particle Generator, 30 % of the times it
- crashes my PC, WHY ???(Yeah, i know buy an Amiga, well i just sold my old
- 2000 a year back :)
- I think it crash when i use Random Particles and try to change the size
- of the particle to under 1.
-
- What do i do now.
-
- Are there a fix for this prob, or will i just have to ignore it??
- (Its not a big problem right now, but might give me some gray hairs
- in the future)
-
- /Mads Storm.
- Demi-God, SubGenius, Penguin Lover, Pope of the middle earth,
- Real Life Hero, WarpSpeed Moderator.
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #257 ***************************************:-)
-
- Subject: Particles part II.
- Date: Sun, 12 Jun 1994 14:55:02 +0100 (MET)
- From: Mads Storm Andersen <mstamads@inet.uni-c.dk>
-
- Hello Again.
-
- Have pin pointed the problem.
-
- If i apply Particles to a ground plan, it will crash.
-
- Right now i dont know how i would ever use that, but still
- could make pretty nice efx.
-
- /Mads Storm.
- Demi-God, SubGenius, Penguin Lover, Pope of the middle earth,
- Real Life Hero, WarpSpeed Moderator.
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #258 ***************************************:-)
-
- Subject: Particle AGAIN.
- Date: Sun, 12 Jun 1994 15:13:37 +0100 (MET)
- From: Mads Storm Andersen <mstamads@inet.uni-c.dk>
-
- Hello AGAIN !!
-
- Just to inform you, i have tried to do the same thing on an
- Amiga 4000/40(12mb) with the same result, the Amiga Crashes..
- BUMMER!!!
-
-
- /Mads Storm.
- Demi-God, SubGenius, Penguin Lover, Pope of the middle earth,
- Real Life Hero, WarpSpeed Moderator.
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #259 ***************************************:-)
-
- Subject: helmet.lha uploaded
- Date: Sun, 12 Jun 1994 12:04:16 -0400
- From: "Paul Wehner" <usr9110a@TSO.UC.EDU>
-
- I've uploaded a jpeg to wuarchive in systems/amiga/aminet/new called
- helmet.lha. Its a 800x600 pic of a skull/helmet with roses. My first
- contribution to the IML. If there is enough demand I'll post the objects as
- well.
- enjoy, paul wehner usr9110a@tso.uc.edu
-
-
- +---> ARCHIVE MESSAGE NUMBER #260 ***************************************:-)
-
- Subject: Re: Particle AGAIN.
- Date: Mon, 13 Jun 1994 00:17:19 +0100 (MET)
- From: Mads Storm Andersen <mstamads@inet.uni-c.dk>
-
- On Sun, 12 Jun 1994, Jason B Koszarsky wrote:
-
- > Ground is a special object. Particles have to be used with normal objects
- > that have faces. I would expect them NOT to work with a ground, perfect spher
- e,
- > or plain axis.
-
- I guessed that much, but it would be nice if imagine just
- wrote back and told us,"You fool, think about it", or something like that.
- Not just "You fool, i just crashed you computer:)".
-
- Well it would be nice, would it :)
-
- But thanx for you prompt answer.
-
-
- /Mads Storm.
- Demi-God, SubGenius, Penguin Lover, Pope of the middle earth,
- Real Life Hero, WarpSpeed Moderator.
-
- P.S Well it might work with plains ?
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #261 ***************************************:-)
-
- Subject: State
- Date: Sun, 12 Jun 1994 23:43:01 -0400 (EDT)
- From: "ElectroSURFER)))))))>" <romulus@escape.com>
-
- My understanding of using states in the stage editor is as follows:
-
- we have three states: 1. wingleveled
- 2. wingup
- 3. wingdown.
-
-
-
-
- 1. Load the object in into frame 1 of 33 for example.
- 2. Info requester pops up. I select state wingleveled.
- 3. In action editor I change object time bar to five
- 4. select add and add same object on 6-11. requester pops up, select wingup
- 5. add 12-17 in time line, then select state wingleveled
- 6. add 22-27 in time line, then select state wingdown
- 7. add 28-33 in time line, then select state wingleveled
-
- Is this the correct use of states.
-
- The only thing that the manual mentions concerning the use of states in
- animation is on page 244. Actually there is another area, the detail
- editor, but there your not required to reload the object.
-
- If the above assumption of the usage of the states with animation is
- correct still leave a message explaining your version of it's usage.
-
- Thank You
-
-
- +---> ARCHIVE MESSAGE NUMBER #262 ***************************************:-)
-
- Subject: Path Deforms in Stage
- Date: Mon, 13 Jun 94 00:16:05 EST
- From: mtucibat@cris.com (Mike Tucibat)
-
- Hey Randy!
-
- Nice Solution!
-
- The problem, of course, was:
- =========
- > That is, the same deformation should take place
- > if the object remains stationary in Stage, and the Path moves
- > through the object. You *could* have a flag as a stationary object,
- > and make a wavy path move through it, and create a rippling flag.
- >
- (Details of solution omitted for brevity...)
- =========
-
- As the path moves in a -Y direction, the plane moves +Y. Kinda like a
- treadmill. Nice!
-
- I wonder if you checked for a small change in the end position of your
- plane, though. For a while, I kept getting one.
-
- Like you found, to hold the plane's position, the distance it travels
- must equal the distance between the endpoints of the path. The "length
- of path" in Stage is not that distance, however, but rather the length
- of the curved path. I had to go to Detail to make a path of known
- distance between endpoints, and use that distance, to get it "stationary."
-
- I *guess* this is what p. 270 sidebar means. Although the object *is*
- moving, it's not too apparent. It doesn't seem to work without the object
- following the path, and that creates change in position. And even though
- the start and endpoints are the same, using the distance I describe, the
- plane still changes position as it begins to follow the path-- it just
- ends up back where it started. I also checked and this was possible with
- 2.9, also.
-
- But, anyway, cool effect! Thanks for the input!
-
- -mikeT
-
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #263 ***************************************:-)
-
- Subject: Re: State
- Date: Mon, 13 Jun 1994 01:59:27 -0700 (PDT)
- From: Jeremy White <jwhite@efn.org>
-
- On Sun, 12 Jun 1994, ElectroSURFER)))))))> wrote:
-
- >
- > My understanding of using states in the stage editor is as follows:
- >
- > we have three states: 1. wingleveled
- > 2. wingup
- > 3. wingdown.
- > 1. Load the object in into frame 1 of 33 for example.
- > 2. Info requester pops up. I select state wingleveled.
- > 3. In action editor I change object time bar to five
- > 4. select add and add same object on 6-11. requester pops up, select wingup
- > 5. add 12-17 in time line, then select state wingleveled
- > 6. add 22-27 in time line, then select state wingdown
- > 7. add 28-33 in time line, then select state wingleveled
- >
- > Is this the correct use of states.
-
- This does not seem right unless you want the object to remain perfectly
- still for the first 5 frames. Set the first object to 1-1 (wingleveled).
- Then set the second object for 2-6 (wingup) In frames 2-6 the wings will
- start at leveled, and by frame 6, be completely up.
-
- -Jeremy White
-
-
- +---> ARCHIVE MESSAGE NUMBER #264 ***************************************:-)
-
- Subject: Imagine
- Date: Mon, 13 Jun 1994 12:50:06 +0100
- From: mnw3 <mnw3@aber.ac.uk>
-
- TO all imagine fans,
- Does anyone know when these updates are coming out, i.e
- building up to Imagine4.0 (or just 3.9 will do!)? As I realized that the
- promised beta-spline objects will take up far less disk space (a sphere may
- contain 400 faces, whereas a geometric primative sphere may only have a few
- parameters) and also the wireframe view would look less cluttered. I think
- we owe it to ourselves, my good friends, to make sure these important issues
- are addressed! Is this too much to ask??
-
- From Martin Wood..
-
-
- +---> ARCHIVE MESSAGE NUMBER #265 ***************************************:-)
-
- Subject: Solid and Drills.
- Date: Mon, 13 Jun 1994 14:11:06 +0100 (MET)
- From: Mads Storm Andersen <mstamads@inet.uni-c.dk>
-
- Hi ...
-
- Can i get Imagine 3.0 to think that an object is solid.
- (A nice glass cube)
-
- And can i make a drill efx, putting a small sphere inside the cube??
-
-
- /Mads Storm.
- Demi-God, SubGenius, Penguin Lover, Pope of the middle earth,
- Real Life Hero, WarpSpeed Moderator.
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #266 ***************************************:-)
-
- Subject: Streamer-Tape-Transfer PC->Amiga
- Date: Mon, 13 Jun 1994 16:17:38 +0200
- From: Peter Bugla <bugla@informatik.tu-muenchen.de>
-
- Hi fellow imagineers!
-
- First excuse me wasting bandwidth, but it may be of concern for all
- those working on different platforms.
-
- I want to transfer data from PC to Amiga with a Streamer-Tape
- (Typ 6150) (The big cartridges).
-
- The Problem: I need a programm which is existent on both platforms
- and can write on a streamer-device.
-
- Any help appreciated,
- Peter
- --------------------------------------------------------------------------------
-
- #include <disclaimer.h> | "If architects built buildings the way
-
- | programmers write programs the first
-
- | woodpecker that came along would
- Peter Bugla | destroy civilization"
- e-mail: bugla@informatik.tu-muenchen.de | -- Murphy's Law of Computers
- snail-mail: Peter Bugla, Morsering 26, |
- 80937 Muenchen, Germany |
- --------------------------------------------------------------------------------
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #267 ***************************************:-)
-
- Subject: genlock objects / Matte Painting
- Date: Mon, 13 Jun 1994 10:01:19 -0400
- From: "rob (r.d.) hounsell" <hounsell@bnr.ca>
-
- Folks,
-
- I've discovered (perhaps belatedly) that although the attributes requestor
- screen capture printed in the Im3.0 manual has a "genlock" button, the manual
- doesn't mention it and it doesn't exist in the requestor on my screen. In fact,
- I don't see anything about genlock in the index.
-
- So, how do I accomplish what I believe is called matte painting? I have a
- scene in which there is only a small area that is animated, while the rest is
- static. To save rendering time (2.5 hours / frame) I want to render the whole
- screen for the first frame just once, and have the area that the action takes
- place in genlocked (i.e. black); there is an object that masks it nicely. Then,
- I would render the rest of the frames using only the objects that are moving by
- using layers in the stage editor (so I can get the right reflections on the
- animated objects - at least I think that's the way it works...) and then
- composite them in ADPro. (sounds like a good REXX application...)
-
- Since I don't have the option of using a genlock object, I could make it
- bright and force the colour to be black, but then (according to "Understanding
- Imagine 2.0) that would cause reflections of the object in the matte scene to be
-
- black rather than the real colour.
-
- I can't just render the mask object alone and use it as an alpha channel
- because it is clipped by other objects. The only thing I can think of is to
- have a copy of the scene in which objects that clip the mask object are black
- and the mask object is white, and then render it in colour shaded mode to get an
-
- alpha channel mask. I suppose touching up a copy of the overall scene in DPaint
-
- would work, but I was hoping that there was a genlock workaround.
-
- Thx
- Rob
- --
- +-----------------------------------------------------------------------------+
- | Rob Hounsell BNR WAN: HOUNSELL@BMERHB63 |
- | Team Leader: UNIX INTERNET: HOUNSELL@BNR.CA |
- | DMS System Performance Development PHONE: (613) 765-2904 |
- | Dept. 7D23 ESN: 395-2904 |
- | Bell Northern Research |
- +-----------------------------------------------------------------------------+
-
-
- +---> ARCHIVE MESSAGE NUMBER #268 ***************************************:-)
-
- Subject: Re: State
- Date: Mon, 13 Jun 1994 10:12:47 -0400 (EDT)
- From: "ElectroSURFER)))))))>" <romulus@escape.com>
-
- On Mon, 13 Jun 1994, Jeremy White wrote:
-
- > On Sun, 12 Jun 1994, ElectroSURFER)))))))> wrote>
- > >
- > > Is this the correct use of states.
- >
- > This does not seem right unless you want the object to remain perfectly
- > still for the first 5 frames. Set the first object to 1-1 (wingleveled).
- > Then set the second object for 2-6 (wingup) In frames 2-6 the wings will
- > start at leveled, and by frame 6, be completely up.
- >
- > -Jeremy White
- >
-
- Thanks Jeremy for your prompt response. As soon as I was done I realized
- my error in the post. In anycase, using your correction above, is this
- the proper way to use the states command in the action editor?
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #269 ***************************************:-)
-
- Subject: EDLE, AARC-ANTIALIASING
- Date: Mon, 13 Jun 1994 10:23:51 -0400 (EDT)
- From: "ElectroSURFER)))))))>" <romulus@escape.com>
-
- In the preference editor, you will find a discription mentioning EDLE on
- page 315; however, there is no explanation on AARC.(if there is let me know)
-
- Will someone please explain AARC.
-
- Thankyou.
-
- :)
- Robert Frederique
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #270 ***************************************:-)
-
- Subject: transparent background
- Date: Mon, 13 Jun 1994 11:42:00 -0400 (EDT)
- From: MCADOO <MCADOO@vax.edinboro.edu>
-
- Is there a way to use Imagine to overlay it over another source(camera,
- video tape etc) like credits. If I make the background black which is
- transparent (like in DPaint) I get the black background with the object.
- I want to just the objects to be overlayed on the video like credits
- on a video tape. Any help will be greatly appreciated. I'm using 3.0.
-
-
- +---> ARCHIVE MESSAGE NUMBER #271 ***************************************:-)
-
- Subject: Imagine
- Date: Mon, 13 Jun 1994 11:04:58 -0500
- From: William E Costello/Focal Point Software <bill@sugar.NeoSoft.COM>
-
- Date: Mon, 13 Jun 1994 12:50:06 +0100
- From: mnw3 <mnw3@aber.ac.uk>
-
- > TO all imagine fans,
- > Does anyone know when these updates are coming out, i.e
- > building up to Imagine4.0 (or just 3.9 will do!)? As I realized that the
- > promised beta-spline objects will take up far less disk space (a sphere may
- > contain 400 faces, whereas a geometric primative sphere may only have a few
- > parameters) and also the wireframe view would look less cluttered. I think
- > we owe it to ourselves, my good friends, to make sure these important issues
-
- > are addressed! Is this too much to ask??
- >
- > From Martin Wood..
-
-
- I called Impulse last week, to ask about the $100 interim upgrade program. What
-
- I was told was to hold off on buying it until the first upgrade is available. I
-
- was also told the first upgrade would probably be a new 3d spline editor to go
- with or replace the current 2d spline editor in 3.0. The person I talked to sai
- d
- it would probably be a month or two before this was ready.
-
- bill
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #272 ***************************************:-)
-
- Subject: re: transparant background
- Date: Mon, 13 Jun 94 11:27:26 PDT
- From: 13-Jun-1994 1319 <leimberger@marbls.enet.dec.com>
-
- >Is there a way to use Imagine to overlay it over another source(camera,
- >video tape etc) like credits. If I make the background black which is
- >transparent (like in DPaint) I get the black background with the object.
- >I want to just the objects to be overlayed on the video like credits
- >on a video tape. Any help will be greatly appreciated. I'm using 3.0.
-
- I am not sure if Imagine can do what you want. If you set the Genlock
- function I think it only makes the background color zero, an does not
- take in consideration the object. The problem is that if color zero
- is used in the rendered object it is transparant also. What you could do
- is move the pic into dpaint alter the pallete to make color zero really
- stand out, fill the occurances of color zero in the pic with another color
- and then rest color zero to it's original setting.
-
- bill
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #273 ***************************************:-)
-
- Subject: Movies - Render Size
- Date: Mon, 13 Jun 94 15:30:00 EST
- From: "Ducharme, Alain: FOB" <Ducharme@fob.istc.ca>
-
- Anybody have an idea as to what sort of resolutions are used in computer
- generated renders for movies? Not TV movies, big screen movies (70mm) like
- the ones playing at a theatre near you. I realize most computer generated
- imagery is often mixed in with live footage or traditional animation and
- therefore don't take up the whole screen, but what kind of resolution does
- the industry currently use to generate frames that fill the screen without
- having noticeable pixelization. Regardless of software/hardware used.
- Anyone here have this information? Thanks.
-
-
- +---> ARCHIVE MESSAGE NUMBER #274 ***************************************:-)
-
- Subject: Trees
- Date: Mon, 13 Jun 1994 12:45:04 -0700 (PDT)
- From: Mike McCool <mikemcoo@efn.org>
-
- Hey y'all,
-
- Been having some fun--and earthside, for a change--generating
- trees. The new deformation tools are sublime. My foliage is a
- little other-worldly, but the trees still come out pretty cool. I stuck
- a 24bit ham up on aminet, under pix/trace, called smoketrees.lha.
-
- Any advice on foliage would be grapely excruciated.
-
-
- +---> ARCHIVE MESSAGE NUMBER #275 ***************************************:-)
-
- Subject: PC Imagine 2.0
- Date: Mon, 13 Jun 1994 18:22:03 -0700
- From: peterj@netcom.com (Peter Jennings)
-
- I recently purchased the book, 3D Modeling Lab with its accompanying copy
- of Imagine 2.0 for the PC. I am finding the software to be extremely
- fragile, regularly collapsing points together, hanging and crashing to the
- "abnormal termination, please call Impulse" message.
-
- I know I didn't pay much for this copy, so I don't expect any support from
- Impulse on it, but I have some questions.
-
- Is there a bug fix version of this program around that doesn't crash quite
- so often? Is anyone using this version of the program successfully?
-
- Is there a reference manual or equivalent for the features which are not
- discussed in the accompanying book?
-
- All I was after when I purchased the book was the forms editor portion of
- the program in order to create simple objects for use in stereograms. Is
- there an inexpensive PC or Mac program that anyone knows of with a similar
- interface for editing 3D shapes. I like the way Imagine lets me create
- objects, but I just wish it would keep running.
-
- Peter
- -- peterj@netcom.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #276 ***************************************:-)
-
- Subject: Re: Path Deforms in Stage
- Date: Mon, 13 Jun 1994 18:28:00 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > Hey Randy!
- >
- > Nice Solution!
- >
- > The problem, of course, was:
- > =========
- > > That is, the same deformation should take place
- > > if the object remains stationary in Stage, and the Path moves
- > > through the object. You *could* have a flag as a stationary object,
- > > and make a wavy path move through it, and create a rippling flag.
- > >
- > (Details of solution omitted for brevity...)
- > =========
- >
- > As the path moves in a -Y direction, the plane moves +Y. Kinda like a
- > treadmill. Nice!
- >
- > I wonder if you checked for a small change in the end position of your
- > plane, though. For a while, I kept getting one.
-
- Ya, I did notice this but thought if I could get you aimed in the right
- direction you could get it to work properly with some more testing. I
- did'nt have the time to get it perfect, and just wanted to see if I could
- get close to what the manual says.
-
- > Like you found, to hold the plane's position, the distance it travels
- > must equal the distance between the endpoints of the path. The "length
- > of path" in Stage is not that distance, however, but rather the length
- > of the curved path. I had to go to Detail to make a path of known
- > distance between endpoints, and use that distance, to get it "stationary."
-
- Great! I geuss I should have checked the path there instead of in the
- Stage, but I just wanted to get things in the Stage and start
- testing them out so that I could report something to you before I
- had to go to sleep. Thanks for figuring out the small glitch in it,
- Looks like it was a good team effort..hehehehe
-
- > I *guess* this is what p. 270 sidebar means. Although the object *is*
- > moving, it's not too apparent. It doesn't seem to work without the object
- > following the path, and that creates change in position. And even though
- > the start and endpoints are the same, using the distance I describe, the
- > plane still changes position as it begins to follow the path-- it just
- > ends up back where it started. I also checked and this was possible with
- > 2.9, also.
-
- Ya, I'm sure it is as there was no other way I could get it to work, and
- it does a fine job of it. Though it maybe a bit limited to certain types
- of paths it is a good effect to have in our arsenal.
-
- > But, anyway, cool effect! Thanks for the input!
-
- No problem, glad to help.
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #277 ***************************************:-)
-
- Subject: effects.doc
- Date: Mon, 13 Jun 1994 23:34:59 -0400 (EDT)
- From: "ElectroSURFER)))))))>" <romulus@escape.com>
-
- On page 272 of the Imagine book it informs us that "for a complete list
- of effects refer to the Effects.doc found in the Imagine directory. I
- can't find it anywhere in the disks.
-
- Has anyone else experienced the case of the missing effects.doc file.
-
- I really need the docs. The manual does not metion anything about some
- of the effects.
-
- Thankyou
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #278 ***************************************:-)
-
- Subject: Re: Solid and Drills.
- Date: Mon, 13 Jun 1994 23:52:27 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- >
- > Can i get Imagine 3.0 to think that an object is solid.
- > (A nice glass cube)
- >
- > And can i make a drill efx, putting a small sphere inside the cube??
-
- I believe so, just make a cube and a sphere and put the sphere inside the
- cube, give them both a class attribute and raytrace it. Of course you may
- want some things for it refract.
-
- =RRW=
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #279 ***************************************:-)
-
- Subject: Re: Imagine on SGI
- Date: Tue, 14 Jun 1994 08:55:47 GMT+1
- From: "Wizard" <TESI2@novell.dima.unige.it>
-
- ___
- | O | .MODEL SMALL
- | | .DATA
- | O | LOGIN DB " _ __ ___ ______Wizard logged in"
- | | .CODE
- | O | MAILING PROC FAR
- |/\_|
-
- Yosi Leiba: (Imagine on SGI???)
-
- > I would like to know if there is a version of Imagine for the SGI (Indy)
- > or the Mac? I have all the platforms available to me...
-
- Not yet.
-
- > PS> On the PC version dos Imagine run from DOS or Windows and hows does
- > it compare to 3D Studio???
-
- You have to consider that 3DS is a really shitty rendering prg
- (nice user interface and editing, after all; shitty boolean just like
- Imagine slice perhaps!); otherwise You must use Imagine v3.0 coz 2.0PC
- is really a buggy shitty program.
- Last but not least, remember: NO ESSENCE, NO FREEFORM,
- NO PIXEL3D, NO VERTEX!!!!
- /\_
- | O | RET
- | | MAILING ENDP T-H-A-N-X
- | O | STACK 200H ae(-_^)ue
- |___| END MAILING _ __ ___ ______Wizard signing off
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #280 ***************************************:-)
-
- Subject: Re: helmet.lha
- Date: Tue, 14 Jun 1994 08:55:14 GMT+1
- From: "Wizard" <TESI2@novell.dima.unige.it>
-
- ___
- | O | .MODEL SMALL
- | | .DATA
- | O | LOGIN DB " _ __ ___ ______Wizard logged in"
- | | .CODE
- | O | MAILING PROC FAR
- |/\_|
-
- Paul Wehner (helmet.lha uploaded)
-
- > I've uploaded a jpeg to wuarchive in systems/amiga/aminet/new called
- > helmet.lha. Its a 800x600 pic of a skull/helmet with roses. My first
- > contribution to the IML. If there is enough demand I'll post the
- > objects as well.
-
- Hi Paul,
- I'm waiting for your future (hopefully) upload to Aminet of Your
- helmet object, DEMAND:=DEMAND+1.
-
- .BLKW DEMAND ;word reserved
- MOV (SP)+ R0 ;pop
- MOV #0 R1
- ...
- MOV R1 DEMAND ;use R1
- ...
- ...
- INC R1 ;R1:=R1+1
- MOV DEMAND R1
- MOV R0 -(SP) ;push
-
- /\_
- | O | RET
- | | MAILING ENDP T-H-A-N-X
- | O | STACK 200H ae(-_^)ue
- |___| END MAILING _ __ ___ ______Wizard signing off
-
-
- +---> ARCHIVE MESSAGE NUMBER #281 ***************************************:-)
-
- Subject: Re: transparent background
- Date: Tue, 14 Jun 1994 00:21:30 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > Is there a way to use Imagine to overlay it over another source(camera,
- > video tape etc) like credits. If I make the background black which is
- > transparent (like in DPaint) I get the black background with the object.
- > I want to just the objects to be overlayed on the video like credits
- > on a video tape. Any help will be greatly appreciated. I'm using 3.0.
-
- Well there use to be a Genlock button in the Global requester, but not
- any more..? Hmmm..maybe you could try typing -7 in all spaces for Horizon,
- +Zenith and -Zenith. Other than that I don't know off hand.
-
- =RRW=
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #282 ***************************************:-)
-
- Subject: Missed the StarField Stuff
- Date: Mon, 13 Jun 1994 22:34:52 -0700 (MST)
- From: N1886505944@amuc.mtroyal.ab.ca (Kelly O'Hara)
-
- Hello ALL!
-
- I have been playing A LOT with imagine lately, and signed
- up a little while ago to this mailing list, but I think
- I just missed the one thing I was hoping to find the most.
-
- How do I do Star Fields (animatable)?
-
- I have tried the confetti texture, but the generation is
- closer to tuned snow on my TV than stars, not keeping a
- consistant "starmap" texture if the camera moves at all.
-
- I would greatly appreciate it if someone would be able to
- send me the re-hash of the stream about creating star fields
- or just some info. If you prefer EMAIL, send to
-
- Kelly.O'Hara@amuc.mtroyal.ab.ca
-
- Thanks in advance.
-
- =========================================================
- Kelly O'Hara =:^)
- ---------------------------------------------------------
-
- "Everybody, everybody's dead, everybody's dead Dave." * Holly
-
- -== IceIQle v2.0 ==-
-
-
- +---> ARCHIVE MESSAGE NUMBER #283 ***************************************:-)
-
- Subject: Re: transparent background
- Date: Tue, 14 Jun 1994 21:54:18 +0000
- From: David Shaw <dshaw@michael.slip.cc.uq.oz.au>
-
- Hi again,
-
- >
- > Well there use to be a Genlock button in the Global requester, but not
- > any more..? Hmmm..maybe you could try typing -7 in all spaces for Horizon,
- > +Zenith and -Zenith. Other than that I don't know off hand.
-
- What has me frustrated is that the 2 options are still in the
- preferences but there seems to be now way to activate it...bit of a
- bummer as I do the majority of my rendering this way...lots of
- compositing to save render times....
-
- If anyone finds out what happened to it please let us all know :)
-
- See ya
- David Shaw
- (Soon to be 3D expert)
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #284 ***************************************:-)
-
- Subject: re: transparant background
- Date: Tue, 14 Jun 1994 08:31:34 -0400
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- >
- > I am not sure if Imagine can do what you want. If you set the Genlock
- > function I think it only makes the background color zero, an does not
-
-
- What genlock does is as follows:
-
- Suppose you have a brushmap of a logo or something and you want to
- 'decal' it onto your object. ie: perhaps you have a name and you want to
- make it look stenciled on a wood crate object.
-
- Normally you would make 2 objects, the crate and the decal, and for
- the decal object 2 maps. A color map and a filter map.
-
- However, genlock will take color 0 of the brushmap and leave the
- object at that point untouched. Thus you can directly map the brush onto
- the box with any color you want, so long as the bkg section is color 0.
-
- I don't think this helps with what you want to do.
-
-
- --
- +--------------------------------------------------------------------------+
- | Michael Comet, mbc@po.CWRU.Edu - CWRU, Software Engineer/Graphics Artist |
- | Computer Graphics/Animation! - Liquid Vision SIG (go liquid), Freenet |
- +--------------------------------------------------------------------------+
-
-
- +---> ARCHIVE MESSAGE NUMBER #285 ***************************************:-)
-
- Subject: Re: Help!
- Date: Tue, 14 Jun 1994 07:07:41 -0700
- From: Lesk@cc.snow.edu (Lesk)
-
- >Hey Lesk! I'm having the worst time with VelScal in the action editor.
- >
- >I want to have an object standing upright, then falling over. So the
- >object's alignment should change from 0 to 90 degrees along the x axis.
- >But I want it to accelerate towards the ground. Know how to do this
- >exactly? I'm still getting a constant speed, even though the manual
- >says I shouldn't. Thanks!
- >
- >Paul
-
- Sorry to answer so late I just got back from being sick. I am finally done
- with school! Yea!!!
- anyway I have not used the parameters you are describing. What I have done
- in the past is just decrease the amount of time in the action editor to
- make an increase in speed then more time to slow it down. In fact I usually
- use Aworks for my final anim because I can then add music and fluctuate the
- speed on a frame by frame basis, overlay text, and access imagefx tools and
- macros to modify to my hearts content.....
-
- I will check out velscal when I get back tonight and see what more
- I can find out.
-
- Render Ho!
- Lesk
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #286 ***************************************:-)
-
- Subject: Farewell IML
- Date: Tue, 14 Jun 94 10:42:10 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- Well, the time has come for me to exit the Imagine Mailing List. I've been
- here since its inception 3+ years ago, and was once its most frequent posters
- (even more than Steve W who ran the list back then :-) But I find that I
- just don't have enough time to deal with all the mail that comes through
- here anymore. Anyway, I'll still be hanging out on the LightWave list (there
- is a new one now on netcom) and ofcourse there is always email. As far as
- Siggraph is concerned, I will still post an update to this list informing
- you when the Amiga 3D meeting will be held (I just won't see any follow-up
- discussion unless its directed to me personally). Hope to see you all then.
- But now I've got a graphics chip to design and imagery to render. Take care.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson CONCURRENT COMPUTER %
- % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
- % ' Image ` ...!uunet!masscomp!mark Hardware Architect %
- % Productions (508)392-2480 (603)424-1829 & General Nuisance %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- +---> ARCHIVE MESSAGE NUMBER #287 ***************************************:-)
-
- Subject: Particle animation thoughts...
- Date: Tue, 14 Jun 94 08:53:36 CDT
- From: Allen=Richard%sysadmin%eci@larry.cdsar.af.mil
-
- I was thinking about the recent posts about how some particles were left
- hanging in the air at the end of an animation. Could it be that the
- animation needed more frames in which to finish the effect? If you give the
- special effect parameters that would require, say, 100 frames to complete,
- and then tell Imagine to render 80 frames, some of the particles would be
- hanging in mid flight at the 80th frame.
- I've only played with particles once (the tutorial in the manual) but I
- don't remember there being a TIME parameter like in animated textures, where
- you can specify that the texture animates from 0 to 1 in however many frames
- you set for it in the action editor. If I remember right, special effects
- don't work the same, frame-wise.
- Now that I think about it though, there IS a parameter or two that accept
- values as a number of frames, but I think it was distance traveled or wind
- speed or something along those lines; nothing for the entire special effect
- itself.
- Can anyone shed more light on this? If I'm wrong, sorry for waisting band-
- width.
-
- -Rico (rallen@cdsar.ssc.af.mil)
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #288 ***************************************:-)
-
- Subject: Rendering portions
- Date: Tue, 14 Jun 1994 16:48:21 +0100
- From: mnw3 <mnw3@aber.ac.uk>
-
- Does Imagine3.0 allow you to render a portion of an image, like Real3D does?
- If it does it would be nice if you only changed something little and you only
- wanted to render that change, i.e a user-defined box or somthing.
-
- On a different note, I like the sound of all the peripherals for Imagine which
- will be released e.g The Object Digitizer and a few months ago I had the idea
- of transforming a pair of stereoscopic images into a 3D scene using image
- processing. I realise this does have it's problems but does anyone have
- some useful information which would help me?
-
- Thank you all,
- Martin Wood
-
-
- +---> ARCHIVE MESSAGE NUMBER #289 ***************************************:-)
-
- Subject: RE: Missed the StarField Stuff
- Date: Tue, 14 Jun 94 07:54:00 PDT
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- <stuff deleted>
-
- >How do I do Star Fields (animatable)?
-
- >I have tried the confetti texture, but the generation is
- >closer to tuned snow on my TV than stars, not keeping a
- >consistant "starmap" texture if the camera moves at all.
-
- I have also found the confetti texture unsuitable for animation.
- Actually, I don't think the Imagine starfield is that bad for animation but
- it would be better if there were some option for different star sizes,
- intensities and colors.
- This has been a topic on the IML off and on for the past couple years that
- I know of (from reading the IML archives). Has anybody actually been able
- to put together a good, animatable starfield, especially one that you can
- fly through ala Star Trek Next Generation? I tried Steve Worley's
- suggestion in Understanding Imagine, which would probably be OK if you had
- all the stars at a fixed distance away from the foreground object but
- doesn't really work if the stars are at varying distances and the object is
- traveling amongst the stars. If the basic star is a fixed size and copied
- numerous times, and moved off into the distance, they tend to get smaller
- and less bright which is what would be expected.
- I think the primary problem is that trying to achieve a real-universe
- effect is not achievable with this level of a program and desktop computer
- without resorting to some artistic license. If everything is modeled to
- scale, the program's limitations are exceeded on one end of the scale or the
- other. The maximum octvolume allowed by Imagine is about 16,000 units. If
- we place ourselves at the center of this "universe", and use real life
- dimensions and say that the radius to this limit is where the closest star
- to us would be (Alpha Proxima ~ 4 light years), then scale that 8000 units
- to be 4 light years ((6 x10E12 miles/ly X 4 ly ) / 8000 units), we get
- approximately 3x10E9 or 3 billion miles per Imagine unit (sorry for the
- English dimensional units). And this is just to model the distance from
- Earth to the nearest star (other than our own star). So, if we model a
- 1-mile long starship, it would end up being 1/ 3 billionth of an Imagine
- unit long. If you try to model all the stars within a 40 light year radius,
- then the dimensional scales become even larger.
- The bottom line to all this is that no one from Earth (as far as I know)
- has actually achieved light speed or faster-than-light-speed travel yet and
- traveled among the stars. So all the flying starfield, doppler-compression,
- dimensional compression/expansion effects we are so familiar with are pure
- fantasy. And 3D modeling/animation tools are perfect for portraying these
- fantasies. These fantasies tend to be visually stimulating but
- scientifically inaccurate. For example, the flying starfield effect would
- require one to be traveling at many times the speed of light, to have stars
- whizzing by you, which would require light doppler compression to go well
- past the blue end of the spectrum, which would probably mean that they would
- not be visible at all to the bandwidth of the human eye.
- So, to achieve the desired visually stimulating effects, we have to
- develop work-arounds. I think the best starfield would consist of multiple
- "shells" of different size "star" objects. The "shell" furthest out would
- consist of the largest star objects, then progressively become smaller as
- they got closer to the center. In the center area, there would be a dense
- cluster of smaller star objects to achieve the flying starfield effect.
- This does work as I have been working on a simple version (limited number
- of stars) but the redraw times get to be really long. So, to develop a
- convincing model is going to take awhile. If somebody has already done
- this, and would be willing to share the model, it would be appreciated.
-
-
- +---> ARCHIVE MESSAGE NUMBER #290 ***************************************:-)
-
- Subject: Re: Rendering portions
- Date: Tue, 14 Jun 1994 11:10:22 -0700 (PDT)
- From: Ed Totman <etotman@gort.ucsd.edu>
-
- On Tue, 14 Jun 1994, mnw3 wrote:
-
- > Does Imagine3.0 allow you to render a portion of an image, like Real3D does?
- > If it does it would be nice if you only changed something little and you only
- > wanted to render that change, i.e a user-defined box or somthing.
- >
- Yes. It's called 'set zone'. You can render any portion of the
- perspective window. Once set, can also be used in the project editor.
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #291 ***************************************:-)
-
- Subject: Imagine NewLook Please
- Date: Tue, 14 Jun 94 21:04:39 GMT+1
- From: izi@scala.ping.dk (Soren Wind)
-
- Will it EVER be possible that Imagine/Impulse will use the KS 2/3 Userinterface
- ?
- I close to become sick of the slow/no promotable Imagine screens...
-
- NO I WILL NEVER GO FOR REAL 3D INSTEAD....
-
- I Just need a more userfreindly interface in Imagine..
-
- Soren Wind - IZI/ImPACT
- GFX / 3D Design / Raytrace
- E-MAIL izi@scala.ping.dk
- A2K/030/882/9MB/345MB/33MHz.
- HiVision 15" Digital / Picasso 2MB
-
- ... ------_
- Wir haben das Problem eingekreist: / Intel \
- \inside! /
- --------
-
- -- Via Xenolink 1.90
-
-
- +---> ARCHIVE MESSAGE NUMBER #292 ***************************************:-)
-
- Subject: Maybe we need a new texture
- Date: Tue, 14 Jun 94 13:47:00 PDT
- From: KEN_ROBERTSON@robelle.com
-
- Perhaps the people that make Essence can come up with something
- interesting mapped to the inside of a sphere or on a plane, or
- perhaps just an arc. Hmmm?
- \KenR
- -------------------------------------------------------------
- If the stakes are high, bring a ladder for the bar b que.
- -------------------------------------------------------------
-
-
- +---> ARCHIVE MESSAGE NUMBER #293 ***************************************:-)
-
- Subject: Re: Solid and Drills.
- Date: Tue, 14 Jun 1994 23:30:39 +0100 (MET)
- From: Mads Storm Andersen <mstamads@inet.uni-c.dk>
-
- > > Can i get Imagine 3.0 to think that an object is solid.
- > > (A nice glass cube)
- > >
- > > And can i make a drill efx, putting a small sphere inside the cube??
- >
- > I believe so, just make a cube and a sphere and put the sphere inside the
- > cube, give them both a class attribute and raytrace it. Of course you may
- > want some things for it refract.
-
- Will the object be solid, or will i just end up with a glass shell cube
- with a glass shell sphere inside with air in rest of the space.
- Well more like vacum(?), i want glass not vacum(?).
- The light will bend when traveling though glass.
-
-
- /Mads Storm.
- Demi-God, SubGenius, Penguin Lover, Pope of the middle earth,
- Real Life Hero, WarpSpeed Moderator.
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #294 ***************************************:-)
-
- Subject: RE: Missed the StarField Stuff
- Date: Tue, 14 Jun 1994 17:56:16 -0500 (CDT)
- From: Michael Halleen <halleen@Mcs.Net>
-
- On Tue, 14 Jun 1994, Stethem Ted 5721 wrote:
-
- > >How do I do Star Fields (animatable)?
- >
- Here's how I've done this a few times in the past. It works pretty well,
- with only one drawback, but that should be fixed with Im30.
-
- - Get an IFF of a starfield. I used Distant Suns. If anyone wants, I can
- upload the pics I've used (if I still have them).
-
- - Create a sphere primative. You can use a few less sections than the
- defaults, but not too many less.
-
- - In Pick Points mode, chop off all the bottom points, you you only have
- a dome.
-
- OLD WAY:
-
- - Map the IFF onto the dome, using the default alignment.
-
- NEW WAY: (untested)
-
- - Make a state called DEFAULT
-
- - Scale the object so it's totally flat.
-
- - Make this a state called FLAT.
-
- - Map the IFF onto the flat dome, but realign it from above.
-
- - Lock the state to FLAT
-
- - Reset to DEFAULT state
-
- BOTH WAYS (continued):
-
- - Make the object bright and phong shaded.
-
- Voila!
-
- Put this object in your scene and scale it so it surrounds everything.
- If you stars both above and below (I've only used this for the sky, not
- space), but another one (with a different IFF) below.
-
- In the OLD WAY, you can only look at parts of the sphere, because the
- stars will be smeared at the edges (although I worked around this by
- pulling around some of the points, but it's still somewhat limiting). Now
- with brush tacking, this shouldn't be a problem.
-
- This has worked great for me, and even allows for 'real' stars. I can
- place my favorite constellations wherever I want them. Distant suns does
- a good job. With only a 4-16 color IFF, you get different brightnesses
- and sizes, very realistic.
-
-
- For 'warp speed' effects of stars whizzing by, try this.
-
- - Open DPaint if 4 or 8 colors, lo-res or interlace, not hi-res
- (experiment. It all depends on how far and how long you want your
- whizzing stars)
-
- - Make a ten frame (or 20 or 30) animation.
-
- - Create a gradient from pure white to pure black.
-
- - Make a small brush filled with that gradient, like this: (0=black, 7=white)
-
- 777777
- 666666
- 555555
- 555555
- 333333
- 333333
- 333333
- 111111
- 111111
- 111111
- 111111
- 111111
- 111111
-
- It doesn't need to be this big, but it could be, again it depends.
-
- - Make a full screen wide line from this brush, i.e.
-
- *
- 777777777777777777777777777777777777777777777777777777777777777777777777777777
- .
- .
- .
- 111111111111111111111111111111111111111111111111111111111111111111111111111111
-
-
- - Pick this up as a brush and clear the current screen. (the background
- should be black)
-
- - Move the handle of the brush to the top left (the * above).
-
- - Position the brush just off the bottom of the screen and stamp it down.
-
- - In the animation move requester, move the brush just off the top of the
- screen (the exact # of pixels will be height of screen + height of brush
- + any slop) over full length of the animation.
-
- - When you run the animation, you should see a smoothly looping line.
-
- - Save these frames from the save frame requester (NOT ANIM). If you
- have 30 frames, put 30 in the number of frames box. DPaint saves the
- frames like this: Name###, so to make these frames Imagine readly, put
- the name pic.0 in the name field. Dpaint will add three digit numbers on
- to that, pic.0001, pic.0002, etc.
-
- - OPTIONAL In ADPro, crop out all but 1 pixel vertically of each frame.
- You only need a brush one pixel wide, but Dpaint won't save this way.
- (this is why you shouldn't use hi-res, because all that bandwidth will be
- wasted anyway).
-
- - In Imagine, created a tube with only a few circle sections and on
- verticle section (unless you want to deform it).
-
- - Scale it so it's long and skinny.
-
- - Make it bright and phong shaded
-
- - Map the dpaint frames onto the tube as a filter/transparency map.
- (Pick Inverse video so the white in the dpaint frames is the 'show' and
- the black is the transparent)
-
- - Make the color in the attributes white, or whatever color you want the
- stars to be.
-
- - Drop a few of these around your scene, pointing from the distance and
- nearby the camera.
-
- Play with the length of the anim, the size of the gradient, width of the
- tube, etc. to adjust the effect.
-
- If you want to reposition them, there's only one position, not a
- beginning and an ending, and the tube itself will show you where the star
- is going to whiz and how big it will be when it gets there.
-
- It's worked very well for me.
-
- good luck
-
- Mike Halleen
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #295 ***************************************:-)
-
- Subject: INTERLACE
- Date: Tue, 14 Jun 94 16:34:57
- From: "Mario Rhynsburger" <mario@hell.hacktic.nl>
-
- Is it true ??
- That IMAGINE 3.0 can only work in "interlace"
-
- ^^^^Bubbles^^^^
-
-
- Boys & Girls you should know by know,Its live to the fullest
-
- Sing > 'Happy Happy Joy Joy'. Repeat until death sets you free.
-
- The Dutchables
-
- mario@hell.hacktic.nl
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #296 ***************************************:-)
-
- Subject: Re: Solid and Drills.
- Date: Tue, 14 Jun 1994 17:31:30 -0700 (PDT)
- From: Gerard Menendez <gpm@netcom.com>
-
- On Tue, 14 Jun 1994, Mads Storm Andersen wrote:
-
- >
- > Will the object be solid, or will i just end up with a glass shell cube
- > with a glass shell sphere inside with air in rest of the space.
- > Well more like vacum(?), i want glass not vacum(?).
- > The light will bend when traveling though glass.
- >
-
- Light refracts at surface transitions only. You would have to create a
- box with outside and inside faces intentionally to have the
- effect your concerned about.
-
- I think.
-
- Gerard
-
-
- +---> ARCHIVE MESSAGE NUMBER #297 ***************************************:-)
-
- Subject: Re: Imagine on SGI
- Date: Tue, 14 Jun 1994 22:45:54 -0400
- From: kingb@echonyc.com (Andrew McDonald)
-
- > You have to consider that 3DS is a really shitty rendering prg
- >(nice user interface and editing, after all; shitty boolean just like
- >Imagine slice perhaps!); otherwise You must use Imagine v3.0 coz 2.0PC
- >is really a buggy shitty program.
-
- Since there is no other way to determine your actual experience using either
- 3DS or Imagine, I must say that the general tone of your message reeks of a
- total lack of information about either program.
-
- Imagine/PC 2.0 worked fine for me, as does v3.0. I don't miss Essence, Pixel
- or Vertex. The v3.0 textures have provided me with a lot of new options. As
- have some of the new tools.
-
- 3DS is more mature program than Imagine, with great renderings, booleans
- work better than Imagine, excellent support, and plenty of 3rd party
- developers producing new IPAS products. The manuals and tutorials are
- thorough, the program is incredibly stable, and yes the price is out of the
- reach of most hobbyists. Tough. 3DS and Imagine do have similar function,
- each takes a different route to the same end, however I actually prefer my
- 3DS output for everything except certain raytrace effects that Imagine can
- do, if I have the time to kill waiting.
-
- Andrew.
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #298 ***************************************:-)
-
- Subject: Re: Solid and Drills.
- Date: Tue, 14 Jun 1994 20:37:22 -0700
- From: Lesk@cc.snow.edu (Lesk)
-
- >> > Can i get Imagine 3.0 to think that an object is solid.
- >> > (A nice glass cube)
- >> >
- >> > And can i make a drill efx, putting a small sphere inside the cube??
- >>
- >> I believe so, just make a cube and a sphere and put the sphere inside the
- >> cube, give them both a class attribute and raytrace it. Of course you may
- >> want some things for it refract.
- >
- >Will the object be solid, or will i just end up with a glass shell cube
- >with a glass shell sphere inside with air in rest of the space.
- >Well more like vacum(?), i want glass not vacum(?).
- >The light will bend when traveling though glass.
- >
- >
- >/Mads Storm.
- > Demi-God, SubGenius, Penguin Lover, Pope of the middle earth,
- > Real Life Hero, WarpSpeed Moderator.
-
- mmm Just a suggestion and I don't know if it will give exactly what you
- want but
- have you tried the thicken command in vertex? it may give the illusion of
- what you want.
-
- Render Ho!
- Lesk
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #299 ***************************************:-)
-
- Subject: 3D-glasses
- Date: Mon, 6 Jun 94 10:38:39 +0200
- From: Anders_Lattermann@p24.anet.bbs.bad.se (Anders Lattermann)
-
- I've been reading old IML-archives. I'm currently on number 25, phuh! There
- was a lot of talk about Imagine and 3D-glasses.
-
- How is the status today on this subject? Which to buy and rought prices?
-
- Anyone know?
-
- /Anders Lattermann
-
- FidoNet: 2:201/411.24 ! PointBreak - Bg-St-Maurice - France
- AmigaNet: 39:164/100.24 ! A3000/14/105 + SQ88C & 17xSQ800
- InterNet: Latte@p24.anet.bbs.bad.se ! I want a Samsung sticker & backdrop!
-
-
- +---> ARCHIVE MESSAGE NUMBER #300 ***************************************:-)
-
- Subject: MPEG
- Date: Mon, 6 Jun 94 12:07:59 +0200
- From: Anders_Lattermann@p24.anet.bbs.bad.se (Anders Lattermann)
-
- I want to put my Imagine animations on video and was thinking of using MPEG,
- the results I've seen so far looks good enough.
-
- I can see to options. The "peggy" MPEG card or a CD32 with MPEG card and the
- newly released computeradd on with IDE-hardisk interface.
-
- I think there is a software out that compresses MPEG (If i remember correctly,
- it's not the fastest thing around, but works).
-
- Anybody who has more info?
-
- /Anders Lattermann
-
- FidoNet: 2:201/411.24 ! PointBreak - Bg-St-Maurice - France
- AmigaNet: 39:164/100.24 ! A3000/14/105 + SQ88C & 17xSQ800
- InterNet: Latte@p24.anet.bbs.bad.se ! I want a Samsung sticker & backdrop!
-
-
- +---> ARCHIVE MESSAGE NUMBER #301 ***************************************:-)
-
- Subject: IFF24 faster than RGB8 under Vmem?
- Date: Mon, 6 Jun 94 12:03:36 +0200
- From: Anders_Lattermann@p24.anet.bbs.bad.se (Anders Lattermann)
-
- First, I'm sorry that you all have to read all my stupid questions in a long
- row :-) It is simply because I send my email on disk about ones a week. So
- till I come back to sweden, you'll have to live with it. Okey, here we go with
- the first message of this weeks batch:
-
- When I'm running under VMem, I sometimes get faster results with IFF24 mode
- than RGB8.
-
- Anybody else experienced this?
-
- /Anders Lattermann
-
- FidoNet: 2:201/411.24 ! PointBreak - Bg-St-Maurice - France
- AmigaNet: 39:164/100.24 ! A3000/14/105 + SQ88C & 17xSQ800
- InterNet: Latte@p24.anet.bbs.bad.se ! I want a Samsung sticker & backdrop!
-
-
- +---> ARCHIVE MESSAGE NUMBER #302 ***************************************:-)
-
- Subject: Re: Solid and Drills.
- Date: Tue, 14 Jun 1994 22:28:23 -0500 (CDT)
- From: Michael Halleen <halleen@Mcs.Net>
-
- On Tue, 14 Jun 1994, Mads Storm Andersen wrote:
-
- > > > Can i get Imagine 3.0 to think that an object is solid.
- > > > (A nice glass cube)
- >
- > Will the object be solid, or will i just end up with a glass shell cube
- > with a glass shell sphere inside with air in rest of the space.
- > Well more like vacum(?), i want glass not vacum(?).
- > The light will bend when traveling though glass.
-
- If you turn up the refraction value, you should be able to get the effect
- you want. None of the objects are truly 'solid'.
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #303 ***************************************:-)
-
- Subject: Re: Lights and objects
- Date: Thu, 9 Jun 94 18:23:31 +0200
- From: Anders_Lattermann@p24.anet.bbs.bad.se (Anders Lattermann)
-
- In a message of 01 Jun 94 Peter Bugla wrote to me:
-
- >> I've been trying to get lights "in" objects. I'm using a box and in the
- >> Atributes requester i tell it to be a light. I want this for spotlight on
- >> a car I've made. It lights up the suroundings in scanline but it doesn't
- >> give any light at all in raytrace.
-
- >> The object sends light out, but it is dark if you look at it from the
- >> front ( like a black object sending light out). Strange...
-
- PB> Now this one's easy: Assigning the light attribute does not effect the
- PB> color of the light-object, the object-color is changed (like on any
- PB> other object) with the RGB-value-sliders in the attributes-requester.
- PB> The light-color is changed in the pop-up-requester which appears when
- PB> you click on the light button.
-
- Yeah, making it white and bright worked.
-
- PB> Why do you want to see this object anyway? I thought you wanted it for
- PB> a spotlight, and not for a lamp?
-
- When you look into a spotlight it is _very_ white and not dark which mine
- turned up. Solved now with the bright + white attributes.
-
- PB> If you want an invisble spotlight, why don't you try using a normal
- PB> light-source close to the objects surface to highlight the area you want
- PB> (but don't forget to have at least one light far away, or your scene
- PB> will be dark). If you want a spotlight like a "real" spotlight-object
- PB> from a photo-studio try to add these little panels which direct the
- PB> light in the exact direction you like.
-
- PB> To the no light in trace: I don't know, why.
-
- I found out why. In scanline the light goes through objects (which probably is
- why there doesn't exist any shadows), but in trace mode, the light was trapped
- inside the box. The fix is to use just an axis or make the box a fog object.
-
- Thanks for your help!
-
- /Anders Lattermann
-
- FidoNet: 2:201/411.24 ! PointBreak - Bg-St-Maurice - France
- AmigaNet: 39:164/100.24 ! A3000/14/105 + SQ88C & 17xSQ800
- InterNet: Latte@p24.anet.bbs.bad.se ! I want a Samsung sticker & backdrop!
-
-
- +---> ARCHIVE MESSAGE NUMBER #304 ***************************************:-)
-
- Subject: Solid Cubes
- Date: Wed, 15 Jun 94 01:01:11 EST
- From: mtucibat@cris.com (Mike Tucibat)
-
- On 6-14, gerard Menendez wrote:
-
- : On Tue, 14 Jun 1994, Mads Storm Andersen wrote:
- : >
- : > Will the object be solid, or will i just end up with a glass shell cube
- : > with a glass shell sphere inside with air in rest of the space.
- : > Well more like vacum(?), i want glass not vacum(?).
- : > The light will bend when traveling though glass.
- : >
- :
- : Light refracts at surface transitions only. You would have to create a
- : box with outside and inside faces intentionally to have the
- : effect your concerned about.
- :
- : I think.
- :
- : Gerard
- :
- ============
-
- Hi, Guys!
-
- If you don't mind MBI, the cube will appear solid by simply increasing
- the index of refraction in the Attributes requester. Glass is around 1.5,
- and diamonds are around 2.5. See what you think!
-
- I'm not sure what you meant by a "drill effect," though.
-
- L8R
-
- -mikeT
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #305 ***************************************:-)
-
- Subject: Star Field Musings Continued
- Date: Wed, 15 Jun 1994 01:33:16 -0400 (EDT)
- From: Wes Parham <parham@phoenix.cs.uga.edu>
-
- As I recall reading somewhere, there is a simple way to make a virtual
- star field by replicating a tetrahedron along a sphere object as a path.
- I have a friend who recently (poor fellow) hand-positioned hundreds of
- such stars. The effect was adequate, but a little regular. I suppose
- the next step to the 'stars-replicated-along-a-sphere-as-path' would be
- to introduce some irregularity to their relative positions.
- Like someone said recently, though: Sky's the limit, so take full
- advantage of your creative liscence..... ( THIMK! ) ;-)
- I particularly like the idea of concentric spheres with either mapped
- or virtual, replicated 'stars', to exaggerate some parallax in motion.
- wes~
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #306 ***************************************:-)
-
- Subject: FX: Baloon, Spike & Sway?
- Date: Wed, 15 Jun 94 15:54:16 +1000
- From: JOHN ROWE <jrowe@ozemail.com.au>
-
- Hi All!
-
- Anyone have any docs on how the effects Baloon, Spike & Sway work?
-
- They ain't in the manual and the file Effects.doc promised on page 272 isn't on
-
- the release disks.
-
- Is Scott Kirvan or any of the other members of the Impulse team out there????
-
- Quizzical Regards from Down Under, John
-
- John Rowe Animation -> Christian <-
- Toowoomba Qld. Reg.CBM Developer, 3D Animator, Programmer
- AUSTRALIA Aussie Amiga Keyboard Overlays
- EMail:jrowe@ozemail.com.au
-
-
-
-
-
-
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #307 ***************************************:-)
-
- Subject: Re: transparent background
- Date: Tue, 14 Jun 1994 22:51:16 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > > Well there use to be a Genlock button in the Global requester, but not
- > > any more..? Hmmm..maybe you could try typing -7 in all spaces for Horizon,
- > > +Zenith and -Zenith. Other than that I don't know off hand.
- >
- > What has me frustrated is that the 2 options are still in the
- > preferences but there seems to be now way to activate it...bit of a
- > bummer as I do the majority of my rendering this way...lots of
- > compositing to save render times....
- >
- > See ya
- > David Shaw
- > (Soon to be 3D expert)
-
- ya I saw it in the prefs and think maybe it not -7 but -1 across all of
- them, if you go and click in the black box it will reset it to 000000, if
- you move all the sliders up one its 101010, but at defualt it is 010101,
- which I believe maybe -1? heck I really am only geussing and have no
- idea, but it can't hert to try.
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #308 ***************************************:-)
-
- Subject: Where did veneer and twinkle textures come from?
- Date: Wed, 15 Jun 94 15:54:20 +1000
- From: JOHN ROWE <jrowe@ozemail.com.au>
-
- Hi all!
-
- I just checked out the great sample 3.0 texture pics in Im3tex.
-
- Thanks to Steve and Ed for making this available.
-
- One question though: I noticed a couple of textures in there whose names do not
-
- appear in the texture.txt file accompanying my Imagine 3.0 nor in its texture
- directory.
-
- For example Veneer and Twinkle, although there were others as well.
-
- Where did you get these additional textures? Or am I missing something here???
-
- Thanks in advance.
-
- Best Regards from Down Under, John
-
- John Rowe Animation -> Christian <-
- Toowoomba Qld. Reg.CBM Developer, 3D Animator, Programmer
- AUSTRALIA Aussie Amiga Keyboard Overlays
- EMail:jrowe@ozemail.com.au
-
-
-
-
-
-
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #309 ***************************************:-)
-
- Subject: Re: Solid and Drills.
- Date: Tue, 14 Jun 1994 23:09:07 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > > I believe so, just make a cube and a sphere and put the sphere inside the
- > > cube, give them both a class attribute and raytrace it. Of course you may
- > > want some things for it refract.
- >
- > Will the object be solid, or will i just end up with a glass shell cube
- > with a glass shell sphere inside with air in rest of the space.
- > Well more like vacum(?), i want glass not vacum(?).
- > The light will bend when traveling though glass.
-
- I believe it will, but you may need to join the two objects as one. I
- have done crystal balls this way and they look like crystal balls not
- vacuum glass balls as you put it. heheh The only way to find out is try
- it. If it looks good then thats all that should matter.
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #310 ***************************************:-)
-
- Subject: Re: Solid and Drills.
- Date: Tue, 14 Jun 1994 23:18:51 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > > Will the object be solid, or will i just end up with a glass shell cube
- > > with a glass shell sphere inside with air in rest of the space.
- > > Well more like vacum(?), i want glass not vacum(?).
- > > The light will bend when traveling though glass.
- > >
- >
- > Light refracts at surface transitions only. You would have to create a
- > box with outside and inside faces intentionally to have the
- > effect your concerned about.
- >
- > I think.
- >
- > Gerard
-
- Ya this is how Wavefront does it, and probably LightWave too, so you
- maybe right. I am not sure if Imagine will actually do it or not, but
- have gotten shperes and cubes to look like they were working correctly
- with single objects and boolean objects that were joined together.
-
- =RRW=
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #311 ***************************************:-)
-
- Subject: Spray & foam
- Date: Wed, 15 Jun 1994 09:11:19 GMT+1
- From: "Wizard" <TESI2@novell.dima.unige.it>
-
- ___
- | O | .MODEL SMALL
- | | .DATA
- | O | LOGIN DB " _ __ ___ ______Wizard logged in"
- | | .CODE
- | O | MAILING PROC FAR
- |/\_|
-
- Hi Imagineers,
- I need some explanation about doing 3d (possibly) or 2d "spray"
- effect: just like a vaporization; also welcome tips about simulating
- 3d/2d foam, froth, lather (I know this requests sound strange but nothing
- concerning 3d traced world can be considered normal!).
-
- P.S.: Particles? No thanx! I've Im2.0PC, no essence, no particle!
- (Perhaps your particles tips could be usefull for other users)
-
- P.P.S.: DO NOT CUT P.S. (cut this!)
-
- /\_
- | O | RET
- | | MAILING ENDP T-H-A-N-X
- | O | STACK 200H ae(-_^)ue
- |___| END MAILING _ __ ___ ______Wizard signing off
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #312 ***************************************:-)
-
- Subject: Imagine PC 2.0
- Date: Wed, 15 Jun 1994 09:08:55 GMT+1
- From: "Wizard" <TESI2@novell.dima.unige.it>
-
- ___
- | O | .MODEL SMALL
- | | .DATA
- | O | LOGIN DB " _ __ ___ ______Wizard logged in"
- | | .CODE
- | O | MAILING PROC FAR
- |/\_|
-
- Peter (PC Imagine 2.0):
-
- > I recently purchased the book, 3D Modeling Lab with its accompanying copy
- > of Imagine 2.0 for the PC. I am finding the software to be extremely
- > fragile, regularly collapsing points together, hanging and crashing to the
- > "abnormal termination, please call Impulse" message.
-
- > I know I didn't pay much for this copy, so I don't expect any support from
- > Impulse on it, but I have some questions.
-
- > Is there a bug fix version of this program around that doesn't crash quite
- > so often? Is anyone using this version of the program successfully?
-
- Sorry but there isnt a bug fixed version of Imagine2PC (except
- buying new 3.0 release): the only known bug fixed is the conversion
- A <-> PC of the attributes files (just ask me for AttsConv for PC or
- Amiga system: a little command line util).
-
- /\_
- | O | RET
- | | MAILING ENDP T-H-A-N-X
- | O | STACK 200H ae(-_^)ue
- |___| END MAILING _ __ ___ ______Wizard signing off
-
-
- +---> ARCHIVE MESSAGE NUMBER #313 ***************************************:-)
-
- Subject: 3DS vs Imagine (stop the flame please)
- Date: Wed, 15 Jun 1994 09:32:40 GMT+1
- From: "Wizard" <TESI2@novell.dima.unige.it>
-
- ___
- | O | .MODEL SMALL
- | | .DATA
- | O | LOGIN DB " _ __ ___ ______Wizard logged in"
- | | .CODE
- | O | MAILING PROC FAR
- |/\_|
-
-
- John Faust:
-
- > Maybe you saw bugs because you used a cracked copy. Their copy
- > protection introduces bugs into the rendering when the dongle isn't
- > found, and there's layer upon layer of checks that attempt to
- > confound pirates. For example, some of the bugs are time- or
- > event-based, meaning they only show up as rendering bugs after 150
- > mouse clicks.
-
-
- I havent got any bug except boolean functions, You havent understood
- my message, I think. Please note: I USE ORIGINAL COPY AT UNI (I can
- not buy my personal original one!).
-
-
- > No Essence? They're called IPAS plug-ins, and there's more IPAS
- > routines than anything for Imagine, and Essence may be ported to IPAS
- > before you know it. No Freeform? No Pixel3D? No Vertex? Well,
- > we'll release InterChange for Windows very soon, and then you'll be
- > able to translate to your heart's content, including any of the
- > zillions of RAW triangle utilities for POV.
-
-
- I say no essence for Imagine PC users, not 3DS users!
-
- /\_
- | O | RET
- | | MAILING ENDP T-H-A-N-X
- | O | STACK 200H ae(-_^)ue
- |___| END MAILING _ __ ___ ______Wizard signing off
-
-
- +---> ARCHIVE MESSAGE NUMBER #314 ***************************************:-)
-
- Subject: Re: Transparent background
- Date: Wed, 15 Jun 1994 09:10:21 GMT+1
- From: "Wizard" <TESI2@novell.dima.unige.it>
-
- ___
- | O | .MODEL SMALL
- | | .DATA
- | O | LOGIN DB " _ __ ___ ______Wizard logged in"
- | | .CODE
- | O | MAILING PROC FAR
- |/\_|
-
- MCADOO (Transparent background):
-
- > Is there a way to use Imagine to overlay it over another source(camera,
- > video tape etc) like credits. If I make the background black which is
- > transparent (like in DPaint) I get the black background with the object.
- > I want to just the objects to be overlayed on the video like credits
- > on a video tape. Any help will be greatly appreciated. I'm using 3.0.
-
- I hope this extract of Carmen Rizzolo's "Imagine Organizer Guide"
- could help Ya, bye.
-
-
-
- #include ---- Signing Your Animations (Chap11)---------------------
-
- If you want to put your name on your projects, here's a quick and
- easy way to do it. This technique will not work effectively if you
- alter your camera's focal length during the animation (read: Changed
- your camera's size bar). It allows you to put things like "+1992
- Carmen Rizzolo" in the lower-right hand corner of your animations.
- But if you put my name in your animations, I get royalties! :) The
- following steps will be the last thing you do in your animation.
- Just before you do your final rendering; do as follows.
-
- Boot up DPaint. Make your screen resolution Hi-Res, 2 Colours.
- Make your background colour (Colour 0) anything but black. Make your
- foreground colour (Colour 1) Black or a shade of grey. The ligher
- the grey, the more transparent your text will be. Type out what you
- wish and grab it as a brush. As you grab your text with the box,
- give about 3-8 pixels space away from the edges of the text on all
- sides. Don't come in too close because it might get chopped off when
- Imagine performs it's 'auto image-mapping' feature. Save your brush.
- Kill Dpaint.
-
- Boot up Imagine. Enter the detail editor. Add a PRIMATIVE;
- PLANE. 1x1 section is all you'll need. Scale your plane so that it's
- closely the shape of your brush. You might need to come back here
- and fix the size after a few test renderings if the perspective is
- thrown off by your plane being too wide or something. But don't
- worry about that too much right now. Enter the plane's attributes.
- Make the COLOUR whatever you want the colour to be when rendered.
- Make the REFLECTIVITY 0,0,0 unless you feel artsy. Give the FILTER
- guns all the way up. SHININESS and everything else, 0. Make the
- object a BRIGHT object by clickin on the BRIGHT button. Now Click on
- the BRUSH 1 button and load up your IFF bush. Make it a FILTER MAP
- and tell it to USE GENLOCK. This mean that Imagine will disreguard
- the background colour of your IFF brush. Hit OK and back out of your
- attributes requestor. Here comes the tricky part.
-
- Add an axis. In the TOP VIEW, move your axis below, and to the
- left of your PLANE object.. By the way, Your plane object should look
- like a straight line from the TOP VIEW. Your axis' Y axis should be
- pointing north if you haven't changed it (Still, TOP VIEW). Click on
- the Axis, and then SHIFT-CLICK on the PLANE. Now select GROUP.
- Click on your axis again and enter ATTRIBUTES, and give your group a
- name if you wish. Exit Attributes and SAVE your GROUP.
-
- Enter the ACTION EDITOR. Go to the bottom of the pile, and
- select the ADD BUTTON to enter the ADD mode. Double-click on the
- POSITION BAR of the bottom-most entry; which is was blank. After
- you've double- clicked on the POSITION BAR, frame 1 of the blank
- slot, load up your Signature object. Click on RENAME, then click on
- your new object. If your Signature object it named SIG, call it
- AA.SIG. Now select SORT in the pulldowns. Your signature object
- should be up at the top of the list now, just below GLOBALS.. This
- make it easy to do the next step. Go through your script and make
- the POSITION and ALIGNMENT BARS mimic the POSITION and ALIGNMENT BARS
- of your CAMERA. Now your Signature object will follow the camera,
- and appear to not be part of your animation, but a superimposed
- graphic. Save and enter your STAGE EDITOR. In the STAGE EDITOR,
- Pick the Signature object. Since it's in the same place as the
- CAMERA, you might need to use FIND BY REQUESTOR to access it. Once
- it's blue (or purple), SCALE it down, down, down. Make it very tiny
- so that it's very close to the CAMERA, and nothing will come between
- your signature object and the CAMERA. You might need to now SAVE,
- and go back to the DETAIL EDITOR to MOVE and SCALE the SIGNATURE's
- PLANE object (NOT the whole GROUP! -just the PLANE child object!) so
- that the size and position of the text is in the lower- right hand
- corner of the screen, and nice'n small. You might have to go back
- and forth from the STAGE and DETAIL EDITORS to get it just right.
- Remember, if you just pick the whole group and SCALE and MOVE, you
- won't see any changes back in the STAGE EDITOR. You must Select the
- PLANE when you perform your chages.. Important point here. When
- you've got everything just right, it's time to render.
-
- This series of steps is actually much less complicated than is
- seems. Once you do it a few times it'll be like second nature. And
- it's much easier than editing each and every rendered image; putting
- your name in. Of course, it's also cheaper then using a Choma or
- Luminance Key system to super-impose text onto video. Have fun!!
-
- /\_
- | O | RET
- | | MAILING ENDP T-H-A-N-X
- | O | STACK 200H ae(-_^)ue
- |___| END MAILING _ __ ___ ______Wizard signing off
-
-
- +---> ARCHIVE MESSAGE NUMBER #315 ***************************************:-)
-
- Subject: 3DS vs Imagine (stop the flame please)
- Date: Wed, 15 Jun 1994 09:33:51 GMT+1
- From: "Wizard" <TESI2@novell.dima.unige.it>
-
- ___
- | O | .MODEL SMALL
- | | .DATA
- | O | LOGIN DB " _ __ ___ ______Wizard logged in"
- | | .CODE
- | O | MAILING PROC FAR
- |/\_|
-
- Peter Bugla <bugla@informatik.tu-muenchen.de>:
-
- >Hi there!
- >
- >In his last letter "Wizard" wrote:
- >> You have to consider that 3DS is a really shitty rendering prg
- >> (nice user interface and editing, after all; shitty boolean just like
- >> Imagine slice perhaps!);
- >
- >I worked with 3DS and I don't know what you mean with shitty rendering.
-
-
- You say the word guy: RENDERING, and not R A Y T R A C I N G!!!
-
-
- >The quality you get is great and it is MUCH (!) faster than imagine
- >(and not half as buggy)!
-
-
- Same as above: rendering (3DS) is equivalent to scanline mode in Imagine.
- You are right, 3DS havent many bugs.
-
-
- >You're right about the slice problem, but it is a little better than
- >in imagine, because the first boolean operation works almost every
- >time (in fact I experienced no time the first one caused an error).
- >Biggest advantage of 3DS: If you want a good looking scene QUICK,
- >take advantage of the materials you have!
- >Biggest disadvantage: The Price!
-
- /\_
- | O | RET
- | | MAILING ENDP T-H-A-N-X
- | O | STACK 200H ae(-_^)ue
- |___| END MAILING _ __ ___ ______Wizard signing off
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #316 ***************************************:-)
-
- Subject: Re: Missed the StarField Stuff
- Date: Wed, 15 Jun 1994 03:30:35 -0500 (CDT)
- From: Michael Halleen <halleen@Mcs.Net>
-
- On Wed, 15 Jun 1994, Foivos Kourendas wrote:
-
- > Mr Halleen,
- >
- > Your TIP is really usefull !! BUT it has one MAJOR drawback .It uses
- > a pic to simulate stars!! This means that if one -like me- hasn't a pic of
- > stars available in at high resolution mode -in order NOT to show stars as
- > blocky spheres- then isn't going to get the perfect effect that you have
- > described .ANY HELP with that ??
-
- Oh yeah, I forgot a step. The star pic has to be really big. In Distant
- Suns, set the pointer tool to 'centering' (as opposed to 'info' or 'name'
- or whatever). This recenters the picture wherever you click. Find the
- portion of the sky you want to start with. Save that as iff.1. Click on
- the center of the right edge of the screen (DS will recenter). Click on
- the right edge again. You should now have the next 'sector'. Save that
- as iff.2. Click on the bottom center twice. Save as iff.4. Click on the
- left edge twice, save as iff.3.
-
- Composite these quadrants together using ADPro.
-
- I used 4 sections in this example to make it simpler, I think when I did
- this for real, I used 9 sections.
-
- This does require that you have enough memory, but if you render the pic
- to 4 colors in ADPro, it should be reasonable (certainly don't use
- 24-bit). The advantage is that you get a very realistic looking sky,
- with real world star information.
-
- I'll upload a star pic when I get a chance. I've moved my modem to
- another computer, (an old Mac w/o superdrive) so I can't do it till I
- move it back to the Amiga (which is rendering). Give me a couple weeks,
- unless someone needs it right now.
-
- (I've never uploaded to Aminet before, how do you do it?)
-
- Mike Halleen
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #317 ***************************************:-)
-
- Subject: Hollow or Solid?
- Date: Wed, 15 Jun 1994 11:14:38 +0100
- From: mnw3 <mnw3@aber.ac.uk>
-
- TO all inquizative minds,
- How do you tell Imagine you want to create a hollow
- object as opposed to a solid one and vice versa?
-
- From
- Martin...
-
-
- +---> ARCHIVE MESSAGE NUMBER #318 ***************************************:-)
-
- Subject: RE: Missed the StarField Stuff
- Date: Tue, 14 Jun 1994 21:03:01 -0700 (PDT)
- From: Mike McCool <mikemcoo@efn.org>
-
- Hey Mike,
-
- Thanks, for this GREAT tutorial. Very thoughtful of you to share
- it with us.
-
- And I wonder if that's why the stars work so much better in
- animations rendered in VistaPro: it's made by the same people who developed
- DistantSuns.
-
- I've tried and I've tried all the starfield suggestions, and
- almost invariably end up backdropping VistaPro animated starfields.
-
- I want to give your suggestions a shot now. Thanks, again.
-
-
- +---> ARCHIVE MESSAGE NUMBER #319 ***************************************:-)
-
- Subject: Re: Solid and Drills.
- Date: Wed, 15 Jun 1994 08:19:25 -0400
- From: janthony@greatwall.cctt.com (Jude Anthony - DMC)
-
- My understanding of solidness in polygon programs:
-
- With a normal, solid object in the real world, light refracts thusly:
-
- -----
- | |____ (Cheesy ASCII drawing)
- | /|
- ____|/ |
- | |
- -----
-
- You can see how the light bends at the interface between the solid and the air
- only. In polygon based programs, a similar effect takes place. When a light
- ray reaches a polygon, it bends depending on the index of refraction of that
- polygon. So, a box constructed of polygons (like above) would bend light
- exactly the same way as a solid box. This makes it look solid.
-
- To create the cube-with-sphere-vacuum effect you originally asked about, you
- would need to create a cube, put a sphere inside it, _join the objects_, and
- give the resultant object a refractive index, like of crystal or glass. Since
- the light bends only at the polygons -- just like light through solids --
- you'll get the illusion of a solid cube with a spherical space in the middle.
-
- Incidentally, this is the same sort of thing you have to do with bottles. If
- you make a bottle shape, it will appear to be entirely solid. Therefore you
- would need to make a bottle shape with a bottle-shaped hole in it, using the
- same techniques described above. (In any case, that's what I had to do with
- my ship-in-a-bottle render.)
-
- Although I'm not certain about this, grouping the objects might do the same
- job. That way, if you needed to move the bubble around, you could create a
- second group to morph to. (Just a weird thought that came up.)
-
- Hope this helps!
-
- Jude Anthony
- -----------------------------------------------------------------------
- We've secretly replaced the Enterprise's dilithium with new Foldger's
- crystals! Now let's watch them go to warp...
- -----------------------------------------------------------------------
-
-
- +---> ARCHIVE MESSAGE NUMBER #320 ***************************************:-)
-
- Subject: Re: Hollow or Solid?
- Date: Wed, 15 Jun 1994 08:59:15 -0400
- From: janthony@greatwall.cctt.com (Jude Anthony - DMC)
-
- --------- Received message begins Here ---------
-
- > Subject: Hollow or Solid?
- > From: mnw3 <mnw3@aber.ac.uk>
- >
- > TO all inquizative minds,
- > How do you tell Imagine you want to create a hollow
- > object as opposed to a solid one and vice versa?
- >
- > From
- > Martin...
- >
-
- Essentially, you create the outer AND inner shells of the object. For
- instance, a cube shell would look like:
-
- ________
- TT--------TT (Damn cheesy ASCII drawing)
- || ||
- || ||
- ||________||
- LL________]]
-
- Well, you get the idea. I had a better discussion in the "Solids and Cutting"
- question. (I think that was it's name...)
-
- Jude Anthony
- -----------------------------------------------------------------------
- We've secretly replaced the Enterprise's dilithium with new Foldger's
- crystals! Now let's watch them go to warp...
- -----------------------------------------------------------------------
-
-
- +---> ARCHIVE MESSAGE NUMBER #321 ***************************************:-)
-
- Subject: Yeah!!!
- Date: Wed, 15 Jun 94 22:13:17 EST
- From: matt@mefong.apana.org.au (Matt Jackson)
-
-
- AllllllRiiiigggghhhhtttt!!! Imagine 3.0 has _finally_ arrived.
-
- Now I can try all the things I have been hearing about ...
-
-
- Matt.
-
- --
-
- Matt Jackson "The truth is out there"
- matt@mefong.apana.org.au -- F. Mulder
- Bendigo,Victoria,Australia
-
-
- +---> ARCHIVE MESSAGE NUMBER #322 ***************************************:-)
-
- Subject: Re: 2 rows of buttons?
- Date: Wed, 15 Jun 1994 14:26:56 +0000
- From: calumb@logcam.co.uk (Calum Benson)
-
- At 1:42 am 10/6/94 +1000, Nikola Vukovljak wrote:
- >Ok, this is for those that have had Imagine 3 longer than I have (2 days
- >and having to go to work!)...
- >
- >I thought that one could now have 2 rows of user buttons on the bottom of
- >the screen. Is this possible ? I can't seem to be able to find any
- >reference to this in the manual....
- >
- >If someone can either help or direct me to a relevant page number ?
-
- Didn't come across it in the manual, but you don't seem to get any control
- over it. When your first row of gadgets fills up, they spill over onto a
- second row, and that's that.
-
- Slainte,
- Calum.
-
- +---------------------------------------+----------------------------+
- |Calum Benson | email: calumb@logcam.co.uk |
- |Logica Cambridge (User Interface Div.) | Tel: (+44) 223 66343 x4825 |
- |Betjeman House +------------------+----------------------------|
- |104 Hills Road | " I just wouldn't know a single word to say |
- |Cambridge CB2 1LQ | If I flattened all my vowels and I threw |
- |UK | the R away." (The Proclaimers) |
- +--------------------+-----------------------------------------------+
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #323 ***************************************:-)
-
- Subject: PC DXF's or 3DS files into Amiga Imagine V2.
- Date: Wed, 15 Jun 94 15:59:53 +0100
- From: "T.Charalambous" <T.Charalambous@cs.ucl.ac.uk>
-
- Hi everyone!
-
- I know I sent this request before, and I would like to express my
- gratitude to everyone that replied. I have another request:
-
- Is there any _Public_Domain_ program that converts DXFs or 3DS files
- into Amiga Imagine V2 format. Being a student at college, funds are
- hard to come by. I was fortunate enough to get Imagine V2 from Amiga
- Format coverdisk, so those who have already sent me information about
- Interchange (and the others ones that slip my mind that moment),
- please understand why I send this request.
-
- I have access to the following Software: (PC) AutoCAD, 3D Studio (Not sure
- what versions though), (AMIGA) Imagine V2, and thats about it.
-
- Thanks
- Tele.
-
- P.S. Also for those who seem to be getting a bit wrapped up the
- cuurent flame over 3DS vs Imagine, don't mail-bomb me for this, but
- please would you remember that some of us have enough problems
- handling all the IML mail already, and our Sysops are getting a bit
- stroppy over our bulging accounts! Thanks for understanding.
- ______________________________________________________________________
- |________________| And to my despair, I was soon to discover, |
- |_T.Charalambous_| The failures of mine, were the triumphs of another, |
- |_@uk.ac.ucl.cs__| There was a time to live, until a time to die, |
- |________________| It was time to love, it's now time to cry. -Spirit-|
- !________________!_____________________________________________________!
-
-
- +---> ARCHIVE MESSAGE NUMBER #324 ***************************************:-)
-
- Subject: Re: Hollow or Solid?
- Date: Wed, 15 Jun 94 10:36:52 CDT
- From: setzer@comm.mot.com (Thomas Setzer)
-
- >
- > TO all inquizative minds,
- > How do you tell Imagine you want to create a hollow
- > object as opposed to a solid one and vice versa?
- >
- > From
- > Martin...
- >
- >
- Well, Imagine is a surface modeler(is that the right term) as opposed to a
- solid modeler. This means that only the surfaces of object effect the rays
- of light. So if you have a sphere with glass attributes, Imagine will
- make it appear solid(full of glass). (Why would it do this if it is a surface
- modeler? Tell us uncle Tom.) This is because Imagine didn't bother to look
- inside of the object to see what it is made of, and just assumed that it
- was made completely of glass.
-
- To make a hollow glass sphere in a solid modelers, you would just cut out the
- center of a solid glass sphere.
-
- In Imagine(heres where I start making this up, ie not sure if this will work),
- you might want to try putting a sphere with complete transparency and default
- index of refraction(air) inside a glass sphere. But then you won't even
- see it. So maybe the transparency of the glass with the refractive index of
- air. Hmm, probably still won't model the real world correctly. Its really
- hard to do with Imagine and just spheres.
-
- But...heres a way that I guarantee(money back) to work(maybe). It requires that
-
- your glass sphere has a small hole in it. First, think about when you `spin'
- a wine glass in the detail editor. It looks better if you have an inside
- of the glass.
- ie your outline looks like this not this
- \\ \
- | |
- = -
- so you wind up with this not this
- \\// \ /
- || ||
- == --
- and your wine glass is completely inclosed, has an inside surface and an
- outside surface.
-
- Do this with a sphere...
-
- % = axis of rotation
-
- _____ %
- / ____| %
- / / %
- | | %
- | | %
- \ \______%
- \_______%
- %
- %
- Now spin it.
-
- There may be a better way. Two spheres inside of each other may work(I haven't
- tried it). But I know the above will work.
-
- Well, I'm done rambling.
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #325 ***************************************:-)
-
- Subject: Re: Melt
- Date: Wed, 15 Jun 94 11:44:04 CDT
- From: setzer@comm.mot.com (Thomas Setzer)
-
- > <
- > < A few months back I talked about a program I wrote in C++
- > <called "Melt", and showed some examples of chess pieces melting, etc.
- > <I couldn't give out source because I was writing an article on it.
- > <
- > < Well, the article has been published in the July 1994 "Annual
- > <Graphics Issue" of Dr. Dobbs Journal, and is the lead article. It's
- > <called "Morphing 3D Objects using C++". I believe that I'm still not
- > <supposed to e-mail out source, but Dr.Dobbs has made the source code
- > <available on their FTP site. I'm afraid I don't have their site
- > <address now, but wanted to let everyone know anyway because I'm about
- > <to go on yet another business trip.
- > <
- >
- > No problem...
- > The FTP site is
- > ftp.mv.com
- > in /pub/ddj
- >
-
- The morph code is finally there. It is in 1994.07
-
- Tom
-
-
- +---> ARCHIVE MESSAGE NUMBER #326 ***************************************:-)
-
- Subject: Re: Hollow or Solid?
- Date: Wed, 15 Jun 1994 13:46:31 -0600 (MDT)
- From: Roger Straub <straub@csn.org>
-
- On Wed, 15 Jun 1994, mnw3 wrote:
-
- > TO all inquizative minds,
- > How do you tell Imagine you want to create a hollow
- > object as opposed to a solid one and vice versa?
- >
- > From
- > Martin...
-
- Recipe for a hollow glass sphere is as follows:
- Create a primitive sphere. Copy, paste, and scale it down so that
- there is a little space between them. Give the larger sphere the
- attributes of glass, and make the smaller one transparent. Group, render
- and serve with drinks(Preferably tequila, but marguiritas will do.).
-
- Voila! A hollow glass sphere.
-
- See ya,
- Roger
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #327 ***************************************:-)
-
- Subject: Re: Imagine NewLook Please
- Date: Wed, 15 Jun 1994 13:27:39 -0700
- From: kkalnasy@bvu-lads.loral.com (Kent Kalnasy)
-
- At 9:04 PM 6/14/94 +0000, Soren Wind wrote:
- >Will it EVER be possible that Imagine/Impulse will use the KS 2/3 Userinterface
-
- >?
- >I close to become sick of the slow/no promotable Imagine screens...
-
- I know what you mean, since Imagine, in its current incarnation, doesn't
- support the display database, but I can say that it promotes pretty well
- using the Retina promotion utility. I'm currently running Imagine at
- 1280x1024. Everything appears to work as before with the exception that
- mouse tracking wraps at the right edge of a view when moving an object.
-
- For example, when I grab an object in the top view and drag it toward
- the right, it (and the cursor) pop to the left side of the view. I can
- release the object, grab the object at a point farther to the left and
- continue to push it right off the view. This anomaly doesn't show up
- when a view occupies the whole screen. I can work around it, but it
- would be nice to have a modeling tool without the glitch.
-
- Jumps here
- \/
- +---------------+---------------+
- | | |
- | | |
- |->*-------->* | |
- | | |
- | | |
- | | |
- +---------------+---------------+
- | | |
- | | |
- | | |
- | | |
- | | |
- | | |
- +---------------+---------------+
-
- Also note that the jump occurs farther to the left if I use the version
- of Imagine that I've patched to run at 716x480. Starting with a virgin
- copy of Imagine produces the best results, so far.
-
- Do other boards present the same problem with running at 1280x1024?
- Will a new version of the Retina libraries help? Experiences welcomed.
-
- >... ------_
- > Wir haben das Problem eingekreist: / Intel \
- > \inside! /
- > --------
-
- eigenkreist? Translation please.
-
- ------------------------------------------------------------------------------
- Kent Kalnasy (speaking only for me) kkalnasy@bvu-lads.loral.com
- Loral Advanced Distributed Simulation, Inc. Bellevue, Washington
- ------------------------------------------------------------------------------
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #328 ***************************************:-)
-
- Subject: Essence and Imagine 3.0
- Date: Wed, 15 Jun 1994 17:51:00 -0400
- From: david.wyand@canrem.com (David Wyand)
-
- Hi All!
-
- I'm surprised that this hasn't been mentioned before. Essence I and II
- Vol. 3.0 doen't work with Imagine 3.0! Now, before you all panic, I
- have the solution. Just use the new super Dave-o-Matic(TM), and
- possiblly a wordprocessor that can load/save ASCII and has a
- Find/Replace function :)
-
- Here's the problem: Take for example the bump texture from Essence I.
- To get it to work with Imagine 3.0, you have to get the installer to
- save the .ITX extension (just like for 2.9). The bump texture is then
- saved as:
-
- bump.ITX
- ^^^(Remember this upper case ITX. Its important later on :)
-
- This is what Imagine 3.0 would seem to expect:
-
- bump.itx
-
- All of Imagine 3.0's textures have a lower case itx, and it doesn't seem
- to like the upper case ITX (the textures don't show up in the load
- texture requesture). This is very un-Amiga of Imagine. It should not
- matter, but it does.
-
- Here's the fix (you had to wait a long time for this, didn't you :)
- Copy the Essence installer script and icon from disk one to RAM:. Load
- up you Wordprocessor (I use TransWrite) and open the Installer script.
- Do a Find/Replace from ITX to itx (make sure that you have CASE
- SENSITIVE turned on). Then save the script (and make sure that you
- don't save over the original icon). Now, with disk one in the drive,
- double click the NEW installer icon in RAM:. Everything should work
- fine, and all of the textures should be reinstalled with the lower case
- itx.
-
- The alternative to all this is to manually rename all 100 textures :)
-
- Discliamer: I am not responsible for any damages that may occur by
- taking any or all of my advice. USE A BACKUP! To make you feel better,
- it works for me!
-
- Maybe something like this belongs in the FAQ...
-
- -Dave
- david.wyand@canrem.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #329 ***************************************:-)
-
- Subject: Re: New Modules? - Montage24
- Date: Thu, 16 Jun 1994 11:48:46 GMT +1200
- From: "Paul Batten" <BATTENP@scico1.chchp.ac.nz>
-
- > Both the reviews I read stated that once the titles were committed to a
- > background there was no turning back, ie., no easy way to change either the
- > background or the titles. One of the reviews went so far as to compare the
- > process to digital painting, which without "layers" becomes increasingly
- > difficult to edit certain elements later...
-
- This is partially true in the sense that once you have arranged the
- background elements (excluding text) you must save the b/g which fixes
- the elements (as with a painting package). The b/g can be saved as a 24bit
- iff at this stage. The text can know be editted/created over the fixed b/g,
- or more elements added such as boxes,other brushes etc.
- As you say it would be ideal to edit the imported brushes at any stage ie
- through layers.
-
- PB> The only problem I've encounted is to do with the black level produced
- PB> by Montage24 when genlocking, it's no where near as clean as genlocking
- PB> with the opal individually or even with DPaintIV. The background black
- PB> is set at 0,0,6 and although there is a input box to change this value
- PB> it does not seem to function. Has anyone had any luck in changing this
- PB> value ?
-
- > Is that to say you cannot change the value, or that changing it appears to
- > have no effect?
-
- The value can be changed in the input box say to 0,0,0 but when you leave
- the input box the value is reverted to 0,0,6 ! This is very frustrating.
- When genlocking through the opal without Montage all is fine. With Montage
- through the opal there is a slight milkyness when genlocking.
-
- Has anyone else had this problem ?
-
- > I may be way off beam here but I believe ECS Amigas require the Blue
- > element of the system palette (and I presume Montage's) to be an odd value
- > for clean genlocking.
-
- I presume the opal genlock colour is 0,0,0 I'll have a look when i get
- home, but there is definately a difference between what opal normally uses
- and what montage forces opal to use as colour 0.
-
- Can anyone shed any light (preferably colour 0) ?
-
- Paul.
- ----------------------------------------------------------------------
- Paul Batten Science & Computing Dept. Christchurch Polytechnic
- battenp@scico1.chchp.ac.nz Christchurch New Zealand
- ----------------------------------------------------------------------
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #330 ***************************************:-)
-
- Subject: Re: PC DXF's or 3DS files into Amiga Imagine V2.
- Date: Wed, 15 Jun 1994 11:32:17 -0700 (PDT)
- From: Mike McCool <mikemcoo@efn.org>
-
- Hey y'all,
-
- This is an echo, of Mr. T's request. I just locked onto an
- amazing 3ds object of an Aztec city that I'd love to import into
- Imagine. I've got Pixel3dPro, and it won't touch 3ds files. Maybe
- there's no way to translate them to TDDD, but I'd love to render this
- Aztec city of gold . . .
-
- Jeez, I also got a great model of Stonehenge, down at
- avalon.chinalake, but it, too, is 3ds.
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #331 ***************************************:-)
-
- Subject: Re: Solid and Drills.
- Date: Wed, 15 Jun 1994 16:50:00 -0400
- From: david.wyand@canrem.com (David Wyand)
-
- Hi!
-
- On Tue, 14 Jun 1994, Mads Storm Andersen wrote:
-
- >
- > Will the object be solid, or will i just end up with a glass shell
- cube
- > with a glass shell sphere inside with air in rest of the space.
- > Well more like vacum(?), i want glass not vacum(?).
- > The light will bend when traveling though glass.
- >
-
- Light only bends where there is an interface. I believe that the object
- you want to make is a glass box that has a big air bubble (the sphere)
- inside of it. If this is so, a box with a sphere in it would work
- correctly. Set the index of refraction to that of glass.
-
- |Light Beam
- |
- ----\-------
- | \ |
- | --|- |
- | / | \ |
- | | | | |
- | \ | / |
- | --\- |
- | \ |
- --------\---
- |
- |
- | Light Beam
-
- In the above, we have the box and sphere. The lights comes in from the
- back (it doesn't matter which directio), refracts at the air/glass
- interface, and travels in the box. Then refracts at the glass/air
- interface of the box/sphere. Then again at the air/glass, and finally
- at the glass/air at the front of the box. It does not matter that this
- is not "a true solid" as refraction only happen at the interface. Hope
- all this helps!
-
- -Dave
- david.wyand@canrem.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #332 ***************************************:-)
-
- Subject: Here's a uuencoded star pic
- Date: Wed, 15 Jun 1994 16:47:55 -0500 (CDT)
- From: Michael Halleen <halleen@Mcs.Net>
-
- I put together a star pic as described in my star backdrop posts.
- It's 1920x1200x2bits, and is about 17K in size, much smaller than I
- thought it would be. It took about 12Meg to create (I could have done it
- in less if I coverted all the sectors to 2 bit images first and composed
- on a gray backdrop rather than a color one).
-
- I apologize to the guy from Germany who's been asking for this. I haven't
- been saving your messages, so I don't have your Email address. Hopefully
- this will get to you in time.
-
- The star info is not scientifically accurate, the click-center technique
- is not perfect. But you can find the constellation Orion in the center
- bottom of the pic.
-
- Good luck!
-
-
- Mike Halleen
-
-
-
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- ``
- end
- size 17094
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #333 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Wed, 15 Jun 1994 20:05:11 -0700 (PDT)
- From: Kelly Petlig <kpetlig@halcyon.com>
-
- Well, it was mentioned that Essence doesn't work with Imagine 3.0 ... it
- should be rephrased to Essence v1.0 doesn't work with Imagine 3.0, as
- v3.0 works just fine. If you EVER plan on upgrading to Forge, you will
- NEED Essence 3.0 (2.0 was skipped). Essence 3.0 installs itself with
- .itx extensions ... of course, this was covered in the newsletter by
- Apex. Also, I'll use this time to announce my review of Forge in Amiga
- Report 2.19 (ar219.lha on aminet)
-
- Image Runner, sysop of Amiga Images // /Words you say never seem to live\
- Mr.Kelly Petlig<kpetlig@halcyon.com> \X/ \ up to the ones inside your head/
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #334 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Wed, 15 Jun 94 20:40:51 PDT
- From: ua197@freenet.victoria.bc.ca (Christopher Stewart)
-
- >Here's the problem: Take for example the bump texture from Essence I.
- >To get it to work with Imagine 3.0, you have to get the installer to
- >save the .ITX extension (just like for 2.9). The bump texture is then
- >saved as:
-
- >All of Imagine 3.0's textures have a lower case itx, and it doesn't seem
- >to like the upper case ITX (the textures don't show up in the load
- >texture requesture). This is very un-Amiga of Imagine. It should not
- >matter, but it does.
-
- The installer for the new version of Essence includes the ability to
- change the extentions to something that works correctly. It's worth the
- money (IMHO) to get the alpha-channel utility. It's a wonderful boon
- although it often takes some thought to implement (Forge helps a lot).
-
-
-
-
-
- --
- "I wish there was a knob on the TV ua197@freenet.victoria.bc.ca
- to turn up the intelligence. cs833@cleveland.freenet.edu
- There's a knob called `brightness',
- but it doesn't work." -- Gallagher Join the Animation Sig!
-
-
- +---> ARCHIVE MESSAGE NUMBER #335 ***************************************:-)
-
- Subject: New version of ESSENCE ??
- Date: Thu, 16 Jun 1994 07:58:13 +0300 (EET DST)
- From: Foivos Kourendas <foivos@theseas.ntua.gr>
-
- To ALL<
-
- Is there a new version of essense textures ?? What are the goodies that
- it provides ?? How much does it worths ? Is it faster ? Are there new textures??
-
- Where can I order it from ??
-
- Yours sincerely,
-
- ________
- / ' _
- ,-/-, o \ _ _ (
- (_/ <___\/ (_)_)
-
- Email:foivos@phgasos.ntua.gr
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #336 ***************************************:-)
-
- Subject: Re: Imagine NewLook Please
- Date: Thu, 16 Jun 1994 09:13:53 +0300 (EET DST)
- From: Foivos Kourendas <foivos@theseas.ntua.gr>
-
- Mr Kent wrote some time in the past:
-
-
- >I know what you mean, since Imagine, in its current incarnation, doesn't
- >support the display database, but I can say that it promotes pretty well
- >using the Retina promotion utility. I'm currently running Imagine at
- >1280x1024. Everything appears to work as before with the exception that
- >mouse tracking wraps at the right edge of a view when moving an object.
-
-
- I have a Merlin graphics accelerator that lets me promote ANY program
- (Since it uses wb 2.4 or above) at resolutions UP to 2048x2048 . Such a case
- promoting Imagine in any resolution from the range : 2048x2048 , 1600x1200 ,
- 1280x1024 , 1024x768 , 800x600 ..it doesn't have a hitch!! NO problem at all
- Moving , Scaling , Bending , Scretching and ALL the other functions that
- IMAGINE provide are running in EXELENT speed without ANY problem at all . Like
- running it in amiga resolution WITH ONE DIFFERENCE!! Higher resolution modeling!
-
- i
- In fact , IMAGINE has a problem !! Just try to promote Imagine and go
- to Action, Project ,Preferences editor! Bliahh!!!!. NO using of the extra
- space . No centered screen!!! Sure it is a program that it wasn't ment to use
- higher graphics card!! * BUT WHY?? * WHY other editors works and they don't??
- WHY Impulse doesn't follow the market needs ?? It is like C= when developed
- the AGA chips the other clones had already forward to 24Bit cards!! GREAT lose
- od interest!! (BTW Who is the new MAMA for the AMIGA?? ANY NEWS??)
-
- Yours sincerely,
-
- ________
- / ' _
- ,-/-, o \ _ _ (
- (_/ <___\/ (_)_)
-
- Email:foivos@phgasos.ntua.gr
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #337 ***************************************:-)
-
- Subject: Re: PC DXF's or 3DS files into Amiga Imagine V2.
- Date: Thu, 16 Jun 1994 09:05:47 +0100 (CET)
- From: Joop.vandeWege@MEDEW.ENTO.WAU.NL
-
- Hi Mike,
-
- There are a couple of ways to do this:
- - Lightwave will import 3ds, Save it as Lightwave, use Pixel3dPro
- - Use InterChange, it might have a 3ds converter ??
- - Use T3DDD lib, it might also have a 3ds converter.
-
- The first suggestion I know it will work but the others I'm not sure. Can't
- you use a pc program to convert 3ds to DXF ??
-
- BTW how to get and where are those objects
-
- Greetings Joop :-)
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #338 ***************************************:-)
-
- Subject: Re: PC DXF's or 3DS files into Amiga Imagine V2.
- Date: Thu, 16 Jun 1994 16:12:51 +1000 (EST)
- From: "" <williamp@triode.apana.org.au>
-
- > Hey y'all,
-
- G'Day
-
- > This is an echo, of Mr. T's request. I just locked onto an
- > amazing 3ds object of an Aztec city that I'd love to import into
- > Imagine. I've got Pixel3dPro, and it won't touch 3ds files. Maybe
- > there's no way to translate them to TDDD, but I'd love to render this
- > Aztec city of gold . . .
-
- Interchange 3.0 should be able to handle this(as John Foust on here will
- probably add),It does convert 3DS files...BTW,how large is this Aztec
- City model,filesize-wise?
-
-
- William John Porter
-
- williamp@triode.apana.org.au
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #339 ***************************************:-)
-
- Subject: Amiga "Melt" executable and Farewell
- Date: Thu, 16 Jun 94 05:01:03 GMT
- From: "Glenn M. Lewis - ICD ~" <glewis@pcocd2.intel.com>
-
- Hi, All!
-
- I promised to many people on this list that I would create an
- Amiga executable for my "melt" program that appeared in the July '94
- issue of Dr. Dobbs Journal.
-
- It turns out to be so small that I decided to attach it to the
- end of this message. I hope this does not upset anybody, and if it
- does, I apologize.
-
- Usage is: "melt 10 normal.iob norm" for example, to create 10
- extra melted frames of "normal.obj", using the file root "norm",
- thereby creating "norm000.iob", "norm001.iob", etc. I highly
- recommend that you run this program from a RAM: disk so that your
- drives don't get thrashed too much. :-) It is heavily I/O-oriented.
- Also, I compiled it to work on the broadest range of Amigas, so it is not
- a speed demon. Be patient.
-
- I, too, was one of the original subscribers to the IML when
- Steve Worley got it started many years ago. This is, in fact, how we
- met, and started tossing cool ideas back and forth for Essence and a
- number of other projects. Thanks, Steve, for starting the IML!
-
- But it is time for me to (temporarily) say "good-bye" as I am
- under a great deal of pressure at my full-time job to crank out a lot
- of [working] code in short order or I may not be able to take a trip
- I've planned on for a long time. Therefore, I must have no
- distractions and am signing off of the IML for the first time.
- Hopefully I will be back within a month or two. Have fun, all, and
- keep on rendering!
-
- -- Glenn Lewis
-
- ----------------------------------------------------------------------
-
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- MX0F^$)OA";X0F^$)OA";X0F^$)OA";X0<X0<X0<X0<X0<X0<X0<X0<X0F^$)
- MOA";VP/MI<Q@3;!&V!=L"[8%VP+M@7; NV!=L"[8%VP+M@7; NV8#VS >V!]
- ML#[8$VP)M@3;!6V!=L!;8"VP/M@/; >V ]L![:0&!-L7NV+WP!<> E/:\.:$
- M5S7$7$K_D7$LS>?OQMN_-QV_&W;\@6[\4 _-*&_,_C\URCX'[X'[X'[ZVEQ/
- ", #$
-
- end
-
-
- +---> ARCHIVE MESSAGE NUMBER #340 ***************************************:-)
-
- Subject: Re: Boot picture
- Date: Thu, 16 Jun 1994 05:15:59 -0500
- From: Jan-Claas Dirks <Jan-Claas.Dirks@arbi.informatik.uni-oldenburg.de>
-
- >
- > Hi,
- >
- > Is there any way to control the boot picture sequence? For example turn it
- > off, or set the delay for how long it is displayed? I'd like the cool
- > EGS-Logo to be displayed a little longer than the millisecond it is now.
- >
-
- If you want it to be displayed a little longer, put as much programs as you
- can get into the WBStartup drawer or User-Startup :)
-
- Seriously: Since I chose the 320x200 mode as the logo mode in Tweaker, I
- don't get the bootlogo anymore.
-
- --
- ___|___ __ __ _ .. .
- | jan-claas.dirks@informatik.uni-oldenburg.de .
- | Ciao, |
- | Jan-Claas Dirks "Some Say A Man Ain't Happy Unless A Man Truly Dies" |
- . - Prince |
- . - - - - -----------------+-
-
-
- +---> ARCHIVE MESSAGE NUMBER #341 ***************************************:-)
-
- Subject: Re: particles help (fwd)
- Date: Thu, 16 Jun 1994 00:42:21 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > Hi Randy,
- > I was the one with the particles prob. I used the settings today
- > (been sick) and they seemed to work better by the end of the last frame.
- > there was still a couple of particles still there, but the using the
- > scaling thing in the requester made them disappear.
-
- OK, sorry to hear they did'nt solve your problem..I did a similar
- animation and it worked fine for me, the particles bonce twice or was
- three times and all landed on the ground fine..Hmmm? Are you sure the
- distance to the ground matches the distance they are to fall. Doesn't seem
- like this is your problem as this, I would think would be abvious.
-
- >From the settings you had;
-
- Travel Distance 450
- Ground -87.4961
-
- your actual object would have to be at global Z 362.5039. Is this were
- you have it? If not this maybe the problem..
-
- Did you try 0 in the Min Angle from Z?
-
- I know you said that scaling them made them disapear, and if thats good
- enough for you then thats cool. But If you want them to stay on the ground
- after they fall, then this will not do. Just trying to figure out why I
- got it to work OK and these figures did'nt help you. Hmmm?
-
- > Thanks for the numbers. I received 3.0 on Friday and have been
- > reading a bit more about the effect now. Still needs to have more info
- > on it I think...
-
- Yes, they are a bit unpredictable, and take alot of testing to get the
- disired effect some times.
-
- Good Luck!
-
- =RRW=
-
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #342 ***************************************:-)
-
- Subject: re Essence and Imagine 3.0
- Date: Thu, 16 Jun 94 02:53:25 PDT
- From: 16-Jun-1994 0448 <leimberger@marbls.enet.dec.com>
-
- > The installer for the new version of Essence includes the ability to
- >change the extentions to something that works correctly. It's worth the
- >money (IMHO) to get the alpha-channel utility. It's a wonderful boon
- >although it often takes some thought to implement (Forge helps a lot).
-
- Well ALL REGISTERED users got Essence II with the newsletter for FREE
- so only Essence I needed to be updated. You can't beat that for a great
- deal. If someone missed their free update they should contact Steve!
-
- bill
-
-
- +---> ARCHIVE MESSAGE NUMBER #343 ***************************************:-)
-
- Subject: re Essence and Imagine 3.0
- Date: Thu, 16 Jun 94 02:44:23 PDT
- From: 16-Jun-1994 0437 <leimberger@marbls.enet.dec.com>
-
- >Hi All!
-
- >I'm surprised that this hasn't been mentioned before. Essence I and II
- >Vol. 3.0 doen't work with Imagine 3.0! Now, before you all panic, I
- >have the solution. Just use the new super Dave-o-Matic(TM), and
- >possiblly a wordprocessor that can load/save ASCII and has a
- >Find/Replace function :)
-
-
- Well it has been discussed a long time ago. The ver 3.0 of Essence
- works fine with 3.0 on my system. I have the update for Essence I,
- and II working with 3.0 on my 4000. What do you mean by Vol. 3.0 ?
- I only got 2 disks in both my ver 3.0 disk sets.(3 WERE mentioned in
- the manual.
- >Here's the problem: Take for example the bump texture from Essence I.
- >To get it to work with Imagine 3.0, you have to get the installer to
- >save the .ITX extension (just like for 2.9). The bump texture is then
- >saved as:
-
- >bump.ITX
-
- The Installer asks if you want to have the proper extension required added
- to the files. What mode did you install in ? I always select expert mode
- to make sure I get a chance to make all the decisions.
-
- bill
-
-
- +---> ARCHIVE MESSAGE NUMBER #344 ***************************************:-)
-
- Subject: bones again
- Date: Thu, 16 Jun 94 04:20:42 PDT
- From: 16-Jun-1994 0616 <leimberger@marbls.enet.dec.com>
-
- Well I spent three nights trying to get bones to work with my
- butterfly object. I seemed to have misplaced Lesk's tutorial. The
- butterfly is actually only the left, and right wing surfaces. There
- is a space between them for the body, but the two sides are joined
- as one object.(could this be the problem). I could tie them physically
- together if it would help. Also how do you set the axis for the bones if
- you have two parts pointing in seperate directions ?
- bill
-
-
- +---> ARCHIVE MESSAGE NUMBER #345 ***************************************:-)
-
- Subject: Re:PC DXF's or 3DS files ...
- Date: Thu, 16 Jun 1994 07:42:14 -0600 (MDT)
- From: rudd@plk.af.mil (Douglas Rudd)
-
- I found DXF versions of the Aztec city and Stonehenge. The unziped Aztec city is
- about 3mb. The bad news is that I could not convert either file to anything els
- e. I used Interchange and the pc version of a DXF to 3DS converter that Syndesis
- includes with interchange. All this in an attempt to get something I could tran
- slate to iob. Nothing. It is most likely that the DXFs were incorrectly produced
- and are a loss. Too bad.
-
- If anyone has had luck with these (or can get them in 3DS?) please let me know.
-
- Doug Rudd
- rudd@plk.af.mil
- -------------------------------------------------------------------------------
-
- The Amiga Guide to the Galaxy refers to Commodore's management as
- "A bunch of mindless jerks who will be the first to be lined up
- against the wall and shot when the revolution comes."
- -------------------------------------------------------------------------------
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #346 ***************************************:-)
-
- Subject: Re: Solid and Drills.
- Date: Thu, 16 Jun 94 10:02:00 EST
- From: "Ducharme, Alain: FOB" <Ducharme@fob.istc.ca>
-
- On Wednesday, June 15, 1994 16:50, David Wyand wrote:
- >[...]
- >at the glass/air at the front of the box. It does not matter that this
- >is not "a true solid" as refraction only happen at the interface. Hope
- >[...]
-
- That's what I thought as well.
-
- Ok, then why is it that apparently you cannot build a true magnifying glass
- with Imagine as you can with Real 3D? Or at least that's what seems to be
- the consensus amongst some of the reviewers of these products.
-
-
- +---> ARCHIVE MESSAGE NUMBER #347 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Thu, 16 Jun 1994 13:51:00 -0400
- From: david.wyand@canrem.com (David Wyand)
-
- Hi Christopher!
-
- > The installer for the new version of Essence includes the ability
- to
- >change the extentions to something that works correctly. It's worth the
- >money (IMHO) to get the alpha-channel utility. It's a wonderful boon
- >although it often takes some thought to implement (Forge helps a lot).
- >
-
- I have and use Essence 3.0. Do you have a later version? I know all
- about the alpha-channel, and have used it a lot. My point of the post
- is that Essence _3.0_ produces texture files with .ITX (note, its in
- capitals) and that Imagine 3.0 does not like this extension to be in
- caps. It must be lower case for Imagine 3.0 to recognize this.
-
- -Dave
- david.wyand@canrem.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #348 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Thu, 16 Jun 1994 13:47:00 -0400
- From: david.wyand@canrem.com (David Wyand)
-
- Hi Kelly!
-
- >Well, it was mentioned that Essence doesn't work with Imagine 3.0 ...
- it
- >should be rephrased to Essence v1.0 doesn't work with Imagine 3.0, as
- >v3.0 works just fine. If you EVER plan on upgrading to Forge, you will
- >NEED Essence 3.0 (2.0 was skipped). Essence 3.0 installs itself with
- >.itx extensions ... of course, this was covered in the newsletter by
- >Apex. Also, I'll use this time to announce my review of Forge in Amiga
- >Report 2.19 (ar219.lha on aminet)
-
- Essence 1.0 DEFINATELY does not work with Imagine 3.0, but its WAS
- Essence 3.0 that I was talking about, and is what I have.
-
- Yes, Essence 3.0 does put the .ITX extension on the texture siles if you
- want it to. The problem, and the whole point of my post was that it
- puts a capital .ITX and not a lower case .itx. My copy of Imagin 3.0
- does not accept a texture if it has an uppercase .ITX, only a lower case
- one. That's why I suggested using a wordprocessor to change the install
- file.
-
- Does your copy of Essence put .ITX or .itx, and if its the upper case,
- does your Imagine 3.0 read it just fine?
-
- -Dave
- david.wyand@canrem.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #349 ***************************************:-)
-
- Subject: RE: Re:PC DXF's or 3DS files ...
- Date: Thu, 16 Jun 94 10:11:00 PDT
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- The Aztec city is not "incorrectly produced" and is not a loss. Contrary
- to John Foust and Scott Kervin, the .DXF converters in InterchangePlus and
- Imagine 3.0, as well as Pixel3DPro, are far from being completely compatible
- with AutoCAD .DXF output. It is NOT because these objects are inferior
- because they are on the 'net. 3D Studio reads all these objects just FINE!
- InterchangePlus and Imagine 3.0 will NOT! If these guys ever get off their
- arrogant high horses, they might find out for themselves.
- The Aztec city takes over 20 Megabytes of RAM to render in Imagine. .DXF
- usually does not have color or texture attributes and this is the case for
- this group object. It could probably be edited to be a really awesome
- object but it will take a lot of work to apply all the brushmaps and
- textures to get there. The guy that made it deserves a lot of credit for
- all the work he put into it.
- ----------
- From: imagine-relay
- To: imagine
- Subject: Re:PC DXF's or 3DS files ...
- Date: Thursday, June 16, 1994 7:42AM
-
- I found DXF versions of the Aztec city and Stonehenge. The unziped Aztec
- city
- is about 3mb. The bad news is that I could not convert either file to
- anything else. I used Interchange and the pc version of a DXF to 3DS
- converter that Syndesis includes with interchange. All this in an attempt to
- get something I could translate to iob. Nothing. It is most likely that the
- DXFs were incorrectly produced and are a loss. Too bad.
-
- If anyone has had luck with these (or can get them in 3DS?) please let me
- know.
-
- Doug Rudd
- rudd@plk.af.mil
- ----------------------------------------------------------------------------
- ---
- -
-
- The Amiga Guide to the Galaxy refers to Commodore's management as
- "A bunch of mindless jerks who will be the first to be lined up
- against the wall and shot when the revolution comes."
- ----------------------------------------------------------------------------
- ---
- -
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #350 ***************************************:-)
-
- Subject: Re: Solid and Drills.
- Date: Thu, 16 Jun 1994 14:13:00 -0400
- From: david.wyand@canrem.com (David Wyand)
-
- Hi!
-
- >That's what I thought as well.
- >
- >Ok, then why is it that apparently you cannot build a true magnifying
- glas
- >with Imagine as you can with Real 3D? Or at least that's what seems to
- be
- >the consensus amongst some of the reviewers of these products.
-
- I'll have to try that sometime. I can't think of a good reason why it
- wouldn't work...maybe someone else knows.
-
- -Dave
- david.wyand@canrem.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #351 ***************************************:-)
-
- Subject: Magnifying Glass
- Date: Thu, 16 Jun 94 11:26:00 PDT
- From: KEN_ROBERTSON@robelle.com
-
- Well, that's odd, saying that you can't build a lens. I've built several,
- and they seem to magnify fine.
- ..
- ..
- . .
- . .
- . .
- . .
- . .
- . .
- ..
- ..
-
- I sliced the top off of sphere, gave it a non-zero refraction (I've
- forgotten the actual number), cloned it, put them back to back,
- put something behind the lens that I wished to enlarge, and pointed
- the camera through the lens. Voila. Remember to use trace mode.
- Having it all doesn't necessarily mean having it all at once.
- \KenR
- ----------------------------------------------------------------------
- Having it all doesn't necessarily mean having it all at once.
- ----------------------------------------------------------------------
-
-
- +---> ARCHIVE MESSAGE NUMBER #352 ***************************************:-)
-
- Subject: Re: PC DXF's or 3DS files into Amiga Imagine V2.
- Date: Thu, 16 Jun 1994 10:30:07 -0700 (PDT)
- From: Mike McCool <mikemcoo@efn.efn.org>
-
- Thanks, Joop, for your response to my conversion query. And it turns out
- that aztec.zip file is actually a DXF--but Imagine still choked on it.
- Couldn't find ENTITIES file, it said. Whatever ENTITIES are.
-
- I found it down on avalon.chinalake.navy.mil in the pub/objects/
- section. I almost wish it had turned out to be a 3DS object: I might
- have had better luck converting it.
-
-
- +---> ARCHIVE MESSAGE NUMBER #353 ***************************************:-)
-
- Subject: Re: Solid and Drills.
- Date: Thu, 16 Jun 1994 10:48:17 -0700 (PDT)
- From: Mike McCool <mikemcoo@efn.efn.org>
-
- Hey guy,
- You CAN make a magnifying lens with Imagine. I believe the
- tutorial was in one of the early FAQ's. It's all in the difference
- between a sphere that's just a glass bubble, and a sphere that's solid
- glass. Index of refraction, if any of us passed our high school physics
- class . . .
-
- On Thu, 16 Jun 1994, Ducharme, Alain: FOB wrote:
-
- >
- > On Wednesday, June 15, 1994 16:50, David Wyand wrote:
- > >[...]
- > >at the glass/air at the front of the box. It does not matter that this
- > >is not "a true solid" as refraction only happen at the interface. Hope
- > >[...]
- >
- > That's what I thought as well.
- >
- > Ok, then why is it that apparently you cannot build a true magnifying glass
- > with Imagine as you can with Real 3D? Or at least that's what seems to be
- > the consensus amongst some of the reviewers of these products.
- >
-
-
- +---> ARCHIVE MESSAGE NUMBER #354 ***************************************:-)
-
- Subject: RE: Re:PC DXF's or 3DS files ...
- Date: Thu, 16 Jun 1994 14:11:12 -0700 (PDT)
- From: Gerard Menendez <gpm@netcom.com>
-
- Ted,
- If you have been able to make an .iob out of the Aztec city would
- you be willing to put it someplace others could grab it.
-
-
- THanks,
-
- Gerard
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #355 ***************************************:-)
-
- Subject: re: essence and Imagine 3.0
- Date: Thu, 16 Jun 94 15:10:13 PDT
- From: 16-Jun-1994 1705 <leimberger@marbls.enet.dec.com>
-
- >Does your copy of Essence put .ITX or .itx, and if its the upper case,
- >does your Imagine 3.0 read it just fine?
- Dave,
- I just checked and my essence textures all have a lower case
- .itx . I wonder what is happening here ? I ordered my essence well
- after some of the other users, Maybe the install has been updated.
- bill
-
-
- +---> ARCHIVE MESSAGE NUMBER #356 ***************************************:-)
-
- Subject: RE: Re:PC DXF's or 3DS files ...
- Date: 16 Jun 94 19:25:20 EDT
- From: "Stethem Ted 5721 <76004.1763@CompuServe.COM> writes:" <76004.1763@CompuSe
- rve.COM>
-
- To: Imagine
-
- > The Aztec city is not "incorrectly produced" and is not a loss. Contrary
- > to John Foust and Scott Kervin, the .DXF converters in InterchangePlus and
- > Imagine 3.0, as well as Pixel3DPro, are far from being completely compatible
- > with AutoCAD .DXF output. It is NOT because these objects are inferior
- > because they are on the 'net. 3D Studio reads all these objects just FINE!
- > InterchangePlus and Imagine 3.0 will NOT! If these guys ever get off their
- > arrogant high horses, they might find out for themselves.
-
- Gee, Ted, I'm sorry I'm so "arrogant" because I take the time to
- explain my understanding of DXF to the readers of this mailing list.
- Let's see, the list has lost Glenn Lewis and Mark Thompson in the
- last few days, and even Impulse doesn't like to read this drivel on a
- regular basis...
-
- 3D Studio is made by Autodesk, the people who foisted this DXF
- "standard" on the world. It's a poor standard because it is subject
- to free and loose interpretation. I can think of several ways to
- represent something as elementary as a polygon: SOLIDs, TRACEs, LINEs
- with thickness and elevation, closed POLYLINEs in the shape of the
- outline of the polygon, 3DFACEs for triangles and quads, polyface
- meshes with hidden internal edges, and I'm sure I'm forgetting a
- method or two.
-
- That's not getting into topics like the mapping between layers, line
- types, pen numbers, blocks, inserted blocks, blocks within blocks,
- text, etc. that are all subject to interpretation by any 3D developer
- who decides to import or export DXF.
-
- There's plenty of DXF files that will cause 3DS to woof, too. What
- do you expect a triangle-based program like 3DS or Imagine to do with
- a lone polyline hanging in space? At least InterChange handles those.
- 3DS in fact ships with two different DXF translators, one inside the
- program, and one external, and they behave differently. Yes, I do
- expect that a $3,000 program from Autodesk will do what it claims to
- do.
-
- I've never said that InterChange's DXF translator was perfect. I've
- never said "it'll eat anything from the Internet and spit out a
- ready-to-wear Imagine object" either. In fact, I go to great lengths
- to explain *exactly* what it handles and when.
-
- And don't flame Kervin because he's had no troubles with the
- converter, either. It's perfectly possible for two people to have
- completely different experiences with the translator. On the other
- hand, if you're really working with AutoCAD and RTFM, our translator
- will do what we say it will do.
-
- Please, compare the translation and the manual and the tech support
- and the price of InterChange to any other 3D translator.
-
- What really irks me is the fact that Pixel gets mentioned when DXF
- comes up. Please, go ahead and quote the entire two or three
- sentences from their manual that explain how they handle DXF.
-
- Is that the kind of support you like? I'm not even sure if the phone
- will be answered if you call Axiom for tech support on Pixel Pro.
- And they've even referred *their* customers to *us* because they know
- their DXF support really bites.
-
- Meanwhile, 3D magazines ask to reprint the explanation of DXF from
- InterChange's manual, and it's in the Toaster manual, and even one of
- our other competitors *plagiarized* vast sections of our manual until
- we caught them.
-
- Oh, and I'm sorry that I haven't examined, converted and reviewed
- every object on Avalon for your personal pleasure.
-
- I'm going to give you a free clue: Smart, nice, intelligent people
- drop out of this mailing list because of all the whiners who know the
- price of everything, and the value of nothing.
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #357 ***************************************:-)
-
- Subject: Glenn's MELT won't decode properly!
- Date: Thu, 16 Jun 94 20:06:30 EDT
- From: "Steve J. Lombardi" <stlombo@eos.acm.rpi.edu>
-
- Is anyone else having trouble uudecoding Glen's Melt program. I've tried
- uudecodex as well as 2 versions of UUxT (2.2 being the newest I've got)
- and both fail. UUxT ends with a message 'Unexpected end of input.'
- Anybody have this working. It sounds like a great program.
-
- steve
-
-
- +---> ARCHIVE MESSAGE NUMBER #358 ***************************************:-)
-
- Subject: RE: Re:PC DXF's or 3DS files ...
- Date: Thu, 16 Jun 1994 21:02:35 -0700 (PDT)
- From: Mike McCool <mikemcoo@efn.efn.org>
-
- Thanks, Stethem, for your post. And I was hoping it was something on my
- end that was lacking. I read the txt file that came with that zip'd
- Aztec model, and it sounds like the creator has done an amazing job. I
- also held onto the object file, in hopes I'll be able to get it to load.
-
- Someone else suggested I try the -a option when I unzip the file,
- since Imagine claims it can't find the ENTITIES file when I try to unload
- the version I unzipped with just the straight unzip command.
-
- I'm going to give it a try soon as a I log off.
-
-
- +---> ARCHIVE MESSAGE NUMBER #359 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Thu, 16 Jun 94 21:31:51 PDT
- From: ua197@freenet.victoria.bc.ca (Christopher Stewart)
-
- >
- >Hi Christopher!
- >
- >
- >I have and use Essence 3.0. Do you have a later version? I know all
- >about the alpha-channel, and have used it a lot. My point of the post
- >is that Essence _3.0_ produces texture files with .ITX (note, its in
- >capitals) and that Imagine 3.0 does not like this extension to be in
- >caps. It must be lower case for Imagine 3.0 to recognize this.
- >
-
-
- Essence 3.0, Imagine 3.0 and Forge all work correctly with proper
- installation (for me). Perhaps try installing it again.
-
-
-
- --
- "I wish there was a knob on the TV ua197@freenet.victoria.bc.ca
- to turn up the intelligence. cs833@cleveland.freenet.edu
- There's a knob called `brightness',
- but it doesn't work." -- Gallagher Join the Animation Sig!
-
-
- +---> ARCHIVE MESSAGE NUMBER #360 ***************************************:-)
-
- Subject: Melt.lha uploaded to aminet!
- Date: Thu, 16 Jun 1994 23:12:04 -0600 (MDT)
- From: Roger Straub <straub@csn.org>
-
- Well, I finally got around to uploading that "melt" program that was put
- here aocoupla days ago to aminet, but I seem to forget the uploader's name -
- Glenn, that was it!
-
- Anyway, it should be appearing in gfx/3d in a few days.
-
- See ya,
- Roger
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #361 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Fri, 17 Jun 1994 02:03:50 -0400 (EDT)
- From: "ElectroSURFER)))))))>" <romulus@escape.com>
-
- Can you explain alpha channels please.
-
- Thanks
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #362 ***************************************:-)
-
- Subject: DXF or 3DS to TDDD
- Date: Fri, 17 Jun 1994 08:07:38 GMT+1
- From: "Wizard" <TESI2@novell.dima.unige.it>
-
- ___
- | O | .MODEL SMALL
- | | .DATA
- | O | LOGIN DB " _ __ ___ ______Wizard logged in"
- | | .CODE
- | O | MAILING PROC FAR
- |/\_|
-
- Mike McCool (PC DXF's or 3DS into Amiga Imagine v2.0):
-
- > Hey y'all,
- >
- > This is an echo, of Mr. T's request. I just locked onto an
- > amazing 3ds object of an Aztec city that I'd love to import into
- > Imagine. I've got Pixel3dPro, and it won't touch 3ds files. Maybe
- > there's no way to translate them to TDDD, but I'd love to render this
- > Aztec city of gold . . .
-
-
- Hi Mike,
- I think I can help Ya in rendering "Aztec city" meshes Ya got,
- just uuencode it to me and I'll repost Ya a .TGA .TIF (or what You want)
- output picture.
-
-
- > Jeez, I also got a great model of Stonehenge, down at
- > avalon.chinalake, but it, too, is 3ds.
-
-
- I've got it and I dont think it was a "great model", just a simple one.
-
- /\_
- | O | RET
- | | MAILING ENDP T-H-A-N-X
- | O | STACK 200H ae(-_^)ue
- |___| END MAILING _ __ ___ ______Wizard signing off
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #363 ***************************************:-)
-
- Subject: Genlock button in stage
- Date: Fri, 17 Jun 1994 17:13:21 +0000
- From: David Shaw <dshaw@michael.slip.cc.uq.oz.au>
-
- Hi everyone,
-
- Well i still haven't found a button to activate this but i'm not
- 100% sure that it's need anymore.
-
- I tried a few quick tests by setting making sure the 2 entries in
- the prefs were both on 000 (default i think). Rendered a picture with a
- ground and a couple of objects with the 'sky' parameters in globals all
- set to 000. I then rendered another picture with no ground and the same
- settings and was able to composite the 2 in adpro and dpaint as well.
-
- I don't reallt know if this was possible on 2.0/9 as I have always
- automatically set the Genlock flag.
-
- Anyway thayt's just what i tried. Let me know if anyone finds out
- anything else ...
-
- bye
- David Shaw
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #364 ***************************************:-)
-
- Subject: Re: re Essence and Imagine 3.0
- Date: Fri, 17 Jun 1994 00:42:04 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > Well ALL REGISTERED users got Essence II with the newsletter for FREE
- > so only Essence I needed to be updated. You can't beat that for a great
- > deal. If someone missed their free update they should contact Steve!
-
- ALL REGISTERED users got Essence II with the newsletter for FREE? Do you
- mean registered users of Essence II, or all regestered user..I have
- Essence I and haven't gotten the update or any free Essence II. I think I
- must missunderstand this message. Because my newsletter said that Essence
- I users have to pay for the update but Essence II users get the UPDATE
- for free..is this what you meant? There was also a special deal if you
- buy the Essence I update and Essence II together..at least I believe this
- is what it said, but it was quite a while ago when I read it and don't
- have it in front of me at the moment..
-
- =RRW=
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #365 ***************************************:-)
-
- Subject: re essence and 3.0
- Date: Fri, 17 Jun 94 02:50:39 PDT
- From: 17-Jun-1994 0448 <leimberger@marbls.enet.dec.com>
-
- > Well ALL REGISTERED users got Essence II with the newsletter for FREE
- > so only Essence I needed to be updated. You can't beat that for a great
- > deal. If someone missed their free update they should contact Steve!
-
- OOPS! Sorry about that. You are correct I should have said all registerd
- users of Essence II got the update to essence II with the newsletter.
-
- >>ALL REGISTERED users got Essence II with the newsletter for FREE? Do you
- >>mean registered users of Essence II, or all regestered user..I have
- >>Essence I and haven't gotten the update or any free Essence II. I think I
-
- bill
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #366 ***************************************:-)
-
- Subject: Re: re Essence and Imagine 3.0
- Date: Fri, 17 Jun 1994 07:39:24 -0400 (EDT)
- From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
-
- On Fri, 17 Jun 1994, Randy R. Wall wrote:
-
- > > Well ALL REGISTERED users got Essence II with the newsletter for FREE
- > > so only Essence I needed to be updated. You can't beat that for a great
- > > deal. If someone missed their free update they should contact Steve!
- > ALL REGISTERED users got Essence II with the newsletter for FREE? Do you
- > mean registered users of Essence II, or all regestered user..I have
- > Essence I and haven't gotten the update or any free Essence II. I think I
- > must missunderstand this message. Because my newsletter said that Essence
- > I users have to pay for the update but Essence II users get the UPDATE
- > for free..is this what you meant? There was also a special deal if you
- > buy the Essence I update and Essence II together..at least I believe this
- > is what it said, but it was quite a while ago when I read it and don't
- > have it in front of me at the moment..
- >
- Hi there. My understanding of the upgrade for Essence is as follows:
-
- If you own Essence I, you would have to pay for the I & II 3.0 upgrades
- (since you don't own II, how could you upgrade it?)
-
- If you own Essence II, you get the II upgrade free. You'd have to pay for
- the I 3.0 upgrade (since you don't own I, how could you upgrade it?)
-
- If you own Essence I & II, you get II 3.0 for free, but have to pay for
- the I 3.0 upgrade...
-
- Hope that helps...
-
- ===========================================================================
- Drew Vogel: Admissions Officer at University of Cincinnati Undergraduate
- Admissions (call 800-827-8728), SysOp of The Cafe' BBS (513-232-4895)
- FidoNet 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, vice-
- president of Ohio Valley Amiga Users' Group, documentation author, single
- guy, and much, much more! "The only way OUT is THROUGH."
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #367 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Fri, 17 Jun 1994 07:45:58 -0400 (EDT)
- From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
-
- On Fri, 17 Jun 1994, ElectroSURFER)))))))> wrote:
-
- > Can you explain alpha channels please.
- >
- Hiya. Alpha channels are a special way of handling textures. For example,
- by using alpha channels, you could have a chessboard where the black
- squares are, say, veinedmarble, and the white squares are wood or
- something. Alpha channels is the tool that allows you to do this sort of
- thing.
-
- Hope this helps!
-
- ===========================================================================
- Drew Vogel: Admissions Officer at University of Cincinnati Undergraduate
- Admissions (call 800-827-8728), SysOp of The Cafe' BBS (513-232-4895)
- FidoNet 1:108/245, Actor, director, Amiga fan, Imagine 3.0 user, vice-
- president of Ohio Valley Amiga Users' Group, documentation author, single
- guy, and much, much more! "The only way OUT is THROUGH."
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #368 ***************************************:-)
-
- Subject: T3D4DOS
- Date: Fri, 17 Jun 94 15:09:24 +0100
- From: H.Heberle@trier.fh-rpl.de
-
- Hello all,
- today, 06.17.1994, I had an I was ftp'ed to avalon.chinalake.navy.mil.
- In the /pub/misc directory I saw the following directory listing:
-
- -rw-r--r-- 1 ftpadmin archive 707 Mar 28 21:46 t3d4dos.txt
- -rw-r--r-- 1 ftpadmin archive 402690 Mar 28 21:46 t3d4dos.zip
-
- Is this the TDDD lib from Glenn Lewis that all the PC-users of Imagine want
- to get?
- Interested users should have a ftp session to that side and try it out.
- Horst Heberle
- heberle@trier.fh-rpl.de
-
-
- +---> ARCHIVE MESSAGE NUMBER #369 ***************************************:-)
-
- Subject: Re: Glenn's MELT won't decode properly!
- Date: Fri, 17 Jun 94 9:31:43 CDT
- From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
-
- |Is anyone else having trouble uudecoding Glen's Melt program. I've tried
- |uudecodex as well as 2 versions of UUxT (2.2 being the newest I've got)
- |and both fail. UUxT ends with a message 'Unexpected end of input.'
- |Anybody have this working. It sounds like a great program.
-
- I decoded it on my Intergraph workstation (clix-Ingr version of
- unix). While I haven't tried the program yet, I did not receive
- any errors. It seemed to decode fine. I just typed in uudecode
- <file name>. It produced another file melt.lha. The file is a
- data file; not a uuencoded file. I stripped the email stuff out
- ot the file before I decoded it.
-
- Dale
-
- ____________________________^____________________________
- dale r. rogers
-
- Intergraph Corporation
- Building Design & Management MailStop: LR24A3
- drrogers@camelot.b24a.ingr.com Tel: (205) 730-8294
- .
-
-
- +---> ARCHIVE MESSAGE NUMBER #370 ***************************************:-)
-
- Subject: Re: AZTEC
- Date: Fri, 17 Jun 1994 08:47:25 -0700
- From: Lesk@cc.snow.edu (Lesk)
-
- >DXF "standard"). There is a route that you can take to convert most any DXF to
-
- >a DXF format that will be read by Imagine. But no-one tries.
- >
- >Like I always say...those that can DO, those that can't BITCH.
- >
- >
- >-GreG
-
- I downloaded aztec city and when decompressed it has the dxf extension. I
- have always had trouble with dxf formats, however I can always get the
- object!
- some of my tricks are thus....
- I don't just convert directly to imagine. convert to another format then Pov, LW
-
- or something. then I usually have some clean up to do so I use Vertex.
- Vetex imports very well and has some very nice clean up features, the face
- counts etc. give you a lot of detail on how close you are to a clean
- object. then I export from vertex to imagine. Viola a very good object that
- at first would not convert to imagine. One last thing there are very few
- objects I have not been able to convert directly from within
- interchangeplus. I usually just double click on the converter and size
- things up a bit then convert, this gives a bit more accuracy and detail.
- Aztec city is the one dxf out hundreds I have not had any luck
- with. I would like to get it converted so John if you have a chance let me
- knoe any secrests you might have to get this thing converted.....
-
-
-
- Render Ho!
- Lesk
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #371 ***************************************:-)
-
- Subject: re:magnifying glass
- Date: Fri, 17 Jun 1994 07:35:50 -0600 (MDT)
- From: rudd@plk.af.mil (Douglas Rudd)
-
- After reading the posts on this yesterday, I just had to try it. Well, after all
- Imagine supports RI then it must support magnification. It does. I constructed
- a simple paper-weight magnifying glass and it seems to follow the laws of simple
- geometric optics. Plenty of distortions, just like the real thing.
-
- Doug Rudd
- rudd@plk.af.mil
- -------------------------------------------------------------------------------
-
- The Amiga Guide to the Galaxy refers to Commodore's management as
- "A bunch of mindless jerks who will be the first to be lined up
- against the wall and shot when the revolution comes."
- -------------------------------------------------------------------------------
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #372 ***************************************:-)
-
- Subject: Re: AZTEC
- Date: Fri, 17 Jun 1994 08:47:25 -0700
- From: Lesk@cc.snow.edu (Lesk)
-
- >DXF "standard"). There is a route that you can take to convert most any DXF to
-
- >a DXF format that will be read by Imagine. But no-one tries.
- >
- >Like I always say...those that can DO, those that can't BITCH.
- >
- >
- >-GreG
-
- I downloaded aztec city and when decompressed it has the dxf extension. I
- have always had trouble with dxf formats, however I can always get the
- object!
- some of my tricks are thus....
- I don't just convert directly to imagine. convert to another format then Pov, LW
-
- or something. then I usually have some clean up to do so I use Vertex.
- Vetex imports very well and has some very nice clean up features, the face
- counts etc. give you a lot of detail on how close you are to a clean
- object. then I export from vertex to imagine. Viola a very good object that
- at first would not convert to imagine. One last thing there are very few
- objects I have not been able to convert directly from within
- interchangeplus. I usually just double click on the converter and size
- things up a bit then convert, this gives a bit more accuracy and detail.
- Aztec city is the one dxf out hundreds I have not had any luck
- with. I would like to get it converted so John if you have a chance let me
- knoe any secrests you might have to get this thing converted.....
-
-
-
- Render Ho!
- Lesk
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #373 ***************************************:-)
-
- Subject: RE: Magnifying Glass
- Date: Fri, 17 Jun 94 11:02:00 EST
- From: "Ducharme, Alain: FOB" <Ducharme@fob.istc.ca>
-
- RE:
- > >at the glass/air at the front of the box. It does not matter that this
- > >is not "a true solid" as refraction only happen at the interface. Hope
- > >[...]
- >
- > That's what I thought as well.
- >
- > Ok, then why is it that apparently you cannot build a true magnifying
- glass
- > with Imagine as you can with Real 3D? Or at least that's what seems to be
-
- > the consensus amongst some of the reviewers of these products.
-
- Allright, here is the status on the "magnifying glass" issue up to now as
- far as I understand it. Thanks to everyone who replied on this. It does
- seem, however, that most people are convinced that you can actually build a
- fully functional magnifying glass in Imagine.
-
- My verdict: There is definitely a difference between the way Imagine and
- Real 3D handle a magnifying glass. Real 3D does appears to render a more
- real (pun) magnifying glass than imagine IMO. I have done some tests with
- Imagine and PovRay with similar "lenses" and scenes (and so has Andy Jones
- with Imagine and Real 3D, thanks for the great example Andy!). I don't have
- Real 3D, but PovRay is similar in the sense that it has CSG objects. The
- CSG lenses seems to actually correctly concentrate the light (it doesn't
- burn the object behind it however ;-) whereas the Imagine lens will cause a
- bright "shadow" with a dark border. As well, even though the Imagine lens
- will magnify the "image" behind it, it doesn't seem to be able to correctly
- "reverse" the image as the Real (double-meaning) lens. Andy has a simple
- little example image (10K) which shows some differences, however subtle (but
- effective) due to the closeness of the lens to the object being magnified.
-
- These differences do seem to be linked to the fact that the Imagine lens
- is a glass shell whereas the CSG lens is a glass volume. I'll let the
- physics experts explain the details however.
-
- Please don't get upset and flame me if you don't agree, present your
- arguments, I'm opened minded. I did see a difference however!
-
- regards,
- Alain.
-
-
- +---> ARCHIVE MESSAGE NUMBER #374 ***************************************:-)
-
- Subject: Staging Language
- Date: Fri, 17 Jun 1994 12:49:08 -0300
- From: MEURER@vortex.ufrgs.br
-
- Hi. I'm new on Aminet and recently I' saw a Imagine Staging Language in the
- gfx/3d directory. Does it really works? Is it usefull? Does anyone use it?
- I am curyous about that.
- Thanks, Rodrigo.
-
-
- +---> ARCHIVE MESSAGE NUMBER #375 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Fri, 17 Jun 1994 10:13:20 -0700 (PDT)
- From: Kelly Petlig <kpetlig@halcyon.com>
-
- On Thu, 16 Jun 1994, David Wyand wrote:
- > Does your copy of Essence put .ITX or .itx, and if its the upper case,
- > does your Imagine 3.0 read it just fine?
- >
- Well, I got my newest version of Essence II with the newsletter, and it
- has lower-case .itx extensions. The upper-case COULD be a bug with the
- "super-first" disks. It all installed fine for me, but I checked my
- install script just the same, and it has lower case also.
-
- Image Runner, sysop of Amiga Images // /Words you say never seem to live\
- Mr.Kelly Petlig<kpetlig@halcyon.com> \X/ \ up to the ones inside your head/
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #376 ***************************************:-)
-
- Subject: Wave Lenght of colors.
- Date: Fri, 17 Jun 1994 19:16:46 +0100 (MET)
- From: Mads Storm Andersen <mstamads@inet.uni-c.dk>
-
- Hi All.
-
- Do Imagine 3.0 know that colored light bend differntely then
- non colored light.(Well non colored light is colored to, i know)
- Well the color red have another wave lenght the green.
-
- The magnify glass made me think, if we can make a magnify glass,
- can we make a prism??
-
- /Mads Storm.
- Demi-God, SubGenius, Penguin Lover, Pope of the middle earth,
- Real Life Hero, WarpSpeed Moderator.
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #377 ***************************************:-)
-
- Subject: Re: Magnifying Glass
- Date: Fri, 17 Jun 1994 10:51:26 -0600
- From: beeton@SEDSystems.ca (Gary Beeton, beeton@SEDSystems.ca)
-
- > Allright, here is the status on the "magnifying glass" issue up to now as
- >far as I understand it. Thanks to everyone who replied on this. It does
- >seem, however, that most people are convinced that you can actually build a
- >fully functional magnifying glass in Imagine.
- >
- > My verdict: There is definitely a difference between the way Imagine and
- >Real 3D handle a magnifying glass. Real 3D does appears to render a more
- >real (pun) magnifying glass than imagine IMO. I have done some tests with
- >Imagine and PovRay with similar "lenses" and scenes (and so has Andy Jones
- >with Imagine and Real 3D, thanks for the great example Andy!). I don't have
- >Real 3D, but PovRay is similar in the sense that it has CSG objects. The
- >CSG lenses seems to actually correctly concentrate the light (it doesn't
- >burn the object behind it however ;-) whereas the Imagine lens will cause a
- >bright "shadow" with a dark border. As well, even though the Imagine lens
- >will magnify the "image" behind it, it doesn't seem to be able to correctly
- >"reverse" the image as the Real (double-meaning) lens. Andy has a simple
- >little example image (10K) which shows some differences, however subtle (but
- >effective) due to the closeness of the lens to the object being magnified.
- >
- > These differences do seem to be linked to the fact that the Imagine lens
- >is a glass shell whereas the CSG lens is a glass volume. I'll let the
- >physics experts explain the details however.
-
- What does 'CSG' stand for? Are the Real 3D lenses parabolic or spherical? I
- read one post which described how to make a lens in Imagine using a slice from
- a sphere. If we are comparing this spherical lens with a parabolic lens it
- could explain the differences. Has anyone tried to make a parabolic lens with
- Imagine? Shouldn't be too tough:
-
- -Use a plane to slice a cone - the intersection should be a parabala
- -Spin the parabala to get a parabolic dish
- -Copy, rotate 180 deg., join and Voila (BTW, how do you spell 'voila')
-
- Gary
- beeton@SEDSystems.ca
-
-
- +---> ARCHIVE MESSAGE NUMBER #378 ***************************************:-)
-
- Subject: melt decoded
- Date: Fri, 17 Jun 1994 12:08:46 -0600 (MDT)
- From: rudd@plk.af.mil (Douglas Rudd)
-
- Hi everyone,
-
- Just decoded the melt file. No problems. Used UUxT-GUI (got it off aminet) and i
- t produced melt.lha which I unpacked. Runs as advertized from the cli. Melted te
- h cow.obj and got a very flat cow which regains its shape. Nice. Thanks Glenn, e
- ven if you are no longer reading IML.
-
- Doug Rudd
- rudd@plk.af.mil
- -------------------------------------------------------------------------------
-
- The Amiga Guide to the Galaxy refers to Commodore's management as
- "A bunch of mindless jerks who will be the first to be lined up
- against the wall and shot when the revolution comes."
- -------------------------------------------------------------------------------
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #379 ***************************************:-)
-
- Subject: Re: AZTEC
- Date: Fri, 17 Jun 1994 11:14:08 -0800
- From: bmolsen@bvu-lads.loral.com (Brad Molsen)
-
- ). There is a route that you can take to convert most any DXF to
- >a DXF format that will be read by Imagine. But no-one tries.
- >
- >Like I always say...those that can DO, those that can't BITCH.
- >
- >
- >-GreG
-
-
- Cryptic to say the least! At the risk of sounding thick could some
- more explaination to the "route" be forthcoming. I have run across many DXF
- files that I have wanted to give or take from other imaging software. I
- don't have a copy of Vertex, I use Freeform3D for any outside object
- support for Imagine. Incidently, Freeform3D is quite impressive, what with
- it's rail morphing functions and its "bones", now in both the horizontal
- and vertical axes. The authors support is both timely and he is highly
- receptive to enhancement suggestions. But, I digress, has anyone been able
- to get DXF to and from Wavefront?
- later,
- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
- JUST SAY NO, TO GUNS!!!
-
- Brad Molsen c/o LORAL bmolsen@bvu-lads.loral.com
-
- 13810 SE Eastgate Way Suite 500 (206) 957-3230
- Bellevue, Wa 98005 Fax: (206) 746-1335
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #380 ***************************************:-)
-
- Subject: Animated brush map problems
- Date: Fri, 17 Jun 1994 12:57:41 -0500 (CDT)
- From: Michael Halleen <halleen@Mcs.Net>
-
- Hello,
-
- I remember hearing someone asking about this on this list a while back,
- but I don't remember hearing the answer.
-
- With the 'transistion frames' removed from the action editor, I've been
- having trouble using animated brushmaps in Im30Amiga.
-
- Here's what I'm doing. I've got a scene with a small video monitor in
- a room. I've got three different three second clips of digitzed video
- that I want to appear in the monitor at different times, seperated by
- intervals where the monitor is off.
-
- The video clips are in the directory ac:s/v/ and called
- video1.0001-.0090, video2.xxxx, and video3.xxxx.
-
- First I tried creating three different states for the monitor object
- STATE:1 used video1, etc. The screen portion of the monitor is a
- seperate object that is a child in a group. I tried both updating the
- object and the group, choosing the 'properties' button both when creating
- and updating, but when I changed groups using 'set to', it didn't change the
- map.
-
- So then I created three seperate objects, screen.1, .2, & .3, each with a
- different map. In the action editor, I put .1 in place, but because of
- the 'no transition frames', I had to enter two actor bars for the second
- and third screens. IOW, one actor bar lasting one frame, another lasting
- 89, otherwise I would get a morph.
-
- Screen .1 worked fine, but when it got to .2, it gave me 'error opening
- ac:s/v/video2'. It was looking for the filename with no number
- extension on it, and yes I *did* set the max sequence number in all the
- objects.
-
- What I had to do was render the first sequence, then delete the .1 actor
- bar altogether, then make one single actor bar for .2 and render that
- sequence. Ditto for .3. I suppose I could also have created two cloned
- objects, one for each .x.
-
- Is this the way it's supposed to work?
-
-
- Michael Halleen | "When you're on target, you're catching flak"
- Chicago, IL | -- Lt. Col. Bo Gritz
- halleen@mcs.com |
- finger me for PGP| resist Clipper... to learn more read comp.org.eff.talk
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #381 ***************************************:-)
-
- Subject: Wave Lenght of colors.
- Date: Fri, 17 Jun 1994 14:32:16 -0500
- From: William E Costello/Focal Point Software <bill@sugar.NeoSoft.COM>
-
- Date: Fri, 17 Jun 1994 19:16:46 +0100 (MET)
- From: Mads Storm Andersen <mstamads@inet.uni-c.dk>
- Mime-Version: 1.0
- Content-Type: TEXT/PLAIN; charset=US-ASCII
-
- Hi All.
-
- Do Imagine 3.0 know that colored light bend differntely then
- non colored light.(Well non colored light is colored to, i know)
- Well the color red have another wave lenght the green.
-
- The magnify glass made me think, if we can make a magnify glass,
- can we make a prism??
-
- /Mads Storm.
- Demi-God, SubGenius, Penguin Lover, Pope of the middle earth,
- Real Life Hero, WarpSpeed Moderator.
-
-
-
- This question was discussed to great length about a year ago, and I believe
- the answer was no. Imagine does not take into account the fact that light
- is made up of different wavelengths, and that those different wavelengths
- bend at diffferent angles when passing through objects. Of course this
- was when 2.0 was out, maybe it has changed, but I seriously doubt it, this
- would probably make rendering times increase exponentially.
-
- William Costello
- bill@neosoft.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #382 ***************************************:-)
-
- Subject: RE: Aztec OOPS!
- Date: Fri, 17 Jun 1994 13:56:04 -0700
- From: Lesk@cc.snow.edu (Lesk)
-
- I just read my message to the IML and I was not very clear about a couple
- of things(School is out and so is my bRaIn.....). To those who pay a fee
- for mail I apologize for having to make this correction.
-
- 1. Interchange plus has worked on hundreds of DXF's, aztec is the first I
- have not been able to convert.
- 2. Since DXF is at best flaky, converting frequently leaves extra faces
- points etc. that need to be cleaned up. That is where vertex comes in
- handy.
- 3. Converting a dxf to say Lightwave then pov then wavefront then Imagine,
- really allows interchangeplus to do some cleaning of its own.
-
- I wanted to make sure it was clear about interchangeplus. I have found it
- to be very usefull, and in my original post it sounded as though I was
- saying the oppisite.
-
- Sorry for the confusion.
-
- Render Ho!
- Lesk
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #383 ***************************************:-)
-
- Subject: ToolManager Buttons (BINARY)
- Date: Fri, 17 Jun 94 13:51:08 -0600
- From: (Matthew J. Feifarek)feifarek@students.wisc.edu
-
- Here are some ToolManager DOCK icons that I've been using. It occurred to me
- that some of you might like them. I don't have AGA, so I'm running an 8 color
- WB, so they're limited in that respect. I hope you like the palette... or that
- you can easily switch to one you do. Basically it's similar to the 4 standard
- colors plus a monochrome ramp of 4.
-
- They are in Dpaint's animbrush format, which ToolManager handles in a very cool
- way. I have more I've made, but they're not Imagine related :)
-
- Have fun.
-
- PS. I _USED_ imagine in their creation even, so they're totally legit. ;o)
-
- Later
-
- --------------------------8<----------------------------------
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- end
- size 2860
- ------------------------------8<------------------------------
-
-
- _______________________________________________________________________________
- Matthew J. Feifarek "So give me some wood and I'll build you a cabinet!"
- feifarek@students.wisc.edu -Beasties
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #384 ***************************************:-)
-
- Subject: compile MELT for ibm-pc?
- Date: Fri, 17 Jun 1994 13:54:01 -0700 (PDT)
- From: Ed Totman <etotman@gort.ucsd.edu>
-
- Could someone compile Glenn's melt program to run on an ibm? (isn't it
- written in 'C'?) I would greatly appreciate it!
-
- Thanks,
-
- Ed Totman
- etotman@gort.ucsd.edu
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #385 ***************************************:-)
-
- Subject: Thanks to all with UUdecode problem!
- Date: Fri, 17 Jun 94 17:59:27 EDT
- From: "Steve J. Lombardi" <stlombo@eos.acm.rpi.edu>
-
- Well, I never did get it to decode on my Amiga. (tried 4 decoders) must
- have garbled on it's way to my machine, although I did go through it with
- an editor and it looked fine. Finally I decoded it on the Unix machine I
- connect to. All is fine. Cool utility. Many thanks to Glenn for
- providing it.
-
- steve
-
-
- +---> ARCHIVE MESSAGE NUMBER #386 ***************************************:-)
-
- Subject: Re: Magnifying Glass
- Date: Fri, 17 Jun 94 23:08:42 GMT
- From: Andy Jones <andy@activa.demon.co.uk>
-
- Hi Gary,
-
- > What does 'CSG' stand for? Are the Real 3D lenses parabolic or spherical? I
-
- Constructive Solid Geometry. These are primative objects such as a Sphere, Cube
- etc which are described using a mathematical formula and are truely volumetric.
- They can't be point edited like the polygonal surfaces found in Imagine, LW,
- etc. You can stretch, size, shear, them etc and use BOOLEAN operations on them
- to create more complex shapes. They render very quickly and no matter how close
- you get to them you'll never see any facets, it's a bit like Postscript fonts
- compared to bitmap. They suit some applications extremely well and suck for
- others which is why Real also has phong shaded freeforms as well as cubic
- b-splines.
-
- In the lens example I created I used a spherical lens. The reason Real can make
- a 'true' lens is because CSG objects are volumetric and the BOOLEAN operations
- are considered when calculating the refraction through the volume. Unless you
- really need to make an accurate lens I wouldn't worry about the differences,
- refraction alone will give a good enough effect.
-
- Andy
- Computer Artist, Real 3D Beta Tester
- Technical Support for all Activa International Products
- Real 3D, TVPaint, BroadcastPaint, MediaPoint, OBI, Powerfonts
- -----------------------------------------------------------------------------
- | andy@activa.demon.co.uk 2:254/516.1@fidonet |
- | Tel: +44 81-402-5770 Fax: +44 81-402-5780 |
- -----------------------------------------------------------------------------
- | The views expressed do not necessarily reflect those of my employers |
- -----------------------------------------------------------------------------
-
-
- +---> ARCHIVE MESSAGE NUMBER #387 ***************************************:-)
-
- Subject: RE: AZTEC
- Date: Fri, 17 Jun 94 12:48:00 PDT
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- >Regarding the Aztec City DXF file....I have downloaded the file from
- AutoDesk's
- >forum on Compuserve. The descriptive file and the text file were very
- >promissing. Upon unzipping the file, I discovered that it was not in DXF
- >format but rather in AutoDesk's DWG format. This may be the problem that
- many
- >people are finding. To date I have found no converter or any application
- that
- >will read DWG.
-
- The file on avalon.chinalake is in .DXF. .DWG is AutoCAD Release 12
- binary format. AutoCAD will read these in, otherwise you are out of luck,
- AFAIK.
-
- >With regards to the DXF to 3DS converter that Syndesis included on their
- disks,
- >and on compuserve...it's incredibly efficient. I have been able to
- >successfully convert AutoCad DXF release 12, AME SOLMESH files. And if you
- >never ran into that format...you're lucky. I have found nothing else that
- >would accurately read it.
-
- I agree, InterChangePlus is an excellent product. However, the .DXF
- importer is far from totally compatible with all .DXF, and if the .DXF
- belches on Imagine V3.0, Pixel3DPro and Caligari, it will belch on
- InterChangePlus. Also, InterChangePlus has some kind of problem with its
- .iob saver but the TurboSilver saver is just fine and loads into Imagine
- smoothly. The nice feature of Pixel3DPro's Imagine saver is that it would
- save the object as a grouped object (nice for editing) which InterChangePlus
- won't. Too bad that the Pixel3DPro's Imagine saver also has a problem with
- generating bad edges, duplicate points, etc.
-
- >"Imagine's DXF import is broken." Give me a break....no program handles
- every
- >aspect of DXF....including AutoDesks 3D Concepts (and they wrote the
- friggin
- >DXF "standard"). There is a route that you can take to convert most any
- DXF to
- >a DXF format that will be read by Imagine. But no-one tries.
-
- Please, 3D Concepts is REALLY BAD! It may have come from AutoDesk but
- it must have been written by somebody that was completely disassociated with
- AutoDesk. The version for Windows is so slow as to be almost completely
- unusable. And its .DXF importer is equally as bad. Also, to add fuel to
- the .DXF discussion, when .DXF was established as a graphics standard way
- back when ( BTW, .DXF stands for Drawing eXchange Format), you could get
- AutoCAD for $70US and it only supported 2D drawings. So, the 2D format is
- rock standard. Every program I know of that uses .DXF importers will import
- a 2D .DXF, no problem. Now, AutoCAD is somewhere around $7000 but it has 3D
- CAD capability. 3D CAD has been steadily evolving and so has the .DXF
- standard. It also depends on how the CAD 3D model was saved out. Even
- AutoCAD users have difficulties bringing .DXF back into AutoCAD without
- knowing how they were saved.
- Also, regarding your last statement, "But no-one tries". Can't disagree
- with you more about this. I have tried and tried and tried (but maybe I am
- no-one?). Have you heard of DXFer, ACAD, DXFto3DS, etc. etc.? There are
- lots of people trying everything to find a smooth way to convert .DXF to
- Imagine. I just don't think there is a really smooth method of doing this.
-
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #388 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Fri, 17 Jun 1994 14:38:55 +1000 (EST)
- From: "" <williamp@triode.apana.org.au>
-
- > I have and use Essence 3.0. Do you have a later version? I know all
- > about the alpha-channel, and have used it a lot. My point of the post
- > is that Essence _3.0_ produces texture files with .ITX (note, its in
- > capitals) and that Imagine 3.0 does not like this extension to be in
- > caps. It must be lower case for Imagine 3.0 to recognize this.
-
- Hi,my versions of the Essence 3.0 upgrades installed with a lowercase
- .itx extension.
-
- Imagine 3.0 has had no problem recognising the textures.I haven't tried
- renaming any to a .ITX extension,why spoil a working solution? :)
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #389 ***************************************:-)
-
- Subject: Re: Thanks to all with UUdecode problem!
- Date: Fri, 17 Jun 1994 17:45:51 -0700
- From: Lesk@cc.snow.edu (Lesk)
-
- >Well, I never did get it to decode on my Amiga. (tried 4 decoders) must
- >have garbled on it's way to my machine, although I did go through it with
- >an editor and it looked fine. Finally I decoded it on the Unix machine I
- >connect to. All is fine. Cool utility. Many thanks to Glenn for
- >providing it.
- >
- >steve
-
- The problem has to do with line feed carraige return and those other unseen
- characters. The pc handles text differently as well as many of the servers
- that transfer your mail. I beleive there is a text converter out on the net
- that takes care of this conversion PC, Mac etc.to amiga but I don't
- remember the name.
-
-
- Render Ho!
- Lesk
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #390 ***************************************:-)
-
- Subject: RE: AZTEC
- Date: 17 Jun 94 23:37:28 EDT
- From: John Foust - Syndesis Corporation <76004.1763@CompuServe.COM>
-
- To: Imagine
-
- Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil> writes:
- > belches on Imagine V3.0, Pixel3DPro and Caligari, it will belch on
- > InterChangePlus. Also, InterChangePlus has some kind of problem with its
- > .iob saver but the TurboSilver saver is just fine and loads into Imagine
-
- "Some kind of problem"? Would you care to describe this problem in
- more detail?
-
- > smoothly. The nice feature of Pixel3DPro's Imagine saver is that it would
- > save the object as a grouped object (nice for editing) which InterChangePlus
- > won't.
-
- Huh? You've got that backwards: InterChange translates sub-objects,
- while Pixel doesn't. And InterChange also creates Imagine "groups"
- (a very different Imagine concept than sub-objects) from collections
- of faces with the same material attributes.
-
- > AutoCAD for $70US and it only supported 2D drawings. So, the 2D format is
- > rock standard. Every program I know of that uses .DXF importers will import
- > a 2D .DXF, no problem. Now, AutoCAD is somewhere around $7000 but it has 3D
-
- No, even 2D DXF isn't standard, and plenty of CAD companies have
- trouble with it. DXF is a poor standard for 2D and 3D, for the same
- reasons. I have never heard that AutoCAD once cost $70 and today
- AutoCAD sells for about $2800. You tempt me. You make me want to
- stand up and scream "You have no idea what you're talking about."
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #391 ***************************************:-)
-
- Subject: The List
- Date: Fri, 17 Jun 94 21:17:55 PDT
- From: kevink@ced.berkeley.edu (Kevin Kodama)
-
- hi,
- not to jump on(off :-) the bandwagon...but....
- i too was among the first participants of the IML, just
- not as famous as Mark or Glenn :-)
- i have been spending almost all of my time with Lightwave tho',
- and the mail traffic is just too heavy-but i wanted to thank
- the list for all of the great info-esp. Steve Worley and Glenn Lewis,
- Mark T.(who you can blame for many LW defectors like me :-)),
- and Dave (Sam_Malone) Wickard for their hard work, plus the rest
- of you dogs who are sticking with imagine :-) except those
- who kept sending uuencoded stuff, age queries, and PC users (whoops,
- just kidding :-)
- thanks,
- kevin
-
-
- +---> ARCHIVE MESSAGE NUMBER #392 ***************************************:-)
-
- Subject: Re: Staging Language
- Date: Fri, 17 Jun 1994 21:23:42 -0700 (PDT)
- From: Kelly Petlig <kpetlig@halcyon.com>
-
- > On Fri, 17 Jun 1994 MEURER@vortex.ufrgs.br wrote:
- > > Hi. I'm new on Aminet and recently I' saw a Imagine Staging Language in the
- > > gfx/3d directory. Does it really works? Is it usefull? Does anyone use it?
- > >
- > Imagine Staging Language works great if you are doing animations or
- > algorithmic scenes. I have used it to randomly place 300 sphere objects
- > in a spherical space in NoiseSphere.jpg and have created some interesting
- > motion paths for an animation or two. If you want to duplicate objects
- > quickly, you can convert a staging file to ISL, do mass duplication and
- > placement with a text editor and then convert back to a staging file.
- > Pretty cool.
- >
- > Image Runner, sysop of Amiga Images // /Words you say never seem to live\
- > Mr.Kelly Petlig<kpetlig@halcyon.com> \X/ \ up to the ones inside your head/
-
-
- +---> ARCHIVE MESSAGE NUMBER #393 ***************************************:-)
-
- Subject: Animated textures...
- Date: Sat, 18 Jun 1994 22:43:55 -0600 (MDT)
- From: Roger Straub <straub@csn.org>
-
- How does one go about using the animated textures included with 3.0? I
- tried creating an object, giving it an animated texture, and importing it
- into stage and rendering, but I get a still image of the texture when it
- is first applied.
-
- See ya,
- Roger
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #394 ***************************************:-)
-
- Subject: VistaPro ?
- Date: Sat, 18 Jun 1994 19:58:49 +0100 (MET)
- From: Mads Storm Andersen <mstamads@inet.uni-c.dk>
-
- Hello....
-
- How do i get Imagine 3.0 to read the DXF files from Vistapro ??
-
- All i get is an Axis, no errors just a Axis.
-
- /Mads Storm.
- Demi-God, SubGenius, Penguin Lover, Pope of the Middle Earth,
- Real Life Hero, WarpSpeed Moderator.
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #395 ***************************************:-)
-
- Subject: No prefect reflection
- Date: Mon, 20 Jun 94 01:00:53 GMT+1
- From: izi@scala.ping.dk (Soren Wind)
-
- Why doesens a mirror object reflect other objects if it has a reflecion brush
- applied to it ?
-
- Soren Wind - IZI/ImPACT
- GFX / 3D Design / Raytrace
- E-MAIL izi@scala.ping.dk
- A2K/030/882/9MB/345MB/33MHz.
- HiVision 15" Digital / Picasso 2MB
-
- ... I own Seagates, want to make something of it?
-
- -- Via Xenolink 1.90
-
-
- +---> ARCHIVE MESSAGE NUMBER #396 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Sun, 19 Jun 1994 14:59:00 -0400
- From: david.wyand@canrem.com (David Wyand)
-
- Hi Christopher!
-
- > Essence 3.0, Imagine 3.0 and Forge all work correctly with proper
- >installation (for me). Perhaps try installing it again.
-
- Lesk just confirmed that he has had the same problem. It would seem
- that early copies of Essence had capital .ITX until Imagine 3.0 was
- finally released. Then the Essence install was changed to .itx to
- accomodate Imagine 3.0.
-
- -Dave
- david.wyand@canrem.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #397 ***************************************:-)
-
- Subject: T3DLIB pc ported
- Date: Mon, 20 Jun 1994 08:37:06 GMT+1
- From: "Wizard" <TESI2@novell.dima.unige.it>
-
- ___
- | O | .MODEL SMALL
- | | .DATA
- | O | LOGIN DB " _ __ ___ ______Wizard logged in"
- | | .CODE
- | O | MAILING PROC FAR
- |/\_|
-
- Hi PC fellows,
- Wizard is proud to announce T3D4DOS, T3DLIB pc ported package
- by *#?!#?, FTP to Avalon.chinalake.navy.mil\pub\misc\t3d4dos.zip or
- ask me for a uuencoded copy (about 400k pc executables).
-
- /\_
- | O | RET
- | | MAILING ENDP T-H-A-N-X
- | O | STACK 200H ae(-_^)ue
- |___| END MAILING _ __ ___ ______Wizard signing off
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #398 ***************************************:-)
-
- Subject: STAGING LANGUAGE- 3.0 Compatable??
- Date: Sat, 18 Jun 94 13:52:47 EDT
- From: "Steve J. Lombardi" <stlombo@eos.acm.rpi.edu>
-
- Does anyone know if the Imagine staging language will work with 3.0?
- I never used it with 2.0, but would like to try it out now. It seems
- that since the staging file has changed in 3.0 that the staging language
- would have to be upgraded. If there is a 3.0 compat version out there-
- what is the name on aminet?
-
- thanks
-
- stlombo
-
-
- +---> ARCHIVE MESSAGE NUMBER #399 ***************************************:-)
-
- Subject: CD Object WANTED...
- Date: Sun, 19 Jun 94 00:10:02 GMT+1
- From: izi@scala.ping.dk (Soren Wind)
-
- I Need a CompactDisc/LaserDisc Imagine object...ASAP..
- And some tips about how to make a perfect reflection, like a CD...
-
- Silver or Gold does not matter...
-
- PLEASE... ;-|
-
- I Need it for a commercial presentation ASAP......
-
- Soren Wind - IZI/ImPACT
- GFX / 3D Design / Raytrace
- E-MAIL izi@scala.ping.dk
- A2K/030/882/9MB/345MB/33MHz.
- HiVision 15" Digital / Picasso 2MB
-
- ... And remember kids, DON'T try this at home!
-
- -- Via Xenolink 1.90
-
-
- +---> ARCHIVE MESSAGE NUMBER #400 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Sun, 19 Jun 1994 15:19:00 -0400
- From: david.wyand@canrem.com (David Wyand)
-
- Hi!
-
- >Well, I got my newest version of Essence II with the newsletter, and it
- >has lower-case .itx extensions. The upper-case COULD be a bug with the
- >"super-first" disks. It all installed fine for me, but I checked my
- >install script just the same, and it has lower case also.
-
- Well, it would seem that you're right. The first disks that went out
- would seem to have upper case, and the later lower case. Imagine 3.0
- really shouldn't care, but it does (probably the reason for the change
- in Essence).
- -Dave
- david.wyand@canrem.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #401 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Sun, 19 Jun 1994 14:42:00 -0400
- From: david.wyand@canrem.com (David Wyand)
-
- Hi Lesk!
-
- >Bless You!
- > I have made two files one for Essence and one for Imagine, of
- each
- >texture. using the uucoded program that was on the IML, the textures
- >worked. DUH! I don't know why I didn't realize the upper lower case
- stuff.
- >Thanks!
-
- Glad I could help. That's what the Imagine Mailing List is all about
- (even with the low signal-to-noise ratio).
-
- Bones are cool!
-
- -Dave
- david.wyand@canrem.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #402 ***************************************:-)
-
- Subject: No Caligari. IMAGINE 3!!!!!!
- Date: Sat, 18 Jun 1994 11:58:59 -0400 (EDT)
- From: Lamar Milligan <lamarm@moe.coe.uga.edu>
-
- I have been thinking long and hard about Caligari trueSpace, and have
- decided not to accept delivery when it arrives. (yes, it still has not gotten
- here, after 3 weeks!! It was shipped 2 weeks ago via UPS - I checked
- with Caligari.)
- Lately, I have decided to look into getting Imagine 3.0 for my IBM.
- How much is it for the PC? And how long should I expect to wait before
- receiving it?
-
- Oh, and most importantly, how do I get it???????
-
- Thanks y'all
- Benjamin Milligan
- lamarm@moe.coe.uga.edu
-
-
- +---> ARCHIVE MESSAGE NUMBER #403 ***************************************:-)
-
- Subject: DXF files
- Date: Sat, 18 Jun 94 18:25:04 EDT
- From: CaptKurt@aol.com
-
- Everyone has to keep in mind the DXF files are only as standard as anything
- else in the computer industry. Hundreds of different programs use DXF for
- thousands of different things. Some use polygon, some, solid, some don't use
- faces, some don't even use 3D space to represent 3D objects, and I haven't
- even touched on the 2D aspect of DXF that many programs use. To expect any
- one company to handle all of the possible formats of DXF is silly.
-
- But enough DXF flames.
-
- Here is a possible solution for you PC users. There is a program for
- Windows called 3D Design Plus, made by CompuEasy. (I think) It is basically
- a 3D CAD program, but I have found that if I import a DXF, that gives Imagine
- trouble, into the program and then export it out as a DXF, it does not give
- Imagine problems anymore.
- This is a good 3D CAD program for around $75, that has some good DXF
- translation built in. It will also import 2D DXFs, for extrusion into the 3D
- world.
-
-
- Kurt
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #404 ***************************************:-)
-
- Subject: Wave Lenght of colors.
- Date: Sun, 19 Jun 1994 15:24:00 -0400
- From: david.wyand@canrem.com (David Wyand)
-
- Hi!
-
- >Do Imagine 3.0 know that colored light bend differntely then
- >non colored light.(Well non colored light is colored to, i know)
- >Well the color red have another wave lenght the green.
- >
- >The magnify glass made me think, if we can make a magnify glass,
- >can we make a prism??
-
- Why not try it?
-
- Here's what I think: it won't be possible. While Imagine can model a
- magnifying glass, and other lenses to distort an imagine, it cannot bend
- a light source. You cannot build a lens to concentrate a light to a
- point (such as to burn 3D ants :) This also means that it doesn't work
- the other way. You can't focus a light, or, as far as I know, reflect a
- light (ie: you can't have a light point in one direction and reflect it
- in another to light up an object. I think that would take something
- like radiosity).
-
- -Dave
- david.wyand@canrem.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #405 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Sun, 19 Jun 1994 14:49:00 -0400
- From: david.wyand@canrem.com (David Wyand)
-
- Hi Lesk!
-
- >Hi Dave;
- > I was wondering, how well does forge read Imagine textures?
- > I have not had real good luck.
-
- I don't believe that FORGE was really written to open Imagine textures.
- At least, that's my understanding. Essence textures contain an extra
- IFF chunk that helps FORGE along. Also, there's the datatbase of
- texture info that FORGE comes with.
-
- I just tried the included BATHTILE texture from Imagine 3.0. The two
- usual requesters came up (the one about the texture missing the IFF
- chunk and the missing database). If you wanted to not have the second
- requester pop up, you could always edit the FORGE database to include
- the Imagine textures. As for the first requester, the only for that to
- go away would be to patch the Imagine textures.
-
- I wonder what that RNGS chunk does anyway?
-
- -Dave
- david.wyand@canrem.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #406 ***************************************:-)
-
- Subject: Re: Genlock button in stage
- Date: Sun, 19 Jun 1994 19:19:43 +1000 (EST)
- From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
-
- On Fri, 17 Jun 1994, David Shaw wrote:
-
- > Hi everyone,
- >
- > Well i still haven't found a button to activate this but i'm not
- > 100% sure that it's need anymore.
- >
- > I tried a few quick tests by setting making sure the 2 entries in
- > the prefs were both on 000 (default i think). Rendered a picture with a
- > ground and a couple of objects with the 'sky' parameters in globals all
- > set to 000. I then rendered another picture with no ground and the same
- > settings and was able to composite the 2 in adpro and dpaint as well.
- >
- > I don't reallt know if this was possible on 2.0/9 as I have always
- > automatically set the Genlock flag.
-
- This however, will not work well if you have reflective objects that you
- want to render, especially if you want them to reflect the background,
- and yet render on a black screen. This is where the genlock option was so
- useful!
-
- Nik.
- nvukovlj@extro.ucc.su.oz.au
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #407 ***************************************:-)
-
- Subject: Re: Genlock button in stage
- Date: Mon, 20 Jun 1994 16:51:43 -0400
- From: Jason B Koszarsky <kozarsky@cse.psu.edu>
-
- >This however, will not work well if you have reflective objects that you
- >want to render, especially if you want them to reflect the background,
- >and yet render on a black screen. This is where the genlock option was so
-
- Why not use Global or Localized reflection maps if you want background
- reflection? These don't show up as part of the background but will give
- reflections.
-
- Jaeson K.
-
-
- +---> ARCHIVE MESSAGE NUMBER #408 ***************************************:-)
-
- Subject: Lense tutorial
- Date: Mon, 20 Jun 1994 08:37:33 GMT+1
- From: "Wizard" <TESI2@novell.dima.unige.it>
-
- ___
- | O | .MODEL SMALL
- | | .DATA
- | O | LOGIN DB " _ __ ___ ______Wizard logged in"
- | | .CODE
- | O | MAILING PROC FAR
- |/\_|
-
- Hi PC fellows,
- this is just an extract from an italian computer magazine,
- Commodore Gazette, about doing lens with Imagine:
-
- -enter the detail editor
- -add primitive sphere (not add sphere, add primitives and then sphere):
- circle=48, vertical sections=24
- -pick sphere, pick points, drag box pick method
- -multiple select all points except for the first (top) 5 lines (sections)
- -delete selected points (functions menu)
- -pick object (pick method menu)
- -move ONLY the axis (shift-m) to the bottom line of points/section
- (looked from front view): do this step more accurate, use zoom in
- -copy selected obj and paste it
- -invoke transformation req, scale it -1 to z axis
- -select the two objs and merge them
- -invoke atts req:
- color and filer=255,255,255 harness=100 to 130 index=1.2 to 2.0
-
- This method is much realistic one, positioning lense above a
- plane (e.g a brush mapped one) and moving lense far from it, Ya get also
- the tipically effect of getting an upset image.
-
- PLEASE NOTE: do not use spin or sweep function (drawing profile) coz so
- Ya cannot manually draw a perfect shape (as sphere primit.)&
- Ya get an increment of rendering time.
-
- /\_
- | O | RET
- | | MAILING ENDP T-H-A-N-X
- | O | STACK 200H ae(-_^)ue
- |___| END MAILING _ __ ___ ______Wizard signing off
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #409 ***************************************:-)
-
- Subject: Re: MPEG
- Date: Sun, 19 Jun 94 14:02:04 EST
- From: Imagine@bknight.jpr.com (Yury German)
-
- Hi Anders (Anders Lattermann), in <OA92-901-231p24_2df365ff@piraya.bad.se> on Ju
- n 6 you wrote:
-
- : I can see to options. The "peggy" MPEG card or a CD32 with MPEG card and the
- : newly released computeradd on with IDE-hardisk interface.
-
- Well the best option is to go get yourself a PC with an MPEG
- card... they come out a bit cheaper and the software is 2000% better then
- the Amiga stuff... and cheaper! An MPEG card goes for something like $500
- or so on the PC with speakers and all.
- -------------------------------------------------------------------
- Yury German yury@bknight.jpr.com
- Blue Knight Productions blue-Knight@genie.geis.com
- Graphics Design, 3D Animation blueknight@online.apple.com
- CD-ROM Development (718)321-0998
-
-
- +---> ARCHIVE MESSAGE NUMBER #410 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Sun, 19 Jun 1994 15:09:00 -0400
- From: david.wyand@canrem.com (David Wyand)
-
- Hi!
-
- >Can you explain alpha channels please.
-
- Do you mean alpha channels in general, or Essence alpha channels?
-
- Generally, an alpha channel is used when you wish to merge two or more
- pictures together. Let's say you want to put an airplane from one
- picture on the sky of another. An alpha channel is a grey-only picture
- that tells the software what part of the airplane picture you want to
- paste onto the sky. What you would do is make a white picture of the
- plane on a black background (some programs use the reverse: black on
- white). Then, when you merge the picture of the plane on top of the
- sky, the software uses the alpha channel of the plane to paste ONLY the
- plane, and not the other crud in the plane picture.
-
- You don't have to just use black and white in an alpha channel. Using
- greys tells the software to only partially (transparently) paste parts
- of one image on top of another. In the above example, if you used a mid
- level grey, instead of white, the plane would be partially transparent,
- showing some of the sky through it (almost ghost like. A ghost plane!).
-
- Essence alpha channels work the same way, but use the reflection of
- Imagine objects to tell an Essence texture where to apply itself. Sort
- of like restricting a texture to a subgroup of faces, but you are able
- to fade the texture out (remember those greys?). I don't think I can
- explain how to go about this any better than the Essence 3.0 manuals.
-
- -Dave
- david.wyand@canrem.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #411 ***************************************:-)
-
- Subject: Particle Trace Times
- Date: Mon, 20 Jun 1994 23:43:10 +0000
- From: David Shaw <dshaw@michael.slip.cc.uq.oz.au>
-
- Hi Mike,
-
- When you asked me about the length of time it was taking you to
- trace that animation with the tofu block i hadn't had a chance to trace
- anything for a long time. Well I have a couple of things you might like
- to try to speed your trace times up..here goes :)
-
- Preferences Editor....
-
- EDLE 50 (Depends which one your using)
- AARC 50 ( " " " " " and how many jaggies)
- RSDP 1 (pretty good speed improvement)
-
- Of course this all depends on whether you need reflections or not too.
- I had a 320x256 image that scanlined in 11.4 and traced in 15.5.
-
- Something to note though, with the above things changed in the Prefs
- editor, scanline will only produce a black image. I had to reload my
- normal prefs. Could you rety this out on your machine and let me know
- whether it does the same?
-
- See ya
- David Shaw
-
- (ps...thanks to everyone else for the particle help (Randy), I finally
- managed to get the result I wanted by making the adjustments that you all
- recomended)
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #412 ***************************************:-)
-
- Subject: Rectangular, Parallel Lights--BUG!
- Date: Sun, 19 Jun 1994 16:05:00 -0400
- From: david.wyand@canrem.com (David Wyand)
-
- Hi All!
-
- Could someone please confirm this:
-
- In Imagine 3.0, you can have parallel rectangular light sources (yay!).
- I think that I have found a bug with them. In the detail editor, make a
- plain axis. Edit its attributes and click on light. Make the light
- parallel and rectangular. Also click on NO Lens Flare (we don't want
- this light to flare for this example). Rotate the axis so it points
- down and raise it in the world Z-axis to some height. Adjust its size
- so that it reaches the ground (zero Z) and has some width and height.
- Save it. Make a ground (dark colour) and save that too.
-
- Oh ya, the reason for making the light in detail is so that a texture
- can be added to it. Add the default French Windows, if you'd like (it
- doesn't matter, the bug works with or without it).
-
- Go into Stage, and load in the light-axis and ground. Be sure that the
- light is pointing at the ground and that the camera is pointing at the
- place where the light will be shown. Make this lighted are take up
- about 1/3 of the rendered screen. Now quickrender.
-
- Here's the bug: the rectangular light source goes off into infinity in
- one direction, and is limited (as it should be) in the other.
-
- Go back into detail (save the stage!) and turn off the 'No Lens Flare'
- button (ie: allow the light to flare if we used the global texture, but
- don't use it for this). Save the axis.
-
- Go back into Stage and quickrender. The rectangular light source is
- limited on both axes!
-
- The bug: The parallel, rectangular light source is limited by its axes,
- as it should be, when you do not choose the 'no lens flar' button in the
- light requester. If you do choose this, the light goes on for infinity.
-
- Thanx for checking this out...
-
- -Dave
- david.wyand@canrem.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #413 ***************************************:-)
-
- Subject: Re: Magnifying Glass
- Date: Mon, 20 Jun 94 10:44:00 EST
- From: "Ducharme, Alain: FOB" <Ducharme@fob.istc.ca>
-
- On Friday, June 17, 1994 23:08, Andy Jones wrote:
- >[...]
- >are considered when calculating the refraction through the volume.
- >Unless you really need to make an accurate lens I wouldn't worry
- >about the differences, refraction alone will give a good enough effect.
- >[...]
-
- Agreed. Imagine's refraction is accurate and therefore realistic. I did
- not mean to insinuate that an Imagine "lens" is no good, in fact it's quite
- good, it just gives a slightly different result from a CGS lens because it
- is different in nature. I wouldn't worry about the differences either...
- unless your are simulating the burning of an ant with a magnifying glass
- ;-).
-
- This is my last post on this thread... promise!
- Alain.
-
-
- +---> ARCHIVE MESSAGE NUMBER #414 ***************************************:-)
-
- Subject: Imagine 2.9
- Date: Mon, 20 Jun 1994 15:50:23 -0500
- From: christopher arthur <amadaeus@ccwf.cc.utexas.edu>
-
-
- Hello, Imagine list people. I've got a simple question I was hoping someone
- could help me with. I've got Imagine 2.0 and Lightwave < 3.0, and I need to
- do some particle-animation stuff...more specifically, I need to model an ideal
- gas. Basically, the animation will consist of a bunch of bouncing particles
- inside a container. Does Imagine 2.9 have this capability? I d/l'ed an
- animation from the aminet that clamed to have been using the 'particle
- animation' feature of Imagine 2.9. The animation seemed impressive. Could
- someone verify if Imagine 2.9 does ideed have the capability to groups of
- particles?
- What about Imagine 3.0? Please respond to amadaeus@ccwf.cc.utexas.edu.
- Thanks.
-
- Chris
-
-
- +---> ARCHIVE MESSAGE NUMBER #415 ***************************************:-)
-
- Subject: RE: Magnifying Glass
- Date: Mon, 20 Jun 94 09:33:14 CDT
- From: setzer@comm.mot.com (Thomas Setzer)
-
- > My verdict: There is definitely a difference between the way Imagine and
- > Real 3D handle a magnifying glass. Real 3D does appears to render a more
- > real (pun) magnifying glass than imagine IMO. I have done some tests with
- > Imagine and PovRay with similar "lenses" and scenes (and so has Andy Jones
- > with Imagine and Real 3D, thanks for the great example Andy!). I don't have
- > Real 3D, but PovRay is similar in the sense that it has CSG objects. The
- > CSG lenses seems to actually correctly concentrate the light (it doesn't
- > burn the object behind it however ;-) whereas the Imagine lens will cause a
- > bright "shadow" with a dark border. As well, even though the Imagine lens
- > will magnify the "image" behind it, it doesn't seem to be able to correctly
- > "reverse" the image as the Real (double-meaning) lens. Andy has a simple
- > little example image (10K) which shows some differences, however subtle (but
- > effective) due to the closeness of the lens to the object being magnified.
- >
- > These differences do seem to be linked to the fact that the Imagine lens
- > is a glass shell whereas the CSG lens is a glass volume. I'll let the
- > physics experts explain the details however.
-
- Hmm, kinda what I guessed. This really has little to do with whether an
- object is solid or just a surface. As you can see by the magnifying effect,
- Imagine does calculate the lens correctly even though it is only calculating
- at the surface. That is because that is how it works in the real world.
- Light only refracts at the border of two mediums, and the middle of the glass
- has little effect on the light(OK, so speed and color and other things may
- be effected, but let's not be anal. I'm not a physicist, after all.)
-
- The reason you can't burn ants in Imagine (this is a guess), has to do with
- the way Imagine "casts rays". When projecting the ray from the object
- to the lightsource, it seems like something isn't being done "right"(not
- that this is a bug, just the way they did it) Perhaps Real cast their
- rays from the lightsource(is this posible?). Or perhaps when (in Real)
- a ray encounters a transparent object with a different index of refraction,
- multiple rays are cast from the hit point back to the transparent object
- to determine if it is focusing light. Hmm, interesting problem. Anyone
- know how this is handled?
-
- In any case, it has little to do with the object being solid modeled or
- surface modeled (I think:)
-
- Maybe I'll post this to rec.comp.graphics.???? and see if someone knows.
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- +---> ARCHIVE MESSAGE NUMBER #416 ***************************************:-)
-
- Subject: Re: VistaPro ?
- Date: Mon, 20 Jun 1994 12:55:20 -0400
- From: changc9@rpi.edu (Cedric Georges Chang)
-
- On Jun 18, 7:58pm, Mads Storm Andersen wrote:
- > How do i get Imagine 3.0 to read the DXF files from Vistapro ??
- >
- > All i get is an Axis, no errors just a Axis.
-
- VistaPro has the option of saving landscapes as a TurboSilver Object, which
- can then be loaded directly into Imagine. TurboSilver is a much earlier
- version of Imagine.
-
- Cedric
-
-
- --
- ---------------------------------------------------------------------------
- Cedric Chang Mechanical Engineer // Amiga 3000 '040
- changc9@rpi.edu Rensselaer Polytechnic Institute \X/ EGS Piccolo
- ---------------------------------------------------------------------------
-
-
- +---> ARCHIVE MESSAGE NUMBER #417 ***************************************:-)
-
- Subject: re:vp2Im30
- Date: Mon, 20 Jun 1994 13:16:56 -0600 (MDT)
- From: rudd@plk.af.mil (Douglas Rudd)
-
- That you are using dxf from vp says you are using msdos, I assume for both progr
- ams. The Amiga version of vp exports turbo silver which is .iob compatible, much
- easier. Imagine 3.0: pc and Amiga both seem to balk at most dxf files, in my ex
- perience. I don't know if vp can adjust its dxf output, but if you can, try vary
- ing the settings to see what happens. Imagine 3.0 seems to like entities. Good l
- uck.
-
- Doug Rudd
- -------------------------------------------------------------------------------
-
- The Amiga Guide to the Galaxy refers to Commodore's management as
- "A bunch of mindless jerks who will be the first to be lined up
- against the wall and shot when the revolution comes."
- -------------------------------------------------------------------------------
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #418 ***************************************:-)
-
- Subject: Re: No prefect reflection
- Date: Mon, 20 Jun 94 13:13:06
- From: djm2@ra.msstate.edu (Dan Murrell Jr.)
-
- Hey, Soren, you said on Jun 20 :
-
- > Why doesens a mirror object reflect other objects if it has a reflecion brush
-
- > applied to it ?
- >
-
- Because a reflection brushmap is just that. It's a brushmap. It doesn't know
- anything obout the other objects, unless you say, render a picture of the object
- s
- and use that as your reflection map. Reflection maps are most useful if you hav
- e
- chrome objects. Just make a map with a black background, and a lot of squiggly
- white lines and white puffy areas, with smooth gradation to the black. Then app
- ly
- that to your chrome object. If you want real-world reflections, I believe you
- must use ray-tracing. Scanline rendering will only let you reflect the ground a
- nd
- sky colors, I believe.
-
- Dan
-
- __
- Sent from Danimal's AmiTCP-ing Amiga 500// Amigas!/Saturday morning Wrestling/
- Dan Murrell Jr. IRC's Danimal /// James Taylor/Pink Floyd/Roger>Dave!/
- djm2@ra.msstate.edu \\\/// Imagine/Essence/AmiTCP/AMosaic/3Dgfx/
- http://www.msstate.edu/~djm2 \XX/ ImageMasterRT/Wavefront under-achiever
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #419 ***************************************:-)
-
- Subject: Aztec & Gigamem
- Date: Mon, 20 Jun 94 14:17:08 CST
- From: Jeff Niebergall <jnieber@unibase.Unibase.SK.CA>
-
- I decided with all the posts about the Aztec city DXF that I want
- to have a look at it. I converted it with AccuTrans 3D directly
- and without a problem got it to load into Imagine. It is pretty
- impressive and the person who did all the work deserves a lot
- of credit for an astounding piece of work. I used Gigamem to render
- it but had a few problems. Can someone report the best setup for
- Imagine & Gigamem. The only way I could get it to work was to
- use only virtual memory. If I tried use normal memory first it
- would tick off all the chip & fast and only a little of virtual
- and eventually when it ran out of chip & fast would crash. I was
- using 5MB buffer with 300k cache with a 40MB partition. In the
- meantime I better search for my Gigamem manual because it might
- help.
-
- later, jnieber@unibase.unibase.sk.ca
-
- Jeff
-
- --
-
-
- +---> ARCHIVE MESSAGE NUMBER #420 ***************************************:-)
-
- Subject: Re: Lense tutorial
- Date: Mon, 20 Jun 1994 17:32:03 -0400
- From: Jason B Koszarsky <kozarsky@cse.psu.edu>
-
- >PLEASE NOTE: do not use spin or sweep function (drawing profile) coz so
- > Ya cannot manually draw a perfect shape (as sphere primit.)&
- > Ya get an increment of rendering time.
-
- Ah, so that's what GM did wrong when they made the HUBBLE lense. Well, I'll not
-
- be making their mistake.
-
- Jaeson K.
-
-
- +---> ARCHIVE MESSAGE NUMBER #421 ***************************************:-)
-
- Subject: particles question
- Date: Mon, 20 Jun 94 14:41:08 PDT
- From: DDuberman@cup.portal.com
-
- David Shaw was asking about a problem with particles hanging at the
- last frame of a 70-frame animation. David, did you try just setting
- the effect to end at frame 69? I'd be curious to know if that helps.
-
- - David Duberman
-
-
- +---> ARCHIVE MESSAGE NUMBER #422 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Mon, 20 Jun 1994 15:42:39 -0700 (PDT)
- From: Kelly Petlig <kpetlig@halcyon.com>
-
- On Sun, 19 Jun 1994, David Wyand wrote:
- <snippage>
- > I wonder what that RNGS chunk does anyway?
- >
- > -Dave
- > david.wyand@canrem.com
- >
- It appears the RNGS chunk sets the min/max limits to the textures, for
- the sliders, that is. I haven't experimented with it directly, but I
- probably will for some bigger or smaller ranges that I want to experiment
- with easier than typing it in.
-
- Of course, this is my GUESS.
-
- Image Runner, sysop of Amiga Images // /Words you say never seem to live\
- Mr.Kelly Petlig<kpetlig@halcyon.com> \X/ \ up to the ones inside your head/
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #423 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Mon, 20 Jun 94 22:59:36 +0100
- From: "Steve Essery" <sessery@uk.oracle.com>
-
- In-Reply-To: PYR2:imagine-relay@email.sp.paramax.com's message of 06-19-94 14:49
-
-
- >Hi Lesk!
- >
- >>Hi Dave;
- >> I was wondering, how well does forge read Imagine textures?
- >> I have not had real good luck.
-
- >I don't believe that FORGE was really written to open Imagine textures.
- >At least, that's my understanding. Essence textures contain an extra
- >IFF chunk that helps FORGE along. Also, there's the datatbase of
- >texture info that FORGE comes with.
- >
- >I just tried the included BATHTILE texture from Imagine 3.0. The two
- >usual requesters came up (the one about the texture missing the IFF
- >chunk and the missing database). If you wanted to not have the second
- >requester pop up, you could always edit the FORGE database to include
- >the Imagine textures. As for the first requester, the only for that to
- >go away would be to patch the Imagine textures.
- >
- >I wonder what that RNGS chunk does anyway?
- >
- > -Dave
- > david.wyand@canrem.com
-
- RNGS = Ranges? ie I guess it sets the min and max values for each
- parameter's slider.
-
- If I wasn't 6000 miles from my machine (about 10 miles away from Steve Worley)
- I'd continue to mess about with them...
-
- ===============================================================================
- Steve Essery Unix Support, Oracle UK Hello, my name is Inigo Montoya,
- Working on Orainst with you killed my father, prepare to die.
- Unix Base Development.
- OP400 Room 718 What you don't know is that I too
- Tel: +1 (415) 506 4419 am not left-handed!
- ===============================================================================
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #424 ***************************************:-)
-
- Subject: Re: CD Object WANTED...
- Date: Mon, 20 Jun 94 18:40:12 EDT
- From: jgoldman@acs.bu.edu (Jeffrey Goldman)
-
- >
- > I Need a CompactDisc/LaserDisc Imagine object...ASAP..
- > And some tips about how to make a perfect reflection, like a CD...
-
-
- > Silver or Gold does not matter...
- >
- > PLEASE... ;-|
- >
- > I Need it for a commercial presentation ASAP......
-
-
- It's virtually impossinle to get an accurate, perfect
- reflection like the kind you're looking for with most renderers. Read
- the other posts about magnifying glasses/prisms/wavelengths. The
- reflective nature of a compact disc relies on a sort of primastic
- effect. Something that can't be done with a ray-tracer.
- You can simulate it fairly well by modelling a CD and giving
- it highly reflective attributes (like chrome). The rainbow reflection
- would come from the interaction between the object and a custom global
- reflection map. If you create a global reflection map that looks like
- a rainbow of colors you'll probably get good results with the CD
- reflection thing.
- Hope it helps...
-
- J.---->
-
- E-Mail: jgoldman@acs.bu.edu
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #425 ***************************************:-)
-
- Subject: Re: Wave Lenght of colors.
- Date: Mon, 20 Jun 94 18:34:04 EDT
- From: jgoldman@acs.bu.edu (Jeffrey Goldman)
-
- > >
- > >The magnify glass made me think, if we can make a magnify glass,
- > >can we make a prism??
- >
- > Why not try it?
- >
- > Here's what I think: it won't be possible. While Imagine can model a
- > magnifying glass, and other lenses to distort an imagine, it cannot bend
- > a light source. You cannot build a lens to concentrate a light to a
- > point (such as to burn 3D ants :) This also means that it doesn't work
- > the other way. You can't focus a light, or, as far as I know, reflect a
- > light (ie: you can't have a light point in one direction and reflect it
- > in another to light up an object. I think that would take something
- > like radiosity).
-
- Correct. Mainly, I believe, because you're not tracing a
- photon from a light source to the camera. It goes the other way. A
- "photon" or ray is emitted from the camera. What it hits determines
- what you see.
- I'm not sure, but I think radiosity is just a more complex
- simulation of "real world" conditions. Instead of tracing a ray to an
- object and finally to a light a radiosity rendererer would trace a ray
- to an object, determine what should happen at that point and then
- shoot more rays out of the object itself. One ray could turn into
- hundreds as soon as it hits another object. Of course, this is just
- speculation...
- Even if you could manipulate light in a "real world" manner a
- prism would still not be possible unless the nature of the
- electromagnetic spectrum were taken into consideration with the
- renderer.
- Light, as we all know, is made up of different wavelengths.
- White light (255,255,255) in Imagine is not a combination of every
- wavelength in the visible EM spectrum. It is 100 percent of red,
- green, and blue. So, it's not "white" light in the real sense.
- To do a prism effect you have to tell the renderer that every
- color is made up of different wavelengths of light, and that your
- refractive materials are made up of physical substances capable of
- manipulating the colors on the basis of their wavelengths. Etc, etc.,
- etc...
- Needless to say, it would take a lot of calculation...
-
- J.---->
-
- E-Mail: jgoldman@acs.bu.edu
-
-
- +---> ARCHIVE MESSAGE NUMBER #426 ***************************************:-)
-
- Subject: RE: Magnifying Glass
- Date: Mon, 20 Jun 94 18:06:26 CST
- From: johnm@bbs.xnet.com (John Machacek)
-
- I've just joined this group and have little to no experience with rendering in
- either Imagine or Real3D. But I do know this much.....
-
- As stated earlier, the light is only effected where an air/glass interface is
- met. In the case of the Real3D object which is modeled as a solid there are
- two air/glass interfaces (one on each side of the lens), just as a REAL lens
- would have.
-
- But in the case of the Imagine lens which is modeled as a lens "shell", with
- two thin glass shells stuck together, there are really FOUR air/glass
- interfaces. One one EACH side of EACH glass shell. IMH(and unresearched)O,
- this would signifigantly affect the way the rays would travel.
-
- Just my 2 copper/zinc discs worth.
-
-
- +---> ARCHIVE MESSAGE NUMBER #427 ***************************************:-)
-
- Subject: RE: Magnifying Glass
- Date: Mon, 20 Jun 94 23:57:12 GMT
- From: Andy Jones <andy@activa.demon.co.uk>
-
- > Hmm, kinda what I guessed. This really has little to do with whether an
- > object is solid or just a surface. As you can see by the magnifying effect,
-
- Yes and no. A 'magnification' in Imagine isn't optically correct whereas in
- Real you can be because it considers the resultant volume of the object after
- the boolean operation. As I said before, the results aren't very different. But
- you can see one object magnifying correctly whilst the other distorts the image
- and shows more of the background in the lens. Refraction alone also turns to
- rotate the image at the edges - a chequered pattern being a good example, a
- true lens won't take the background to the east of the lens and rotate it north
- and south, it will just bend it a bit... This is hard to explain.. I'll try and
- get an image on aminet in the next couple of days...
-
- > The reason you can't burn ants in Imagine (this is a guess), has to do with
-
- My guess is that Real considers refraction through the object when calculating
- shadows. You can burn ants in Real...
-
- > In any case, it has little to do with the object being solid modeled or
- > surface modeled (I think:)
-
- True... Real does it with b-splines no problem...
-
- Andy
- Computer Artist, Real 3D Beta Tester
- Technical Support for all Activa International Products
- Real 3D, TVPaint, BroadcastPaint, MediaPoint, OBI, Powerfonts
- -----------------------------------------------------------------------------
- | andy@activa.demon.co.uk 2:254/516.1@fidonet |
- | Tel: +44 81-402-5770 Fax: +44 81-402-5780 |
- -----------------------------------------------------------------------------
- | The views expressed do not necessarily reflect those of my employers |
- -----------------------------------------------------------------------------
-
-
- +---> ARCHIVE MESSAGE NUMBER #428 ***************************************:-)
-
- Subject: Re: Aztec & Gigamem
- Date: Mon, 20 Jun 1994 21:56:42 -0400 (EDT)
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- Jeff Niebergall <jnieber@unibase.Unibase.SK.CA> writes:
- > I decided with all the posts about the Aztec city DXF that I want
- > to have a look at it. I converted it with AccuTrans 3D directly
- > and without a problem got it to load into Imagine.
-
- Any chance to make this available on some ftp site in Imagine format
- or is it available somewhere already? Hints by email appreciated!
-
- > Can someone report the best setup for Imagine & Gigamem. The only way I
- > could get it to work was to use only virtual memory. If I tried use normal
- > memory first it would tick off all the chip & fast and only a little of
- > virtual and eventually when it ran out of chip & fast would crash.
-
- I use it with "Virtual Memory First." This is because Imagine makes lots
- of relatively small allocations (I think I have things set to ... let's see
- ... start GigaMemPrefs ... Min.Size 512) to make sure that MOST allocations
- go to virtual memory. You could tweak that if you only want larger chunks
- in VM but a Min.Size of 512 work pretty well for me and overall penalty
- with speed is something I can live with.
-
- ._. Udo Schuermann
- ( ) walrus@wam.umd.edu
-
-
- +---> ARCHIVE MESSAGE NUMBER #429 ***************************************:-)
-
- Subject: Re: Genlock button in stage
- Date: Tue, 21 Jun 1994 15:02:48 +0000
- From: David Shaw <dshaw@michael.slip.cc.uq.oz.au>
-
- Hi Jason,
-
- > >This however, will not work well if you have reflective objects that you
- > >want to render, especially if you want them to reflect the background,
- > >and yet render on a black screen. This is where the genlock option was so
- >
- > Why not use Global or Localized reflection maps if you want background
- > reflection? These don't show up as part of the background but will give
- > reflections.
- >
- I think it was Nik that was asking about the reflective objects here.
- I mainly use the genlock button in the stage for those horrible little
- title animations that need to be genlocked. I also use it to render a
- background and then render the objects that are going to move on it. I
- wonder why it was taken out?
-
- Are you in Australia. I think I've seen your name in Fido. CD32 Developer?
-
-
- See Ya
- David Shaw
- (QLD)
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #430 ***************************************:-)
-
- Subject: Custom Palettes
- Date: Mon, 20 Jun 1994 23:45:43 -0600
- From: beeton@SEDSystems.ca (Gary Beeton, beeton@SEDSystems.ca)
-
- Greetings,
-
- I recently tried to render a scene in Imagine 3.0 (Amiga) using a custom
- palette. When I punched the Generate button I was presented with the
- Palette_Method requestor. I selected Specify_File and selected a palette
- file. When I hit Ok, Imagine gave me an Error_opening_palette_file error. I
- tried numerous palette files created using DPaintIV and ADPro with the same
- results. I can't seem to find a reference to custom palettes in the manual so
- I don't know if I'm doing it right. Has anyone had any success in this area or
- should I be sending Impulse a bug report?
-
- Gary
- beeton@SEDSystems.ca
-
-
- +---> ARCHIVE MESSAGE NUMBER #431 ***************************************:-)
-
- Subject: Staging has bad IFF
- Date: Tue, 21 Jun 1994 01:32:46 -0500 (CDT)
- From: Michael Halleen <halleen@Mcs.Net>
-
- Hello,
-
- Has anyone else had this problem:
-
- I was preparing to render some test frames (400x250), before going to bed
- (it was about 1am). I rendered one, 'show'ed it, selected the rest, and
- pressed generate (not Make) when Imagine (3.0/Amiga) tells me that the
- staging file has a bad or malformed IFF structure, or something like that.
-
- This is VERY bad, because I was supposed to meet with a client tomorrow
- at 8:30 AM and show him that rendering. Now I've got to reconstruct my
- last week's work (from my last backup), and I'm not going to do it
- tonight cause I have to work all day tomorrow and I need to sleep.
-
- On a related front, I think, has anyone had a problem where if you render
- a scene as an Moive, and don't delete files after using them, using the
- default directories, Imagine tries to write both the pix and the anims to
- the same location on the hard drive? I can not, since 2.9, generate a
- Movie on the same hard disk as the pix, it always generates errors that I
- need QBTools to fix, and the fix is to delete some files. I always
- redirect the Movie to my syquest.
-
- Is this a hard drive problem? I have a Seagate 345 MG and an IVS
- Trumpcard Pro SCSI controller.
-
- The bad iff problem seemed to generate similar errors on the hard drive,
- although as I mentioned, I was not doing a movie when this error
- happened, it immediately followed a still render (one that worked
- perfectly, btw).
-
- Thanks for any help.
-
- Michael Halleen | "When you're on target, you're catching flak"
- Chicago, IL | -- Lt. Col. Bo Gritz
- halleen@mcs.com |
- finger me for PGP| resist Clipper... to learn more read comp.org.eff.talk
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #432 ***************************************:-)
-
- Subject: Re: Genlock button in stage
- Date: Tue, 21 Jun 1994 01:08:00 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > > I tried a few quick tests by setting making sure the 2 entries in
- > > the prefs were both on 000 (default i think). Rendered a picture with a
- > > ground and a couple of objects with the 'sky' parameters in globals all
- > > set to 000. I then rendered another picture with no ground and the same
- > > settings and was able to composite the 2 in adpro and dpaint as well.
- > >
- > > I don't reallt know if this was possible on 2.0/9 as I have always
- > > automatically set the Genlock flag.
- >
- > This however, will not work well if you have reflective objects that you
- > want to render, especially if you want them to reflect the background,
- > and yet render on a black screen. This is where the genlock option was so
- > useful!
- >
- > Nik.
-
- Nik, what if you used a Global Brush Map in the Global Requester? That
- would not show in the background, but would render on the object. I would
- think this would solve this problem and make it work fine..What do you think?
-
- =RRW=
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #433 ***************************************:-)
-
- Subject: Re: Animated textures...
- Date: Tue, 21 Jun 1994 00:31:12 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > How does one go about using the animated textures included with 3.0? I
- > tried creating an object, giving it an animated texture, and importing it
- > into stage and rendering, but I get a still image of the texture when it
- > is first applied.
-
- You need to make another object with some changes made to the texture and
- then load it into the frame you want your texture to animate to. This
- should give you a time line bar to the new object, which will be your
- animation sequence for the texture. Theres more to this, but this should
- give you a good start and work for a basic texture animation or morph on
- a simple object.
-
- =RRW=
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #434 ***************************************:-)
-
- Subject: Re: VistaPro ?
- Date: Tue, 21 Jun 1994 00:38:39 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > How do i get Imagine 3.0 to read the DXF files from Vistapro ??
- >
- > All i get is an Axis, no errors just a Axis.
-
- I don't own Vista Pro, but have used it at club meatings. There is a
- Turbo Silver saver which lets you grab a section of land to save as an
- object. Then just load it into Imagine 3.0..Works great! unless your
- talking about a PC version. That I wouldn't have any idea on, though I did
- see some people mention scaling the axis to 1000, worked on some DXF files?
-
- Hope this helps?
-
- =RRW=
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #435 ***************************************:-)
-
- Subject: Re: CD Object WANTED...
- Date: Tue, 21 Jun 1994 00:53:15 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > I Need a CompactDisc/LaserDisc Imagine object...ASAP..
- > And some tips about how to make a perfect reflection, like a CD...
- >
- > Silver or Gold does not matter...
-
- Don't have the object, but the best I can think of is use a brushmap with
- a CD patterns on it and apply it to a chrome disk, then make a disk and
- extrude it to the thickness of the CD and give it a Glass attribute with
- an Index of Refr of maybe 1.50 to 3.55. quite a margin but I'm not really
- sure of this, You'lle need to experiment. Then fit the first disk inbetween
- the glass one. Should be halfway desent.
-
- =RRW=
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #436 ***************************************:-)
-
- Subject: Re: Custom Palettes
- Date: Tue, 21 Jun 1994 01:32:17 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > I recently tried to render a scene in Imagine 3.0 (Amiga) using a custom
- > palette. When I punched the Generate button I was presented with the
- > Palette_Method requestor. I selected Specify_File and selected a palette
- > file. When I hit Ok, Imagine gave me an Error_opening_palette_file error. I
- > tried numerous palette files created using DPaintIV and ADPro with the same
- > results. I can't seem to find a reference to custom palettes in the manual so
-
- > I don't know if I'm doing it right. Has anyone had any success in this area o
- r
- > should I be sending Impulse a bug report?
- >
- > Gary
-
- I would think this would work, But maybe you should use Generate First
- and then use the palette from that picture. Also you should try and find
- a frame that has all the objects you are going to use in your
- animation as the First one...Though I have heard from others that there is
- still a problem with this keeping the palette locked throughout the animation.
- But I have not experienced this problem yet as I haven't been able to render
- as many anims as I would normally have by now.
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #437 ***************************************:-)
-
- Subject: Imagine.fp for 68040
- Date: Mon, 20 Jun 94 22:57:04 +0200
- From: Mikael_Ostergren@p36.anet.bbs.bad.se (Mikael Ostergren)
-
- 68040 compiled Imagine? Why not? No gain in speed?
-
- /micce
-
-
- +---> ARCHIVE MESSAGE NUMBER #438 ***************************************:-)
-
- Subject: Re: Imagine.fp for 68040
- Date: Tue, 21 Jun 1994 05:10:45 -0700 (PDT)
- From: Kelly Petlig <kpetlig@halcyon.com>
-
- On Mon, 20 Jun 1994, Mikael Ostergren wrote:
- >
- > 68040 compiled Imagine? Why not? No gain in speed?
- >
- The .fp version of Imagine is already 040 optimized, and I would suspect
- it autodetects an '040 if you have the '040 libraries installed. Of
- course, at this point, that might be expecting too much from Impulse. I
- know when I got version 1.1 the speed increase was two fold over 1.0
- because they optimized it for the '040 ... I don't know how much that
- holds anymore, since they use PeeCees for development now.
-
- Image Runner, sysop of Amiga Images // /Words you say never seem to live\
- Mr.Kelly Petlig<kpetlig@halcyon.com> \X/ \ up to the ones inside your head/
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #439 ***************************************:-)
-
- Subject: RE: Magnifying Glass
- Date: Tue, 21 Jun 1994 09:13:34 -0400
- From: janthony@greatwall.cctt.com (Jude Anthony - DMC)
-
- > From: johnm@bbs.xnet.com (John Machacek)
- > Subject: RE: Magnifying Glass
- >
- > As stated earlier, the light is only effected where an air/glass interface is
- > met. In the case of the Real3D object which is modeled as a solid there are
- > two air/glass interfaces (one on each side of the lens), just as a REAL lens
- > would have.
- >
- > But in the case of the Imagine lens which is modeled as a lens "shell", with
- > two thin glass shells stuck together, there are really FOUR air/glass
- > interfaces. One one EACH side of EACH glass shell. IMH(and unresearched)O,
- > this would signifigantly affect the way the rays would travel.
- >
- > Just my 2 copper/zinc discs worth.
- >
-
- Actually, the shell of an Imagine object is infinitesimally thin, so it bends
- light only once at the shell... not twice. This makes for an equivalent
- number of refractions (2), so an Imagine lens is pretty close to a CSG lens.
- I've got a nice version of one, and I think I've found the problem everybody
- is experiencing. Essentially, in order to get good refraction out of an
- Imagine lens, you need to pump up the polygon count. My low-count lens does
- magnify, but it introduces anomalies, probably related to the low number of
- polygons and the calculations necessary to do Phong shading on them. My
- high-count lens does a beautiful job of magnifying.
-
- Jude Anthony
- -----------------------------------------------------------------------
- The Ultra Grim-Fast diet: I have a disgusting shake for breakfast, a
- disgusting shake for lunch, and by dinner I've lost my appetite...
- -----------------------------------------------------------------------
-
-
- +---> ARCHIVE MESSAGE NUMBER #440 ***************************************:-)
-
- Subject: Re: CD Object WANTED...
- Date: Tue, 21 Jun 1994 09:41:49 -0400 (EDT)
- From: Mike Bandy <bandy@aplcomm.jhuapl.edu>
-
- > > I Need a CompactDisc/LaserDisc Imagine object...ASAP..
- > > And some tips about how to make a perfect reflection, like a CD...
- >
- > It's virtually impossinle to get an accurate, perfect
- > reflection like the kind you're looking for with most renderers. Read
- > the other posts about magnifying glasses/prisms/wavelengths. The
- > reflective nature of a compact disc relies on a sort of primastic
- > effect. Something that can't be done with a ray-tracer.
- > You can simulate it fairly well by modelling a CD and giving
- > it highly reflective attributes (like chrome). The rainbow reflection
- > would come from the interaction between the object and a custom global
- > reflection map. If you create a global reflection map that looks like
- > a rainbow of colors you'll probably get good results with the CD
- > reflection thing.
- > Hope it helps...
-
- How about making one of those lighting bundles talked about a few weeks
- ago - with each light in the bundle having a different color?
-
-
- +---> ARCHIVE MESSAGE NUMBER #441 ***************************************:-)
-
- Subject: Imagine 3.0, A3000 and AmigaDOS 3.1
- Date: Tue, 21 Jun 1994 10:01:38 -0400 (EDT)
- From: Mike Bandy <bandy@aplcomm.jhuapl.edu>
-
- Anybody running Imagine 3.0 with their A3000 and AmigaDOS 3.1? Any
- problems? How about other supporting programs and 3.1 - DPaint, ADPro,
- VistaPRO, etc... I don't have a 24bit card (just DCTV) but it looks like
- they busted 3.1 loose and I'm thinking about an upgrade.
-
- Thanks.
-
- Mike
- --
- Mike Bandy bandy@aplcomm.jhuapl.edu
- Johns Hopkins University / Applied Physics Laboratory
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #442 ***************************************:-)
-
- Subject: magnifying lenses
- Date: Tue, 21 Jun 94 10:31:18 EST
- From: mtucibat@cris.com (Mike Tucibat)
-
- I.M.L.
-
-
- By 6-21, lots of folks have discussed:
-
- : The reason you can't burn ants in Imagine (this is a guess), has to do with
-
- ===========
-
- You guys need to check out the prefs editor. There's a switch
- called "abl" -- set it to true. It's for "ant-burning-lenses."
-
- Hope this helps.
-
- -mikeT
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #443 ***************************************:-)
-
- Subject: EGS Animations and Magic Lantern
- Date: Tue, 21 Jun 1994 12:23:49 -0500
- From: changc9@rpi.edu (Cedric Georges Chang)
-
- Previous posts have asked about animations on EGS cards. I mentioned that
- Magic Lantern can create anims (as well as sync sounds to them). I went
- ahead and did some tests with Magic Lantern so that people can have a better
- idea of what it can do.
-
-
- The Animation
- -------------
- The animation used in the testing is part of an old Imagine Project of mine.
- It consists of a space station; the first 40 frames of the 120 frame anim
- has the camera panning and moving towards the station, the last 80 frames
- show the internals of the station in motion. Overall the deltas (changes
- between frames) aren't bad; the black background negates the the large deltas
- usually associated with camera pans, and the station in action just consists
- of a two plates crushing the external tank of the space shuttle into a thin
- sheet of metal.
- I hope to do this same type of test again but with an animation with more
- complicated motions. I'm sure a more complicated anim would give higher
- file sizes and slower framerates.
-
-
- The Results
- -----------
-
- Resolution Dithering File Size FrameRate
- ---------- --------- --------- ---------
- 320x240x24 - 3.9 MB 28 frames/s
- 640x480x24 - 14.2 MB 14 frames/s
-
- 640x480x8 none 3.6 MB 28 frames/s
- 640x480x8 random 3.9 MB 28 frames/s
- 640x480x8 floyd 9.5 MB 27 frames/s
-
- 640x400 DCTV - 1.8 MB 30 frames/s
-
- The 120 640x480x24 images used to make the anim are 36.7 MB.
-
-
- The Testing
- -----------
- I chose the Spectrum output format, which also happens to work on my Piccolo
- card. For some reason double buffering doesn't work correctly with EGS cards,
- so all of the anims except the DCTV one were played single buffered. The anims
- were set to play at a maximum of 30fps. They were compiled in 'Super Charged'
- mode, the equivalent of long word compression. Anims play faster, but are
- slightly larger than the byte or word compression options.
-
- The 8bit conversion and dithering was done with Art Department Professional.
- The 8bit anims used a fixed palette. For dithering, floyd looks the best, but
- isn't well suited for anims. Random is meant specifically for animations.
-
- I timed the anims by having them play five times in a row and dividing
- 600 frames by the time. I rounded down the results.
-
- The testing was done on an A3000 with a 28MHz 68040 and an EGS Piccolo. All
- of the anims were played from ram.
-
-
- My Opinions
- -----------
- The 320x240x24 format seems the best use of Magic Lantern with EGS. The file
- size is reasonable and it has a high framerate. Though the animation appears
- small on the screen, it looks very good. At 14.2 MB, the 640x480x24 is too
- large to be practical. It is also slow which tends to compound the problem
- of single buffering; you really notice the screen redrawing. Double
- buffering should help in smoothing out the anim.
- After looking at the 24bit anims, the 8bit stuff just doesn't cut it. With
- no dithering, you get the banding effect instead of smooth shades of color.
- Random dithering looks okay, but the images are much grainier; they have that
- dithered look to it. Floyd works well in this case, but the file size balloons
- upwards. All of the 8bit anims played fine single buffered; the higher
- framerate smoothes out the animation. If you look for it, you can see parts
- of the screen being redrawn, but it's no big deal.
- DCTV comes out ahead with its highly compressed format and high framerate.
- The negatives of DCTV are that certain items don't come out well, such as
- sharp text, color gradients, or images with fine detail. I still see DCTV as
- my main staple for anims.
-
-
- Cedric
- --
- ---------------------------------------------------------------------------
- Cedric Chang Mechanical Engineer // Amiga 3000 '040
- changc9@rpi.edu Rensselaer Polytechnic Institute \X/ EGS Piccolo
- ---------------------------------------------------------------------------
-
-
- +---> ARCHIVE MESSAGE NUMBER #444 ***************************************:-)
-
- Date: Tue, 21 Jun 1994 11:46:00 -0400
- From: fraser.goodmurphy@onlinesys.com (Fraser Goodmurphy)
-
- Hi all, I'm trying to add bones to a tube without much success. I want
- the tube to smoothly bend at the midpoint like a Slinky, but when I
- Update Bones, my tube fractures around the bones.
-
- Could some kind soul please email me the recent bones thread, or even
- better, an object that I can compare mine to. I'm working with a
- default tube - radius 50, length 100, 24 sections. I've got 5 axes for
- bones, and 10 bones subgroups. I think I might either have the bones
- subgroups assigned wrong, or my bones aren't "knitted" together
- properly, hence the fracturing. What does "knit" mean anyway (Imagine
- manual p. 142)??
-
- Thanks,
- Fraser
-
- Fraser Goodmurphy
- <74010.2715@compuserve.com>
- <fraser.goodmurphy@onlinesys.com>
- ---
- þ CMPQwk #1.4þ UNREGISTERED EVALUATION COPY
-
-
- +---> ARCHIVE MESSAGE NUMBER #445 ***************************************:-)
-
- Subject: Re: T3DLIB pc ported
- Date: Tue, 21 Jun 94 11:22:44 CDT
- From: setzer@comm.mot.com (Thomas Setzer)
-
- > [cheezy ascii drawing removed]
- > Hi PC fellows,
- > Wizard is proud to announce T3D4DOS, T3DLIB pc ported package
- > by *#?!#?, FTP to Avalon.chinalake.navy.mil\pub\misc\t3d4dos.zip or
- > ask me for a uuencoded copy (about 400k pc executables).
- >
-
- You almost make it sound as if you did the port. Credit goes to
- Thomas Scheermesser who apparently doesn't even use Imagine. He
- ported it so he could convert some shareware objects to PovRay format.
-
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- +---> ARCHIVE MESSAGE NUMBER #446 ***************************************:-)
-
- Subject: Refraction: 2.9 vs 3.0
- Date: Tue, 21 Jun 1994 12:19:03 -0400 (EDT)
- From: Curcio Nicholas <curcion@db.erau.edu>
-
- Hi, all! I just recently traced a scene with I3.0 that I previously did
- with I2.9. The reason was to use the better anti-aliasing. Well, after
- 33 hrs of rendering (compared to 18 hours with 2.9) I got to view my
- 1280x960 trace of a glass top table. The refraction by the tabletop was
- VERY different from 2.9. It looks like my index of ref. value was about
- doubled. I'm only using n=1.10. Not much refraction, but 3.0 makes it
- look huge! All of the settings in preferences were the same for both
- traces. (Except for the new aa of course.) Has anyone else noticed a
- difference??? This 'higher' refraction would also explane the much
- greater rendering time.
-
- Now, on the magnifying glass thread. (I can't resist.) I'm an
- engineering student, and I have a STRONG physics background. (I also have
- my Encyclopedia of Physics handy. :) Light rays refract at different
- angles depending on whether they are going from less dense to more dense
- or more dense to less dense mediums. For instance, if a light ray goes
- from air to glass, (entering the lens) it bends towards the normal, BUT
- when a light ray goes from glass to air, (exiting the lens) it bends away
- from the normal or closer to the surface. Since imagine doesn't have
- solid objects, I guess it always assumes it is going from less dense to
- more dense. Some of you say you can make realistic lenses with know
- problem. I tried your techniques to no avail. Try looking at a real
- lense sometime, Imagine's don't come out even close. The best results I
- can get are by using only HALF of the lens. Just make the other half have
- n=1.00 and it looks pretty good.
-
- Later
- Nick
-
- curcion@erau.db.erau.edu
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #447 ***************************************:-)
-
- Subject: Re: T3DLIB pc ported
- Date: Tue, 21 Jun 1994 12:01:35 -0500 (CDT)
- From: Cliff Lee <cel@tenet.edu>
-
- I've FTP'ed the program and was able to get it to work. NJOw that I have
- an ASCII version of the object, I presume that I can make modifications
- to it and bring it BACK into Imagine? Is this correct. How does one do
- this?
-
- Cliff Lee cel@tenet.edu
- "You can always make up a class,
- You can never make up a party!"
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #448 ***************************************:-)
-
- Subject: RE: Magnifying Glass
- Date: Tue, 21 Jun 1994 12:28:49 -0500
- From: ceverett@prairienet.org (Chris L. Everett)
-
- [stuff we've all seen over and over deleted]
-
- >> These differences do seem to be linked to the fact that the Imagine lens
- >> is a glass shell whereas the CSG lens is a glass volume. I'll let the
- >> physics experts explain the details however.
- >
- >Hmm, kinda what I guessed. This really has little to do with whether an
- >object is solid or just a surface. As you can see by the magnifying effect,
- >Imagine does calculate the lens correctly even though it is only calculating
- >at the surface. That is because that is how it works in the real world.
- >Light only refracts at the border of two mediums, and the middle of the glass
- >has little effect on the light(OK, so speed and color and other things may
- >be effected, but let's not be anal. I'm not a physicist, after all.)
-
- [lots o' stuff deleted]
-
- >In any case, it has little to do with the object being solid modeled or
- >surface modeled (I think:)
-
- Comparing a solid lens to a empty shell is comparing apples with oranges.
- This is pretty easy to verify: Look through an empty round drinking
- glass. You'll see that things on the other side are a different sizedue
- to the lens effect, but are still right-side up. Now, fill the glass with
- water and look through it again. Everything is now upside down.
-
- I haven't played with lenses in Imagine for a long time now, but I do
- recall having everything flipped upside down when using a 'real world'
- lens (with Imagine 2.0, I think). I think that someone needs to model a
- 'real' lens in Imagine and try things out rather than just speculate.
- Hmmm...maybe I'll give it a try. I might even still have that old object
- somewhere.
-
- - Chris
-
-
- --
- Chris Everett | This is an emergency, this is not a test.
- Spectronics Int'l USA, Inc. | Had this been an actual test, you would
- Champaign, Illinois | have been instructed to bring a #2 pencil.
-
-
- +---> ARCHIVE MESSAGE NUMBER #449 ***************************************:-)
-
- Subject: Re: Imagine.fp for 68040
- Date: Tue, 21 Jun 94 14:42:00 EST
- From: "Ducharme, Alain: FOB" <Ducharme@fob.istc.ca>
-
- On Tuesday, June 21, 1994 5:10, Kelly Petlig <kpetlig@halcyon.com> wrote:
- >[...]
- >The .fp version of Imagine is already 040 optimized, and I would suspect
- >[...]
-
- I don't think so. The .fp version is simply a 68020/68881 version, it
- hasn't been compiled in order to be optimized for the 68040, instruction
- scheduling, 68882 and whatever else the 68040 boasts. It may not sound like
- much, but I have compiled the PovRay tracer under SAS 6.5x using these
- optimizations and I got quite a performance boost over the standard
- 68020/68881 fp version.
-
-
- +---> ARCHIVE MESSAGE NUMBER #450 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Tue, 21 Jun 1994 14:31:00 -0400
- From: david.wyand@canrem.com (David Wyand)
-
- Hi!
-
- >It appears the RNGS chunk sets the min/max limits to the textures, for
- >the sliders, that is. I haven't experimented with it directly, but I
- >probably will for some bigger or smaller ranges that I want to
- experiment
- >with easier than typing it in.
-
- I thought that that was what the database was for. I guess I'll have to
- experiment myself.
-
- Steve Worley: Is it possible for you to release this info so that when
- we make our own textures they'll work with FORGE?
-
- -Dave
- david.wyand@canrem.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #451 ***************************************:-)
-
- Subject: Cycle objects
- Date: Tue, 21 Jun 1994 14:38:23 -0500
- From: christopher arthur <amadaeus@ccwf.cc.utexas.edu>
-
-
- Hello. I have another question about Imagine. I am using 2.0, and I
- want to know if there is an easy way to string a bunch of poses of an object
- into a convenient cycle-type object when each pose is not just a change in
- orientation, but also a change in the arrangement of points; for example,
- say I create a series of objects which when view sequentially would give the
- impression of a wave passing over the surface of a single object. Is there
- a better way to enter this into the action editor than setting the whole
- chain up as a single object entry, then changing the object path in each frame
- of the action bar. That seems so tedious.
- Also, I'll ask my other question again. Can you do particle-animation with I
- magine 2.9?
- ...with Imagine 2.9?
-
- Chris
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #452 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Tue, 21 Jun 1994 14:45:00 -0400
- From: david.wyand@canrem.com (David Wyand)
-
- Hi Lesk!
-
- >I am actually hoping That since Impulse released the information Apex
- will
- >be able to make that jump. I am finding forge a real time saver and
- with
- >the use of the Imagine textures I could really have some fun!
-
- I too hope that Apex releases the FORGE info. Once I start making my
- own textures, I'd like them to work with FORGE.
-
- Steve, you there?
-
- -Dave
- david.wyand@canrem.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #453 ***************************************:-)
-
- Subject: Custom Palettes
- Date: Tue, 21 Jun 1994 14:49:00 -0400
- From: david.wyand@canrem.com (David Wyand)
-
- Hi Gary!
-
- >file. When I hit Ok, Imagine gave me an Error_opening_palette_file
- error.
- >tried numerous palette files created using DPaintIV and ADPro with the
- sam
- >results. I can't seem to find a reference to custom palettes in the
- manua
- >I don't know if I'm doing it right. Has anyone had any success in this
- ar
- >should I be sending Impulse a bug report?
-
- I don't think that Imagine is looking for a stand alone palette file,
- but a palette in an actual picture. I've used this function
- successfully by specifying a picture that has the palette that I want.
- I'd suggest saving a small brush that has your pallette in DPaint and
- trying using that for the Imagine requester. Let us know if it works!
-
- -Dave
- david.wyand@canrem.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #454 ***************************************:-)
-
- Subject: RE: Magnifying Glass
- Date: Tue, 21 Jun 1994 14:40:00 -0400
- From: david.wyand@canrem.com (David Wyand)
-
- Hi John!
-
- >But in the case of the Imagine lens which is modeled as a lens "shell",
- wi
- >two thin glass shells stuck together, there are really FOUR air/glass
- >interfaces. One one EACH side of EACH glass shell. IMH(and
- unresearched)
- >this would signifigantly affect the way the rays would travel.
-
- I'd have to disagree on this point. It is my understanding that you get
- the effect of having four interfaces only when you actually have four
- faces (huh?). What I mean is, Imagine's surfaces are only two
- dimentional. For them to have a inner and outer face (so that each face
- counts as two) the face would need to have thickness. If what you said
- was true, it would be impossible to model refraction as as soon as the
- ray enters the solid and gets bent, it would instantly unbend as it
- leaves the surface. As the faces are super thin, you would not see ANY
- refraction. As this is not the case (there is refraction), a lens with
- two faces (one at the front and one at the back of the lens) only bends
- light at two points: where the light enters the lens, and where the
- light exits the lens.
-
- -Dave
- david.wyand@canrem.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #455 ***************************************:-)
-
- Subject: FTP'ing to Avalon.chinalake
- Date: 21 Jun 94 15:36:38 EST
- From: HUERTA@mu-support.acs.muohio.edu
-
- Can anyone tell me what to type in when FTP'ing to
- avalon.chinalake.navy.mil? It does not seem to accept things like
- "anonymous" or my email address. Any help will be appreciated.
- Also, what the heck is t34dos? I know it is a series of PC
- executables, but what do they do?
-
-
- +---> ARCHIVE MESSAGE NUMBER #456 ***************************************:-)
-
- Subject: RE: Magnifying Glass
- Date: Tue, 21 Jun 1994 16:20:42 -0500
- From: ceverett@prairienet.org (Chris L. Everett)
-
- [I wrote (before drinking my morning coffee):]
-
- >I haven't played with lenses in Imagine for a long time now, but I do
- >recall having everything flipped upside down when using a 'real world'
- >lens (with Imagine 2.0, I think). I think that someone needs to model a
- >'real' lens in Imagine and try things out rather than just speculate.
- >Hmmm...maybe I'll give it a try. I might even still have that old object
- >somewhere.
-
- Oops. That's what I get for posting messages first thing in the morning
- before my brain is active. The 'real' lens I was referring to was
- actually a 'Real' lens...I'm getting my ray-tracers confused. Sorry for
- the clutter.
-
- - Chris
-
-
- --
- Chris Everett | This is an emergency, this is not a test.
- Spectronics Int'l USA, Inc. | Had this been an actual test, you would
- Champaign, Illinois | have been instructed to bring a #2 pencil.
-
-
- +---> ARCHIVE MESSAGE NUMBER #457 ***************************************:-)
-
- Subject: Re: Aztec & Gigamem
- Date: Tue, 21 Jun 1994 13:05:34 -0700 (PDT)
- From: Mike McCool <mikemcoo@efn.efn.org>
-
- Jeff,
-
- This is going to seem like an awfullly mercenary post, since I
- can't really help you yet with Gigamem (just got it myself two weeks ago
- and haven't even loaded the disk)--but is there any chance you might
- (PRIVATELY of course--I appreciate the beef about attaching and
- uuencoding files to the IML--) e-mail those of us who are interested a
- copy of the object?
-
- Or maybe better yet, upload it to aminet in a tddd form that we
- can all play with? I think I started this whole aztec string, when I
- downloaded the not-really-DXF file from avalon.chinalake, and mentioned
- all the trouble I was having getting Imagine to accept it. So I have paid
- at least some of my dues for this object.
-
- Thanks, Jeff.
-
-
- +---> ARCHIVE MESSAGE NUMBER #458 ***************************************:-)
-
- Subject: Re: Custom Palettes
- Date: Tue, 21 Jun 1994 13:18:50 -0700 (PDT)
- From: Mike McCool <mikemcoo@efn.efn.org>
-
- Hey guys, and guyas,
-
- The pallet requestor isn't really looking for a palette, it's
- looking for a picture done in a specific palette. So do one in the
- palette you want everything locked to, and save it as a Pic, then choose
- that pic as your custom palette.
-
-
- +---> ARCHIVE MESSAGE NUMBER #459 ***************************************:-)
-
- Subject: RE: Magnifying Glass
- Date: Tue, 21 Jun 94 16:44:28 CDT
- From: setzer@comm.mot.com (Thomas Setzer)
-
- >
- > > Hmm, kinda what I guessed. This really has little to do with whether an
- > > object is solid or just a surface. As you can see by the magnifying effect,
-
- >
- > Yes and no. A 'magnification' in Imagine isn't optically correct whereas in
- > Real you can be because it considers the resultant volume of the object after
- > the boolean operation.
-
- Imagine doesn't do boolean operations at render time. Real has to since there
- are only the primatives to work with(if you are working with primatives).
- As you said below, it works the same in Real with the B-splines(I assume
- when you use B-splines, no booleans are being done)
-
- Volume isn't so much the effect as the angle of incidence(in fact, I don't
- see how volume plays into this at all)((AND I AM NOT TALKING ABOUT AN AIR
- FILLED LENS)). Remember, once inside of an object, light will travel in
- a straight line. Unless that medium isn't perfect in its content. In a ray
- tracer, the glass would be perfect. This means that Imagines logic of
- only needing to calculate at the surface holds true.
-
- > As I said before, the results aren't very different. But
- > you can see one object magnifying correctly whilst the other distorts the imag
- e
- > and shows more of the background in the lens. Refraction alone also turns to
- > rotate the image at the edges - a chequered pattern being a good example, a
- > true lens won't take the background to the east of the lens and rotate it nort
- h
- > and south, it will just bend it a bit...
-
- Hmm, not sure if thats true. I am looking through a lens right now and it
- has bent a straight line into an S shaped curve and rotated it 180 degrees.
-
- > This is hard to explain.. I'll try and
- > get an image on aminet in the next couple of days...
-
- Tell me about it. I was considering an ascii drawing but...
- I do want to see your images.
-
- >
- > > The reason you can't burn ants in Imagine (this is a guess), has to do with
- > My guess is that Real considers refraction through the object when calculating
-
- > shadows. You can burn ants in Real...
-
- I am very curious as to how this is done. I posted to comp.graphics.algorithms.
-
- Hopefully someone can explain it.
-
- >
- > > In any case, it has little to do with the object being solid modeled or
- > > surface modeled (I think:)
- >
- > True... Real does it with b-splines no problem...
- >
- This was my main point. If Imagine or Real3Ds refraction model is off a bit
- (hard to say which one), so it is. The point was that if Imagine implemented
- the casting algorithm to burn ants, it could be done with surface
- modeled objects instead of needing solid objects.
-
- One reply I got on my post suggested the need to cast rays from the light
- source to get "caustics". These caustics would then be applied to the plain
- where the ants were getting burned. Not sure if I understand it completely,
- but I suspected that casting rays from the camera to the lightsource and
- still burning ants would be tricky at best. Can you get the programmers of
- Real to give you a clue as to how they did it?
-
- (if anyone wants us to take this offline, just shout. I'm not sure how many
- people are interested in this)
-
- And one last thing, as Jude suggested, try increasing the number of polygons
- in the lens in Imagine. Maybe they(the two images) will look more alike.
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- +---> ARCHIVE MESSAGE NUMBER #460 ***************************************:-)
-
- Subject: Genlocking
- Date: Wed, 22 Jun 1994 11:08:08 GMT +1200
- From: "Paul Batten" <BATTENP@scico1.chchp.ac.nz>
-
- Hi all,
-
- I'm finding that my animations that are to be genlocked over another video
- source ( using 0,0,0 as the background colour ) have a dark edge from the
- antialising around the objects where they converge with the genlocked video
- signal.
-
- I was wondering what the correct procedure was for getting clean edges
- that will blend with a genlocked background.
-
- I could be over-looking the obvious, can anyone help please.
-
- Thanks
- Paul.
-
- ----------------------------------------------------------------------
- Paul Batten Science & Computing Dept. Christchurch Polytechnic
- battenp@scico1.chchp.ac.nz Christchurch New Zealand
- ----------------------------------------------------------------------
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #461 ***************************************:-)
-
- Subject: Re: magnifying lenses
- Date: Tue, 21 Jun 1994 20:10:04 -0400 (EDT)
- From: Wes Parham <parham@phoenix.cs.uga.edu>
-
- > : The reason you can't burn ants in Imagine (this is a guess), has to do with
- > called "abl" -- set it to true. It's for "ant-burning-lenses."
- > Hope this helps.
-
- And don't forget- Never place your sun object from last month's
- discussions directly opposite the lens from your camera postion!
- Severe retinal damage!(of course, depending on your Indices of
- Refraction!)
- wes~
-
-
- +---> ARCHIVE MESSAGE NUMBER #462 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Tue, 21 Jun 1994 17:00:34 -0700 (PDT)
- From: Kelly Petlig <kpetlig@halcyon.com>
-
- Theoretically someone could add their own RNGS iff chunk to each Imagine
- texture with some sort of patch file. Unfortunately someone (the
- programmer) would have to get all the practical limits from the manual (or
- readme file) and put them in the RNGS database. A quick glance at the
- Forge database only shows the "loading defaults" for the textures, not the
- ranges. This does seem slightly redundant as the textures themselves
- also have defaults ... but it does allow easy changing by an end-user.
- So, the patch would have to set the color ranges to 0..255 and maybe
- there is some way to "notify" the color window that this is a color. The
- patch would have to set the fade values and the like to 0..1, and the
- rest to logical ranges also. (I'm rambling a bit) I think Steve should
- publish the RNGS chunk somewhere (maybe upload it to aminet). I haven't
- been able to get ahold of him through E-Mail (Apex address) for almost a
- month, hopefully he's still reading this.
-
- One other note, I have in my archives (Ok, on my BBS) the texture and
- objects format for Imagine 3.0 in "PC" cr/lf format. If anyone wishes I
- could e-mail them a copy.
-
- Image Runner, sysop of Amiga Images // /Words you say never seem to live\
- Mr.Kelly Petlig<kpetlig@halcyon.com> \X/ \ up to the ones inside your head/
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #463 ***************************************:-)
-
- Subject: Re: Genlock button in stage
- Date: Wed, 22 Jun 1994 10:53:50 +1000 (EST)
- From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
-
- On Mon, 20 Jun 1994, Jason B Koszarsky wrote:
-
- > >This however, will not work well if you have reflective objects that you
- > >want to render, especially if you want them to reflect the background,
- > >and yet render on a black screen. This is where the genlock option was so
- >
- > Why not use Global or Localized reflection maps if you want background
- > reflection? These don't show up as part of the background but will give
- > reflections.
-
- Localized reflections will probably work. I guess I forgot this feature.
- It wasn't documented in 2.9 and I haven't played with 3.0 much.
- Still, it would be nice to have the Genlock sky option still there.
-
- Nik.
- nvukovlj@extro.ucc.su.oz.au
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #464 ***************************************:-)
-
- Subject: Cloud formations
- Date: Tue, 21 Jun 1994 18:10:36 -0700 (PDT)
- From: Kelly Petlig <kpetlig@halcyon.com>
-
- Someone (I can't remember who) was asking about how to make fractal cloud
- formations for use in Imagine. I have a suggestion that may or may not
- work for your application.
-
- First of all, Imagine doesn't seem to "shade" fog objects ... so the
- bottom of a cloud doesn't get darker than the sides or top. This may
- look OK if the clouds are few, as the land will reflect light to the
- bottom of a real cloud, but if the entire sky is cloudy the clouds should
- be darker on the bottom than the sides or top (you probably won't render
- the top, so it may not matter).
-
- What I did was go into VistaPro (everyone has it, right?) and make a
- random landscape, set fractal to four or eight and do it as "island".
- Set sea level to about how you want the cloud percentage to be (in other
- words, make water level high for fewer clouds). Then enter -1.0 in
- VScale, to make a negative landscape. Now you can do yet another sea
- level, but this would be for the maximum variation of the cloud thickness
- (keep reading if I lost ya).
-
- Background info: Clouds usually sit in "ranges" of altitudes, although
- thunderheads usually go through several ranges. By setting the upper and
- lower sea level, the clouds still appear to have a top and a bottom to
- them.
-
- Save the clouds as an Imagine object (set your poly to 2 or 4 ... 8 for a
- quick and rough test) Ha, now comes the tricky part: VistaPro saves the
- landscape as 256 separate objects, you need to combine them all! If you
- saved the landscape with poly at 4, it may not be a problem. With poly
- at 2, there may be too many points to join ... for now.
-
- In Imagine, with the landscape loaded, pick a handful of objects and join
- them. At this point, you can either add a plane on the top of the
- landscape just a few units higher than the highest points, or you can
- mirror the object on top of itself. If you want to mirror it, try
- deleting all the points past a certain level (the "top" sea-level) and
- then extruding it (using "mirror")
-
- I have not tried this, and it really isn't meant as a tutorial, just a
- "hmm, why haven't I thought of that" jump-start.
-
- Image Runner, sysop of Amiga Images // /Words you say never seem to live\
- Mr.Kelly Petlig<kpetlig@halcyon.com> \X/ \ up to the ones inside your head/
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #465 ***************************************:-)
-
- Subject: Re: Genlocking
- Date: Tue, 21 Jun 1994 18:33:27 -0700 (PDT)
- From: Kelly Petlig <kpetlig@halcyon.com>
-
- On Wed, 22 Jun 1994, Paul Batten wrote:
- > I'm finding that my animations that are to be genlocked over another video
- > source ( using 0,0,0 as the background colour ) have a dark edge from the
- > antialising around the objects where they converge with the genlocked video
- > signal.
- >
- > I was wondering what the correct procedure was for getting clean edges
- > that will blend with a genlocked background.
- >
- Ahh, yes, I dare say I have a bit of experience in this. Since Imagine
- doesn't have alpha channel support (3.1 maybe?) yet, you really can't do
- that. Here's a work around ... render your image with no anti-aliasing.
- Looks jaggy you say? If the other video source is a collection of
- stills, you can do the following:
- Scale images to double size.
- render Imagine pics at double size, no anti-aliasing
- combine images
- halve images
-
- simple, eh?
-
- You can try doubling the width only, but you'd have to change your
- Imagine aspect ratio, etc. I usually just go for the double route.
-
- Image Runner, sysop of Amiga Images // /Words you say never seem to live\
- Mr.Kelly Petlig<kpetlig@halcyon.com> \X/ \ up to the ones inside your head/
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #466 ***************************************:-)
-
- Subject: Re: CD Object WANTED...
- Date: Tue, 21 Jun 1994 20:17:08 -0400 (EDT)
- From: Wes Parham <parham@phoenix.cs.uga.edu>
-
- > > It's virtually impossinle to get an accurate, perfect
- > > reflection like the kind you're looking for with most renderers. Read
- > > Something that can't be done with a ray-tracer.
- OF COURSE! That's why we LIKE to render. The challenge! And, of
- course, we like to find sneaky alternatives to emulating
- real-world physics otherwise, we'd have all taken up photography
- and had plenty of pictures with nice reflections, shadows,
- highlights, refractions, even inter-object 'radiosity' effects.
- Seriously, though: the suggestion of a prismatic global reflection
- sounds like a real good idea to me. I tried to make one using two or
- more of Impulses 'Angular' texture mapped onto a disc-shaped object
- within a certain 'subgroup' of the object. Seemed to do the trick but
- I imagine that it wouldn't look as good animated as would the global
- raflect map. Ah, perhaps rotate the angular texture about as it
- changes from one set of settings to another.... anyone?
- wes~
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #467 ***************************************:-)
-
- Subject: Re: Essence and Imagine 3.0
- Date: Tue, 21 Jun 1994 21:04:55 -0700 (PDT)
- From: Kelly Petlig <kpetlig@halcyon.com>
-
- Back to the RNGS again ... there doesn't seem to be a valid RNGS IFF
- chunk at all in any of the Essence textures. It seems that this is data
- tagged onto the end of the ITXT chunk ... I'm not totally sure. This
- REALLY requires a bit more investigation.
-
- Whew ... I guess I've been quite busy posting to IML today ... suppose
- I'd better wait for responses ;-)
-
- Image Runner, sysop of Amiga Images // /Words you say never seem to live\
- Mr.Kelly Petlig<kpetlig@halcyon.com> \X/ \ up to the ones inside your head/
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #468 ***************************************:-)
-
- Subject: LENSE
- Date: Tue, 21 Jun 94 23:55:03 -0300
- From: greg.tsadilas@hofbbs.com
-
- Ok guys & gals...I've been sitting idly by reading all the post regarding
- making a lense in Imagine it Real 3D, and how each handles light as it passes
- through it.
-
- SOme people mentioned that Real 3D uses CSG "solid" objects and treats them
- like solids...(whatever that means). They also compared POV's CSG objects as
- also creating realistic lenses because it's objects are treated as being solid.
-
- Well, POV's objects are treated as solid when they are being created and when
- they are CSG'd. However, when they are traced, only the surfaces of the
- objects are known by the renderer...just as in Imagine. I assume the same is
- true for Real 3D...only because to calculate every single position within an
- object would take forever to render.
-
- The noticeable differences in lenses rendered in Imagine & Real 3D most
- assuredly come from differences in the lense construction, as well as
- differences in the rendering engines. If you want to create better looking
- lenses in Imagine, try using more triangles, and try upping the number of
- internal reflextions allowed in the preferences editor.
-
- -GreG
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #469 ***************************************:-)
-
- Subject: re: Imagine 3.0, A3000 and AmigaDOS 3.1
- Date: Wed, 22 Jun 1994 08:27:45 +0100 (CET)
- From: Joop.vandeWege@MEDEW.ENTO.WAU.NL
-
- Hi Mike,
-
- I also have an A3000 and I'm running 3.1 and I'm having no problems at all.
- In fact release 3.1 is much faster in handling graphics drawing. AIBB gives
- me a WRITEPIXEL score of 2.48 faster than an A3000 with release 2.04. Besides
- that only 3.0 and up allow 256 color Workbench when using a graphics card
- like my Merlin.
-
- Greetings Joop
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #470 ***************************************:-)
-
- Subject: Re: FTP'ing to Avalon.chinalake
- Date: Wed, 22 Jun 1994 01:26:02 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > Can anyone tell me what to type in when FTP'ing to
- > avalon.chinalake.navy.mil? It does not seem to accept things like
- > "anonymous" or my email address. Any help will be appreciated.
-
- Try ncftp...that gets me in with no fuss.
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #471 ***************************************:-)
-
- Subject: Re: Genlocking
- Date: Wed, 22 Jun 1994 01:29:05 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- >
- > I'm finding that my animations that are to be genlocked over another video
- > source ( using 0,0,0 as the background colour ) have a dark edge from the
- > antialising around the objects where they converge with the genlocked video
- > signal.
- >
- > I was wondering what the correct procedure was for getting clean edges
- > that will blend with a genlocked background.
-
- Don't think you can, I use to use the color I thought was closest to what
- I might be genlocking over, but you can't do that now. So the best I can
- give ya is to turn of anti-aliasing. or set it to a minimum and use your
- genlock to fade those colors down a bit..
-
- =RRW=
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #472 ***************************************:-)
-
- Subject: Re: FTP'ing to Avalon.chinalake
- Date: Wed, 22 Jun 1994 08:32:15 -0400
- From: janthony@greatwall.cctt.com (Jude Anthony - DMC)
-
- > From: HUERTA@mu-support.acs.muohio.edu
- > Subject: FTP'ing to Avalon.chinalake
- >
- > Also, what the heck is t34dos? I know it is a series of PC
- > executables, but what do they do?
- >
-
- t34dos is a series of PC executables based on the Amiga TTDDD package.
- Essentially, it allows you to convert Imagine TDDD format objects to a textual
- format, easily editable by hand or by computer, and change the textual
- descriptions back into Imagine TDDD objects. Could be great for minor
- modifications, computer-generated objects, etc.
-
- TTDDD stands for "Textual Three-Dimensional Data Description."
-
- Jude Anthony
- -----------------------------------------------------------------------
- The Ultra Grim-Fast diet: I have a disgusting shake for breakfast, a
- disgusting shake for lunch, and by dinner I've lost my appetite...
- -----------------------------------------------------------------------
-
-
- +---> ARCHIVE MESSAGE NUMBER #473 ***************************************:-)
-
- Subject: Re: Imagine 3.0, A3000 and AmigaDOS 3.1
- Date: Wed, 22 Jun 1994 09:44:19 -0300 (ADT)
- From: the Shockwave Surfer <shockwav@jupiter.sun.csd.unb.ca>
-
- On Tue, 21 Jun 1994, Mike Bandy wrote:
-
- >
- > Anybody running Imagine 3.0 with their A3000 and AmigaDOS 3.1? Any
- > problems? How about other supporting programs and 3.1 - DPaint, ADPro,
- > VistaPRO, etc... I don't have a 24bit card (just DCTV) but it looks like
- > they busted 3.1 loose and I'm thinking about an upgrade.
-
- We have a 3000 here running 3.1, and have no probs with Imagine, ADPro,
- or Vista....no probs with anything that ran under 2.x as far as I recall.
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #474 ***************************************:-)
-
- Subject: Re: CD Object WANTED...
- Date: Wed, 22 Jun 1994 09:03:50 -0400
- From: janthony@greatwall.cctt.com (Jude Anthony - DMC)
-
- --------- Received message begins Here ---------
-
- > From: Wes Parham <parham@phoenix.cs.uga.edu>
- > Subject: Re: CD Object WANTED...
- >
- > Seriously, though: the suggestion of a prismatic global reflection
- > sounds like a real good idea to me. I tried to make one using two or
- > more of Impulses 'Angular' texture mapped onto a disc-shaped object
- > within a certain 'subgroup' of the object. Seemed to do the trick but
- > I imagine that it wouldn't look as good animated as would the global
- > raflect map. Ah, perhaps rotate the angular texture about as it
- > changes from one set of settings to another.... anyone?
- > wes~
- >
-
- Well, since you asked for _anyone_...
-
- I took a disastrous try at this once. Absolutely ugly. I decided I'd just
- digitize stuff from now on, but since then I got _an_idea!_
-
- Looking at my CD collection, I see that there's a gray-looking disk, with a
- plastic coating. When I move the CD, I get angular-looking ranges of color
- that move in opposite directions around the CD.
-
- If I were to model this, I'd try making a gray, partly-reflective CD disk,
- with two or three thin, transparent disks on top, and a plastic,
- non-refractive, lightly reflecting disk _enclosing_ the whole bit. To each of
- the thin, transparent disks, I'd give one or two angular textures, and I'd set
- up a second object to morph the textures in different directions.
-
- This would be really easy if Imagine did diffraction, but this is as close as
- I can get, I think. If you're really desperate, give it a shot. Hell, I
- might try it tonight. I like that comment someone made on "less speculation,
- more effort."
-
- Just my two cents.
-
- Jude Anthony
- -----------------------------------------------------------------------
- The Ultra Grim-Fast diet: I have a disgusting shake for breakfast, a
- disgusting shake for lunch, and by dinner I've lost my appetite...
- -----------------------------------------------------------------------
-
-
- +---> ARCHIVE MESSAGE NUMBER #475 ***************************************:-)
-
- Subject: Re: Imagine 3.0, A3000 and AmigaDOS 3.1
- Date: Wed, 22 Jun 94 11:15:53 CDT
- From: wilks@lbm.com (Stephen Wilkinson)
-
- Mike Bandy <bandy@aplcomm.jhuapl.edu> asked:
-
- > Anybody running Imagine 3.0 with their A3000 and AmigaDOS 3.1? Any
- > problems? How about other supporting programs and 3.1 - DPaint, ADPro,
- > VistaPRO, etc... I don't have a 24bit card (just DCTV) but it looks like
- > they busted 3.1 loose and I'm thinking about an upgrade.
-
- Hello!
-
- I am (was?) a C= developer and I've had 3.x up and running on my
- A3000 for many months. Imagine 2.0 and 3.0 work just fine on it as well
- as VistaPro 3.05, ADPro, and DeluxePaint 4.1. The DCTV stuff works fine
- except that I have the old 1.0 version of the software and the screen
- must _not_ be overscanned or you will not be able to see the image
- screen, just the toolbar. The only problem with Imagine is that if you
- click on a quickrender screen (rather than type esc) then the system
- will slow to a CRAWL and hang for about 45 seconds. This mostly happens
- when I run arq, but I haven't really tracked it down yet. Everything
- else seems to work fine. Drop me a line if you have any other questions.
-
- Stephen
- ____________________________
- S. Wilkinson wilks@lbm.com "Programming is like pinball. The reward for
- Software Engineer LB&M Assoc doing it well is the opportunity to do it again.
- ____________________________
- #define OPINION (myown) GCS/S -d+(--) p+(---) c++++ !l- u++ e+(*) m@
- #define COMPANYOPINION (~myown) s+/- n-(---) h++(*) f-- !g w+ t+ r(+) y?
- This message created using 87% recycled neuro-transmitters
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #476 ***************************************:-)
-
- Subject: HELP - ANIMATED TEX'S!!!
- Date: Wed, 22 Jun 1994 17:12:02 -0600 (MDT)
- From: Roger Straub <straub@csn.org>
-
- I would like to know how tu use the animated textures such as BeamMeUp and
- Rain. HELP!
-
- See ya,
- Roger
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #477 ***************************************:-)
-
- Subject: PAL DPS PAR users?
- Date: Thu, 23 Jun 94 14:47:48 +1000
- From: JOHN ROWE <jrowe@ozemail.com.au>
-
- Hi All!
-
- This is not directly Imagine or LightWave related, but...
-
- Are there any PAL DPS PAR users out there?
-
- If so, are you happy with it and what sort of drive do you use with it?
-
- Is this still the best way to go? Or are there better animation playback
- solutions just around the corner using MPEG, on the Amiga or perhaps the PC?
-
- Thanks in advance...
-
- Best Regards from Down Under, John
-
- John Rowe Animation -> Christian <-
- Toowoomba Qld. Reg.CBM Developer, 3D Animator, Programmer
- AUSTRALIA Aussie Amiga Keyboard Overlays
- EMail:jrowe@ozemail.com.au
-
-
-
-
-
-
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #478 ***************************************:-)
-
- Subject: Re: HELP - ANIMATED TEX'S!!!
- Date: Thu, 23 Jun 1994 01:55:32 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > I would like to know how tu use the animated textures such as BeamMeUp and
- > Rain. HELP!
-
- well for rain you need to rotate the Z axis of the texture so that it
- faces away from what polygons you want it on, so if you had a defualt
- plan you you would have to rotate the the plan X 90 and then rotate the
- axis only back to 0, then you would load the texture onto it and it will
- be facing the right direction Z would be up. To fit it to the plan so
- that it rain on all of it, as rain only works within the distance of your
- axis size box, you would select rain in the tecture box and select info
- and then Tranform Axis, now set the size of x, y,and z to 50.00. Then go
- and set the texture settings to what you like.But to animate it you need
- to set Dist Travelled to 0.000000 and then save this object as rain.obj1.
- Now go back in the texture and set the Dist Travelled to .999999 and then
- save this object as Rain.obj2. Now after setting up a project
- load Rain.obj1 in the first frame of the animation in the Action Editor
- and then load Rain.obj2 in the next frame buy clicking it once and then
- moving to the last frame and click it once. When you get the requesters
- for the objects you may want to use Discontinuous Knots for both objects.
- The beam me up texture would work in a similar way except the Z axis is
- not as critakle as with the rain, its as simple as that..the .999999 is
- actually only if you want it to loop so you could actually make the rain
- fall faster by adding more of these object sequences together during the
- animation length. If you just need it to sprinkle throught you could
- probably set the Dist Travelled in the texture to 1.000000.
-
- =RRW=
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #479 ***************************************:-)
-
- Subject: Re: your mail
- Date: Thu, 23 Jun 1994 02:23:53 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- >
- > Hi all, I'm trying to add bones to a tube without much success. I want
- > the tube to smoothly bend at the midpoint like a Slinky, but when I
- > Update Bones, my tube fractures around the bones.
- >
- > better, an object that I can compare mine to. I'm working with a
- > default tube - radius 50, length 100, 24 sections. I've got 5 axes for
- > bones, and 10 bones subgroups. I think I might either have the bones
- > subgroups assigned wrong, or my bones aren't "knitted" together
- > properly, hence the fracturing.
-
- Hmmm? when you say 24 sections, do you mean Verticle sections or circle
- sections..I think you may need to add some verticle sections. It won't
- bend an actual polygon which sounds like what your trying to do..you need
- to make 11 verticle sections and size the section apart and then set
- your axis's starting from the second section up, every other one so that
- your tube will bend at these points. Then make your subgroups for all the
- sections. Just so I don't have to go threw the whole process, if you want.
- I'll uunicode one for you and send it to you not the IML.
-
- =RRW=
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #480 ***************************************:-)
-
- Subject: Imagine vs. 3D Studio
- Date: Thu, 23 Jun 94 08:01:00 PDT
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- 3D Studio has motion blur, field rendering, alpha channel, soft shadows,
- extremely good anti-aliasing, almost total .DXF compatibility, runs under
- OS2 and Windows, is networkable, promotes to higher resolution screens
- dependant on the graphics card, uses JPEG, Targa, GIF, FLC (animated) for
- brushmaps and textures (uses brushmaps to create textures), uses any size
- bitmap for backgrounds regardless of the render resolution, tweens morphs,
- has camera sizing with actual lens sizes (as well as multiple cameras),
- multiple 3rd party routines for single point dynamic particles, explosion
- and other effects, has a built-in Materials editor that renders preview
- textures about 10 times faster than Forge and renders scenes about twice as
- fast as Imagine (on equivalent clock speed platforms). It is being used as
- the main rendering tool for the games Rise of the Robots, 11th Hour plus at
- least a dozen more. The price has been reduced to about $1800.
- Imagine is primarily a moderately priced artists rendering tool, not a
- high-end CAD rendering tool. As such, it is probably unrealistic to expect
- the same performance with all the features at the same price. However, 3D
- Studio performs many additional functions that Impulse has said they have
- found "impossible" to do without severe time penalties, while rendering at
- twice the speed of Imagine (of course render time is dependant on several
- variables but this comparison is with equivalent scenes, objects and
- additional effects). There is more than one way to skin a cat and they
- don't all have to be messy.
-
-
- +---> ARCHIVE MESSAGE NUMBER #481 ***************************************:-)
-
- Subject: MELT Wanted
- Date: Wed, 22 Jun 94 23:29:25
- From: "Mario Rhynsburger" <mario@hell.hacktic.nl>
-
- COULD SOMEONE SEND ME THE UUENCODED FILE OF THE MELT_PROG>
- For Amiga ,I DON"T HAVE FTP
-
- C^&Y
-
-
- ^^^^Bubbles^^^^
-
-
- Boys & Girls you should know by know,Its live to the fullest
-
- Sing > 'Happy Happy Joy Joy'. Repeat until death sets you free.
-
- The Dutchables
-
- mario@hell.hacktic.nl
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #482 ***************************************:-)
-
- Subject: re: Imagine vs 3D studio
- Date: Thu, 23 Jun 94 20:40:07 PDT
- From: 23-Jun-1994 1959 <leimberger@marbls.enet.dec.com>
-
- From: 3049::"TedS@ms70.nuwes.sea06.navy.mil" "Stethem Ted 5721" 23-JUN-1994 13:2
- 0:26.95
- To: IML <imagine@email.sp.paramax.com>
- CC:
- Subj: Imagine vs. 3D Studio
-
- ted Stethem said
-
-
- Stuff deleted
- >least a dozen more. The price has been reduced to about $1800.
- > Imagine is primarily a moderately priced artists rendering tool, not a
- >high-end CAD rendering tool. As such, it is probably unrealistic to expect
- >the same performance with all the features at the same price. However, 3D
-
- Well at $1800 dollars it is out of my price range, and so does not exsist.
- I can't understand why people keep posting this sort of message to the IML.
- Fist Imagine runs on amiga and Dos boxs. I own only an Amiga, and could by
- Lightwave standalone for half the cost of 3D studio. LW's credits make 3D studio
-
- look pretty sick for the money. Does 3D studio Ray Trace? I have seen things
- done in Imagine that really stand up to most of the other renderers. It boils
- down to the users creative ability. All programs have strength and weak points.
- At a recent LW users group a very skilled 3D creator stated it was not as user
- friendly as LW, and Imagine. One could compare 3D studio with Renderman also,
- but to what end. I use the Amiga and have all types of support software. How
- many 3rd party programs are currently running under OS2. Imagine 3.0 offers
- many features for the buck, and I doulbt that any other package offers this
- balance of features for the dollars spent. As for high end cad rendering,
- How do we define this? My first thought is many that post these comparsions
- don't really know enough about Imagine to get the best possible results from
- it. I read most of the graphics mags(many dos related) and so see the reviews
- of the other 3D products. recently I saw an article on a soda can ad done
- with 3D studio. nice but nothing really special. Does 3D studio support
- procedural textures ? If not then it is sorly lacking. LW has them coming
- and bitmap wraps are nothing new. I can scan at 800dpi 24bit and save
- the image as .tiff,bmp,gif,targa,and many others. Of course I use ADPro
- to convert to IFF24. I try to keep all my images in one format anyway
- so listing a bunch of formats a program supports does not impress me.
- So we all know that many programs vary greatly in features, and some
- feature are more usefull than others. Imagine's Procedural textures
- mean more to me than Motion blur(There are AREXX programs that will do
- this as a post process). BTW many of the finished products we see have
- had post processing on one kind or another done. Very few go from
- render to finished products. Forgive the typos ect, Im at home and very tired.
-
- bill
-
-
- +---> ARCHIVE MESSAGE NUMBER #483 ***************************************:-)
-
- Subject: Melt Site?
- Date: Thu, 23 Jun 1994 23:58:18 -0500 (CDT)
- From: garner@aug3.augsburg.edu (Joe Garner)
-
- Could someone please send me the site where I can get that Melt program?
- Thanks
- Joe
-
-
- +---> ARCHIVE MESSAGE NUMBER #484 ***************************************:-)
-
- Subject: re:Performance
- Date: Fri, 24 Jun 1994 07:49:52 -0600 (MDT)
- From: rudd@plk.af.mil (Douglas Rudd)
-
- >One of the things that has made me sad is that I have just gotten of a new
- >Silicon Graphics Extreme which I have just obtained here at my work.
- >Jeees I am depressed.... Real time render rotation, Animations done by script
- >s. Fantastic 64bit CPU Grunt Sigh...
-
- >I can only wait and look to the A5000 ... My only hope for a computer with
- >the Graphics and CPU to get near the SGI I have used..
-
- >Graeme Mc Donough,
-
- Take heart. If you REALLY want to get depressed, REALLY, just price one of those
- SGIs with a Reality Engine and the R4400 to back it up, tack on a minimum of 64
- mb memory and a two gig drive. NOW, lets buy some software. These prices would
- shock Mac users. A good SGI rendering package will cost you what most people pay
- for a car. That's without the maintenance aggreement. If time is money, most of
- us have a LOT more time than money. Sort of like complainng that your Miata jus
- t can't keep up with a formula 1 race car. Different league, different game. Som
- etimes their paths cross but mostly not.
-
- For what it's worth, if the Amiga is still being developed and manufactored in t
- he years beyond 2000, it will probably out perform your SGI of today, but not th
- e SGI of its day.
-
-
-
- Doug Rudd
- rudd@plk.af.mil
- -------------------------------------------------------------------------------
- The Amiga Guide to the Galaxy refers to Commodore's management as
- "A bunch of mindless jerks who will be the first to be lined up
- against the wall and shot when the revolution comes."
- -------------------------------------------------------------------------------
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #485 ***************************************:-)
-
- Subject: Aztec to Imagine
- Date: Fri, 24 Jun 94 18:56:54 CST
- From: Jeff Niebergall <jnieber@unibase.Unibase.SK.CA>
-
- To those of you that have asked me to upload the Aztec city object
- I must report bad news. At the present time my internet connection
- only allows ascii transfers. I have tried every way I can think of to
- upload this thing and I am stumped. I would try sending it uuencoded
- to some one who could upload it but my experience with uuencoding
- is limited. The encoded file is 1.1 meg by the way. What is the
- max size a ascii mail msg to send it as part of one? If need be
- how do I break up the complete file into smaller one that can
- be sent?
-
- (this part is Imagine related at least)
- The other option is use what I did to convert it. Accutrans 3D.
-
- Here is the contact and pricing for it.
-
- MicroMouse Productions
- 847 Athol Street
- Regina, Saskatchewan
- Canada
- S4T 3B6
- Phone: (306) 522-6077
-
- Canada - CDN $74.95 plus CDN $5.00 for shipping
- United States and other Countries - US $59.95 plus
- US $5.00 for shipping
-
- The object is very impressive but be forwarned that you need more
- than 20MB of ram to render it or VM.
-
- Jeff
-
- --
-
-
- +---> ARCHIVE MESSAGE NUMBER #486 ***************************************:-)
-
- Subject: RE: re:Performance
- Date: Fri, 24 Jun 94 14:48:00 PDT
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- Actually, things may develop faster than you think. Sega, Nintendo, and
- Sony all have next generation consoles in development and will be previewing
- them at the Consumer Electronics Show this week in Chicago. The Nintendo
- console will actually use a Silicon Graphics R4400, possibly a WindowsNT
- operating system, and is expected to cost about $250 (that is the price
- being promised right now). And from an article in EE Times about the new
- Sony machine:
-
- Sony Corp.'s month-old Computer Entertainment division demonstrated a
- prototype of its 32-bit Playstation videogame system last week and revealed
- that the heart of the machine is a single chip from LSI Logic Corp. that
- integrates the ASIC vendor's R3000 MIPS processor core, graphics
- transformation engine (GTE) and video decompression engine (VDE).
- Production of the half-micron, 3.3-V, 1-million transistor Playstation CPU
- is now ramping in Japan and Santa Clara. The chip has a multitasking
- architecture that allows for simultaneous operation of the 34-MHz CPU, GTE
- and VDE, which combine for a total of 220 Mips. When the performance of
- Sony's separate graphics processing unit (GPU) is added in, the Playstation
- is rated at 500 Mips, according to Sony.
- Brian Halla, executive vice president of LSI's Products group, said the
- GTE can calculate up to 1.5 million transforms/second. That enables Sony's
- GPU to generate 360,000 polygons/second, Sony said. Using JPEG compression,
- the system can deliver 30-frame/s video.
-
- While a lot of people denigrate video games, it is a well known fact in
- the electronics industry that video games push the envelope of technology,
- are able to change more rapidly than desktop computers, and bring the price
- of once exotic technology down to the consumer level. In case you haven't
- noticed, 3D animated graphics is very hot in video games. If you consider
- that a fairly complicated 3D object, maybe 60,000 polygons, takes several
- minutes to render on your current platform, and then consider that the Sony
- console will be able to render 60 times that amount (360,000 polygons) in
- one second, then you should be able to see where this is going. The current
- 3D rendering methods on desktop computers rely on software calculations for
- the rendered image. These new, low-cost hardware rendering engines will
- eliminate the need to do all of these calculations in software. Already,
- 3DO and Atari Jaguar are being redesigned to become plug-in boards for PC's.
- These video game consoles will become incredibly fast graphics accelerator
- cards for PC's. Modeling, at least without a digitizer, will still be
- mostly manual but with almost instantaneous screen redraws and near
- real-time test renders, will be speeded up considerably. So, the era of
- desk top near real-time ray tracing may not be that far off and not that
- unaffordable.
- ----------
- From: imagine-relay
- To: imagine
- Subject: re:Performance
- Date: Friday, June 24, 1994 7:49AM
-
-
-
- >One of the things that has made me sad is that I have just gotten of a new
- >Silicon Graphics Extreme which I have just obtained here at my work.
- >Jeees I am depressed.... Real time render rotation, Animations done by
- script>s. Fantastic 64bit CPU Grunt Sigh...
-
- >I can only wait and look to the A5000 ... My only hope for a computer with
- >the Graphics and CPU to get near the SGI I have used..
-
- >Graeme Mc Donough,
-
- Take heart. If you REALLY want to get depressed, REALLY, just price one of
- those SGIs with a Reality Engine and the R4400 to back it up, tack on a
- minimum of 64 mb memory and a two gig drive. NOW, lets buy some software.
- These prices would shock Mac users. A good SGI rendering package will cost
- you what most people pay for a car. That's without the maintenance
- aggreement. If time is money, most of us have a LOT more time than money.
- Sort of like complainng that your Miata just can't keep up with a formula 1
- race car. Different league, different game. Sometimes their paths cross but
- mostly not.
-
- For what it's worth, if the Amiga is still being developed and manufactored
- in the years beyond 2000, it will probably out perform your SGI of today,
- but
- not the SGI of its day.
-
-
-
- Doug Rudd
- rudd@plk.af.mil
- ----------------------------------------------------------------------------
- ---
- -
- The Amiga Guide to the Galaxy refers to Commodore's management as
- "A bunch of mindless jerks who will be the first to be lined up
- against the wall and shot when the revolution comes."
- ----------------------------------------------------------------------------
- ---
- -
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #487 ***************************************:-)
-
- Subject: RE: re:Performance
- Date: Fri, 24 Jun 1994 22:35:22 -0700 (PDT)
- From: Mike McCool <mikemcoo@efn.efn.org>
-
- Hey Stethem, et al,
-
- Your post made my mouth water. And I have to say that I think we
- with our 24bit Imagin-ations are already equal to if not superior to
- Silicon Graphics in quality of imagery. I have a friend here in Huge
- Eeen named Paul Scott who works with SGI machines all day long, and he
- was the first high-end user I got to admit--and hell, not even admit, he
- volunteered the statement--that 24bit is 24bit, and he'd seen stuff done
- on our Amiga's that was at least as good as the best they'd ever done.
-
- What we lack in hardware/software capability, we make up for with
- ingenuity--and patience. That's the only place we fall way behind,
- SPEED. And with the Screamer, or Raptor or SpeelWeenie or whatever
- NuTek's calling that mips monster they're unleashing, combined with
- existing Toaster capabilities, and hooked to the new Flyer--hey y'all,
- beta versions are already on their way to Oregon--I think we're about to
- pass SGI even in the speed department. And though prices are going to up
- the ante a little even for the most serious 'hobbyist's' budget, they'll
- still be beans on the dollar compared to what it costs to enter the SGI
- realm.
-
- Excuse these overlong paragraphs, but listen: the twenty-first
- century is here . . .
-
-
- +---> ARCHIVE MESSAGE NUMBER #488 ***************************************:-)
-
- Subject: Re: HELP - ANIMATED TEX'S!!!
- Date: Fri, 24 Jun 1994 23:37:12 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
-
- > I would like to know how tu use the animated textures such as BeamMeUp and
- > Rain. HELP!
-
- well for rain you need to rotate the Z axis of the texture so that it
- faces away from what polygons you want it on, so if you had a defualt
- plan you you would have to rotate the the plan X 90 and then rotate the
- axis only back to 0, then you would load the texture onto it and it will
- be facing the right direction Z would be up. To fit it to the plan so
- that it rain on all of it, as rain only works within the distance of your
- axis size box, you would select rain in the tecture box and select info
- and then Tranform Axis, now set the size of x, y,and z to 50.00. Then go
- and set the texture settings to what you like.But to animate it you need
- to set Dist Travelled to 0.000000 and then save this object as rain.obj1.
- Now go back in the texture and set the Dist Travelled to .999999 and then
- save this object as Rain.obj2. Now after setting up a project
- load Rain.obj1 in the first frame of the animation in the Action Editor
- and then load Rain.obj2 in the next frame buy clicking it once and then
- moving to the last frame and click it once. When you get the requesters
- for the objects you may want to use Discontinuous Knots for both objects.
- The beam me up texture would work in a similar way except the Z axis is
- not as critakle as with the rain, its as simple as that..the .999999 is
- actually only if you want it to loop so you could actually make the rain
- fall faster by adding more of these object sequences together during the
- animation length. If you just need it to sprinkle throught you could
- probably set the Dist Travelled in the texture to 1.000000.
-
- =RRW=
-
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #489 ***************************************:-)
-
- Subject: Aztec to Imagine
- Date: Sat, 25 Jun 1994 11:42:14 -0400 (EDT)
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- Jeff Niebergall <jnieber@unibase.Unibase.SK.CA> writes:
- >
- > To those of you that have asked me to upload the Aztec city object
- > I must report bad news. At the present time my internet connection
- > only allows ascii transfers. I have tried every way I can think of to
- > upload this thing and I am stumped. I would try sending it uuencoded
- > to some one who could upload it but my experience with uuencoding
- > is limited. The encoded file is 1.1 meg by the way. What is the
- > max size a ascii mail msg to send it as part of one? If need be
- > how do I break up the complete file into smaller one that can
- > be sent?
-
- I would be willing to try having you send the whole thing to me in one huge
- uuencoded chunk. PLEASE contact me directly by email so I can tell you to
- what account to send it, as the account from which I'm posting here is
- unable to handle that volume and would bounce the whole mess back to you.
-
- I am very well connected and could send this to Aminet quite easily, so be
- sure to send me a bit of .readme info (description, origin, how converted,
- etc.)
-
- ._. Udo Schuermann
- ( ) walrus@wam.umd.edu
-
-
- +---> ARCHIVE MESSAGE NUMBER #490 ***************************************:-)
-
- Subject: Re: Aztec to Imagine
- Date: Sat, 25 Jun 1994 11:49:12 -0700 (PDT)
- From: Mike McCool <mikemcoo@efn.efn.org>
-
- Hey Udo,
-
- Your offer to receive this uuencoded aztec object--and rebound it to
- all of us via aminet--is very generous, and makes me glad I still
- subscribe to this list.
-
-
- +---> ARCHIVE MESSAGE NUMBER #491 ***************************************:-)
-
- Subject: Altitude Map Bug
- Date: Sat, 25 Jun 94 20:16:01 EDT
- From: mtucibat@cris.com (Mike Tucibat)
-
- I.M.L.
-
- On 6-21, Dave Duberman wrote:
-
- : Here's a funny little Imagine bug. It's in Amiga versions 2.0 and
- : 3.0 (I never noticed it before) but not in PC version 3.0.
-
- : 7. Change the brush map to Altitude. Leave all else the same.
-
- : 8. Render again. Note right side is blank (!).
-
- : The only way I was able to fix this was by deleting all of the
- : cube's faces and edges, then re-connecting the remaining points into
- : new faces--pretty easy.
- ============
-
- Hi Dave,
-
- I've been checking out your bug, and found some interesting stuff.
-
- The blank sides occur even if you put the Altitude map on directly,
- without changing from a Color map. I got it when rotating the
- Perspective view to the left or the right.
-
- It's not an object construction bug, but rather a Perspective Window
- problem. You can see that all sides are correct by rotating the
- object without changing the Perspective view. Also, the blank sides
- occur irrespective of the orientation of either the object axis or
- the brush axis -- it's always the side viewable when rotating the
- Perspective view to the left or right.
-
- It doesn't occur 100% of the time.
-
- Interesting stuff!
-
- mikeT
-
-
- P.S. I have Imagine Companion. Liked it a lot!
-
-
-
-
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #492 ***************************************:-)
-
- Subject: Re: Imagine 3.0, A3000 a
- Date: Sun, 26 Jun 94 23:48:00 -0700
- From: jeff.saffold@lookout.com (Jeff Saffold)
-
- SW> screen, just the toolbar. The only problem with Imagine is that if you
- SW> click on a quickrender screen (rather than type esc) then the system
- SW> will slow to a CRAWL and hang for about 45 seconds. This mostly happens
- SW> when I run arq, but I haven't really tracked it down yet. Everything
- SW> else seems to work fine. Drop me a line if you have any other questions.
-
- Well, I have run Imagine 3 on my 3000 with OS 3.1, and am also running
- ARQ, and my system doesn't hang at all when clicking the button on a
- QRender.. (I have version 1.78 of Arq if it matters.)
-
- Also, just outa curiosity, whats the highest revision of OS 3.1
- (Kickstart and workbench)
-
- Thanks.
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #493 ***************************************:-)
-
- Subject: Re: Imagine.fp for 68040
- Date: Sun, 26 Jun 94 23:52:00 -0700
- From: jeff.saffold@lookout.com (Jeff Saffold)
-
- KP> > 68040 compiled Imagine? Why not? No gain in speed?
- KP> >
- KP> The .fp version of Imagine is already 040 optimized, and I would suspect
- KP> it autodetects an '040 if you have the '040 libraries installed. Of
- KP> course, at this point, that might be expecting too much from Impulse. I
- KP> know when I got version 1.1 the speed increase was two fold over 1.0
- KP> because they optimized it for the '040 ... I don't know how much that
- KP> holds anymore, since they use PeeCees for development now.
-
- Personally, I don't believe that Imagine is optimized for the 040 at
- all. Not totally certain, but I think Imagine 1.1 was out long before
- the 040 was around... Besides, from what people have said before,
- that have to turn the writeback caches off on the 040, or Imagine will
- crash.. I wonder if they were using F-Line instructions when they
- "Optimized" it.
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #494 ***************************************:-)
-
- Subject: PC 32k viewer
- Date: Mon, 27 Jun 1994 08:35:44 GMT+1
- From: "Wizard" <TESI2@novell.dima.unige.it>
-
- ___
- | O | .MODEL SMALL
- | | .DATA
- | O | LOGIN DB " _ __ ___ ______Wizard logged in"
- | | .CODE
- | O | MAILING PROC FAR
- |/\_|
-
- Hi everyone (da Ya like it Jason?),
-
- Jason B Koszarsky <kozarsky@cse.psu.edu>:
-
- >Hi PC fellows,
- >
- >> gak! How's about just 'hi everyone' or 'everyone high?'.
- >> Even though PC does mean personal computer it's sorta just an IBM thing
- >> Geez, I feel left out ;-)
-
- I'm wondering if PC users could show me how get a 32k color viewer
- (I get a silly ET4000 32k card) via FTP, with at least .TGA support (damn
- I cannot read IFF-ILBM pics: Impulse should compile a set of utils for PC
- users like a good viewer/converter for IFF, HAM8,.... & RGB8!!)
-
-
- P.S.: FTPing to Avalon
-
- > Can anyone tell me what to type in when FTP'ing to
- > avalon.chinalake.navy.mil? It does not seem to accept things like
- > "anonymous" or my email address. Any help will be appreciated.
-
- I use ANONYMOUS or FTP or GUEST and got no problem!!!
-
- /\_
- | O | RET
- | | MAILING ENDP T-H-A-N-X
- | O | STACK 200H ae(-_^)ue
- |___| END MAILING _ __ ___ ______Wizard signing off
-
-
- +---> ARCHIVE MESSAGE NUMBER #495 ***************************************:-)
-
- Subject: Seamless bumpmap repeat...
- Date: Mon, 27 Jun 94 02:12:36 +0200
- From: Mikael_Ostergren@p36.anet.bbs.bad.se (Mikael Ostergren)
-
- I've been trying to tile(repeat) a bumpmap over a simple plane. The bump map
- I'm using is a brick tile with some iregularities applied to it. Can't get a
- seamless tile!!! I get dark line between the tiles.
- Does any one has a solution to this?
-
- When applying the brush with ordinary color mapping I can't see any seams
- between the tiles.
-
- Using Imagine3.0 fp. The brush I'm using is saved from ImageFX, DPaint
- or ADpro.
-
- - - - - - - - - - - - - - - - - - - -<>- - - - - - - - - - - - - - - - - - -
- FidoNet: 2:201/411.36 InterNet: Mikael_Ostergren@p36.anet.bbs.bad.se
- InterNet(work): micce@aktiv.se
- - - - - - - - - - - - - - - - - - - -<>- - - - - - - - - - - - - - - Amiga -
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #496 ***************************************:-)
-
- Subject: Re: Imagine.fp for 68040
- Date: Mon, 27 Jun 1994 05:51:34 -0700 (PDT)
- From: Kelly Petlig <kpetlig@halcyon.com>
-
- On Sun, 26 Jun 1994, Jeff Saffold wrote:
- > Personally, I don't believe that Imagine is optimized for the 040 at
- > all. Not totally certain, but I think Imagine 1.1 was out long before
- > the 040 was around... Besides, from what people have said before,
- > that have to turn the writeback caches off on the 040, or Imagine will
- > crash.. I wonder if they were using F-Line instructions when they
- > "Optimized" it.
-
- As I recall, when Imagine 2.0 was released, there was a huge increase in
- speed for '040 owners, and only a slight increase for '030 owners. How
- huge? I seem to remember something like 2 to 3 times the speed. The
- only version I think that had to have the copyback cache turned off was
- TurboSilver ... Lightwave worked with '040s but not with 2.0, so
- Lightwave users had to hack their '040 software to run at 1.3 and I at
- first copyback had to be turned off with everything while loading.
-
- Official word is "It's been '040 optimized since 1.0" Take that how you
- want.
-
- Image Runner, sysop of Amiga Images // /Words you say never seem to live\
- Mr.Kelly Petlig<kpetlig@halcyon.com> \X/ \ up to the ones inside your head/
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #497 ***************************************:-)
-
- Subject: stars
- Date: Mon, 27 Jun 94 09:09:05 GMT
- From: Kevin Bonifield <kevinb@spacecom.com>
-
- I am using Imagine2.0/PC and trying to create a
- starfield. When I use the value "0.02" in the
- action | global actor requestor it gives a nice
- star field but it appears in fornt of my solid
- objects. What am I doing wrong?
-
- Just out of curiosity, does anyone know if
- Imagine3.0/PC is shipping yet? Any info
- on upgrade pricing, features, etc.?
-
- Thanks for any help,
-
- //Kevin
-
- ::::::::::SpaceCom Systems:::::::::::::
- :: Down-to-Earth satellite solutions ::
- :::::::::::::::::::::::::::::::::::::::
- :: Kevin Bonifield ::
- :: Software Design Engineer ::
- :: ::
- :: Inet :kevinb@spacecom.com ::
- :: Phone:918-488-4823 ::
- :: Fax :918-488-4848 ::
- :::::::::::::::::::::::::::::::::::::::
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #498 ***************************************:-)
-
- Subject: IML Landfill?
- Date: Mon, 27 Jun 94 09:18:50 GMT
- From: Kevin Bonifield <kevinb@spacecom.com>
-
- The Imagine Mailing List Guide mentions a ftp
- directory on wuarchive.wustl.edu with the
- path /pub/amiga-boing/video/... but this
- directory doesn't exist on wuarchive.
-
- Has the IML landfill moved? If so, can
- anyone direct me to it?
-
- Thanks,
-
- //Kevin
-
- ::::::::::SpaceCom Systems:::::::::::::
- :: Down-to-Earth satellite solutions ::
- :::::::::::::::::::::::::::::::::::::::
- :: Kevin Bonifield ::
- :: Software Design Engineer ::
- :: ::
- :: Inet :kevinb@spacecom.com ::
- :: Phone:918-488-4823 ::
- :: Fax :918-488-4848 ::
- :::::::::::::::::::::::::::::::::::::::
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #499 ***************************************:-)
-
- Subject: re: seams in bumpmaps
- Date: Mon, 27 Jun 1994 08:19:49 -0600 (MDT)
- From: rudd@plk.af.mil (Douglas Rudd)
-
- Mikael Ostergre wrote:
-
- >I've been trying to tile(repeat) a bumpmap over a simple plane. The bump map
- >I'm using is a brick tile with some iregularities applied to it. Can't get a
- >seamless tile!!! I get dark line between the tiles.
- >Does any one has a solution to this?
- >
- >When applying the brush with ordinary color mapping I can't see any seams
- >between the tiles.
- >Using Imagine3.0 fp. The brush I'm using is saved from ImageFX, DPaint
- >or ADpro.
- >- - - - - - - - - - - - - - - - - - -<>- - - - - - - - - - - - - - - - - - -
- > FidoNet: 2:201/411.36 InterNet: Mikael_Ostergren@p36.anet.bbs.bad.se
- > InterNet(work): micce@aktiv.se
- > - - - - - - - - - - - - - - - - - - -<>- - - - - - - - - - - - - - - Amiga -
-
- In the attributes requestor, save the attributes to ram: after setting up your c
- olor map the way you want it. Now load the attributes back in immediatly. You no
- w have a second color map defined. Enter that map and change it to bum (altitude
- ), but do not edit it. The altitude and filter maps must have identical settings
- to the color map when you are using tiles. Hope this helps.
-
- Doug Rudd
- rudd@plk.af.mil
- -------------------------------------------------------------------------------
- The Amiga Guide to the Galaxy refers to Commodore's management as
- "A bunch of mindless jerks who will be the first to be lined up
- against the wall and shot when the revolution comes."
- -------------------------------------------------------------------------------
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #500 ***************************************:-)
-
- Subject: EGS Spectrum & Imagine
- Date: Mon, 27 Jun 94 08:16:00 PDT
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- To whom it may concern:
-
- Several times in the past, people have left questions about how various
- graphics boards worked with Imagine and which was the best one to get. It
- seems that these messages never got many responses and I was always one of
- those people that would have been interested in hearing more about this.
- Well, the price of the GVP EGS 2Meg Spectrum board came down a couple of
- hundred dollars so I got one.
- I am finding that Imagine screen redraws with the Spectrum are about twice
- as fast as with the normal Amiga ECS. This is really nice for modeling and
- editing. At this time, I don't think there is any increase in rendering
- speed and I wouldn't expect there to be one. Also, the Spectrum will
- promote Imagine with no problems so far. I have a 1950 monitor so 800x600
- is about the maximum for me but it is very workable (and so much better than
- 600x400). I have only had the board over the weekend so this is no in-depth
- review but I am very excited and happy with it so far. Also, this is not an
- endorsement for the Spectrum, just some info you might find useful if you
- are looking for a 24-bit graphics board to enhance your Imagine work.
- The only problem I had is that Creative Computers is shipping the board
- with EGS V6.0. I had several nerve-wracking hours installing that and
- eventually being locked out of my computer and having to boot from Workbench
- floppies to get any kind of screen back before remembering somebody saying
- EGS V6.0 is full of bugs and there was an EGS V6.2 out. So, if you get this
- board and find it is coming with EGS V6.0 install disks, don't even try to
- use them. GVP has the V6.2 available on their BBS for free downloading on
- the first log-in. BTW, EGS is great when it is working right.
-
-
- +---> ARCHIVE MESSAGE NUMBER #501 ***************************************:-)
-
- Subject: Re: PC 32k viewer
- Date: Mon, 27 Jun 1994 16:12:12 -0500 (CDT)
- From: Cliff Lee <cel@tenet.edu>
-
- On Mon, 27 Jun 1994, Wizard wrote:
-
- > I'm wondering if PC users could show me how get a 32k color viewer
- > (I get a silly ET4000 32k card) via FTP, with at least .TGA support (damn
- > I cannot read IFF-ILBM pics: Impulse should compile a set of utils for PC
- > users like a good viewer/converter for IFF, HAM8,.... & RGB8!!)
-
- There are several bitmap viewing utils available in various places.
- Specifcially VPIC, DISPLAY, and CSHOW are among the most popular. They
- support a wide array of graphic cards and should do what you need (ie
- display more than 256 colors...)
-
- Cliff Lee cel@tenet.edu
- "You can always make up a class,
- You can never make up a party!"
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #502 ***************************************:-)
-
- Subject: Re: Imagine.fp for 68040
- Date: Mon, 27 Jun 1994 16:14:01 -0700 (PDT)
- From: Kelly Petlig <kpetlig@halcyon.com>
-
- On Mon, 27 Jun 1994, Kelly Petlig wrote:
- > Official word is "It's been '040 optimized since 1.0" Take that how you
- > want.
-
- This sentence wasn't properly worded ... sorry for those who took it a
- different way than it was meant. Reworded: Official word is "It's been
- '040 optimized since 1.0" Take that how you want COMING FROM A USER, not
- an official Impulse spokesperson.
-
- I can only say what I've been told, and if others don't believe me, don't
- take it out on me. I didn't own Imagine 1.0 or even have an '040 until
- 2.0 was out, so I don't know anything about how it was programmed.
-
- I guess I'll be walking on eggshells for a few months!
-
- Image Runner, sysop of Amiga Images // /Words you say never seem to live\
- Mr.Kelly Petlig<kpetlig@halcyon.com> \X/ \ up to the ones inside your head/
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #503 ***************************************:-)
-
- Subject: Spotlights - again...
- Date: Tue, 14 Jun 94 20:17:24 +0200
- From: Anders_Lattermann@p24.anet.bbs.bad.se (Anders Lattermann)
-
- In a message some time ago, rrw@ecst.csuchico.edu, wrote:
-
- RRW> I have had many requests for the Spotlight tutorial I meantioned here, so
- RRW> here it is for all to read and use.
-
- RRW> I will explain a persice method for 2.9/3.0 and a fairley persice method
- RRW> for 2.0 and 2.9/3.0.
-
- Thanks for the tutorial. Looks good as long as two spotlights doesn't
- intercept, because then the intercepting area goes black and not whiter. Looks
- very strange.
-
- Any way around this?
-
- /Anders Lattermann
-
- FidoNet: 2:201/411.24 ! PointBreak - Bg-St-Maurice - France
- AmigaNet: 39:164/100.24 ! A3000/14/105 + SQ88C & 17xSQ800
- InterNet: Latte@p24.anet.bbs.bad.se ! I want a Samsung sticker & backdrop!
-
-
- +---> ARCHIVE MESSAGE NUMBER #504 ***************************************:-)
-
- Subject: Re: Spotlights - again...
- Date: Tue, 28 Jun 1994 02:05:43 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- >
- > RRW> I will explain a persice method for 2.9/3.0 and a fairley persice method
-
- > RRW> for 2.0 and 2.9/3.0.
- >
- > Thanks for the tutorial. Looks good as long as two spotlights doesn't
- > intercept, because then the intercepting area goes black and not whiter. Looks
-
- > very strange.
- >
- > Any way around this?
-
- Yes, as this article was originally written for Imagine 2.0 and some one
- wanted me to send it to them I did, and made the mistake of not
- conferming how well the effect Controlled Falloff had on the light, in the
- lights requester for 3.0 when I added this part to the tutorial. It does
- work but not quite as nice as Diminishing Intesity as there seems to be
- more Falloff than Diminishing Intesity gives, and makes it harder to set
- the Liner texture to the falloff length.
-
- I have sense been trying to get some spotlights done to send to the net and
- found this in the proccess. Sorry for my error, but to correct
- it all you need to do is use Diminishing Intesity instead of
- Controlled Falloff. This will give you the effect you want. Also make
- sure that you set Ambient in your globals to about 80, 80, 80 as this
- will help stop Imagine from rendering black within your beam and try
- setting the Filter of the Bright cone to 180, 180 ,180, or 200, 200, 200
- as this will help as well. Sorry for any trouble this may have caused
- you. I have also found that these spotlight don't work as well as they
- seamed to have in 2.0 and 2.9. Not sure why but they seam to get some
- weird dithering with the Controlled Falloff and Diminishing Intesity
- setups when hitting the ground then when I used them in 2.0 & 2.9. Its
- not a perfect spotlight but the best I have come up with in Imagine that
- will also work in fog.
-
- I am also not sure as of yet if it
- is possible to get the Softedgelite to work or GlobalHaze textures, as I
- have had trouble getting them to look properly, and have not had the time I
- would like to devote to experimentation of such a spotlights. I have not
- given up but, am not making great progress at the moment do to other
- pending projects. If any one else has time for this type of
- experimentation I would appreciate any input. THANKS in addvance.
-
- =RRW=
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #505 ***************************************:-)
-
- Subject: Re: Seamless bumpmap repeat...
- Date: Tue, 28 Jun 1994 21:14:34 +1000 (EST)
- From: Nikola Vukovljak <nvukovlj@extro.ucc.su.OZ.AU>
-
- On Mon, 27 Jun 1994, Mikael Ostergren wrote:
-
- >
- > I've been trying to tile(repeat) a bumpmap over a simple plane. The bump map
- > I'm using is a brick tile with some iregularities applied to it. Can't get a
- > seamless tile!!! I get dark line between the tiles.
- > Does any one has a solution to this?
- >
- > When applying the brush with ordinary color mapping I can't see any seams
- > between the tiles.
- >
- > Using Imagine3.0 fp. The brush I'm using is saved from ImageFX, DPaint
- > or ADpro.
-
- Well, that answers my question as to whether this problem was fixed in 3.0.
- Obviously not. This bug was present in 2.0 and 2.9..
-
- Nik.
- nvukovlj@extro.ucc.su.oz.au
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #506 ***************************************:-)
-
- Subject: Hello friends of rendering
- Date: Tue, 28 Jun 1994 15:58:16 BRA3EST
- From: "Daniel 'Mega'" <MEGA@maracana.lci.ufrj.br>
-
- My name is Daniel Bracher and I study computer science in Federal
- University of Rio de Janeiro. This is my frist mail to IML. My main
- interst is computer graphics, so I own Amiga since 21 apr 1989. I use
- Imagine since Turbo Silver 3.0 (that's a joke). I really love
- Impulse. I'am starting to program CG in C++, and I have some
- information in graphic formats and CG routines. So if some wants to
- exchange some info, please feel free to contact me. After the
- University finishes the period, I'll organizate my routines and list
- them to you.
- I have some impressions about all I've read in IML.
- - I think that Impulse doesn't make Imagine with 'Amiga Look' because
- to get the easiest way to port to PC (argh ...). Besides, CBM is a
- task held company.
- - Imagine on SGI ... Impulse has to remake it's interface from the
- ground. It's very dumb comparing to Wavefront, TDI, Alias, etc ...
- And add a lot of features on Imagine, too.
- - Why don't Impulse hire Steve Worsley to write Imagine manuals.
-
- So back to rendering
-
- BTW, I am attending to a course in my university ministrated by Allan
- Watt, author of execellent '3D Computer Graphics' among others, the
- course talks about everything in 3D that u ever want to know but have
- afraid of ask, from polygon clipping to Radiosity, including
- Cook & Torrance, Ray Trace, Texturing, CSG, Animation effects, etc ...
-
-
- Daniel Bueno Bracher
- Universidade Federal do Rio de Janeiro
- Internet E-mail: mega@lci.ufrj.br
-
-
- +---> ARCHIVE MESSAGE NUMBER #507 ***************************************:-)
-
- Subject: Re: Imagine on SGI / 3DS ??
- Date: Tue, 14 Jun 1994 11:30:19 +0200
- From: Peter Bugla <bugla@informatik.tu-muenchen.de>
-
- Hi there!
-
- In his last letter "Wizard" wrote:
- > You have to consider that 3DS is a really shitty rendering prg
- > (nice user interface and editing, after all; shitty boolean just like
- > Imagine slice perhaps!);
-
- I worked with 3DS and I don't know what you mean with shitty rendering.
- The quality you get is great and it is MUCH (!) faster than imagine
- (and not half as buggy)!
- You're right about the slice problem, but it is a little better than
- in imagine, because the first boolean operation works almost every
- time (in fact I experienced no time the first one caused an error).
- Biggest advantage of 3DS: If you want a good looking scene QUICK,
- take advantage of the materials you have!
- Biggest disadvantage: The Price!
-
- CU Peter
- --------------------------------------------------------------------------------
-
- #include <disclaimer.h> | "If architects built buildings the way
-
- | programmers write programs the first
-
- | woodpecker that came along would
- Peter Bugla | destroy civilization"
- e-mail: bugla@informatik.tu-muenchen.de | -- Murphy's Law of Computers
- snail-mail: Peter Bugla, Morsering 26, |
- 80937 Muenchen, Germany |
- --------------------------------------------------------------------------------
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #508 ***************************************:-)
-
- Subject: AZTEC
- Date: Fri, 17 Jun 94 05:55:46 -0300
- From: greg.tsadilas@hofbbs.com
-
- Regarding the Aztec City DXF file....I have downloaded the file from AutoDesk's
- forum on Compuserve. The descriptive file and the text file were very
- promissing. Upon unzipping the file, I discovered that it was not in DXF
- format but rather in AutoDesk's DWG format. This may be the problem that many
- people are finding. To date I have found no converter or any application that
- will read DWG.
-
- With regards to the DXF to 3DS converter that Syndesis included on their disks,
- and on compuserve...it's incredibly efficient. I have been able to
- successfully convert AutoCad DXF release 12, AME SOLMESH files. And if you
- never ran into that format...you're lucky. I have found nothing else that
- would accurately read it.
-
- "Imagine's DXF import is broken." Give me a break....no program handles every
- aspect of DXF....including AutoDesks 3D Concepts (and they wrote the friggin
- DXF "standard"). There is a route that you can take to convert most any DXF to
- a DXF format that will be read by Imagine. But no-one tries.
-
- Like I always say...those that can DO, those that can't BITCH.
-
-
- -GreG
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #509 ***************************************:-)
-
- Date: Mon, 20 Jun 1994 22:46:28 +1000
- From: imagine-relay@email.sp.paramax.com
-
- Hi people, someone could tell me how to make a nice water effect in Imagine 2.0
- (in HAM mode)? Is it possible to do something like the real world?
- Thanks a lot, Rodrigo.
-
-
- +---> ARCHIVE MESSAGE NUMBER #510 ***************************************:-)
-
- Subject: Imagine Mapping Bug
- Date: Tue, 21 Jun 94 23:59:46 PDT
- From: DDuberman@cup.portal.com
-
- Here's a funny little Imagine bug. It's in Amiga versions 2.0 and
- 3.0 (I never noticed it before) but not in PC version 3.0.
-
- 1. Make a cube. Add a 1 x 1 plane primitive and extrude using the
- default settings. You could use the default plane settings too. In
- fact, it even works if you make a cube by sweeping a bracket.
-
- 2. Set the cube's axis in its center. This isn't necessary but
- results in more uniform brush mapping.
-
- 3. Select Attributes and turn Phong off. This is important!
-
- 4. Add a brush map, Wrap X and Wrap Z. Use defaults for all other
- settings. Use a nice uniform bumpy image.
-
- 5. Change Perspective view Angle so that you're looking down at the
- upper front right corner of the cube. You can see front, top and
- right sides.
-
- 6. QuickRender and note expected results.
-
- 7. Change the brush map to Altitude. Leave all else the same.
-
- 8. Render again. Note right side is blank (!).
-
- The only way I was able to fix this was by deleting all of the
- cube's faces and edges, then re-connecting the remaining points into
- new faces--pretty easy.
-
- Guess I'll drop a note to MH.
-
- - David Duberman
-
-
- +---> ARCHIVE MESSAGE NUMBER #511 ***************************************:-)
-
- Subject: Re: Cycle objects
- Date: Wed, 22 Jun 1994 00:56:56 -0700 (PDT)
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
- > Hello. I have another question about Imagine. I am using 2.0, and I
- > want to know if there is an easy way to string a bunch of poses of an object
- > into a convenient cycle-type object when each pose is not just a change in
- > orientation, but also a change in the arrangement of points; for example,
- > say I create a series of objects which when view sequentially would give the
- > impression of a wave passing over the surface of a single object. Is there
- > a better way to enter this into the action editor than setting the whole
- > chain up as a single object entry, then changing the object path in each frame
-
- > of the action bar. That seems so tedious.
-
- Well, If I understand what you want, you could make several morph groups
- of your wave and other objects, and make time line bars between them in
- the action editor, Then you would only have to morph the one group. The
- most important thing to remember is when you make the object group is to
- keep all of the objects in the same order, you can check this with the
- FIND command. And also when you move the points of an object in this group
- you must leave the axis in the exact posision and alingment as the first
- group or you will get unexpected results. If you have textures or wraps
- on this object you will have to calculate any rotations or movement you
- will do to the points and move the texture/wrap axis accordingly to match.
- This is how I made a scuba diver, jelly fish, shark and stingray as well
- as other assorted fish swim in an animation I did called Treasure Hunt
- that is on the Amigamations Videotape. I had to morph all of the
- different movment of all the groups..Wish we had bones and States back then..
-
- > Also, I'll ask my other question again. Can you do particle-animation with
- Imagine 2.9?
- > ...with Imagine 2.9?
-
- Yes. just like 3.0
-
- =RRW=
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #512 ***************************************:-)
-
- Subject: Re: Seamless bumpmap repeat...
- Date: Wed, 29 Jun 94 00:46:25 +0200
- From: Mikael_Ostergren@p36.anet.bbs.bad.se (Mikael Ostergren)
-
- Cc: nvukovlj@extro.ucc.su.OZ.AU
-
- NV> On Mon, 27 Jun 1994, Mikael Ostergren wrote:
-
- >> I've been trying to tile(repeat) a bumpmap over a simple plane. The
- >> bump map I'm using is a brick tile with some iregularities applied to
- >> it. Can't get a seamless tile!!! I get dark line between the tiles.
- >> Does any one has a solution to this?
-
- NV> Well, that answers my question as to whether this problem was fixed in
- NV> 3.0. Obviously not. This bug was present in 2.0 and 2.9..
-
- I would realy like to hear something about this from Impulse. Have this been
- pointed out to them? Should I write a letter to them explaining the problems
- with altitude mapping? How come a bug that seems to be well known from 2.0
- and 2.9 still be in the release version of 3.0.... :-(
-
- A Way around the bug, from Doug Rudd:
-
- DR> In the attributes requestor, save the attributes to ram: after setting up
- DR> your color map the way you want it. Now load the attributes back in
- DR> immediatly. You now have a second color map defined. Enter that map and
- DR> change it to bum (altitude), but do not edit it. The altitude and filter
- DR> maps must have identical settings to the color map when you are using
- DR> tiles. Hope this helps.
-
- DR> Doug Rudd
- DR> rudd@plk.af.mil
-
- Thanks Doug!
-
- /micce
-
-
- +---> ARCHIVE MESSAGE NUMBER #513 ***************************************:-)
-
- Subject: Re: Imagine 3.0, A3000 3.1
- Date: Mon, 27 Jun 1994 13:31:11 +0100 (CET)
- From: Joop.vandeWege@medew.ento.wau.nl
-
- Jeff Saffold asked
-
- >Also, just outa curiosity, whats the highest revision of OS 3.1
- >(Kickstart and workbench)
-
- As far as I know Kickstart 3.1 (40.68) and WB 3.1 (40.42)
-
- BTW The germans are selling 3.1 upgrades for around DM 200==$100
-
- Greets Joop
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #514 ***************************************:-)
-
- Subject: AARC,EDLE, Efects.doc
- Date: Wed, 29 Jun 1994 21:09:40 -0400 (EDT)
- From: romulus <romulus@escape.com>
-
- The imagine manual does not mention what the AARC is used for as aposed
- to EDLE. I know that it has something to do with antialiasing; however I
- do not know it's main usage. I would really appreciate if one can let me
- know the differences.
-
- On page 272 of the Imagine 3.0 manual, it is stated that there ares many
- effects. Some of which should be found in a text file called
- Effects.doc. Unfortunately I have not found this file in any of Im30's
- diskettes.
-
-
- I have asked this question several times and hope that someone will be
- able to help me with this most recent post.
-
-
- Thank you
-
-
- Rob.
-
- P.S. I love Imagine.
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #515 ***************************************:-)
-
- Subject: RE: SEAM
- Date: Thu, 30 Jun 94 01:45:58 -0300
- From: greg.tsadilas@hofbbs.com
-
- The seam in the tileable altitude map is NOT a bug. Imagine adds a 1 pixel
- border (color values 128,128,128) to the brush when tiling it. That is how it
- is implemented. Therefore, it is not a bug. No attributes settings or wild
- contortions will get rid of it.
-
- -GreG
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #516 ***************************************:-)
-
- Subject: digitizer
- Date: Thu, 30 Jun 94 08:11:26 EDT
- From: Mjourdan@aol.com
-
- Has anyone received any more info from Impulse on the new 3d-digitizer?
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #517 ***************************************:-)
-
- Subject: Essence PolkaDots
- Date: Thu, 30 Jun 1994 11:04:26 -0500 (CDT)
- From: Michael Whitten <mw@lenti.med.umn.edu>
-
- Just got the EssenceI+II/Forge bundle. Worley did a fantastic job.
- However, I noticed that the EssenceI Polkadots texture will not load into
- Imagine3.0. I get the error msg: Incompatible texture format. All the
- other textures load fine. Both Essence sets are Version 3.0. The
- file does not seem to be messed up, since it readily loads into Forge
- and Imagine2.0.
-
- And don't ask me what I planned to do with polkadots.
-
- Michael
-
- +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
- + M.D. Whitten mw@lenti.med.umn.edu Sentience is overrated. +
- +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #518 ***************************************:-)
-
- Subject: Lighting BUG
- Date: Thu, 30 Jun 1994 13:49:00 -0400
- From: david.wyand@canrem.com (David Wyand)
-
- Hi All!
-
- Wow, not a lot of mail these past couple of days. Are you guys on
- vacation , or something (you don't have to answer if you are :) ?
-
- As no one has responded to my lighting bug, here we go again:
-
- The bug would appear to be when you choose a rectangular, parallel
- lightsource. In detail, add an axis and make it a parallel, rectangular
- lightsource. Also, set it so it doesn't flare. Make the x-axis
- something like 20 and the z-axis 40 (ie: rectangular). Save it off.
- Now create a ground with a dark colour, and save it too.
-
- Now goto stage and load in the axis and ground. Place the axis above
- the ground with the axis' y-axis pointing towards the ground. Move the
- camera so that it is pointing at the ground where the light hits.
- Render.
-
- Here's what happens to me: along one of the lights axis (I forget which
- one), the light on the ground is not constrained, but extends to
- infinity (as if the size of the light along that axis is infinite).
-
- After playing around, I found that setting the light to not flare causes
- this bug. If you do set the light to flare, then the light behaves
- normally.
-
- Anyone else confirm this? Mike? Scott?
-
- -Dave
- david.wyand@canrem.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #519 ***************************************:-)
-
- Subject: RE: SEAM
- Date: Thu, 30 Jun 1994 14:26:27 -0400 (EDT)
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- greg.tsadilas@hofbbs.com writes:
- > The seam in the tileable altitude map is NOT a bug. Imagine adds a 1 pixel
- > border (color values 128,128,128) to the brush when tiling it. That is how
- > it is implemented. Therefore, it is not a bug. No attributes settings or
- > wild contortions will get rid of it.
- > -GreG
-
- If they chose to implement it that way, or not, it's still a bug, because
- it serves no purpose, could be easily supplied by my own brush map, and I
- get no choice to rid myself of the unwanted border. A bug is a bug by any
- other name.
-
- ._. Udo Schuermann
- ( ) walrus@wam.umd.edu
-
-
- +---> ARCHIVE MESSAGE NUMBER #520 ***************************************:-)
-
- Subject: re: 3D Digitizer
- Date: Thu, 30 Jun 1994 13:45:42 -0600 (MDT)
- From: rudd@plk.af.mil (Douglas Rudd)
-
- >sender: "Mjourdan" <Mjourdan@aol.com>
- >To: imagine@email.sp.paramax.com
- >Date: Thu, 30 Jun 94 08:11:26 EDT
- >Subject: digitizer
- >
- >Has anyone received any more info from Impulse on the new 3d-digitizer?
-
- I was able to place an advanced order for the 3D digitizer with Impulse. They st
- ated that we will have 30 days from the date of their next news letter mailing t
- o order the digitizer at the $500 price. That means less than 30 days from the t
- ime you get the news letter. Impulse seems willing to take advanced orders and t
- hey stated that they will not charge your card until the product ships. They als
- o stated that the digitizer will ship with the Amiga and PC S/W included (implie
- s same unit works on both platforms). If you decide to place your order now, you
- should confirm what I've said here, and not go on my word alone. This is not an
- endorsement of this product, only information.
-
- The number for Impulse is 1(800) 328-0184
- (Sorry, I don't have any info for anyone calling from outside the US)
-
- Doug Rudd
- rudd@plk.af.mil
- -------------------------------------------------------------------------------
- The Amiga Guide to the Galaxy refers to Commodore's management as
- "A bunch of mindless jerks who will be the first to be lined up
- against the wall and shot when the revolution comes."
- -------------------------------------------------------------------------------
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #521 ***************************************:-)
-
- Subject: How do I make a wood shingle roof
- Date: Thu, 30 Jun 94 13:08:08 PDT
- From: "Steve McLaughlin" <stevemcl@VNET.IBM.COM>
-
- Hi, what's a good way of making a shingle roof?
-
-
- +---> ARCHIVE MESSAGE NUMBER #522 ***************************************:-)
-
- Subject: Re: Essence PolkaDots
- Date: Fri, 1 Jul 1994 07:16:27 +1000 (EST)
- From: "" <williamp@triode.apana.org.au>
-
- > However, I noticed that the EssenceI Polkadots texture will not load into
- > Imagine3.0. I get the error msg: Incompatible texture format. All the
- > other textures load fine. Both Essence sets are Version 3.0. The
- > file does not seem to be messed up, since it readily loads into Forge
- > and Imagine2.0.
-
- I noticed this as well so it's not just you,my texture gave the same
- error in Imagine 3.0.I meant to leave Steve email about it,hopefully he's still
-
- reading the list.
-
- > And don't ask me what I planned to do with polkadots.
-
- Okay,Polkadots have many and varied uses... :)
-
-
- ....William John Porter....
- williamp@triode.apana.org.au
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #523 ***************************************:-)
-
- Subject: Re: AARC,EDLE, Efects.doc
- Date: Fri, 1 Jul 1994 07:30:58 +1000 (EST)
- From: "" <williamp@triode.apana.org.au>
-
- > On page 272 of the Imagine 3.0 manual, it is stated that there ares many
- > effects. Some of which should be found in a text file called
- > Effects.doc. Unfortunately I have not found this file in any of Im30's
- > diskettes.
-
- There was supposed to be a doc on the disk about the new textures.It was
- neither installed on my system nor is it present on any of the disks...
-
- Anyway the Spike.FX makes your object go all spiky by pushing out points
- in a random pattern(that can be repeated),it'll do this in a number of
- cycles if you want.Baloon.FX sort of scrunches up your object and will
- return it to it's original shape if you want...By scrunches I mean like
- the effect you get when crushing up a paper bag or something similiar.
-
-
- Hope that helps,hey why not just experiment with them,that's what
- working with Imagine is all about...usually. :)
-
-
-
-
- William John Porter
-
- williamp@triode.apana.org.au
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #524 ***************************************:-)
-
- Subject: Knowlage exchange
- Date: Thu, 30 Jun 1994 10:35:54 BRA3EST
- From: "Daniel 'Mega'" <MEGA@maracana.lci.ufrj.br>
-
- All CG programmers, let join our knowlage !!!!
-
- I want to exchange CG algorithms with IML subscribers, When I
- finished this semester in UFRJ, I'll organize my CG routines and as
- soon as I learn new ones I will attach them on list.
- I intend to make it as famous Amiga C enciclopaedia, ie, one text
- file with an explanation of the algorithm and some example(s). I hope
- the people that will exchange with do in a similar fashion.
- I want to exchange graphic formats, in this case I'll keep the
- original documentation I got.
-
- []'s
-
-
- Daniel Bueno Bracher
- Universidade Federal do Rio de Janeiro
- Internet E-mail: mega@lci.ufrj.br
-
-
- +---> ARCHIVE MESSAGE NUMBER #525 ***************************************:-)
-
- Subject: waves.itx
- Date: Thu, 30 Jun 1994 14:13:09 -0700 (PDT)
- From: Ed Totman <etotman@gort.ucsd.edu>
-
- Waves.itx texture crashes my machine whenever I set 'distance traveled'
- to anything other than zero. Anybody else have this problem?
-
- Ed Totman
- etotman@gort.ucsd.edu
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #526 ***************************************:-)
-
- Subject: Re: How do I make a wood shingle roof
- Date: Thu, 30 Jun 94 17:43:48
- From: djm2@ra.msstate.edu (Dan Murrell Jr.)
-
- Hey, Steve, you said on Jun 30 :
-
- > Hi, what's a good way of making a shingle roof?
- >
- >
-
- Essence II. There is a 'shingles' texture that looks incredible. If you
- don't have Essence, and you need the texture, maybe you can get someone to
- send you a bitmap. Of course, only if you promise to buy Essence soon... :-)
-
- Dan
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #527 ***************************************:-)
-
- Subject: Fire Tutorial
- Date: Thu, 30 Jun 94 17:30:59 PST
- From: sworf@terapin.com (Sam Worf)
-
- Could someone please email me Steve Worley's Fire tutorial from a few Apex
- newsletters back - or tell me where I could find it (perhaps in the new
- site for the IML archives? wuarchive.wustl.edu doesn't seem to carry it
- anymore)?
-
- Thanks!
-
- +--------------------------------------------------------+
- |I'm sorry, but on my world I had a nice home, and a good|
- |job with prospects, and I get angry at the thought that|
- +-----------------\ my life suddenly /-------------------+
- | A4000/40/1.2GB \----------------/ PAR/TBC-IV/U-220 |
- | sworf@terapin.com > SAM J. WORF < samworf@netcom.com |
- | GEnie:S.WORF /----------------\ Cmpu$rv:72411,3573 |
- +--------------------------------------------------------+
- |consists of sitting in sewage-filled models of my|
- |own ear, being patronized by a lot of demented birds!|
- +--------------------------------------------------------+
-
-
- +---> ARCHIVE MESSAGE NUMBER #528 ***************************************:-)
-
- Subject: Re: How do I make a wood shingle roof
- Date: Thu, 30 Jun 1994 21:41:45 -0700 (PDT)
- From: Gerard Menendez <gpm@netcom.com>
-
- There is a shingles texture with 3.00 also. I'm sure the essence .itx is
- killer.
-
- By the way, I used the shingles texture to simulate bevel siding by
- setting the Y of the shingle to the same size as my wall and the offset
- to 0.
-
- Gerard
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #529 ***************************************:-)
-
- Subject: Re: Fire Tutorial
- Date: Fri, 1 Jul 1994 19:17:41 +0000
- From: David Shaw <dshaw@michael.slip.cc.uq.oz.au>
-
- Hi,
-
- On Thu, 30 Jun 1994, Sam Worf wrote:
-
- > Could someone please email me Steve Worley's Fire tutorial from a few Apex
- > newsletters back - or tell me where I could find it (perhaps in the new
- > site for the IML archives? wuarchive.wustl.edu doesn't seem to carry it
- > anymore)?
- >
- > Thanks!
-
- If somebody does have this info availablecould you please send it
- to me as well. I asked Steve if he had any old copies but alas they were
- all gone. :(
- Thank you
- David Shaw
- dshaw@michael.slip.cc.uq.oz.au
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #530 ***************************************:-)
-
- Subject: looking for answers
- Date: Fri, 1 Jul 1994 13:27:13 PDT
- From: xxx <bcollin@mpi.nl>
-
- Hi,
-
- At the moment I am looking into buying a 3D package for
- animation. Imagine is one of the candidates, but I need more
- information. Could someone suply me with the address and
- faxnumber of the makers of Imagine (Impuls?).
- I am a kind of superuser in a group of anthropologists. Some of
- them need short films of for instance balls rolling through a
- chamber. We have got some 3D software on a Mac (Swivel,
- Stratavision and LifeForms), but even something 'simple' like a
- ball rolling is impossible to do (easily) with it.
- There are 4 programmes that might fit our purposes that I know
- of: Imagine, 3dStudio, Real3D and ElectroGIG. The platform we
- will probably be using is PC, preferably Windows. If there are
- people on this list who have extensively used more than one of
- the aforementioned programmes, I would greatly appreciate it if
- you could send a comparison.
- These are the three main things I am looking for.
- -Ease of use: some rather computer-illiterate people should be
- able to use it
- -Modelling speed: I do not want to animate a rolling ball by
- rotating it frame by frame. Rotate and Boing effects like in
- Imagine would be great
- -Future: We are not sure yet if we will be using the
- possibilities of 3D software in the future (visualisation, etc.),
- so it should be able to do more than just the two aforementioned
- things.
-
- Please keep in mind that I am not a subscriber, so send your
- answers to me personally (bcollin@mpi.nl). If there are no
- objections I will send a digest of your answers to the list.
-
- Thanx in advance,
- _______________________________________________________________
- | Branko Collin | u249026@vm.uci.kun.nl | // | 'Sum!' |
- | Nijmegen | bcollin@mpi.nl | \X/ | -I- |
-
-
-
-
-
- +---> ARCHIVE MESSAGE NUMBER #531 ***************************************:-)
-
- Subject: Imagine 3.0 for the PC
- Date: Fri, 1 Jul 1994 09:24:03 -0500
- From: Frank Kang <fkang@bsg.bsginc.com>
-
- I'm considering purchasing Imagine 3.0 for the PC after having used
- version 2.0 that came with the 3D Modeling Lab book. One thing that
- is not clear to me is the video resolution 3.0 supports during
- editing. 2.0 seems to support only VGA and I find that a bit
- hindering. Does the current version support higher resolutions -
- ideally at least 1024x768?
-
- If not Imagine, I'll probably get Caligari Truespace. That depends,
- however, if it supports ray tracing. It wasn't clear from the
- crippled demo I have whether it does more than scan line rendering.
-
- Frank
- fkang@bsginc.com
-
-
- +---> ARCHIVE MESSAGE NUMBER #532 ***************************************:-)
-
- Subject: No lensflare toggle bug
- Date: Sun, 3 Jul 1994 08:17:11 +1000 (EST)
- From: "" <williamp@triode.apana.org.au>
-
- Hi,
- I've also just encountered the bug with the no lensflare button in the
- lights requester.As has been mentioned on the IML beforehand when you
- activate this all your lights work at full strength,even if you have
- diminish intensity set...and even if only one light has this flag set all
- the lights are affected in the scene!
-
- I hope Impulse can squash this bug quickly by the time they redo the
- global lensflare FX.
-
-
-
- William John Porter
-
- williamp@triode.apana.org.au
-
-
-
-
-