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- IMAGINE archive: collected off of imagine@ATHENA.MIT.EDU
-
- ARCHIVE XVI
- Nov. 26 '91 - Dec. 12 '91
-
- If you have questions or problems with this file, email Marvin Landis
- at marvinl@amber.rc.arizona.edu
-
- note: each message seperated by a '##'
-
- &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
-
- Subject: Upload procedure
- Date: Tue, 26 Nov 1991 21:41:53 -0700
- From: HURTT CHRISTOPHER MICHAEL <hurtt@tramp.Colorado.EDU>
-
- Could you tell what all is involved with putting stuff on hubcap?
- It's been pretty stagnant on there so I thought I'd upload a bunch of
- junk to try to facilitate some more uploading. I think the new requirements
- are stopping alot of people now.
- Thanks!
-
- Chris
-
- ##
-
- Subject: Re: Spring
- Date: Tue, 26 Nov 91 19:55:29 CST
- From: mikel@sys6626.bison.mb.ca (Michael Linton)
-
- Mark Thompson <mark@westford.ccur.com> writes:
-
- > Unless I misunderstand how Imagine does extrusions, extruding a torus is
- > absolutely wasteful. 90% of the generated polygons will be inside the
- > spring and be totally invisible.
-
- I guess I should have worded it better. What I ment to say was I know how to
- extrude a disk along a spiral path, and I know how to use a torus to make a
- spring.
-
- --- (Michael Linton) a user of sys6626, running waffle 1.64
- E-mail: mikel@sys6626.bison.mb.ca
- system 6626: 63 point west drive, winnipeg manitoba canada R3T 5G8
-
- ##
-
- Subject: Re: places for big animations
- Date: Tue, 26 Nov 91 21:46:32 PST
- From: Harv@cup.portal.com
-
- Okay.. here's a place you can send big animations on VHS tape...
- Down at Creative Computers' Lawndale, CA store works a salesguy
- name of Ed Vincent. Ed has a tie-in of some kind with the cable-tv
- outlet on the Palos Verdes Peninsula (southwest most "hill" in
- Los Angeles County), where there are 5 separate cities. (Locals
- will know what I'm talking about... nonlocals won't, but it doesn't
- make much difference except to say that the PVP is home to some of
- the wealthiest neighborhoods in So. Calif if not the entire USA or
- the world, for that matter... million dollar homes are considered
- cheap/small there. no kiddin..)
-
- At any rate, whilst visiting Creative today, Ed showed me a cardboard
- box in which were about 15 VHS tapes that had been sent/given to
- him by various Amiga animators.. I saw Heidi Turnipseed's name on
- the label on one of them...
-
- Ed's producing an Amiga-animation show for Dimension Cable in
- Palos Verdes and these tapes will all be aired. He's also going
- to give them to Paragon Cable which services (I use the term loosely)
- the South Bay/Torrance area just to the north of the hill, where
- I live :) for airing on that system also.
-
- So those of you interested in this might want to give Ed Vincent
- a call at Creative Computers during the day at 213-542-2292 and
- talk to him about his project, send him your tapes, etc. You might
- as well tell him whereyou read about this and that "Harv sent me"
- since I told him I'd try to do some tape recruiting from the
- animation wizards who read this list. I'm getting absolutely nothing
- out of this except the chance to see some talented folks (you!)
- get aired, and hopefully see the stuff show up on my own local
- cable system cuz I'm getting awfully tired of the local CRAP they
- air every day.
-
- Regards, Harv
-
- ##
-
- Subject: Acceleration & Decceleration with paths
- Date: Wed, 27 Nov 91 10:04:30 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- Thanks for posting that message about how acc/dec works with
- imagine. Helped alot, I fianlly understand how it works. Unbelievable
- what you can do with that. I made a "roller coaster" car (a cube) go
- along a valley (path). It really looks like it's speeding up on the way
- down, and slowing down on the way up.
-
- Thanks,
-
- Mike C.
- mbc@po.CWRU.Edu
-
-
- ##
-
- Subject: Re: objects following paths
- Date: Wed, 27 Nov 91 10:24:50 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- Jim Lange writes:
-
- [ a good description of how path speeds work in Imagine ]
-
- Jim,
-
- Thanks for the great explanation. This is the sort of detail which I wish
- was in the Imagine docs in the first place! Right now I'm left to
- wondering and experimentation, which is often frustrating.
-
- The newsletter that Impulse sent me after I registered said that version
- 2.0 was supposed to have much more detail in the manuals. I hope so!
-
- - steve
-
- ##
-
- Subject: Dir Opus Custom gadgets
- Date: Wed, 27 Nov 91 13:02:19 est
- From: David Tiberio <dtiberio@libserv1.ic.sunysb.edu>
-
- gadget name: IFF24_HAM
- function call: sys:iff/24toHAM
-
- script file for 24toHAM:
-
- .key infile/a
- sys:iff/24toPPM <infile> ram:tmp<$$>.ppm
- sys:iff/PPMtoILBM > <infile>.pic ram:tmp<$$>.ppm
- list <infile>.pic NOHEAD
- delete >nil: ram:tmp<$$>.ppm
-
- /* note that I am new to PBMPLUS, and I did have problems
- getting my viewers to show any pics converted this way,
- although DPaintIV did load them properly. It may have
- been a problem for my viewers because I have mostly PAL
- 24 bit pics */
-
- Of course, gadgets can be made for almost any file format, including one
- gadget for all formats (I have spare gadgets, so I may as well do it this
- way). I also use a GIF24_HAM convertor.
-
- gadget name: uuEncode
- function call: sys:arc/uuencode
- uuencode {f} {sr} (using mailx)
-
- gadget name: uuDecode
- function call: sys:arc/uudecode {f} {sr}
-
- Well, silly me...using mailx and just noticed that the uuencode is
- wrong. Here goes one more try:
-
- gadget name: uuEncode
- function call: sys:arc/uuencode.s {f} {sr}
-
- script for uuencode.s:
-
- .key <infile>/a
- sys:arc/uuencode ><infile>.uue <infile>
-
-
- gadget: CJPEG
- function call: sys:iff/IFF2JP {f} {sr}
-
- script for IFF2JP:
-
- .key infile/a
- sys:iff/24toPPM <infile> tam:tmp<$$>.ppm
- sys:iff/CJPEG > <infile>.jpg ram:tmp<$$>.ppm
- list <infile>.jpg NOHEAD
- delete >nil: ram:tmp<$$>.ppm
-
- /* Today I will decompress the full pbmplus and hopefully
- start writing some really dirty scripts :) */
-
- David Tiberio
- DDD MEN
-
- ##
-
- Subject: Dir Opus gadgets
- Date: Wed, 27 Nov 91 13:19:06 est
- From: David Tiberio <dtiberio@libserv1.ic.sunysb.edu>
-
- I am now interested in using the PPMscale function and the PPMquant
- function for either cropping oversized images or reducing colors to
- fit into 640x400 (or overscanned) dynamic hires pics. If anyone knows
- how to use these functions, please post.
-
- David Tiberio
- DDD MEN
-
- ##
-
- Subject: pbmplus info (was Re: Dir Opus gadgets)
- Date: Wed, 27 Nov 91 13:54:37 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > I am now interested in using the PPMscale function and the PPMquant
- > If anyone knows how to use these functions, please post.
-
- ppmscale has been upadated to pnmscale in the latest release of the tool.
- I reccommend you download the doc files when you get the latest version
- of pbmplus. It can be found on ab20 in /amiga/graphics/converters/pbmplus
- and an update is located in /incoming/amiga/pbmplus. Here are the man pages
- for ppmquant and pnmscale:
-
- NAME
- ppmquant - quantize the colors in a portable pixmap down to
- a specified number
-
- SYNOPSIS
- ppmquant [-floyd|-fs] ncolors [ppmfile]
- ppmquant [-floyd|-fs] -map mapfile [ppmfile]
-
- DESCRIPTION
- Reads a portable pixmap as input. Chooses ncolors colors to
- best represent the image, maps the existing colors to the
- new ones, and writes a portable pixmap as output.
-
- The quantization method is Heckbert's "median cut".
-
- Alternately, you can skip the color-choosing step by
- specifying your own set of colors with the -map flag. The
- mapfile is just a ppm file; it can be any shape, all that
- matters is the colors in it. For instance, to quantize down
- to the 8-color IBM TTL color set, you might use:
- P3
- 8 1
- 255
- 0 0 0
- 255 0 0
- 0 255 0
- 0 0 255
- 255 255 0
- 255 0 255
- 0 255 255
- 255 255 255
- If you want to quantize one pixmap to use the colors in
- another one, just use the second one as the mapfile. You
- don't have to reduce it down to only one pixel of each
- color, just use it as is.
-
- The -floyd/-fs flag enables a Floyd-Steinberg error
- diffusion step. Floyd-Steinberg gives vastly better results
- on images where the unmodified quantization has banding or
- other artifacts, especially when going to a small number of
- colors such as the above IBM set. However, it does take
- substantially more CPU time, so the default is off.
-
- All flags can be abbreviated to their shortest unique
- prefix.
-
- NAME
- pnmscale - scale a portable anymap
-
- SYNOPSIS
- pnmscale s [pnmfile]
- pnmscale -xsize|-width|-ysize| -height s [pnmfile]
- pnmscale -xscale|-yscale s [pnmfile]
- pnmscale -xscale|-xsize|-width s -yscale|-ysize|-height s [pnmfile]
- pnmscale -xysize x y [pnmfile]
-
- DESCRIPTION
- Reads a portable anymap as input. Scales it by the
- specified factor or factors and produces a portable anymap
- as output. If the input file is in color, the output will
- be too, otherwise it will be grayscale. You can both
- enlarge (scale factor > 1) and reduce (scale factor < 1).
-
- You can specify one dimension as a pixel size, and the other
- dimension will be scaled correspondingly.
-
- You can specify one dimension as a scale, and the other
- dimension will not be scaled.
-
- You can specify different sizes or scales for each axis.
-
- Or, you can use the special -xysize flag, which fits the
- image into the specified size without changing the aspect
- ratio.
-
- All flags can be abbreviated to their shortest unique
- prefix.
-
- If you enlarge by a factor of 3 or more, you should probably
- add a pnmsmooth step; otherwise, you can see the original
- pixels in the resulting image.
-
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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 |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: more model info
- Date: Wed, 27 Nov 91 12:47:03 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- There were a few messages here a while back about models. You could buy
- models and use these as a good source for making Imagine objects.
-
- This was a great idea. I thought of another similar thing also. Try
- getting some model *magazines*. These things often have detailed
- schematic layouts complete with actual scale dimensions, etc. All you
- have to do is transfer the schematic into the detail editor. The
- magazines also have detailed photos of the constructed models with full
- markings, etc. The best part is the price: for the price of a good model,
- you can get 3 to 5 magazines. Alternately, you can check out back issues
- from a library for free.
-
- I just borrowed some model railroad magazines from a friend. They're a
- great source of information for building train objects.
-
- - steve
-
- ##
-
- Subject: places for big animations
- Date: Tue, 26 Nov 91 14:09:59 EST
- From: bobl@graphics.rent.com (Bob Lindabury, SysAdm)
-
- Steve Koren <rutgers!hpmoria.fc.hp.com!koren> writes:
-
- > This brings up an interesting point: what to do with it once I finish it!
- > Since this 500 frame animation may be 10 or 15 megabytes, or say 5
- > compressed, it seems too large to put on an FTP site unless that site has
- > explicitly said it doesn't mind having very large files there.
- >
- > What do other people do with large animations they make? I bet there are
- > a lot of neat ones out there. It would be nice to have an easy way to
- > share them with other people.
-
- I think most people dump them to tape as soon as possible. In most
- cases, a single anim shouldn't be much longer than 5 seconds. If you
- follow good film-making rules, you should plan your complete
- animation in "shots" and then combine them together to produce a
- finished "scene". Any really good animations I've seen have been
- pretty much setup and multiple "shots" of <5 seconds in length which
- when combined produce a story. In this way you can setup a rendering
- schedule based on the shots in your scenes.
-
- All the pixar stuff is done with multiple camera views and lots of
- edits to produce a well rounded story out of long shots, medium
- shots, close-ups and reistablishing shots. When I go out to shoot
- film or video I always try to think in terms of a sequence. The same
- *should* be true when going into pre-production on one of your animations.
-
- As far as this helping you for your animation, if you pre-planned it
- as I stated above, you can then distribute different scenes from your
- animation which when collected would allow the person receiving them
- to view the entire animation.
-
- > - steve
-
- -- Bob
-
- The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!"
- ============================================================================
- InterNet: bobl@graphics.rent.com | Raven Enterprises
- UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue
- BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854
- Home #: 908/560-7353 | 908/271-8878
-
- ##
-
- Subject: Re: Firecracker 24 - Yet More opinions and such....
- Date: Tue, 26 Nov 91 14:27:30 EST
- From: bobl@graphics.rent.com (Bob Lindabury, SysAdm)
-
- Mark Thompson <rutgers!westford.ccur.com!mark> writes:
-
- > > Also, the firecracker WILL work with a toaster. After seeing
- > > toaster paint (and using it for quite a while), I don't know how anyone
- > > serious about doing 24 bit grapihcs, retouching, digitizing and such
- > > {could get by with it.
-
- Ah, I beg to differ with the above statement. I tried using the FC24
- with the Toaster in the same machine and no-go. It seems there are
- some timing problems as both boards are trying to sync into either
- different clocks or signals or something. Once I removed the
- Toaster, the FC worked fine. Of course, I didn't have the time to
- try every variation possible to get the two to peacefully coexist.
-
- > Toaster Paint is truly disturbing to work with and DCTV is too blurry for
- > more detailed work. I can't tell you how much I want a good 24bit paint
- > program. But since I just bought a color scanner and I have a few more
- > purchases to make, it looks like it will be some time till I can afford a
- > third display device.
-
- Ha! An understatement. It's far more than "disturbing". It's
- basically a last ditch solution if you have no other paint software
- that will work in 24-bit. <grin>
-
- Mark, I think you would sincerly like the FC24. And your purchase of
- a scanner is even better, the FC24 supports scanning right in the
- Light24 paint package! I didn't have a chance to try it out but I
- think scanning right into paint is a great idea. Also, Light24
- supports several levels of magnification, a spare page, brush effects
- and many, many more features. I was truly impressed with it. Most
- all of the menu commands had keyboard equivilents also. And alot of
- them were the same as Dpaint! Maybe you should check it out again
- and re-evaluate your priorities. B^)
-
- I think mail-order pricing for the FC24 with Light24 is around
- $700.00.
-
- -- Bob
-
- The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!"
- ============================================================================
- InterNet: bobl@graphics.rent.com | Raven Enterprises
- UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue
- BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854
- Home #: 908/560-7353 | 908/271-8878
-
- ##
-
- Subject: Firecracker 24 and Toaster
- Date: Wed, 27 Nov 91 15:15:06 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- Well, i don't know why the FC24 didn't work with the toaster,
- but I have heard that is has worked. Seem to have a little of each
- side of the argument. My guess would be to call impulse and to ask them exactly
- what is possible, and what the problems (if any) might be.
-
- Mike C.
- mbc@po.CWRU.Edu
-
-
- ##
-
- Subject: Re: Firecracker 24 - Yet More opinions and such....
- Date: Wed, 27 Nov 91 16:35:25 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- Bob Lindabury writes:
- > I tried using the FC24
- > with the Toaster in the same machine and no-go. It seems there are
- > some timing problems as both boards are trying to sync into either
- > different clocks or signals or something.
-
- I just called Impulse and they claim that there is no problem with running
- both the Toaster and the FC24 together in the same machine. It could be
- a situation where only a very specific configuration and circumstances
- cause a problem. I found a few of these kind of problems when beta testing
- the first few Toasters.
-
- > the FC24 supports scanning right in the Light24 paint package! Also, Light24
- > supports several levels of magnification, a spare page, brush effects
- > and many, many more features. Maybe you should check it out again
- > and re-evaluate your priorities. B^) ....I think around $700.00.
-
- Bob you conniving dirt-ball, I'll bet you think its funny making a man
- drown in his own drool. I'll bet your sitting behind your terminal right
- now cackling away, figuring that I'm out trying to hock my wife's wedding
- ring to pay for a FC24, aren't ya. ;-}
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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 |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: FC24
- Date: Wed, 27 Nov 91 14:08:31 PST
- From: worley@updike.sri.com (Steve Worley)
-
- I, too, am fond of the Firecracker. A couple of points that haven't been
- brought up:
-
- You can use as many Firecrackers at once as you like. True, this is
- very highend, but think of the nice ability to place one 24 bit
- image on top of another, using the genlock-like overlay ability. (and
- this is on top of the normal Amiga graphics, too!) You could also
- switch from one FC to the other, or even feed them both through an
- encoder and to a Toaster for some fun transitions.
-
- The top resolution of the FC24 is 1024 by 482, and to my eyes, the
- extra pixels are PLAINLY an improvement over 768 by 482. I would bet
- money those people who said the extra resolution was not noticable
- were viewing it on a 1084 or 1950 or some other monitor with less than
- 800 pixels of resolution: of course you won't see any improvement.
- For most images, 1K by 482 is overkill, but for renderings, the sharp
- edges of objects are helped by the extra resolution. (Too bad it
- couldn't be 1K by 768, though..)
-
- And, of course, the FC works directly with Imagine....
-
- This isn't a commercial, I just really like the FC. I had borrowed one
- for a month, and now I'm back suffering with a DCTV. :-(
-
- And Mark, I'll trade a FC24 for your scanner and videodisk recorder!
- In fact, I'll trade two!
-
- -Steve
-
- ##
-
- Subject: firecracker thanks plus...
- Date: Wed, 27 Nov 91 15:35:14 -0800
- From: kevink@lands.ced.berkeley.edu
-
- thanks to all who commented (and are commenting) on the firecracker !
- you all have just about convinced me to forego selling my car and waiting to
- buy a rambrant, and instead buy the firecracker-only two points holding me
- back:
-
- i fear someone will come out with a 1024x768 32 bit board for a similar
- price...
-
- i want to know why impulse keeps advertising an 8 bit alpha channel if,
- according to all accounts i hear, that the board does NOT support it.
-
- (good point steve worley re:resolution and monitor limitations; i definitely
- hope to have a decent monitor to take full advantage of the extra pixels,
- i never liked the 1084...)
-
- i also think i'll wait to see just how transparently imagine interfaces with
- the board in 2.0, can the scanline in any editor feature show in 24 bits ?
- that would convince me to buy...:-)
-
- kevin
-
- ##
-
- Subject: FC24 raves and review
- Date: Wed, 27 Nov 91 20:06 EST
- From: "Marc Rifkin" <R38@PSUVM.PSU.EDU>
-
- I was very much interested in the FC24, and when I saw it in action,
- I was sold- until I tried the paint program, Light24. It was horrible.
- My last comment, after many others, was boy is this stupid- this was
- not objviously designed for artwork, but for hackers to do weak gradient
- fills over things they've rendered.
- I know this is a little harsh, but could someone verify this or my
- other optimistic suspicion that this was the so-called "beta" version
- of Light24 that was shipped with early FC24's.
- The manual was even worse, being just a few pages stapled together saying
- something like "we could spend time writing a good manual, but it's cheaper
- to say go experiment and figure how to use it yourself..."
-
- I very much want to be proven wrong on the quality of Light24, so I can
- go get a Firecracker. I really need something that does what it does
- for its price.
-
- Marc Rifkin
- Integrative Technologies Lab, Penn State University
- 5F Mitchell Building, University Park, PA 16802
- 814-863-8062 or for you normal people, r38@psuvm.psu.edu
- "Say, that's a nice sync!"
-
- ##
-
- Subject: Re: Firecracker 24 - Yet More opinions and such....
- Date: Wed, 27 Nov 91 20:06:13 EST
- From: bobl@graphics.rent.com (Bob Lindabury, SysAdm)
-
- Mark Thompson <rutgers!westford.ccur.com!mark> writes:
-
- > I just called Impulse and they claim that there is no problem with running
- > both the Toaster and the FC24 together in the same machine. It could be
- > a situation where only a very specific configuration and circumstances
- > cause a problem. I found a few of these kind of problems when beta testing
- > the first few Toasters.
-
- Ok, fair enough. To clarify, basically I walked into a retail Amiga
- store (Manta is the mail-order side) and asked to see the
- Firecracker. There was no Firecracker in any of the computers but
- there was a Toaster in one. They popped the Firecracker in with the
- Toaster and nada on the Firecracker screen. They popped the Toaster
- out and poof, Firecracker output. That's all I know. <grin>
-
- > Bob you conniving dirt-ball, I'll bet you think its funny making a man
- > drown in his own drool. I'll bet your sitting behind your terminal right
- > now cackling away, figuring that I'm out trying to hock my wife's wedding
- > ring to pay for a FC24, aren't ya. ;-}
-
- Cackle, cackle, cackle..and at Christmas time no less...hehehehe.
-
- See if you can get a demo first. It may not be as good as it sounds
- but I was reasonably impressed (as compared to what else there is in
- the 24-bit Amiga market). One thing that *didn't* impress me (but an
- item that left an impression <heh>) was the fact that there was no
- bound manual. Nothing but about 30 pages of copied, typewritten
- documentation stapled at the corner (looked like beta docs) for
- Light24 and a few pages on the FC24 itself. Urgh..that infamous
- Impulse documentation again...
-
- -- Bob
-
- The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!"
- ============================================================================
- InterNet: bobl@graphics.rent.com | Raven Enterprises
- UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue
- BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854
- Home #: 908/560-7353 | 908/271-8878
-
- ##
-
- Date: Wed, 27 Nov 91 23:52:03 CST
- From: sorvan@draco.bison.mb.ca (Colin Stobbe)
-
- Hello,
- The Manitoba Society for Independant Animators has been thinking
- about getting some computer hardware for creating 3D animations, and
- I was asked to write up a proposal for using an Amiga based system.
- I was wondering if people could give me a list of their animation
- "dream machines", to give me ideas of what kinds of hardware and
- software I should recommend. Hopefully I can convince them to get
- an Amiga setup, since then surely they'll want to hire me as a
- consultant/teacher, and I'll get to play with all that nifty stuff
- I can't afford.
- Thanks,
-
- Colin Stobbe
- sorvan@draco.bison.mb.ca
- (yes, this isn't my usual address, but I somehow can't
- post with my other one, luckilly I can still read the
- list with it though)
-
-
-
- --
- sorvan@draco.bison.mb.ca (Colin Stobbe)
- Draco BBS, Winnipeg, MB (204) 256-6975
-
- ##
-
- Subject: Re: FC24 raves and review
- Date: Thu, 28 Nov 91 10:09:14 EST
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- >
- > I was very much interested in the FC24, and when I saw it in action,
- > I was sold- until I tried the paint program, Light24. It was horrible.
- > My last comment, after many others, was boy is this stupid- this was
- > not objviously designed for artwork, but for hackers to do weak gradient
- > fills over things they've rendered.
-
- I don't think you're being fair to Light24. Its major problem is
- its (lack of) a user interface. Also, its weakest feature is its gradient
- fills -- it can only fill between two colors. Otherwise, it is actually
- a very sophisticated paint program. The many brush-manipulatin features
- are very good, and Light24 is the only 24-bit Amiga paint program that I
- know of that will load an Imagine object and render it.
-
- > I know this is a little harsh, but could someone verify this or my
- > other optimistic suspicion that this was the so-called "beta" version
- > of Light24 that was shipped with early FC24's.
-
- Is there anything besides a "beta" version of Light24 yet? I have
- been using a friend's FC for the past month, so I don't get any official
- news about FC or Light24.
-
- > The manual was even worse, being just a few pages stapled together saying
- > something like "we could spend time writing a good manual, but it's cheaper
- > to say go experiment and figure how to use it yourself..."
-
- Must be Impulse company policy ;-)
-
-
- -John
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- ##
-
- Subject: Firecracker and Light 24
- Date: Thu, 28 Nov 91 11:18:01 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- First, there seems to be some concern about the difference in
- the 1024 and 768 resolution. Let me reiterate what i stated a little
- better.
-
- The 1024 image is of course a vetter quality picture. And I
- am not viewing it on some cheezy monitor like someone else said.
- (Happens to be a panasonic RGB greater than 700 lines or resolution in
- case you were wondering (cackle, cackle!)). Anyways, my point was, if
- you are pressed for time, and have limited hard drive space, the 768 is
- almost as good, and so is the preffered method in that PARTICULAR case.
- Otherwise, i agree, use 1024.
-
- With regards to light 24, yes the interface isn't that great,
- but what it does do is very nice. As for the manual, I thought it was
- alright, though we all know impulse manuals so far have yot to be very
- impressive, (and i happen to agree, that experimentation is the best
- way to learn). Also, all firecrackers now ship (standard) with a copy
- of light 24. So i don't think it's a beta version.
-
- Mike C.
- mbc@po.CWRU.Edu
-
- ##
-
- Subject: FC 24
- Date: Fri, 29 Nov 91 11:55:00 +0100
- From: Stig Ove Johnsen <stigove@lise.unit.no>
-
- Now I have read lots of letters, saying lots of nice
- things about the FireCracker 24.
- BUT, You all seem to live in the states and uses NTSC.
- So my question is; Does the FC 24 exist in PAL ?
- If not, will it do? (When?)
-
- Hope anyone can help me out here....
-
- Thanks!
-
- PS This list is great! Keep up the good work everybody!
-
- Stig Ove Johnsen
-
- stigove@lise.unit.no
-
- // Columbus had a norwegian map
-
- ##
-
- Subject: WOC and TTDDD
- Date: Fri, 29 Nov 91 14:38:16 AST
- From: Darren Reid <shockwav@jupiter.Sun.CSD.unb.ca>
-
- Hi, Caleb.
-
- I will be at the World of C= in TO as well. I'm one of the
- peopl e running C='s Multi-Media booth. I would like very much to attend
- your seminar...please tell me how to reserve a spot, and when and where
- (yeah, like you have any idea what the set-up will be :) ).
- I had some comments about TTDDD and external objects, but others have
- already voiced the same ideas.
-
- Does anyone want to get together at WOC TO and chat, show off
- renderings and trade files? I'm working a booth days, but have lots of leeway
- and can leave the booth for hours at a time if needed. I have to work some on
- an animation proposal evenings as well, but late nights are my most creative
- times anyway. I would love to meet some fellow Imagine users.
- Anyway, chat at ya later...
-
-
- Shockwave Surfer
- shockwav@jupiter.sun.csd.unb.ca
-
- ##
-
- Subject: Re: FC24 - Quick Addendum
- Date: Sat, 30 Nov 91 12:04:10 PST
- From: schur@ISI.EDU
-
- The top resolution of the FC24 is 1024 by 482, and to my eyes, the
- > extra pixels are PLAINLY an improvement over 768 by 482. I would bet
- > money those people who said the extra resolution was not noticable
- > were viewing it on a 1084 or 1950 or some other monitor with less than
- > 800 pixels of resolution: of course you won't see any improvement.
- > For most images, 1K by 482 is overkill, but for renderings, the sharp
- > edges of objects are helped by the extra resolution. (Too bad it
- > couldn't be 1K by 768, though..)
-
- It is very important to note at this point that the resolution of normal
- video (NTSC) is 486x582. Yes, the FC24 images at 1024x482 are awful
- pretty to look at if you have a monitor that will display the resolution.
- Also, if you are going out to film, the added resolution is quite
- necessary (actually 2Kx2K is more optimal for film). But from the
- discussion on this newsgroup, most people are looking to go out to
- video. Rendering at a resolution of 1024x482 would be a waste of time
- for video. Not only that but if you do put it out to video from that
- resolution, all it will do is blur out the picture somewhat.
-
- Lightwave handles this very nicely. You can render in "Hi Res" which is
- roughly normal "video resolution" at 768x480. You can also render in
- what is called "AntiAlias" which renders in a virtual sense at "1536x960".
- What I mean by this is that if you click on the "Full Frame Size" button,
- you will end up with a render image of this resolution. However, if you
- don't click on it, it will render at 1536x960, then automatically reduce
- this to "video resolution". It uses the extra information that it
- generated to anti-alias the image in the resolution reduction.
-
- Of course it would be nice if Imagine did this too, but... :-).
-
- =========================================================================
- Sean Schur INTERNET: schur@isi.edu
- Assistant Director Amiga/Media Lab Compuserve: 70731,1102
- Character Animation Department Plink: OSS259
- California Institute of the Arts
- =========================================================================
-
- ##
-
- Subject: FC24
- Date: Sat, 30 Nov 91 20:59:48 CST
- From: rcarris@shumun.weeg.uiowa.edu (Randy Carris)
-
- Bob Lindabury writes:
- "I tried using the FC24
- with the Toaster in the same machine and no-go. It seems there are
- some timing problems as both boards are trying to sync into either
- different clocks or signals or something. Once I removed the
- Toaster, the FC worked fine. Of course, I didn't have the time to
- try every variation possible to get the two to peacefully coexist."
-
- Did you try a two monitor set-up? If you feed the Amiga RGB to one
- monitor (for toaster control etc.) and the FC24 to another monitor,
- it should work. This was what Impulse suggested to me, and it worked
- on our machine (A2500).
-
- Has anyone tried out ImageMaster-FC yet? I have mine on order. The
- list of features makes it sound incredible! This could well be the
- paint/image-processing software solution we have all been waiting
- for. I'll try to do a review of how it works with the FC24 when I
- get it.
-
- I hope to get some images upto Hubcap soon. They are some demo
- versions of my 24-bit backgrounds/textures. They are intended for
- video applications (colors adjusted accordingly), but also work great
- for brush maps. The product doesn't yet have a name, but will be
- shipping aroud the first of the year and is a collection of 50 736 X
- 480 X 24 images. The demos will be in JPEG format.
-
- To Mark T,
- How about starting a LightWave mailing list? I would be extremely
- happy to see this. You, Steve Worley, and many others have been
- invaluable in helping many of us learn Imagine, I'm sure you could
- offer far more on LightWave. I don't have the facilities to run the
- list, but wiuld you be interested?
-
- Randy Carris
- Graphic Imagination Inc.
- rcarris@shumun.weeg.uiowa.edu
-
- ##
-
- Subject: auto recognition of Imagine .iob files
- Date: Sun, 1 Dec 91 11:31:52 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- Here is a line which users of SKsh can put in their view.magic
- file so that the file (view -t) command will recognize Imagine object
- files:
-
- IFF Imagine object:OFFSET:0:464f524d........544444444f424a20
-
- You could also add whatever sort of action line you wished:
-
- IFF Imagine object:ACTION:: -- do something here --
-
- - steve
-
- ##
-
- Subject: ImageMaster-FC
- Date: Sun, 1 Dec 91 15:28:08 CST
- From: rcarris@shumun.weeg.uiowa.edu (Randy Carris)
-
- Mike C.,
-
- ImageMaster is "a complete 24 bit image system for any model Amiga....24 bit
- image processing, composition, analysis and painting system. It uses special
- techniques combined with the Amiga's stock display capabilities to show tou
- what your 24 bit image looks like....This is done independently on actual image
- data resoloution...it means you can deal with images of any size, without
- worrying about the Amiga's screen resolution." ImageMaster-FC is their module
- for display on the FireCracker24. It is by Black Belt Systems, the creators of
- Ham-E the excelent Image Profession for that hardware device. They finally got
- smart and decided that their software could sell better than their hardware.
- I have seen IP and it is quite impressive, IM promises even more. This could
- well be what I've been looking for: Real software to match my display hardware.
- The info booklet I have on boasts an incredible number of features, way beyond
- ADPro in image processing, miles ahead of Light24 or any other paint program I
- have ever seen. It also does file format conversions such as JPEG (By the way,
- they beat ASDG to e market with this).
-
- For more info call1-800-852-6442 and ask for their info release. Their is so
- much info that I cannot even begin to list feature here. I hope to have it by
- the end of the week and will post my impressions of it then. One of the nice
- things is that IM hardware independent. Black Belt also maintains a BBS and is
- paving new ground in terms of customer support and they claim that their manual
- is very complete- over 200 pages spiral bound.
-
- Anyway, as you can see, I'm really looking forward to getting my hands on this!
- I'll post more later, I will answer any specific questions as best I can.
-
- Randy Carris
- Graphic Imagination Inc.
-
- ##
-
- Subject: Re: ImageMaster-FC
- Date: Fri, 29 Nov 91 15:09:09 EST
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- This sounds very interesting. Please let us know how you like the
- program. I have seen IP too, and it does have some impressive
- image manipulation tools. If ImageMaster is IP for all Amigas, that
- would be great. I hope Black Belt has cleaned up the interface, though.
-
- ASDG put out a great product (ADPro), but I think the market could
- stand a little competition.
-
- -John
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- ##
-
- Subject: IM-FC
- Date: Mon, 2 Dec 91 09:02:54 CST
- From: rcarris@shumun.weeg.uiowa.edu (Randy Carris)
-
- I forgot to mention this earlier, ImageMaster also directly loads and saves in
- noth Ham-E and DCTV format. Those of you with DCTV might be interested. I
- forgot the price info before:
- Retail is $199, I don't know what the street price is...
- The FireCracker24 version must be ordered from Black Belt until the feel the
- demand is high enough to ship it to dealers etc. That's kind of a bummer, but
- if it does Half of what they say, it should be well worth it.
-
- Randy Carris
- Graphic Imagination Inc.
-
- ##
-
- Subject: FC24- Light24
- Date: Mon, 2 Dec 91 11:06 EST
- From: "Marc Rifkin" <R38@PSUVM.PSU.EDU>
-
- Here's an example of my disappointment:
- I selected to pick up a brush and then picked freehand- that let me pick up
- a freehand brush. The same works with circles and rectangles.
- Then I tried solid line (connected lines) and it would only pick up a brish
- the shape of the first line I drew. This would be a necessity for picking
- up large irregular shapes.
-
- Marc Rifkin
- Integrative Technologies Lab, Penn State University
- 5F Mitchell Building, University Park, PA 16802
- 814-863-8062 or for you normal people, r38@psuvm.psu.edu
- "Say, that's a nice GUI!"
-
- ##
-
- Subject: Commodore
- Date: Mon, 2 Dec 91 11:15 EST
- From: "Marc Rifkin" <R38@PSUVM.PSU.EDU>
-
- I know this is just an Imagine list, but you all use Amigas, too, right? B-)
-
- In case you haven't heard, a few Amiga users who owned stock in Commodore went
- to the shareholders meeting last week. When one tried to make a motion that
- the meeting be held in the US and not in the Bahamas (where it is held
- currently), he was removed by security guards. BTW, Irving Gould just happens
- to have a home in the Bahamas as well as being a member at the country club
- where the meeting was held. Another user tried to bring up how Commodore
- needed to keep up with its competitors, but he was just ignored.
-
- I urge all of you to write to Commodore about the insidious conditions that
- exist there that squandering the company's wealth while ignoring problems
- arenot in the best interest of you users and the shareholders (who couldn't
- afford to go to the Bahamas). I know this is a common situation in
- many companies, but it is also common recently for these companies to
- fall or change. If we generate enough attention, they will find it less
- easy to look the other way.
-
- Thanks.
-
- Marc Rifkin , r38@psuvm.psu.edu
-
- ##
-
- Subject: Re: Imagine Objects
- Date: Mon, 2 Dec 91 18:07:39 MST
- From: HURTT CHRISTOPHER MICHAEL <hurtt@tramp.Colorado.EDU>
-
- >
- > Hi,
- > does anyone out there have any Star Trek objects for use with Imagine?
- > I would really appreciate it if you do have some (like the new Enterprise)
- > could put them onto Hubcap.
- >
- > Thanks.
- >
- > Sean.
- > rrccnet@ccu.umanitoba.ca
- >
- Someone uploaded a fairly good Enterprise (from the movies I think)
- to a BBS local to me. One fellow made a bunch of maps for it and it looks
- really sharp! I also made a little anim of it going into warp using a couple
- morphs. I'll upload it to hubcap if someone can explain the new process to me.
- One thing about this Enterprise though, it seems to have overly long back
- 'fins', but this is easily fixed.
-
- Chris
-
- ##
-
- Subject: Cycle-editor & Brush maps
- Date: Mon, 2 Dec 91 18:39:37 PST
- From: "Jim Lange" <jlange@us.oracle.com>
-
- I have created a hierarchical robot object in the detail editor and used the
- cycle setup option to prepare it for the cycle editor. I also have a brush
- (color) map assigned to the torso of my robot.
-
- The cycle editor converts my object correctly into a cycle object and the stage
- editor correctly animates the resulting cycle object, but my brush map does not
- appear.
-
- The original grouped object correctly renders with the brushmap, but if I load
- the cycle object into the detail editor and check the orientation of the brush
- map on the torso object - I find it is oriented totally wrong!
-
- To make matters worse, when I attempt to load the cycle object back into the
- cycle editor (the original one saved FROM the cycle editor), Imagine says "Not
- a (proper) animated object". (I recall another user reporting this message
- when attempting to load a MODIFIED cycle object).
-
- Are brush maps incompatible with the cycle editor?
-
- has anyone determined what the restrictions are when moving opjects between the
- detail and cycle editors?
-
- -------------------------------------------------------------------------------
- Jim Lange jlange@us.oracle.com
- Oracle Corporation {uunet,apple,hplabs}!oracle!jlange
- -------------------------------------------------------------------------------
-
- ##
-
- Subject: RE: Cycle Editor and Brush Maps
- Date: Tue, 3 Dec 91 11:43:05 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- My first question is, what version of Imagine are you using. If
- it is 1.1 there should be no problem whith brush maps. However, 1.0 did
- have a problem when brushmapped objects were brought into the cycle
- editor. If you have 1.1, then i don't know what is going wrong.
-
- Next, I beleive the detail editor is only supposed to load other
- detail editor saved objects and forms editor objects, (and obviously i
- know realize cycle editor objects.). However, the detail editor only
- saves to the detail editor object type. Thus, when you load your cycle
- object into the detail editor, it is converted back to its original
- type=detail. So, the message from the cycle editor saying it is not a
- cycle object is correct.
-
- Also, the cycle editor (and the command CycleSetup and
- CycleShuffle in Ver 1.1 of imagine [in the detail editor]) align the
- objects axis so that there Z axis goes from end to end. This is why
- when you add a primitive tube or cone, the Z axis is at the bottom, and
- the the Z-axis length is that of the whole object.
-
- I have found the cycle editor very difficult to use, and so have
- seldom used it. It seems to be easier to morph object repetitively than
- to spend alot more time in the cycle editor. However there is one more
- important thing, you should probably add "spacers" such as axis with no
- points, in between alll of the objects you are linking together. This
- enables the joints of your object to move in ways that might be needed,
- without have to strech them out of proportion. Also, under 1.1
- cyclesetup realigns the axis for you as the cycle editor would so you
- can try to fix things in the detail editor before you enter the cycle
- editor. Also in 1.1, after the object has been cyclesetup, you can move
- parts in the detail editor to the next postion and then cycleshuffle
- (shwoing you how it will come out in the cycle editor), and then save
- that as a seperate object. Now go into the cycle editor and go to the
- frame to you want your object to morph to. (I assume you have already
- converted the original cyclesetup object and have loaded it in). Then
- use the pose command, and the editor will take the position of the axis
- from the second save(or any object you tell it load with the proper
- amount of axis), and it will make that into the current position of the
- cycle object.
-
- Ack.
-
- Hope this helps,
-
- Mike C.
- mbc@po.CWRU.Edu
-
- ##
-
- Subject: Cycle-editor & Brush maps
- Date: Tue, 3 Dec 91 10:49:51 PST
- From: "Jim Lange" <jlange@us.oracle.com>
-
- I discovered some new information last night regarding my brush map problem.
- It seems that the cycle editor takes the brush map and stretches the Z-axis to
- the highest point of the cycle object and scales the other dimensions of the
- brush map proportionally.
-
- In the case of my robot, the normal orientation of the brush map is in front of
- the torso with the the Y-axis extending into the center of the chest at the
- robot's right hip. After the cycle editor converts it, the center of the brush
- axis does not move, but the Z-axis is stretched up and in so the end of the
- Z-axis touches the top of the robots's head. The result is that the brush map
- is partially inside the torso object and is projected at a downward angle
- towards the robot's left thigh.
-
- I tried saving the torso as a separate object and using Assign mode in the
- cycle editor to reassign it to the torso, but this had the same result. (NOTE:
- a single base is the parent of the entire group with the torso as a child group
- with neck and head as child groups of the torso.)
-
- It may be that the location of my object in the world coordinates has something
- to do with it (I believe that (0,0,0) in the detail editor is near the head),
- but I'll have to experiment.
-
- Again, any helpful hints would be appreciated. My work-around plan is to use
- pixel 3D to create a 3D version of my bitmap and attach it to the robot.
-
- -------------------------------------------------------------------------------
- Jim Lange jlange@us.oracle.com
- Oracle Corporation {uunet,apple,hplabs}!oracle!jlange
- -------------------------------------------------------------------------------
-
- ##
-
- Subject: diffusion grids
- Date: Tue, 3 Dec 91 14:13:53 GMT-0500
- From: Scott Matthew Krehbiel <scottk@hoggar.eng.umd.edu>
-
- OK, I have a suggestion for future versions of Imagine:
- How about diferent types of filters ( actual ones like
- you'd stick on the lens of a camera to put on your scene )
-
- At first I thought this was rather a silly idea, since any
- filter that you could stick in front of a camera, you could
- emulate in an image processing program ( color values, diffusion
- grids, etc. )
-
- Then I realized that some lighting techniques could really be
- better achieved with having those funny grids that go over
- fluorescent lights, and having cheese cloth to soften a light's
- shadows. An image processing prog. can't really soften only
- shadows.
-
- The problem I see with creating objects to actr as these diffusion
- grids is that they could take a really long time to render.
- Would having prefabricated filter effect objects do teh trick
- better? What do you all think?
-
- Also, does anyone have any suggestions on doing photographic lighting
- techniques in Imagine?
-
- Scott Krehbiel
-
- ##
-
- Subject: Re: RE: Cycle Editor and Brush Maps
- Date: Tue, 3 Dec 91 13:02:54 PST
- From: "Jim Lange" <jlange@us.oracle.com>
-
- In-Reply-To: WRPYR:mbc@cwns6.INS.CWRU.Edu's message of 12-03-91 11:43
-
- Michael B. Comet <WRPYR:mbc@cwns6.INS.CWRU.Edu> writes:
-
- > My first question is, what version of Imagine are you using. If
- >it is 1.1 there should be no problem whith brush maps.
-
- I am using 1.1, although it is the integer version on an A1000.
-
- > Next, I beleive the detail editor is only supposed to load other
- >detail editor saved objects and forms editor objects, (and obviously i
- >know realize cycle editor objects.). However, the detail editor only
- >saves to the detail editor object type. Thus, when you load your cycle
- >object into the detail editor, it is converted back to its original
- >type=detail. So, the message from the cycle editor saying it is not a
- >cycle object is correct.
-
- I understand this limitation for objects resaved from the detail editor, but in
- my case I was trying to load a cycle object saved from the CYCLE EDITOR. Since
- the cycle I had created had many key frames, I am concerned that the complexity
- is causing the problem (I can save simpler cycles).
-
- In general, the cycle editor is working well for the type of animation I am
- trying to create. The problem with morphing in the stage editor is that when
- my robot's arm pivots or his head turns, the individual points move in a
- straight line between the two objects resulting in distorted body parts
- in the intervening frames (shortened arm, flattened head). For articulated
- robot motion, the cycle editor is perfect. Unfortunately, brush maps just
- don't work right.
-
- Since my brush map is primarily text (plus a few lights and bolts), I should be
- able to reproduce it fairly well as a 3D object (using pixel 3D 2.0 to
- convert).
-
- -------------------------------------------------------------------------------
- Jim Lange jlange@us.oracle.com
- Oracle Corporation {uunet,apple,hplabs}!oracle!jlange
- -------------------------------------------------------------------------------
-
- ##
-
- Subject: modeling a body
- Date: Tue, 3 Dec 91 21:16:27 EDT
- From: dan@cs.pitt.edu (Dan Drake)
-
- Does anyone have any hints about how to go about modeling a human hand.
- I have created a robot hand, but it just doesn't cut it. The only decent
- way that I can thibk of is to mold some clay around my finger, pour
- some wax in the mold, and then when the wax dries, cut it into peices that can
- be measured. Any mdeling techniques would be appreciated.
-
- dan.
-
- It's fascinating how comple something so simple as a finger is when a computer
- tries to model it.
-
- ##
-
- Subject: a cheap editing room
- Date: Tue, 3 Dec 91 21:33:00 EDT
- From: dan@cs.pitt.edu (Dan Drake)
-
- How is this for a 3-d modeling and editing setup:
-
- A3000 25/50 $3000
- 4 megs ram $ 200
- 200 meg disk $ 400
- FC24 $ 800
- IMAGINE $ 180
- PERSONAL TBC $ 500
- CCD-V500 cam-corder $2500
- EVO-9800 vcr $4300
- -----------------------------
- $11880
-
- The CCD-V500 is a sony HI-8 cam corder with built in time bas correction and
- digital noise reduction. it also has super VHS outputs, PCM digital stereo
- sound, and effects such as dissolves, strobes, flash motion, stop motion,
- picture in a still, superimposing, ...
- THe sony hi-8 EVO-9800 is a still frame capable VCR with 4 track sound,
- time code recording and superimposition, time code insertion, and much more.
-
- This is what I would consider a minimum for professional use. I wonder
- what other platforms can put together? The cam-corder is a bit gun-ho,
- but it would allow you to expand your product line. You could mix live
- video and animation. Pretty wild.
-
- I just posted this as some neat info that I ran across and investigated a
- little. It's too much for me, but maybe I don't need a new car :-).
-
- dan.
-
- ##
-
- Subject: Re: a cheap editing room
- Date: Tue, 3 Dec 91 22:26:55 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- > A3000 25/50 $3000
-
- I wonder if for $3000 you'd be better off to get a $1100 A2000 and toss an
- '040/4 card into it? That plus a cheap HD should be around the same
- price, and you'd get alot more MFLOPS out of it.
-
- - steve
-
- ##
-
- Subject: Re: a cheap editing room
- Date: Wed, 04 Dec 91 11:45:29 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- Dan Drake writes:
- > A3000 25/50 $3000
- > 4 megs ram $ 200
- > 200 meg disk $ 400
- > FC24 $ 800
- > IMAGINE $ 180
- > PERSONAL TBC $ 500
- > CCD-V500 cam-corder $2500
- > EVO-9800 vcr $4300
-
- I assume you meant Personal SFC rather than TBC. What you need is a single
- frame controller, not a time base corrector. One potential problem here is
- that the last I heard, the Personal SFC did not support any Hi-8 gear.
- Next you will need a good video encoder to convert the FC24 RGB output into
- something that you can record. Thats another $1K to $2K. Also, alot more
- RAM is highly reccommended. A bigger HD wouldn't hurt either. I found that
- the 330 Meg I had was not enough, especially if you plan to render to HD
- and later single frame to tape (you will save your VCR heads from a quick
- and certain doom this way). Finally, if you wish to mix the live camera
- video with the recorded animation, you will need a video switcher and a
- TBC/synchronizer. A Toaster and the DPS TBC II would do the trick for
- another $3300.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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 |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Extrude to path
- Date: Wed, 04 Dec 91 11:47:13 -0500
- From: rnollman@osf.org
-
- I am trying to use the EXTRUDE function to extrude an object along a path. I
- have had this problem before, but have not used Imagine in ages. I know it
- is a very simple thing to do, but there is something that is confusing about
- the way the manual describes it that messes me up every time. Here is what I
- am doing:
-
- 1. add axis (do several times to create axes to define a path).
-
- 2. orient the y axes so that they are pointing in the direction that I
- want to path to follow (not sure about how this works although
- I can pretty much define the path I want by experimentation -- but
- if someone could tell me how this works, it would be helpful. The manual
- simply says to orient all the y axes in the direction of the path. Does
- that mean that the y axis arrows "------->" need to be on the same
- plane?).
-
- 3. pick all the axes in the path in the order I want the path to follow.
-
- 4. choose sort from the appropriate menu (not sure which).
-
- 5. choose make path from appropriate menu (not sure which).
-
- 6. save path as extpath.obj.
-
-
- At this point, everything seems like it should be ok, but when I try
- to specify extpath.obj (or just extpath) in the EXTRUDE dialogue box,
- it says that it cannot find the object. What am I doing wrong?
-
- Thanks.
-
- Rich Nollman
-
- ##
-
- Subject: Re: Extrude to path
- Date: Wed, 4 Dec 91 12:22:16 EST
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- A path is a single object consisting or one axis, at least two points
- connected by an edge. Of course, the path can contain any arbitrary
- number of points connected by edges. So, delete all but one of your
- axes, and build a path as I described above. In attributes for your
- path, rename the path as PATH, and in the extrude requester, specify
- PATH (which is the default) for the extrusion. All should go well...
-
- -John
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- ##
-
- Subject: Extrude Question
- Date: Wed, 04 Dec 91 12:37:23 -0500
- From: rnollman@osf.org
-
- I am trying to use the EXTRUDE function to extrude an object along a path. I
- have had this problem before, but have not used Imagine in ages. I know it
- is a very simple thing to do, but there is something that is confusing about
- the way the manual describes it that messes me up every time. Here is what I
- am doing:
-
- 1. add axis (do several times to create axes to define a path).
-
- 2. orient the y axes so that they are pointing in the direction that I
- want to path to follow (not sure about how this works although
- I can pretty much define the path I want by experimentation -- but
- if someone could tell me how this works, it would be helpful. The manual
- simply says to orient all the y axes in the direction of the path. Does
- that mean that the y axis arrows "------->" need to be on the same
- plane?).
-
- 3. pick all the axes in the path in the order I want the path to follow.
-
- 4. choose sort from the appropriate menu (not sure which).
-
- 5. choose make path from appropriate menu (not sure which).
-
- 6. save path as extpath.obj.
-
-
- At this point, everything seems like it should be ok, but when I try
- to specify extpath.obj (or just extpath) in the EXTRUDE dialogue box,
- it says that it cannot find the object. What am I doing wrong?
-
- Thanks.
-
- Rich Nollman
-
- ##
-
- Subject: Re: a cheap editing room
- Date: Wed, 4 Dec 91 12:38 EST
- From: "Marc Rifkin" <R38@PSUVM.PSU.EDU>
-
- In-Reply-To: mark AT westford.ccur.com -- Wed, 04 Dec 91 11:45:29 EST
-
- In the December issue of .info is a mention of Sony's new EVO-9650,
- a HI-8 deck that has an RS232 port and is frame accurate(*). It will
- retail for $6000. Looks like a good Amiga peripheral.
-
- (*)-IMHO (**), no (tape based) VCR is "frame accurate."
-
- (**)- I've always wanted to use "IMHO" somewhere, so there it is.
- Marc Rifkin
- Integrative Technologies Lab, Penn State University
- 5F Mitchell Building, University Park, PA 16802
- 814-863-8062 or for you normal people, r38@psuvm.psu.edu
- "Say, that's a nice checksum error!"
-
- ##
-
- Subject: Re: a cheap editing room
- Date: Wed, 04 Dec 91 13:02:24 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- Marc Rifkin writes:
- > In the December issue of .info is a mention of Sony's new EVO-9650,
- > a HI-8 deck that has an RS232 port and is frame accurate(*). It will
- > retail for $6000. Looks like a good Amiga peripheral.
-
- I forget where I read about it, but the review I read of the EVO-9650
- stated that it was really only suitable for making test animations
- and not producing broadcast quality output. Now I remember, it was in
- New Media Age.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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 |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: 24bit maps
- Date: Wed, 4 Dec 91 12:31:31 CST
- From: rcarris@shumun.weeg.uiowa.edu (Randy Carris)
-
- Has anyone else had problems with 24bit brushmaps with Imagine 1.1?
- When I use a frame painted entirely in Light24, it works fine, but when I use
- pictures for another source (such as TIFF images converted to IFF) they do not
- render properly in either scanline or trace modes. They come out as random
- noise on the object. HAM conversions of the same image work fine, and the
- 24bit one show just fine on the FC24 so I know the files aren't corrupt.
- Could it be memory limitations? I have a 7M system. I had though that it
- would just give me a requester saying not enough RAM for bitmap or something
- but it doesn't and the image renders, just not correctly. Impulse had nothing
- constructive to offer me on this.
- Anyone?
- Randy Carris
- Graphic Imagination inc.
-
- ##
-
- Subject: Path extrusion
- Date: Wed, 4 Dec 91 11:48:48 PST
- From: worley@updike.sri.com (Steve Worley)
-
- Rich Nollman asks for help extruding along paths.
-
- -How do I extrude to a path? I get an error, or a straight line.
-
- First, it is important that you use the right type of path. What
- "extrude to path" uses is a series of connected line segments to
- define the direction the extruded object follows. Extrude does NOT use
- the spline paths that are used in the Stage Editor.
-
- When you've created a line segment path, use the attributes requestor
- to see the name of the path- you might even want to call it "PATH" as
- opposed to "AXIS.5" or whatever it happens to be called already. Pick
- the object or outline you want to extrude, and get to the extrude
- requestor. Toggle the extrude to path button, which will unghost the
- path name box. Type in the name of the path that you noted before.
- Also, make sure you change the "# of segments" box to a number greater
- than one! Your extrusion will be of better quality the higher you set
- this, though your object size and complexity will also increase. If
- you try to extrude and get an error message, you are using the wrong
- type of path- use a line segment path. If you just get a tube that
- doesn't follow your path, set the # of segments to something greater
- than one.
-
-
-
-
- -What is the difference between line paths and spline paths?
-
- Imagine uses two different types of paths, lines and splines. Line
- paths are just an object that consists of a set of points linked by
- edges. The order of the points defines the direction of the path. To
- make this type of path, it is easiest to add a new axis in the Detail
- Editor, then enter "add lines" mode. Whenever you click, a new point
- and edge will be added where you're pointing, and you can trace your
- path in just a few seconds. This type of path is used for extruding
- along paths as well as the "Grow" F/X.
-
- The other path type is splines. These paths CANNOT be used in the
- Detail Editor, they are for defining routes for objects to move along
- in the Stage Editor. Both open and closed paths are available; open
- paths are lines that define a route from a starting point to an ending
- point; closed paths always start and end at the same place, which is
- useful for cyclic motion or looping animation. You can create a new
- spline path by selecting "add path." The paths are interactivly
- editable in the Stage Editor.
-
-
-
-
- -Steve
-
- worley@athena.mit.edu
-
- ##
-
- Subject: Video & Long graphics
- Date: Thu, 5 Dec 91 07:41:51 GMT
- From: mit-eddie!bknight.jpr.com!yury (Yury German)
-
- and would like to make a video of them to distribute here...
- Well I thought about it and had another Idea... let me know what you
- think. I propose we make a Video that we can sell to the publick as well
- as get your own unlimited copies. Since I own my own Video Production
- company and have an extensive amiga setup with 16 megs of RAM (I love it)
- and Plenty of Syquest cartridges lying around (with 2 Syquests drives
- sitting in front of me... as well as other hard drives) I can make the
- video of all the anims that you can send. Now I only have a SVHS setup
- here but we can talk details later. What I am thinking off is that the
- people who send in the animations become automatic partners dependant on
- the lenght of the animation. With all the profits being shared an equal or
- a preditermined amound (thats just an idea). That way we (I) can market
- the tape and get a profit while all of us still get a tape without it
- costing anything as well as leting the people in the outside world. Those
- who are not on the net... and those that do not telecom but read mags
- still get a taste of this.
-
- -= What do you think =- ??????
- _______________________________________________________________________
- ! !
- ! Yury German NET-MAIL: yury@bknight.jpr.com !
- ! Blue-Knight Productions GENIE EMAIL: Blue-Knight !
- ! (212)218-1348 (Graphic Design and Video Productions) !
- ! (718)321-0998 P.O. Box 985, Queens, New York, 11354 !
- ! !
- ! ==}---------- Only Amiga makes it Possible ----------{== !
- !_____________________________________________________________________!
-
-
- ##
-
- Subject: Brush Mapping questions
- Date: Fri, 6 Dec 91 09:19:29 -0500
- From: fbranham@prism.gatech.edu (BRANHAM,JOSEPH FRANKLIN)
-
- I was trying to populate a graveyard with tombstones last night, and
- I finally started playing with some mapping features I've never used.
-
- 1) How do you use bump (altitude maps)? I created a 1bitplane picture
- with my name in large Times letters. The letters were black, and the rest
- of the IFF was white. I mapped this onto the front of my tombstone with
- the x and z axes bordering the tombstone, and the y-axis instersecting
- the front ofthe tombstone.
-
- The object axis of teh tombstone was about 100units, with the tombstone
- being about 200x300x75 units.
-
- I've done lots of flat color maps, but I could NOT get my name engraved
- into the tombstone.
-
- I tried this seperately as well as with the brush from question #2.
-
- 2) I was trying to wrap a good marble brush around my tombstone, since
- I like the results better than the algorithmic marble. When using wrap-X,
- wrap-z to "shrink-wrap" the brush to cover the front and edges of the stone,
- I got severe polar-projection effects on the front.
-
- I've read Mr. Worley's turorial on the subject, but still can't quite
- get the hang of this.
-
- Moo
- Frank Branham
-
- PS-Will post stills of the skeleton set of Tarot cards that my girlfriend
- is rendering as she produces them. So far, they are going to be really neat.
-
- Frank Branham
-
- ##
-
- Subject: Re: Brush Mapping questions
- Date: Fri, 06 Dec 91 10:50:16 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- Frank Branham writes:
- > I like the results better than the algorithmic marble. When using wrap-X,
- > wrap-z to "shrink-wrap" the brush to cover the front and edges of the stone,
- > I got severe polar-projection effects on the front.
-
- I have always hated Impulses screwed up terminology and this 'wrap' business
- is another fine example. LightWave uses three types of projected image
- maps: planar, cylindrical, and spherical, each of which can be with respect
- to the x, y, or z axis. I assume that Imagine's wrap-X wrap-Z is equivalent
- to LightWave's cylidrical projection using the y axis. If this is the case,
- it is not what you would want. You want a planar projection for a flat
- surface otherwise you will get map distortion. The problem with projected
- mapping is that often it requires you to separate your surfaces so that
- they will all be properly projected. A cube for example requires 3 separate
- surfaces: planar X axis for the sides, planar Y axis for the top and bottom,
- and planar Z axis for front and back. A can requires two surfaces: planar
- Y axis for the top and bottom and cylindrical Y axis for the curved sides.
- Am I correct in my assumption that Imagine effectively works the same way
- but with different terminology?
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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 |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: matching colors against model intructions
- Date: Fri, 6 Dec 91 11:18:13 EST
- From: reynolds@fsg.com (Brian Reynolds)
-
- Someone recently had some questions about the numbering of the colors
- on a plastic model's instruction sheet. I found this article in
- alt.models and thought I'd pass it on. You might want to look at some
- of the books on painting models for information about determining the
- proper color reproduction.
-
- Brian Reynolds "... a drone from sector 7G."
- Fusion Systems Group
- reynolds@fsg.com -or- ...!uupsi!fsg!reynolds
-
- ----- Begin Included Message -----
-
- -- COLOURS.TXT -- Rev.7c -- 1991-12-02 --
- Urban Fredriksson, Flyttblocksv., Stockholm, Sweden.
- Please send me suggestions for improvements. No copyright claimed.
-
- Sources:
- Own paint tins, FS.595a manual, Richard Parker Scale Models
- International Sep/91, Mat Irvine SMI Dec/91, colour guide from the
- Wentzels hobby shop in Stockholm, Kevin Smith IPMS (UK) Humbrol current
- paint range conversion chart, "Colorazioni" by Angelo Falconi.
- ===================================================================
- PoS: = Polly S (new/old) Hu:= Humbrol (new/old)
- GS: = Gunze Sanyo Rev: = Revell
- Gloss/matt often substitute for each other
- ===================================================================
- FS 595a First figure: 1 = gloss, 2 = semigloss, 3 = lusterless
- DESIGNATION NAME AND REASONABLE COLOUR MATCHES
-
- Browns
- FS.30117 Earth Red PoS:PCA829 Hu:186
- FS.30118 Hu:142 Field Drab PoS:60
- FS.30166 Hu:70 Brick Red PoS:21
- FS.30218 USAF Tan
- FS.30219 Hu:119 Light Earth/Hu:118 US Tan GS:H310
- FS.30266 Middlestone PoS:PCA818
- FS.30277 Hu:187 Sand
-
- Reds
- FS.31136 Hu:60 Matt Scarlet (/153 Insignia Red) GS:H327 PoS:20?
-
- Oranges
- FS:32473 Hu:82 Orange Lining?
-
- Yellows
- FS.33531 Light Brown Yellow PoS:PCI875 Yellow GS:H313 Hu:121
- FS.13538 Hu:188 Crome Yellow GS:H329
- FS.33538 Hu:154 Insignia Yellow /Hu:24 Trainer Yellow?
- FS.33613 Hu:148 Radome Tan GS:H318
- FS.33814 Hu:81 Pale Yellow?
-
- Greens
- FS.34079 USAF Dark Green PoS:500814/PCA814 Hu:116 GS:H309
- FS.34087 Hu:155(/66) Olive Drab GS:H52 PoS:52?
- FS.34092 Green PoS:50? Hu:149(/30) Dark green GS:H302
- FS.34097 Hu:105 Marine Green GS:H340
- FS.34102 USAF Light green PoS:500815 Hu:117 GS:H303
- FS.34127 Hu:150 Forest Green
- FS.34151 Hu:151 Interior Green GS:H58 PoS:PCA802?/821?/833?
- FS.34226 Hu:78 Cockpit Green
- FS.34227 Hu:120 Light Green GS:H312
- FS.34258 Hu:78 Cockpit Green
- FS.34424 Hu:90 Matt Beige Green
- FS.34554 Hu:90 Beige Green
-
- Blues
- FS.15042 Hu:181 Dark Sea Blue
- FS.35042 Hu:182 Black Grey
- FS.35044 Hu:189 Insignia Blue GS:H326
- FS.15050 Hu:190 Blue Angel GS:H328
- FS.35109 Blue (Hu:HU15 deleted)
- FS.35164 Hu:144 Intermediate Blue GS:H42
- FS.35237 Hu:145 Medium Grey GS:H337
- FS.35258 Green (Hu:HU17 deleted)
- Fs.35414 Blue (Hu:HU14 deleted)
- FS.35450 Air Superiority Blue PoS:PCA800
- FS.35622 Light Blue PoS:PCI877 Hu:122 GS:H314
-
- Grays
- FS.36081 Engine Gray Matte PoS:500014 Grimy Black GS:H301 Hu:32
- FS.26118 Semigloss Gunship Gray As FS.36118
- FS.36118 Gunship Grey PoS:PCA822/500822 Sea Gray GS:H305 Hu:125
- FS.36173 Hu:156 Dark Grey GS:H82
- FS.36231 Dark Gull Grey PoS:PCA824/807? Hu:140 GS:H57
- FS.36251 Grey (Hu:HU20 deleted)
- FS.26270 Semigloss Ocean Gray As FS.36270
- FS.36270 RAF Ocean Gray Hu:USN2 GS:H306 Hu:126
- FS.36307 Hu:141 Light Sea Grey
- FS.36320 Ghost Gray Dark PoS:PCA837 Ghost Gray-DK GS:H307 Hu:128
- FS.36321 Dk Gull Grey Hu:140
- FS.36373 Hu:87 Steel grey?
- FS.36375 Hu:127 US Ghost Grey GS:H308
- FS.16440 Light Gull Grey Hu:183 GS:H51
- FS.36440 Hu:129 GS:H325 PoS:PCA825?
- FS.36463 Hu:146?
- FS.16473 Light Aircraft Grey Hu:146 GS:H61
- FS.36473 Hu:64 Light grey? PoS:PCA806?
- FS.36495 Hu:147 Light Grey GS:H337
- FS.36559 Hu:162 Surface grey
- FS.36622 Gray PoS:PCA817 GS:H311 Hu:97 Eggshell
-
- Miscellaneous (blacks, whites, metallics)
- FS.17038 Gloss Black Hu:21 GS:H2
- FS.27038 Coal Black Hu:85 GS:H2
- FS.37038 Hu:33 Black GS:H12 PoS:10
- FS.27040 very slighty dark bluish black Hu:85?
- FS.17178 Chrome Silver Hu:191
- FS.17875 Gloss White Hu:22 GS:H1
- FS.37875 Hu:130 Satin White GS:H11 PoS:11?
-
- Fluoroscent
- FS.28915 Hu:192 Blaze (orangeish red, almost dayglo)
- -------------------------------------------------------------------
- German colours
- RLM 02 RLM grau PoS:PCG83 RLM Gray (02) GS:H70 Hu:92
- RLM 61 Dunkelbraun Dark Brown
- RLM 63 Hellgrau PoS:PCG711 Lt gray (63)
- RLM 65 Hellblau Hu:65 Matt Aircraft Blue GS:H67
- RLM 70 Schwarzgrun PoS:PCG86 Black Grn. (70) Hu:91 GS:H65
- RLM 71 Dunkelgrun PoS:PCG87 Dk. Green (71) Hu:30 GS:H64
- RLM 74 Dunkelgrau PoS:PCG84 Dark Grey (74) GS:H68 Hu:27
- RLM 75 Mittelgrau PoS:PCG707 Medium gray (75) GS:H69
- RLM 76 Hellblau PoS:500088 Light Gray (76)
- RLM 78 Himmelblau Sky Blue
- RLM 79 Sandbraun GS:H66 Hu:62
- RLM 80 Olive Grun Olive Green
- RLM 81 Braunviolett Brown violet
- RLM 82 Dunkelgrun Dark Green
- -------------------------------------------------------------------
- Imperial Japanese colours
- Green A3 PoS:PCJ91 (brownish green, Army)
- Green N1 PoS:PCJ92 (blueish green, Navy)
- Brown A/N14 PoS:PCJ93 (dark reddish brown, Army/Navy)
- Grey A/N2
- Mauve N9
- Brown N17 Hu:110 GS:H37
- Silver A6 Hu:11
- ===================================================================
- Gunze Sangyo
- HXXX are water based, and given as "Black numbers in white
- boxes". The "Mr Color" range are given as "White numbers in black
- boxes", and does not always match!
- -------------------------------------------------------------------
- H1 Gloss White Hu:22 White
- H2 Gloss Black Hu:21 Black / Hu:85 coal Black
- H3 Gloss Red Hu:19 Bright Red (see H23) / Rev:31
- H4 Gloss Yellow Hu:69 Yellow
- H5 Gloss Blue Hu:15 Midnight Blue? / Rev:52?
- H6 Gloss Green Hu:3 Brunswick Green
- H7 Gloss Brown Hu:10 Service Brown / Hu:9 Tan
- H8 Silver Hu:11 Silver/ Metalcote Aluminum (satin pale silver grey)
- H9 Gold Hu:16 Gold
- H10 Copper Hu:12 Copper
- H11 Flat White Hu:34 Matt White / Hu:130 Satin White
- H12 Flat Black Hu:33 Matt Black / Hu:85 Coal Black
- H13 Flat Red Hu:60 Matt scarlet / Hu:73?
- H14 Gloss Orange Hu:18 Orange
- H15 Gloss Bright Blue Hu:14 French Blue
- H16 Yellow Green Hu:38 Lime / Rev:60
- H17 Cocoa Brown (gloss) Hu:113 Matt Rust (gloss/matt)/Hu:10 Service Brown?
- H18 Steel Rev:91 Steel
- H19 Pink Hu:200 Pink
- H20 Flat Varnish Hu:49 Matt Varnish / Rev:2
- H21 Off White Hu:41 Ivory
- H22 Gloss Dark grey Hu:5 Dark Admirality grey
- H23 Gloss Shine Red Hu:19 Bright Red
- H24 Orange Yellow
- H25 Sky Blue Hu:48 Mediterranean Blue
- H26 Mid Green Hu:2 Emerald Green / Rev:61
- H27 Tan Hu:7 Light Buff (gloss?)
- H28 Metallic Black Hu:201 Metallick Black
- H29 Salmon Pink (gloss) Hu:174 Signal Red?
- H30 Gloss Varnish Hu:35 clear poly /Rev:1
- H31 White Green (gloss) Hu:90 Matt Beige Green
- H32 Field Grey (gloss) Hu:67 Matt Tank Grey ?
- H33 Russet (gloss) Hu:133 Brown
- H34 Cream Yellow
- H35 Cobalt Blue Rev:53 Blue RAL 5013 / Hu:198 Lufthansa Blue
- H36 Dark Green (gloss) Hu:75 Matt Bronze Green
- H37 Wood Brown (gloss) Hu:110 Matt Natural Wood / Hu:10?
- H38 Steel Red Hu:113 Matt Rust + Silver/ Hu:53 Gunmetal?
- H39 Metallic Gloss Purple Hu:68 Purple
- H40 Flat Base something you mix in paints to make them flat
- H41 Pale Green (gloss) 50/50 65 Matt Aircraft Blue/Hu:90 Matt Beige Green
- H42 Blue Grey (gloss) Hu:144 intermediate Blue FS.35164
- H43 Wine Red Hu:20 crimson / Rev:32
- H44 Flesh Hu:61 Matt Flesh / Rev:35
- H45 Light Blue (gloss) Hu:47 Sea Blue / Rev:50
- H46 Emerald Green (gloss) not quite Hu:2 Emerald Green / Rev:364
- H47 Red Brown (gloss?) Hu:160 German Red Brown?
- H48 Field Grey 11 Hu:111 Matt Uniform Grey
- H49 Violet (met. gloss) Hu:68 Gloss Purple with a touch of silver
- H50 Lime Green (gloss) not quite Hu:38 lime
- H51 Light Gull Grey Hu:183 Grey FS.16440 (but more gloss)
- H52 Olive drab (semigloss) Hu:155 Matt Olive drab
- H53 Neutral Grey Hu:128 US Compass Grey (but more matt)
- H54 Navy Blue (semigloss) Hu:77 Matt Navy Blue
- H55 Midnight Blue (gloss) Hu:15? / Hu:104 Matt Oxford Blue
- H56 Intermediate Blue Hu:25?,79?,96?,134?,144
- H57 Aircraft Grey (gloss) Hu:140 Matt Gull Grey FS.36231 PoS:PCA824
- H58 Interior Green (gloss) Hu:151 Interior Green / Hu:158 Interior Green?
- H59 IJN Green (gloss) very Dark Green
- H60 IJA Green (semigloss) mid-blueish Green
- H61 IJN Light Grey (gloss) Hu:146 Aircraft Grey / very Pale Grey, FS.25630?
- H62 IJA Light Grey (semigloss) Matt Light Grey
- H63 Metallic Blue-green
- H64 RLM Dark Green 71 (semigloss) Hu:116 US Dark Green / Hu:91 Matt Black Green?
- H65 RLM Dark Green 70 Hu:91 Matt Black Green / Rev:363?
- H66 RLM Sand Brown 79 (semigloss) Hu:62 Leather/ Hu:63 Matt Sand w a touch of Orange
- H67 RLM Light Blue 65 (semigloss) Hu:65 Aircraft Blue / Hu:122 Matt Pale Blue
- H68 RLM Dark Grey 74 (semigloss) Hu:27 Matt Sea Grey PoS:PCG84
- H69 RLM mid Grey 75 PoS:PCG707
- H70 RLM Grey 02 (semigloss) Hu:92 Matt Iron Grey PoS:PCG83
- H71 Middle Stone (semigloss) Hu:84 Matt Mid Stone
- H72 Dark Earth (semigloss) Hu:29 Matt Dark Earth, WW2 RAF Dark Grey?
- H73 Dark Green (semigloss) Hu:30 Matt Dark Green, WW2 RAF Dark Green?
- H74 Sky Duck Egg Green (semigloss) Hu:23 Duck Egg Blue (WW2 sky, correct)
- H75 Dark Sea Gray (semigloss) Hu:27 Matt Sea Grey
- H76 Burnt Iron Hu:53 gunmetal?
- H77 Tyre Black Hu:33 Black? Rev:9 Anthracite, ultra-dark grey
- H78 Olive Drab 2 (semigloss) Hu:66 Matt Olive Drab
- H79 Sand Yellow (dark) (semigloss) Hu:93 Matt desert
- H80 Khaki Green Hu:159 Khaki Drab?
- H81 Khaki Hu:26 Matt Khaki
- H82 Dark Grey (semigloss) Hu:156 Matt Dark Grey?
- H83 Dark Grey (semigloss) Hu:123 Dark Satin Sea Grey (Japanese naval subjects)
- H84 Mahogny (semigloss) Hu:10 Service Brown / any gloss brown
- H85 Sail Colour Hu:71 Satin oak, cream coloured leather
- H86 Red Madder Dark Reddish-Purple. brighter than Hu:107 WW1 Purple?
- H87 Metallic Red Hu:51 Sunset Red / Rev:399
- H88 Metallic Blue Hu:52 Baltic Blue
- H89 Metallic Green Hu:50 Green mist
- H90 Clear Red transparent colour from Tamiya Acrylic Range or
- H91 Clear Yellow Humbrol "Clear Colour" range
- H92 Clear Orange - '' -
- H93 Clear Blue - '' -
- H94 Clear Green - '' -
- H95 Smoke Grey (gloss) Hu:147 Matt Light Grey (Israeli)
- H96 Smoke Blue (gloss) Pale version of Hu:65 Matt Aircraft Blue (+50% White?)
- H97 Fluoroscent Yellow Hu:194/204 Fluoroscent Saturn Yellow over white base
- H98 Fluoroscent Orange Hu:205/209 Fluoroscent fire Orange over white base
- H99 Fluoroscent Pink Hu:202/207 Fluoroscent Aurora Pink over white base
- H100 Fluoroscent Green Hu:203/208 Fluoroscent Signal Green
- H301 FS.36081 Dk Grey Hu:32 Matt Dark Grey PoS:500014
- H302 FS.34092 Dk Green Hu:149 Matt Dark Green
- H303 FS.34102 Dk Green Hu:117 Matt US Light Green PoS:500815
- H304 FS.34087 Olive Drab Hu:155 Matt Olive Drab
- H305 FS.36118 Dk Grey Hu:125 Satin US Dark Grey PoS:500822
- H306 FS.36270 Mid Grey Hu:126 Satin US Medium Grey
- H307 FS.36320 Grey Hu:128 Satin US Compass Grey PoS:PCA837
- H308 FS.36375 Light Grey Hu:127 Satin US Ghost Grey
- H309 FS.34079 Green Hu:116 Matt US Dark Green PoS:500814
- H310 FS.30219 Brown Hu:119 Matt Light Earth, Israeli AF/Hu:118 Matt US Tan
- H311 FS.36622 Grey Hu:28 / Hu:8 Camouflage Grey?
- H312 FS.34227 Green Hu:120 Matt Light Green, Israeli colour
- H313 FS.33531 Brown Hu:121 Matt Pale Stone, Israeli AF PoS:PCI875
- H314 FS.35622 Blue Hu:122 Matt Pale Blue, Israeli PoS:PCI877
- H315 FS.16440 Light Grey Hu:183 Grey US Navy Light Gull Grey (gloss)
- H316 Hu:22 White
- H317 Hu:140 Gull Grey
- H318 Hu:148 Radome Tan
- H319 Light Green (matt) Hu:117 US Light Green
- H320 Dark Green (semigloss) Hu:172 Green / Hu:30 Dark Green?
- H321 Light Brown (semigloss)
- H322 Cyan Blue (gloss)
- H323 Light Blue (gloss)
- H324 Light Grey (matt)
- H325 Hu:129 US Gull Grey
- H326 Hu:189 Insignia Blue
- H327 Hu:153 Insignia Red
- H328 Hu:190 Blue Angel
- H329 Hu:188 Chrome Yellow
- H330 Hu:163 Dark Green
- H331 Hu:164 Sea Grey
- H332 Hu:166 Light Aircraft Grey
- H333 Hu:123 Dark Olive
- H334 Hu:167 Barley Grey
- H335 Hu:123 Dark Olive
- H336 Hu:168 Hemp
- H337 Hu:145 Medium Grey PoS:PCA817
- H338 Hu:147 Light Grey
- H340 Hu:105 Marine Green
- H341 Mud (weathering)
- H342 Oil (gloss) (weathering)
- H343 Soot (matt) (weathering) Hu:33 Black?
- H344 Hu:113 Rust
- H345 Rough Gray (matt) (weathering)
- H346 Rough Sand (matt (weathering) Hu:93 Desert Yellow
- ===================================================================
-
-
- ----- End Included Message -----
-
- ##
-
- Subject: Re: Brush Mapping questions
- Date: Fri, 6 Dec 91 11:31 EST
- From: "Marc Rifkin" <R38@PSUVM.PSU.EDU>
-
- In-Reply-To: mark AT westford.ccur.com -- Fri, 06 Dec 91 10:50:16 EST
-
- >Am I correct in my assumption that Imagine effectively works the same way
- >but with different terminology?
-
- Yes- except in Imagine's world, Z is up and Y is depth.
- Also, Imagine only has planar (flat) or cylindrical (wrap) X and Z-
- 1) Does not having a Y present any problems?
- 2) Since there is no spherical projection, do wrapping X and Z suffice?
-
- Marc Rifkin
- Integrative Technologies Lab, Penn State University
- 5F Mitchell Building, University Park, PA 16802
- 814-863-8062 or for you normal people, r38@psuvm.psu.edu
- "Say, that's a nice longword!"
-
- ##
-
- Subject: Imagine 2.0
- Date: Fri, 6 Dec 91 11:54:15 -0500
- From: fbranham@prism.gatech.edu (BRANHAM,JOSEPH FRANKLIN)
-
- Now that we know more or less what's in it. Does anyone have any idea
- on availability. For some reason I didn't get the last newletter, and doubt
- I'll get the actual announcement.
-
- (obviously{, I need to contact Impulse and confirm my registration, but
- I don't have good access to LD phones during the day.)
-
- For me at least, its probably worth $100 for DCTV support, fog, and X-specs.
-
- ##
-
- Subject: Brushmap probs
- Date: Fri, 06 Dec 91 12:24:25 EST
- From: spworley@Athena.MIT.EDU
-
- Frank asks two questions:
-
- 1) Altitude mapping
-
- With an altitude map, you do indeed use a black and white brushmap.
- However, you will get VASTLY superior results if you blur the sharp
- black/white transitions a bit. If they are sudden changes in the brushmap
- intensity, the altitude map will work, but the effect takes place over
- such a small area you might miss it. Use ADPro to blur the brushmap or
- use "smooth" in DPaint.
-
- Even so, altitude mapping in Imagine 1.1 is broken. It will work for
- reflection/refraction, but simple depth shading is nearly nonexistant. This
- is a **MAJOR** bug, and has been fixed with great success in Imagine 2.0.
-
- 2) Projection problems
-
- Yep, when you use a brushmap as a wrap/wrap, it gets projected in
- strange ways... It's really just an equal-angular projection: think of
- the X coordinate of the brush wrapping around the sphere around the
- equator from 0 degrees to 360 degrees. The Y coordinate controls the
- latitude (whether you are at the equator or North Pole). Mathematically,
- X-> theta, Y-> phi in spherical coordinates.
-
- What this means is that a horizontal stripe vertically centered on
- your brushmap will be mapped onto the equator of your sphere. A vertical
- stripe on the very top of your brushmap will be mapped to a SINGLE point
- right at the North pole! The pixels at the vertical center of the brushmap
- are STRETCHED.
-
- Solution? Well, there is none. :-) Its the way things are done. Its not
- a bug, its a projection method.
-
- In fact, right now I'm working on a program to make a coordinate-remapped
- altitude map of a basketball, so when it's projected on a sphere, there
- will be NO perspective effect and no seams, even at the equator. Very
- interesting....
-
-
- Good luck, Frank.
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- ##
-
- Subject: Mapping terminology.
- Date: Fri, 06 Dec 91 12:31:31 EST
- From: spworley@Athena.MIT.EDU
-
- Just like Lightwave, Imagine supports ALL THREE projection methods.
-
- Flat X Flat Z - Flat mapping (rectilinear coordinates)
- Wrap X Flat Z - cylindrical mapping (cylindrical coordinates, theta=atan(x,y)
- Flat X Wrap Z - cylindrical mapping (cylindrical coordinates, theta=atan(z,y)
- Wrap X Wrap Z - spherical mapping (spherical coordinates, theta=atan(x,y)
- phi=atan (z,sqrt(x^2+y^2))
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- ##
-
- Subject: Re: Imagine 2.0
- Date: Fri, 6 Dec 91 09:23:54 PST
- From: Mark Davis <davis@soomee.enet.dec.com>
-
- During Wednesday nights chat on Portal the folks at Impulse
- stated that it should be ready in approx 15 days and they are
- taking orders. The upgrade cost is $100.00US. I called and
- verified this.
-
- mark davis
- davis@soomee.zso.dec.com
-
- ##
-
- Subject: re: Imagine 2.0
- Date: Fri, 6 Dec 91 09:28:56 PST
- From: Mark Davis <davis@soomee.enet.dec.com>
-
- I should clarify my previous posting. It was stated that the
- next newsletter mailing would be in about 2 weeks. I verified
- that they are taking orders and the cost is $100.00US.
-
- mark
-
- ##
-
- Subject: Re: Brushmap probs
- Date: Fri, 6 Dec 91 14:12:36 -0500
- From: fbranham@prism.gatech.edu (BRANHAM,JOSEPH FRANKLIN)
-
- 1) Altitude Mapping
-
- Referring to the major bug, I interpret this as meaning that I can only
- see the altitude mapping if my tombstone is clear or reflective?
-
- Moo
- and thanks for the articles
- Frank Branham
-
- ##
-
- Subject: re: Brushmap probs
- Date: Fri, 6 Dec 91 13:05:52 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- [ some stuff about brushmaps ]
-
- Here's the problem I have with brushmaps.
-
- Lets say I have an object to which I assign a brushmap to a flat surface
- using a flat mapping for X and Z. The results turn out just as I expect.
-
- Now, if I go into the detail editor and _resize_ the object, all is lost.
- What happens is this: the brushmap is resized properly, but not relocated
- properly. Say the old brushmap size was (10,10,10). When I double the
- size of the object, the new brushmap size becomes (20,20,20), just as I'd
- expect. (In other words, the surface the brushmap was on is now twice as
- big, so the brushmap has to be twice as big also if it is to cover the
- surface entirely as it did before). However, the brushmap position
- doesn't move properly, so it is no longer on the surface of the object
- (since doubling the size of the object moved the surfaces). So whenever I
- resize an object in the detail editor, I have to go in manually and
- re-adjust the positions of all the brushmaps. That can take quite a while
- if there are a lot of them. Moral: don't resize objects to which you have
- assigned many brushmaps.
-
- (BTW, this is with Imagine 1.1. I don't know if 2.0 fixes this).
-
- With texture maps, something different happens which can be either a bug
- or a feature depending on your point of view. Lets say you have a 10x10
- grid texture assigned to an object. If you resize it (in the stage
- editor, not the detail editor as above), the grid is still 10x10 but the
- object is now twice as big. So you'll have twice as many grid units on
- the object. Why can this be a feature? Recently I made a train track
- object. If I had made each individual tie a separate object, it would
- have taken too much memory if I needed hundreds of ties. Instead, I made
- one large surface and assigned a wood texture to it. Then I made
- transparent stripes on that, so the result was the same as if I had a
- bunch of separate objects for the ties. This allows me to resize the
- object in the stage editor, and the ties will stay the same size. If I
- want to make my track twice as long, I get twice as man ties, which is the
- exact result I want. I hope they don't "fix" that for 2.0, or if they do,
- I hope they they provide an option to get the old behavior back.
-
- - steve
-
- ##
-
- Subject: Imagine's phong interpolation
- Date: Fri, 6 Dec 91 10:53 PST
- From: Scott_Busse@mindlink.bc.ca (Scott Busse)
-
- I have been having a great deal of trouble getting Imagine to adequately smooth
- the facets off round surfaces. Example a cylinder with only 12 sides. In any
- one static frame, the facets are barely visable, and the smoothing can be
- tweaked (through light position and intensity modification) to make it look
- good. But in rendering animated sequences(in 24bit, BTW) the rounded surfaces
- in my scene are flickering wildly with inadequately smoothed facets.
- I concede that I may have some gap in my lighting techniques, and would
- surely welcome someone's help here, but note that I have been doing this for
- quite some time (since the dawn of the Amiga) and work on a Symbolics without
- having any problems of this type.
- In my opinion, Imagine's smoothing function is totally inadequate. I'm
- curious that nobody else ever comments on this. I have noticed that there's
- often a *big* difference between the way Imagine renders a scene in HAM mode
- and how it renders the same scene in 24bit. I have found gross changes in the
- lighting intensity between the two, similar to the problems I used to get in
- Sculpt4D when a light was placed in the camera's view, causing the lights to
- fall drastically in intensity. On the other hand, when rendering a cube that
- has smoothing turned on in Sculpt, it would do a fine job of smoothing the
- edges, even that 90 degree angle in between them. But in Imagine, as I have
- pointed out, many things are riddled with flat surfaces that should have been
- smoothed over.
- Doesn't anyone else have this problem? I'd like to see alot more time spent
- by the programmers on beefing up the renderer, instead of the feature madness
- that is currently going on.
- But in case my problem is: "All you have to do is turn on the super-phong
- button!", or some other simple thing, then...never mind :)
- (and thanks for the tip!)
- --
- * Scott Busse O O O_ _ ___ .....
- * email: ||| /|\ /\ O/\_ / O )=|
- * CIS 73040,2114 l | | |\ / \ /\ _\
- * scott_busse@mindlink.bc.ca Live Long and Animate... \
-
- ##
-
- Subject: re: Brushmap probs
- Date: Fri, 6 Dec 91 17:42:09 PST
- From: "Jim Lange" <jlange@us.oracle.com>
-
- Regarding Steve Koren's comments about texture maps not scaling:
-
- >With texture maps, something different happens which can be either a bug or a
- >feature depending on your point of view. Lets say you have a 10x10 grid
- >texture assigned to an object. If you resize it (in the stage editor, not the
- >detail editor as above), the grid is still 10x10 but the object is now twice
- >as big. So you'll have twice as many grid units on the object. Why can this
- >be a feature? (explanation follows)
-
- I've thought about this in combination with Steve Worley's idea for
- implementing "contour" mapping (or an approximation thereof). To refresh your
- memory, here is an excerpt from Steve's original post (several months ago):
-
- >Here's my idea: You are given the option to designate SURROGATE
- >objects to define the attributes, textures, and brushmaps. These
- >surrogate objects must have the same number of points and the same
- >topology as the "real" object. Most likely the surrogate would be the
- >virgin copy of your object before you dent, wrinkle, fold, and explode
- >it.
- >
- >What happens is that when your dented object is rendered, the
- >attributes defined by the surrogate object are used, NOT the
- >attributes of the dented version. A ray striking a certain face on the
- >dented can would get its attributes from the corresponding face on the
- >REFERENCE object. The exact position on the struck face can be
- >interpolated on the reference object (simple 3 point linear
- >interpolation) and the color, reflectivity, and transparency can be
- >determined. This, if a ray strikes the center of a dent, Imagine looks
- >at the same face on the undented reference object. The brush map(s) and
- >texture(s) that color the point on the REFERENCE object are applied to
- >the real object. Voila! The dented area is now properly colored.
-
- The proper implementation of Steve's idea (in Imagine 2.1 perhaps) could solve
- the map/texture resizing problem (and by solve, I mean provide an option for
- object resizing). The current challenge with resizing algorithmic textures is
- controlling which of the numeric parameters to scale. Either the the texture
- code must tell the resize routine which parameters are to be scaled or all
- parameters must be expressed as percents or numbers which are relative to the
- object size (an thus don't need to be scaled). This problem is avoided
- altogether if reference objects are used. Here is how it could be implemented:
-
- When defining an object that you plan to deform (the REFERENCE object in Steve
- Worley's example) you click on a button in the attributes requester called
- 'Freeze' that will take a snapshot of the object and store it internally with
- the object as the reference object. Then nothing you do to the object from
- that point on (including distorting or SCALING) will affect the frozen version.
- Thus texture and brush maps would automatically scale with the object by virtue
- of the fact that the frozen version is not changing! If you don't want the
- brush/texture map to scale (as in Steve Koren's case), just don't freeze it.
-
- A menu option could allow you to switch the displayed object in the detail
- editor to the frozen version for editing purposes if you need to change it.
- Thus every object would have two versions, one for surface
- mapping/color/texture and one for shape and shading, and each could be
- independently edited. When points, edges, and faces are added to an object,
- they could be added to both objects or perhaps only the "live" version (it
- wouldn't make sense to add points to a frozen object if they did not also exist
- on the live object).
-
- Internally, it would only be necessary to store the location of the points for
- the frozen object since since all the edges and faces should be the same. In
- other words, each point would have an extra (optional) set of coordinates to
- identify the location of the frozen version of that point.
-
- Another option would allow you to load in any other object to serve as the
- frozen version. The "natural" order of the points in the object would
- determine how they are associated. The two objects would not even have to have
- the same number of points. If the live version has more points, the unmatched
- points just get frozen at their current location. If the frozen version has
- more points, the extra ones are just ignored. Some really interesting effects
- could be achieved by mapping an image onto one shape, but using a completely
- different shape for the visible contours. The forms editor would be
- particularly useful here since it is easy to generate objects with matching
- points that have very different shapes.
-
- This feature is at the top of my list for the "next" version of Imagine. It
- would be relatively easy to implement, provide incredible power, yet have
- little impact on rendering time and would not add complexity to the detail
- editor for users who don't access it.
-
- -------------------------------------------------------------------------------
- Jim Lange jlange@us.oracle.com Oracle
- Corporation {uunet,apple,hplabs}!oracle!jlange
- -------------------------------------------------------------------------------
-
- ##
-
- Subject: Extruding To Path - in case you didn't know...
- Date: Sat, 07 Dec 91 08:43:47 -0500
- From: rnollman@osf.org
-
- This is probably obvious to many on the list, but I am posting this in
- case there are some out there like me, who get stuck because they rely
- on the manual.
-
- I recently posted a question about the EXTRUDE (TO PATH) function. I
- got several answers, but nothing seemed to work so I called Impulse.
-
- The manual is COMPLETELY WRONG. The person I spoke to stopped me
- before I could get a couple of sentences out describing my procedure.
- MAKE PATH does not create paths for the EXTRUDE function (or any other
- function). You simply create ONE axis (using the ADD function) in the
- Detail Editor. Then you add lines to define your path (as you would
- to define any object). It was suggested to me to change the attribute
- name of the path just created to "PATH" (the default pathname for the
- path in EXTRUDE TO PATH) in the ATTRIBUTES window (using F7 key). Then
- you select your object, orient in the appropriate manner in relation
- to the path (my next question - how exactly does Imagine extrude the
- object to the path) and extrude away. I guess MAKE PATH (in the
- Detail Editor) is for creating paths for objects in the Stage Editor.
- It just gives you more flexibility than path creation in the Stage
- Editor.
-
- Now for my next question. I am confused about how to orient the
- object I am extruding. For example, if I want to extrude a disk (a
- primitive) in an S-curve and I wanted a very smooth curve, how do I
- align the Y-axes of both the path and the disk? Also, do I have to
- create a path with ALOT of points to make the curve smooth or can I do
- it using the number of sections parameter (many sections, smoother
- path?). I tried specifying as many as 50 sections, but Imagine seems to
- ignore my input. It just creates the object with bend sections that
- correspond to points in the path.
-
- And it does two very annoying things. The extrude is fine until it gets to
- the end of the path, then it flattens out (in the last section) and extends
- back to the beginning of the path so I get an final object that looks
- something like this:
-
-
- /''''''''''\
- / \ \
- / \ / \ <--- flat section
- | |''''''| | / / \
- | | | | / /| \
- | | | | / / | |
- | | | / / | |
- | | | / / <---------- connects back to start
- | | |/ /| | | of path
- | | / / | | |
- | | / / | | |
- | |/ / | | | |
- | | / | |.......| |
- | / \ |
- ---- \ |
- \............./
-
- Rich
-
- ##
-
- Subject: phong shadig
- Date: Sat, 7 Dec 91 12:56:46 GMT-0500
- From: Scott Matthew Krehbiel <scottk@hoggar.eng.umd.edu>
-
- Recently, someone said that they didn't like Imagine's renderings in
- 12-bit mode, and that it doesn't do a good job of smoothing in 12-bit.
-
- I suggest rendering to 24-bit mode and let AdPro or some good image
- processing program do the conversions, since you get what you pay for,
- and in a ray-tracing program, you're kind-of getting a bulk package.
-
- Scott Krehbiel
-
- ##
-
- Subject: Re: Extruding To Path - in case you didn't know...
- Date: Sat, 7 Dec 91 14:10:02 MST
- From: HURTT CHRISTOPHER MICHAEL <hurtt@tramp.Colorado.EDU>
-
- > Now for my next question. I am confused about how to orient the
- > object I am extruding. For example, if I want to extrude a disk (a
- > primitive) in an S-curve and I wanted a very smooth curve, how do I
- > align the Y-axes of both the path and the disk? Also, do I have to
- > create a path with ALOT of points to make the curve smooth or can I do
-
- I believe so. I've recently made an S in a similar manner. To make
- the path for it I used the disk primative. I rotated all the points in it
- (not the axis) 90 degrees on the X. Then I went in and deleted about 1/3 of the
- points so I had 1/2 an S. Copied it into the buffer. Pasted down a new 1/2 S
- and move it accordingly so that it they lined up together in the middle.
- Then I joined the two together as one path and performing a Merge is a good
- idea since there should be two points where the paths line up in the middle. The
- trick is to make sure that the points are 'created' in the way you want. An
- easy way to tell (at least on 68000s) is to watch as the path is redrawn. The
- direction that it takes when drawing is the order of which the points will
- be visited along your path. At least I'm pretty sure. This may be part of your
- other problem.
- The reason I say rotate the points above is to help with keeping my
- Y's straight. When extruding I always rotate all the points in an object
- rather than the object, so it stays at default. Easier for me to then just
- make the path with a defualt axis in the top window and not have to worry
- about how I have my two Y's lined up.
- If I'm unclear on this mail me and I'll give you it step-by-step. Good
- luck!
-
- Chris
-
- ##
-
- Subject: Videotape
- Date: Sat, 7 Dec 91 07:42:24 GMT
- From: mit-eddie!bknight.jpr.com!yury (Yury German)
-
- Wow that was fast... Well I see that I got a few responces from everyone
- about the VIDEOTAPE... why don't we set it up with direct mailing.
- If you are interested in this project EMAIL me at yury@bknight.jpr.com
- I guess I will mail the letters to everyone... I have an Idea about this
- when we work it out. I will mail you (a contract and we can get it going
- that way) but first lets talk !!!!
-
- ##
-
- Subject: animation trouble
- Date: Sun, 8 Dec 91 18:58:01 EST
- From: rtaraz@wpi.WPI.EDU (Ramin Taraz)
-
- Hi everybody,
-
- I have asked this once before but I feel that I have ask it again!!!
-
- I am trying to make a simple animation but the outputed pictures have different
- palletes. I don't know why its happening to me, I have tried low res and ham
- and I get different pallete for pictures. I remember once imagine asked me
- if I wanted to lock the pallete, but it never asked me that again.
-
- Does anybody else have this problem with palletes? Somebody told me to use
- another program to lock all the palletes but that is time consuming, after
- all, it imagine should do that. one of my friends made an animation and
- it came out fine!
-
- I dont know, maybe imagine doesn't like me! it is really sickning to wait
- a day or two for a traced/ 8 frame animation and see that the output is
- terrible!
-
- How do you lock the pallete?
-
- thanx again
- rtaraz
-
- ##
-
- Subject: anim palettes
- Date: Sun, 8 Dec 91 19:30:09 GMT-0500
- From: Scott Matthew Krehbiel <scottk@hoggar.eng.umd.edu>
-
- I have also had trouble with schizophrenic palletes in imagine.
- I don't remember anything about a lock pallette option, but
- what's up? Anybody using Imagine on a 68000?
- thanks
- Scott krehbiel
- scottk@hoggar.eng.umd.edu
-
- ##
-
- Subject: Hinge?
- Date: Sun, 08 Dec 91 19:22:20 CST
- From: mikel@sys6626.bison.mb.ca (Michael Linton)
-
- What does the funtion hinge do in the action editor? As usual the manual
- helped me very little. From what I can tell it acts like a hinge, seems
- logical, but I tryed it and it didn't seem to do anything. Any input
- would be appreciated. Thanks.
-
- --- (Michael Linton) a user of sys6626, running waffle 1.64
- E-mail: mikel@sys6626.bison.mb.ca
- system 6626: 63 point west drive, winnipeg manitoba canada R3T 5G8
-
- ##
-
- Subject: Re: anim palettes
- Date: Sun, 8 Dec 91 19:29:43 PST
- From: Daryl T. Bartley <dmon@ecst.csuchico.edu>
-
- Yeah, I'm one of the nutters using Imagine on a 68000. Why do you ask? Are
- there more bugs due to the 68000? The palette can't be one of them, because
- the problem cropped up on two 68030 systems I was using, a 3000 and a 2500..
-
- Daryl Bartley
- dmon@cscihp.ecst.csuchico.edu
-
- ##
-
- Subject: 68000 bugs?
- Date: Sun, 8 Dec 91 23:31:01 GMT-0500
- From: Scott Matthew Krehbiel <scottk@hoggar.eng.umd.edu>
-
- Well, I'm running Imagine on a 68000 sys, and can't get any Transparency,
- brush mapping. A friend created a trans-mapped object and rendered it,
- and it looked great coming from his 68030, but when I tried in
- non floating point Imagine, I got just a plain colormap.
-
- Has anyone been able to do Transparency mapping on a 68000?
- I guess that's the question I should have asked.
-
- And by the way, yes I am working in trace mode, not scanline.
-
- Thanks - Scott Krehbiel - scottk@hoggar.eng.umd.edu
-
- ##
-
- Subject: Re: animation trouble
- Date: Mon, 9 Dec 91 8:01:43 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- > I am trying to make a simple animation but the outputed pictures have
- > different palletes. I don't know why its happening to me, I have tried
- > low res and ham and I get different pallete for pictures. I remember
- > once imagine asked me if I wanted to lock the pallete, but it never
- > asked me that again.
-
- > a day or two for a traced/ 8 frame animation and see that the output is
- > terrible!
-
- > How do you lock the pallete?
-
- I don't think you can lock the palette from within Imagine. But I would
- tend to wonder whether it is really necessary. If you render a bunch of
- frames with different pallettes, you can animate them just fine given two
- requirements:
-
- * The program you use to build animations must be able to put CMAP
- chunks in the anim file.
-
- * The program you use for playing the animation must understand CMAP
- chunks.
-
- There are PD programs which meet both of those criteria. Check out the
- "BuildAnim" program which comes with the BigAnim program. It will
- correctly build an animation file from stills with different palettes.
- Also, RTAP will allow you to play these animations back correctly.
- Several other PD animation players will as well.
-
- Good luck,
-
- - steve
-
- ##
-
- Subject: Object instances in Imagine
- Date: Mon, 9 Dec 91 8:28:29 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- Here is an idea I had to improve Imagine. I am planning to send it to
- Impulse as a suggestion, but I thought I'd run it by the mailing list
- first to see if 1) someone has already suggested it, or 2) Imagine 2.0
- will do it, or 3) Imagine 1.1 already does and I'm just missing it.
-
- Lets say that you build a house object. You have put alot of work into
- this house object, and it is very detailed, with lots of brushmaps,
- textures, and many polygons. It ends up at over 120K when you save it on
- disk, not including the brushmaps.
-
- Now, lets say that you wish to make a city of these houses. In the stage
- editor, you load a bunch of them in. You quickly run out of memory. Why?
- Because the stage editor loads the > entire object description < for each
- and every house. They are all separate. So you are loading 200 polygons
- for the first house, 200 for the second, etc. This obviously gets
- expensive quickly.
-
- Well, what is the alternative? Lets say that Imagine allowed you make
- "Virtual Copies" of the house object. The virtual copy, or "instance",
- would share the same vertex, edge, polygon, brushmap, attribute, etc.,
- data as the original. There would be only one copy of this stuff. Each
- instance would simply point to the same description.
-
- What good is it then? Well, each instance would store only enough
- information to have a new position, orientation, and size. Basically, the
- only properties of an instance are those which you can change by the
- "transformation" requestor. All other things are properties of objects.
-
- This would allow us to load our 120Kb house, and make a second copy of it
- in a different position. The second copy would only cost around 128
- bytes. (Or just enough to store the structures Imagine uses for the
- position and orientation. I don't know if this is exactly 128 bytes, but
- I'll assume it is for sake of example). Any additional copies would also
- cost 128 bytes.
-
- If we wish to make 100 copies of our house, the memory requirements to
- store the object descriptions would fall from (120Kb * 100) = 12 mb, all
- the way to (120 Kb + .125 kb * 100) = 0.132 mb. Big difference, eh?
-
- Right now, Imagine is not very frugal with memory. This could help alot.
- It could also help when design one "object". For example, if I make a
- "railing" object and copy it 50 times to form a fence, I could use
- instances for that, even though the result will be grouped into one
- object. The other advantage comes when you want to change the instance's
- attributes. If I want to make my fence blue instead of green, I can pick
- any instance and change it. The change will then be reflected in all the
- copies of the instance, since the surface attributes are stored only once
- in common for all of them. This is better than having to call up the
- "attributes" requester 50 times for each fence rail.
-
- Does anyone know if Imagine 2.0 is supposed to allow this? If not, I will
- send the idea in to Impulse. It is definately technically sound, as it is
- a time-proven technique which has been employed by other 3D rendering
- programs. The only additional bit of data needed internally by Imagine is
- a reference count stored in the object of the number of instances
- currently referencing this object description. This is necessary so that
- the program can tell when the object data can be freed because is no
- longer referenced by any instance.
-
- This could help a lot I think. Right now I routinely run out of memory
- when building things on my 5 mb system, and I expect to run out when I
- upgrade to 9 mb as well. I could build much larger models with this
- feature.
-
- - steve
-
- ##
-
- Subject: Re: Imagine & Palette Locking
- Date: Mon, 9 Dec 91 12:02:40 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- With regards to palete locking, i beleive it asks you that when
- you choose ot make an animation in the ANIM formt, not the Imagine
- Format. However, I recall reading (i beleive in some amiga mag) that
- even though it prompted you for that, it doesn't work (ie: it is a bvug,
- and/or never worked properly on ANY machine). Thus unless 2.0 has
- coreected this, you will HAVE to use an external program to enable this
- feature. I would reccomend attmepting to reach Impulse to see if this
- has been corrected in the future version.
-
-
- Mike C.
- mbc@po.CWRU.Edu
-
- ##
-
- Subject: Re: Hinge motion in Imagine
- Date: Mon, 9 Dec 91 12:20:13 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- Okay, this one had me puzzled for quite some time too before I
- finally figured it out. The best way to do this is to set up a small
- anim (just in the stage editor, no need for real rendering) without
- hinge, and then after viewing, adding the hinge and makeing it again.
-
- Here's how it works. I would set up a primitive sphere in the
- center of the animation with the camera aiming toward i, or tracking to
- it. Make sure there is plenty of room around the edges since there will
- be another object "orbiting it". Now add another object, perhaps
- aother sphere smaller so we can see it easily. Now (i forgot to mention
- you should have set up about 15-30 frames), go to frame one and position
- the smaller object somewhere around the sphere where the camera can see
- it. By defualt, its position will be remembered. Now go to the last
- frame and position it closer to the sphere and in a diferent part of the
- screen. (ie frame one might be in the lower left part of the screen and
- the last frame in the upper right.)
-
- Okay, now before you make your animation don't forget to either
- extend the objects timeline manualy in the action editor (v1.0) or use
- the Right Amiga-7 key. (v1.1).
-
- Now make your animation. What you will see is the object
- traveling in a STRAIGHT path from its starting point to its ending
- point. It may even be going through the larger object.
-
- Okay, now the easy part: Go into the action editor and add a
- time line for the hinge portion of the smaller object. Make sure it
- extends for all frames. (ie 1->ending frame) Also, (very important)
- type in the name of the larger object in the requestor that appears as
- it is shown in the list of the action editor.
-
- Let me explain what this does. Basically, the small object
- traveled in a straight path. What we would like to do, would be to have
- it ARC around another object, (in this case the larger sphere), As it
- gets closer, the arc length will decrease. You could kind of imagine
- this as a small meteor slowly getting pulled in by gravity to the larger
- object. So, now we tell it to hinge to the larger object, (it doesn't
- even have to be an object, it could just be an axis) and it will use the
- location of the larger objects axis to determine the path for the
- smaller one. It is important to note that your object will always start
- and end in the exact location you set it to, but the path it take will
- change.
-
- So, now click on okay, and go back to the stage editor and
- render your small little test anim. You should now see the object move
- around the sphere in a nice smooth arc. If not try setting up different
- start end points to get a better camera angle.
-
- This feature is very useful for making things travel around
- planets and stuff that you don't go in a perfect circle. One thing I
- did with it was to make a planet, and then some 3-D text, and had it fly
- around from side to front as in the Universal Picures Logo. I didn't
- need to make a path, all i did was set up the start/end points, hinged
- the logo to the planet, and it arced smoothly for me.
-
-
- Hope this helps,
-
- Mike C.
- mbc@po.CWRU.Edu
-
- ##
-
- Subject: Re: Extruding To Path - in case you didn't know...
- Date: Mon, 9 Dec 91 12:36:32 EST
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- >
- > Now for my next question. I am confused about how to orient the
- > object I am extruding. For example, if I want to extrude a disk (a
- > primitive) in an S-curve and I wanted a very smooth curve, how do I
- > align the Y-axes of both the path and the disk? Also, do I have to
- > create a path with ALOT of points to make the curve smooth or can I do
- > it using the number of sections parameter (many sections, smoother
- > path?). I tried specifying as many as 50 sections, but Imagine seems to
- > ignore my input. It just creates the object with bend sections that
- > correspond to points in the path.
-
- Make your path using the top view or right view (i.e, all the points
- aligned in the y-direction. And why not make the path with lots of points?
- You won't be rendering it, so it won't eat up time and memory. The more
- points you use, the smoother a curve you'll get.
-
- >
- > And it does two very annoying things. The extrude is fine until it gets to
- > the end of the path, then it flattens out (in the last section) and extends
- > back to the beginning of the path so I get an final object that looks
- > something like this:
-
- This is usually due to memory limtations, I believe. How much RAM
- do you have in your machine? You can probably solve this problem by
- reducing the number of sections you specify in the Extrude requester.
-
- -John
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- ##
-
- Subject: Re: animation trouble
- Date: Mon, 9 Dec 91 14:19:30 EST
- From: alan@picasso.umbc.edu (Alan Price)
-
- If you use the program 'display' by Hash Enterprises, it will play anims
- that have a changing palette jsut fine. (It also has lots of nice keyboard
- control and a visual frame-counter option.) This is for playing the 'anim'
- or optcode 5 type anims and not the Imagine format. Unless you plan to
- rearrange your frame order or do internal looping and want to change it
- any time you wish, I suggest you are better off using the 'anim' format
- as it takes much less disk-space and loads faster.
-
- If you still feel the desire to know how to lock the palette, then always
- render your frames in the 'rgbn' format. When you then select 'make' to
- create an animation Imagine will ask 'lock palette?'. This is only in
- the case of using 'rgbn' format and not 'ilbm'. Evidently, Imagine's
- rgbn format leaves enough color information in each file to allow palette
- shifts to match one another, or at least more easily than with ilbms.
-
- Clarification: You select 'anim' format from within Imagine. You find
- this in the 'Modify' requestor for the rendering subprojects. Imagine will
- then build its anims in the anim optcode5 format for playback by many
- available play programs.
-
- AP.
-
- ##
-
- Subject: Hinge
- Date: Mon, 9 Dec 91 14:35:12 EST
- From: alan@picasso.umbc.edu (Alan Price)
-
- Hinge can also be used to simply 'attach' an object to another.
- Anywhere the first object goes, the other goes with.
-
- Be careful when doing Mike C.'s example of an object orbiting a
- planet. It will work fun unless you have the central planet revolving
- on its own axis. The 'hinged' object will want to orient itself in
- relation to the position of the planet and will therefore travel around
- right along with the rotation. If you made a keyframe motion for the
- object to orbit in the opposite direction of the planets rotation,
- it would not go anywhere!
-
- (editor's note: 'work fun' should read 'work fine'. But can be
- considered interchangeable anyway.)
- AP.
-
- ##
-
- Subject: Re: Object instances in Imagine
- Date: Mon, 09 Dec 91 15:10:08 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- Steve Koren writes:
- > Lets say that you build a house object. It ends up at over 120K when you
- > save it on disk, not including the brushmaps.
-
- > Lets say that Imagine allowed you make
- > "Virtual Copies" of the house object. The virtual copy, or "instance",
- > would share the same vertex, edge, polygon, brushmap, attribute, etc.,
- > data as the original. There would be only one copy of this stuff. Each
- > instance would simply point to the same description.
-
- I do not believe this is technically feasible as most renderers I know of
- require that all the polygon data in a scene be available at render time.
- In other words, all those pointers to existing objects would have to be
- transformed into real view space polygons. So any savings that would be
- made in the scene desription "file/structure" will be lost during actual
- rendering. You therefore need that much memory for all those instances
- of the house object. The only way around this is virtual memory which
- can slow rendering down tremendously. To give you a feeling for why this is,
- imagine that all the house objects have reflective exterior walls. How can
- you calculate the reflections if all the polygons aren't loaded into
- memory. The same holds true for hidden surface removal.
-
- > It is definately technically sound, as it is
- > a time-proven technique which has been employed by other 3D rendering
- > programs.
-
- I cannot claim to be familiar with every technique known for rendering
- 3D objects, but my guess is that whichever programs you are refering to,
- you have misinterpreted the capabilities of the renderer. It is more likely
- that the programs you speak of can build scenes using a hierachical
- description (using multiple pointers to the same object database for
- multiple instances) such as PHIGS does, and then during render time, the
- polygons are all transformed and expanded out to a multi megabyte
- scene. If you are truly certain this is not the case, I would like to hear
- about it. But even if such rendering techniques existed, it would most likely
- be a MAJOR rewrite of Imagine to implement it. You are better off just
- buying more RAM.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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 |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Raydance
- Date: Mon, 9 Dec 91 17:00:14 -0500
- From: fbranham@prism.gatech.edu (BRANHAM,JOSEPH FRANKLIN)
-
- (stepping off of the bounds of the mailing list)
-
- I saw an ad for a script-based renderer called RayDance in the latest Avid.
- (Well, the one with Mr. Worley's 2.0 article, anyway)
-
- Has anyone gotten their demo disk? Is it freely distributable?
-
- The software claims to support virtual objects and bump and texture WRAPPING.
- It is also a script-based system, but if it had support for imagine .scene
- files, it would be a wonderful investment.
-
- (especially since it is put out by a company called Radiance Software--what
- does THAT make you think of?)
-
- Frank Branham
-
- ##
-
- Subject: Re: Object instances in Imagine
- Date: Mon, 9 Dec 91 17:46:07 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- > I do not believe this is technically feasible as most renderers I know of
- > require that all the polygon data in a scene be available at render time.
- > In other words, all those pointers to existing objects would have to be
- > transformed into real view space polygons. So any savings that would be
- > made in the scene desription "file/structure" will be lost during actual
- > rendering.
-
- Mark brings up a good point. Actually there are several ways to implement
- this idea. You get to pick whether you want to optimize for speed or
- memory usage.
-
- One way is to perform a separate step before your main rendering in which
- you create new objects in the positions of all of the instances. This
- incurs no extra performance penalty during actual rendering, but it does
- incur the memory penalty as Mark points out above.
-
- Another way is to just store the pointers, and resolve the true positions
- of the instances dynamically at render time. This is slower, but you save
- boat-loads of memory. Imagine might well do some of this now. For
- example, they may be storing the positions of points and edges relative to
- the axis of that object. (This makes rotations and transformations easy
- since you don't have to visit each point in the object). If that is so,
- they are already doing similar transformations to find the true position
- of things, and this method requires little extra work over that. If they
- aren't, then it would require more extra work for the transformations.
- (But not all that much if you use bounding volumes and are dealing with
- fairly small objects).
-
- At any rate, having the _ability_ to do the transformations at render time
- and avoid storing multiple objects doesn't _preclude_ you from resolving
- each instance before you render if you so wish. You just get to pick
- which way you want to do it. If you have boatloads of memory and want
- quick rendering, you pick the first method. If you have limited memory
- and don't care as much about speed, you pick the second. A few years ago
- I developed a prototype 3D system which used the second method. It was
- slower than the first, but not as much as you'd expect, since the price of
- all the other things that go on is large compared to the price of an
- additional coordinate transformation.
-
- As for how badly this affects the current Imagine code, I don't have much
- of an idea since I've never seen it. However, it might not be as bad as
- it would at first appear. For example, suppose they are picking a point's
- position out of some sort of data structure for objects. Now they just
- have to pass it through a transformation function before they use it. The
- tricky part is to avoid doing this any more than necessary, which may or
- may not get ugly depending on how the code is architected now.
-
- - steve
-
- ##
-
- Subject: Re: 68000 bugs?
- Date: Mon, 9 Dec 91 18:23:46 PST
- From: "Jim Lange" <jlange@us.oracle.com>
-
- In-Reply-To: WRPYR:scottk@hoggar.eng.umd.edu's message of 12-08-91 23:31
-
- I have also experienced bugs that I think are related to the integer version of
- Imagine on a 68000 (A1000 in my case).
-
- o Envirironment reflection maps don't work. I get grey "snow" on my
- objects. This happens in scanline, trace, 24-bit, dithering on & off,
- EVERY mode. You can still see the correct image underneath all the
- garbage.
-
- o Spherical and cylindrical color maps combined with bump maps. Same as
- above--covered with white and grey specks.
-
-
- -------------------------------------------------------------------------------
- Jim Lange jlange@us.oracle.com
- Oracle Corporation {uunet,apple,hplabs}!oracle!jlange
- -------------------------------------------------------------------------------
-
- ##
-
- Subject: raydance
- Date: Mon, 9 Dec 91 20:04:36 PST
- From: kevink@ced.berkeley.edu (Kevin Kodama)
-
- frank branham asks:
- >i saw an ad for a script based renderer called raydance...
-
- i downloaded the demo last night off of portal- it IS script based, and the
- demo seems very interesting-nice rendering, esp. bumpmapping...
- i'll investigate further...
- kevink
-
- ##
-
- Subject: Re: Object instances in Imagine
- Date: Tue, 10 Dec 91 12:00:58 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- Steve Koren writes:
- > Another way is to just store the pointers, and resolve the true positions
- > of the instances dynamically at render time.
-
- I gave this some further thought last night and I could imagine an
- implementation of such a method. It seems that there would be a great deal
- of potential for memory thrashing for repeated loading and unloading of
- objects over and over and redundant coordinate transformations. I am
- refering to redundant operations on specific object instances (repeatedly
- expanding the same pointer references). This would depend a great deal on
- the scene. This would be particularly true for a ray caster where
- interobject dependancies are important and can vary greatly even in a small
- collection of rays. It would seem much less of a problem in a Z-buffered
- scanline approach where each object could be rendered independant of the
- others provided no shadow casting was involved. It could however slow down
- the render time to some degree by preventing certain optimizations from
- being performed efficiently.
-
- > I developed a prototype 3D system which used the second method.
-
- Good deal. Was it a tracer or scanline renderer?
-
- > As for how badly this affects the current Imagine code, I don't have much
- > of an idea. Now they just
- > have to pass it through a transformation function before they use it. The
- > tricky part is to avoid doing this any more than necessary, which may or
- > may not get ugly depending on how the code is architected now.
-
- For preventing too much of a speed penalty, this is definately where the
- work lies. Some sort of object caching scheme might help out a bit.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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 |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Pixel 3-D 2.0 and phong/faceted
- Date: Tue, 10 Dec 91 14:42:47 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- I just recieved mail from Mr. Worley after asking him a rather
- mysterious question I had with regards to Imagine objects, and Pixel
- 3-D.
-
- It seems the phong shading on imagine actually works by having
- double the amount of points for an object. So, after you convert an
- object from pixel 3-D, go into the detail editor, load and select your
- object, and then use the menu function MERGE. When this is done, phong
- shading for object from pixel will work properly.
-
- This one had me very confused for quite some time.
-
-
- Hope this helps someone else out there!
-
- Mike C.
- mbc@po.CWRU.Edu
-
- ##
-
- Subject: Pixel 3D?
- Date: Tue, 10 Dec 91 15:27:28 CST
- From: camelot!dale@uunet.UU.NET
-
- I'm trying to model a human head with the intent of animating
- emotions into the facial features. Other than the tools available
- to me in Imagine, I'm looking for other tools to enable me to
- create complexed models. I've heard some noise about Pixel 3-D.
- What does it do? Would it enable me build a model like a skulptor
- building a clay model? I'd like to be able to mold the shape like
- I would with clay. Adding some material here, deleting some
- there, until I build all of the facial features that I need. Then
- I'd like to be able to modify the contours until I get every curve
- looking the way I want it too. After that I want to modify the
- contours on the face and tween it showing the changing
- emotions. What product would most be able to help me do this?
-
- Thanks,
-
- Dale
-
-
-
- ____________________________^__________________________________
-
- dale r. rogers Email: ingr!b24a!camelot!dale
- Internet:
- ingr!b24a!camelot!dale@uunet.uu.net
-
- ##
-
- Subject: Re: 68000 bugs?
- Date: Tue, 10 Dec 91 10:43:38 EST
- From: bobl@graphics.rent.com (Bob Lindabury, SysAdm)
-
- "Jim Lange" <rutgers!us.oracle.com!jlange> writes:
-
- > I have also experienced bugs that I think are related to the integer version
- > Imagine on a 68000 (A1000 in my case).
- >
- > o Envirironment reflection maps don't work. I get grey "snow" on my
- > objects. This happens in scanline, trace, 24-bit, dithering on & off,
- > EVERY mode. You can still see the correct image underneath all the
- > garbage.
- >
- > o Spherical and cylindrical color maps combined with bump maps. Same as
- > above--covered with white and grey specks.
-
- Isn't this the infamous "digital bounce" syndrome that happens in
- Imagine when you locate the map right on the objects surface?
-
- You can try moving the map a point or so away from the objects
- surface to make it work correctly I believe.
-
- -- Bob
-
- The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!"
- ============================================================================
- InterNet: bobl@graphics.rent.com | Raven Enterprises
- UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue
- BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854
- Home #: 908/560-7353 | 908/271-8878
-
- ##
-
- Subject: CENTAUR Software's Imagine Tape direct to you... from HELL!
- Date: 21 Mar 91 15:37:00 EST
- From: "Mark D. Manes" <manes@hal.nsu.edu>
-
- Warning Will Robinson... Danger, Warning!
-
- Folks, I recently checked out the new Imagine video tape from Centaur
- Software... in a word, I think it, well, sucked.
-
- I hate to use words that strong, but the narration was terrible. I
- felt as though I was hearing stream of thought rather than a nice
- presentation of the Imagine program. Further after watching the
- nearly 90 minute tutorial (yawn) the creation that I suffered
- 90 minutes to see was ugly to bone.
-
- The tutorial seems to be disjointed and does not explore the
- detail editor with any depth. Further it breezes through the
- description of adding faces to an object without ever really
- showing you how to do it. I about died when I watched the section
- on the attributes requestor, the tape said things like the filter
- gadget adjusts the filter settings! Great, I could not have
- guessed that. :-)
-
- I _have_ created many interesting pictures just from following the
- tutorials in the Imagine manual! This tape would be great if
- they had simply recreated the tutorials that are in the manual,
- instead of taking me on a disjointed chaotic trip through Imagine.
-
- This tape should be avoided at all costs.
-
- -mark=
-
- +--------+ ==================================================
- | \/ | Mark D. Manes "Mr. AmigaVision, The 32 bit guy"
- | /\ \/ | manes@vger.nsu.edu
- | / | (804) 683-2532 "Make up your own mind! - AMIGA"
- +--------+ ==================================================
-
- ##
-
- Subject: Re: 68000 bugs?
- Date: Tue, 10 Dec 91 17:15:52 PST
- From: "Jim Lange" <jlange@us.oracle.com>
-
- Bob Lindabury <bobl@graphics.rent.com> writes:
-
- >"Jim Lange" <rutgers!us.oracle.com!jlange> writes:
- >
- >> I have also experienced bugs that I think are related to the integer version
- >> Imagine on a 68000 (A1000 in my case).
- >>
- >> o Envirironment reflection maps don't work. I get grey "snow" on my
- >> objects. This happens in scanline, trace, 24-bit, dithering on & off,
- >> EVERY mode. You can still see the correct image underneath all the
- >> garbage.
- >>
- >> o Spherical and cylindrical color maps combined with bump maps. Same as
- >> above--covered with white and grey specks.
- >
- >Isn't this the infamous "digital bounce" syndrome that happens in
- >Imagine when you locate the map right on the objects surface?
- >
- >You can try moving the map a point or so away from the objects
- >surface to make it work correctly I believe.
-
- This was my first thought when I encountered this, but It only happens in the
- wrap X/Z modes (i.e. not flat) and I have tried changing both axis location and
- brush size (in local mode and confirming) to every conceivable extreme with the
- same result. Besides, how can an environment map (i.e. the brush name in the
- globals requester) be oriented incorrectly?
-
- -------------------------------------------------------------------------------
- Jim Lange jlange@us.oracle.com
- Oracle Corporation {uunet,apple,hplabs}!oracle!jlange
- -------------------------------------------------------------------------------
-
- ##
-
- Subject: VCR for DCTV editing
- Date: Tue, 10 Dec 91 21:15:29 -0500
- From: fbranham@prism.gatech.edu (BRANHAM,JOSEPH FRANKLIN)
-
- I'm looking for a good VCR to "string together" DCTV animations. The idea
- is to play as much as I can fit in memory, then edit them out to tap
-
- In other words, I'd like to be frame-accurate on editing, but don't need
- a single-frame record.
-
- I've been looking (drooling) over the Panasonic AG-1260. Is this overkill
- for what I need? Just about right? Or will I be very unhappy at the results?
-
- Would happily beg any suggestions from those in the know.
-
- Moo
- Frank Branham
-
- ##
-
- Subject: Re: Pixel 3D?
- Date: Wed, 11 Dec 91 10:49:02 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > I'm trying to model a human head with the intent of animating
- > emotions into the facial features. I've heard some noise about Pixel 3-D.
- > What does it do? Would it enable me build a model like a skulptor
- > building a clay model? What product would most be able to help me do this?
-
- Could I reccommend Alias Animator. It would only cost about $20K if you
- buy an SGI Indigo..... I didn't think so. Alias produces perhaps one of the
- finest modelers in existance but it is not cheap.
-
- Pixel 3D 2.0, while being an outstanding tool for many modeling tasks
- is not geared toward what you are talking about. The only products that come
- to mind when you refer to smoothly sculpting 3D models of heads and the
- like are Hash's Animation Journeyman and an upcoming product Axiom (the
- makers of Pixel 3D) called Polyform. Here is a blurb on it extracted from
- the net:
- "I talked to Axiom software today about upgrading my Pixel 3D 1.1
- to the new 2.0 version. The upgrade fee is $45 with the first page of the
- old manual. The new version is really nice, I can't wait to get it.
- Anyways, I was speaking to them about future products. They are in
- the process of writing/completing a package called POLYFORM that is going
- to be a high end modeler. It will be in the $300 to $500 price range, with
- no planned upgrade from Pixel 3D (undecided as of yet.)
- This POLYFORM package is supposed to do everything that PIXEL 3D 2.0
- does and more. It will currently take three bitmap views of an object and
- make it in to an object. This is currently working! I am impressed since I
- don't think anybody else is doing this on a personal computer or low end
- workstations.
- This product is due sometime in spring or summer of '92. It is
- supposed to be the most advanced modeler on any platform."
- Juan Trevino
-
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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 |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Pixel 3-D 2.0 and phong/faceted
- Date: Wed, 11 Dec 91 11:06:30 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > It seems the phong shading on imagine actually works by having
- > double the amount of points for an object. So, after you convert an
- > object from pixel 3-D, go into the detail editor, load and select your
- > object, and then use the menu function MERGE. When this is done, phong
- > shading for object from pixel will work properly.
-
- Phong shading works by interpolating normal vectors that are produced at
- each polygon vertex by averaging the surface normals of all adjacent
- polygons. If the adjacent polygons do not share the same vertices, then
- the normals are unaffected.
- .. .
- / \ / \
- / \ / \
- will not be smoothed will be smoothed
-
- In the first case, even if the two vertices are on top of one another,
- the normals will NOT be uneffected. Once MERGE is used, the second case will
- result which can be interpolated (smoothed). This can be used to you
- advantage when several abutting surafce are to be smoothed, but the point
- of actual abuttment (is that a word?) is to be a hard edge. This istypically
- the case with beveled face logos.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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 |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: rendering fonts
- Date: Wed, 11 Dec 91 21:38:27 EST
- From: dan@cs.pitt.edu (Dan Drake)
-
- Has anyone else tried to render some of the characters that were
- uploaded to hubcap? I'm talking/writing about the Tex Roman font.
-
- Basically, I can't even get one letter to render. I can see it in the quadview
- mode, but when I render a frame, all of the letters disappear. My stage
- consists of two lights, and the letter n. I have substituted other objects
- for the n, and they render fine. Is it that I don't have enough memory and
- imagine deletes objects so it can render a scene? I have rendered the space
- station with no problem and that is way bigger then any of the characters.
- I have a six meg A3000, so I didn't think that I would hit this problem with
- so few objects.
-
- thanks,
-
- dan.
-
- ##
-
- Subject: Re: animation trouble
- Date: Wed, 11 Dec 91 00:03:14 GMT
- From: mit-eddie!bknight.jpr.com!yury (Yury German)
-
- :
- :> I am trying to make a simple animation but the outputed pictures have
- :> different palletes. I don't know why its happening to me, I have tried
- :> low res and ham and I get different pallete for pictures. I remember
- :> once imagine asked me if I wanted to lock the pallete, but it never
- :> asked me that again.
- Well the easiest way is to render as is... then bring it into Art
- Departement Pro and lock the pallette there once you compute it. Then any
- picture you bring in will have a locked pallete. This will also work with
- most other programs including a few shareware programs.
-
- ##
-
- Subject: Strange checks texture
- Date: Wed, 11 Dec 91 12:09:08 CST
- From: mikel@sys6626.bison.mb.ca (Michael Linton)
-
- Something strange happens when I render the checks texture especially on
- a flat plane. Large chunky dithering appears all over the object, and it
- is not shading. Large black specks appear all over the checkered plane,
- and the checks themselves are screwed up. I thought maybe my checks
- texture was perhaps corrupt, so I re-copied it on to my HDD, and it still
- did the same thing. This has never happend in the past. Does anyone know
- what might be the problem?
-
- Thanks.
-
-
- --- (Michael Linton) a user of sys6626, running waffle 1.64
- E-mail: mikel@sys6626.bison.mb.ca
- system 6626: 63 point west drive, winnipeg manitoba canada R3T 5G8
-
- ##
-
- Subject: Experimental?
- Date: Wed, 11 Dec 91 23:04:03 PST
- From: Daryl T. Bartley <dmon@ecst.csuchico.edu>
-
- Just a quick question, is the PICTURES/EXPERIMENTAL dir on hubcap still usable?
- I had some suspect pics, and was thinking about putting them there, rather than
- trying for a handwaving explanation of the scene, etc. But with the storage
- problem at hubcap, is it still "ok" to put stuff there?
-
-
- Daryl Bartley
- dmon@cscihp.ecst.csuchico.edu
-
- ##
-
- Subject: Re: Strange checks texture
- Date: Thu, 12 Dec 91 7:21:49 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- > Something strange happens when I render the checks texture especially on
- > a flat plane. Large chunky dithering appears all over the object, and it
- > is not shading. Large black specks appear all over the checkered plane,
- > and the checks themselves are screwed up. I thought maybe my checks
-
- > did the same thing. This has never happend in the past. Does anyone know
- > what might be the problem?
-
- I betcha that your checks texture lies exactly on the plane of the surface
- you are trying to texture.
-
- Try moving it off the surface by, say, -0.5 units in the texture-axis Y
- direction, and then making sure the Y axis extends *through* the surface.
- Due to the way Imagine renders textures, they sometimes don't work well if
- they are exactly on the surface. I had that trouble at first also, but
- all the textures work fine for me now.
-
- Good luck,
-
- - steve
-
- ##
-
- Subject: Re: rendering fonts
- Date: Thu, 12 Dec 91 12:12:27 EST
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- If this is stupid question, I apologize in advance, but have you checked
- the ATTRIBUTES of the letter to make sure transparency isn't turned all
- the way up? Also, is the letter within your world in the stage editor.
- Stage defaults to a 1024x1024x1024 world size, and if your object(s) fall
- outside that range, they will not render in trace mode.
-
- Again, I apologize if these things have already been taken into consideration.
-
- -John
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
-
- ##
-
- Subject: Re: Experimental?
- Date: Thu, 12 Dec 91 18:38:03 EDT
- From: ddyer@hubcap.clemson.edu (Doug Dyer)
-
- >
- > Just a quick question, is the PICTURES/EXPERIMENTAL dir on hubcap still usable?
- > I had some suspect pics, and was thinking about putting them there, rather than
- > trying for a handwaving explanation of the scene, etc. But with the storage
- > problem at hubcap, is it still "ok" to put stuff there?
- >
- >
- > Daryl Bartley
- > dmon@cscihp.ecst.csuchico.edu
- >
- >
- >
- The store problem on hubcap is a voluntary "remove your picture after so
- long - everyone has had a chance to see it - type of deal "
-
- I removed that directory because it fell in that category and noone was
- using it. Please feel free to upload pictures.. give 'em a month or so,
- and delete them. That way, space will never be a problem and people can
- upload new stuff.
-
-
- Thanx!
- Doug
-
-
- --------------------------------------------------------------------------
- Doug Dyer * Clemson University * ddyer@hubcap.clemson.edu
- Quote 'O Fun: DOS is a bike without the seat. skydive naked
- --------------------------------------------------------------------------
-
- ##
-
- Subject: Non-rendering fonts
- Date: Thu, 12 Dec 91 18:50:02 EST
- From: spworley@Athena.MIT.EDU
-
- I haven't used the fonts on hubcap (I use Glenn Lewis' TSTeX to output
- 3D text, works great!) but the biggest check is to make sure there
- are faces in your object. You could, for some bizarre reason, only
- have points and edges (which would look great in a wireframe) but
- no faces. In Detail, pick your letter and go into "pick faces" mode.
- Use "select next" (rt-amiga-n) a few hundred times.. you should see the
- faces highlight in orange in order. If you don't see the faces highlight,
- there are no faces in the object and that's the reason its dying.
-
- Actually, you could just use the "find requester" and look at the statistics
- to see the # of faces.
-
- Anyway, as you said, its the simple things that make things break. If
- there are faces, and they aren't transparent, and they aren't rendering
- in scanline mode when you have enough RAM, it looks like an Imagine
- bug. If so, tell me and I'll D/L the objects and check.
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-