@database "IMAGINE MAILING LIST" @WIDTH 80 @font topaz.font 8 @index Index @node MAIN "IMAGINE MAILING LIST NUMBER V65" @toc contents @{b} This GUIDE File was generated by an @{ub} @{b} IMAGINE MAILING LIST PROCESSOR @{ub} @{b} Written By Joop van de Wege @{ub} @{b} © 1994 @{ub} \|/ @ @ +---------------------------------oOO-(_)-OOo---------------------------------+ | | | This is the Imagine Mailing List (imagine@email.sp.paramax.com) Archive #65 | | covering messages from Aug 01 1995 to Aug 31 1995. | | | | If you have any questions or problems with this file, E-mail J van de Wege | | at Joop.vandeWege@medew.ento.wau.nl | | To join the IML, send email to: imagine-request@email.eag.unisysgsg.com | | with the subject line : subscribe | | | | Thanks goes to: Neil Miller for the Imagine Mailing List Processor | | Nik Vukovljak for the archives | +-----------------------------------------------------------------------------+ @{" Turn the Page " link contents} @endnode MAIN @node contents "IMAGINE MAILING LIST V65- CONTENTS" Click-->@{" 1 " link IML-1} MSG- 1 Subject: Quick attribute prob Click-->@{" 2 " link IML-2} MSG- 2 Subject: Re: Motion Blur Trick Click-->@{" 3 " link IML-3} MSG- 3 Subject: Animated map requestor problems Click-->@{" 4 " link IML-4} MSG- 4 Subject: Aspect ratio Click-->@{" 5 " link IML-5} MSG- 5 Subject: Re: Re[2]: lensflare Click-->@{" 6 " link IML-6} MSG- 6 Subject: LOCK TO STATE Click-->@{" 7 " link IML-7} MSG- 7 Subject: Group can't be colored Click-->@{" 8 " link IML-8} MSG- 8 Subject: More Feminine Female Click-->@{" 9 " link IML-9} MSG- 9 Subject: Re: Quick attribute prob Click-->@{" 10 " link IML-10} MSG- 10 Subject: CD model/textures libraries Click-->@{" 11 " link IML-11} MSG- 11 Subject: Re: Quick attribute prob Click-->@{" 12 " link IML-12} MSG- 12 Subject: Re: Re[2]: lensflare Click-->@{" 13 " link IML-13} MSG- 13 Subject: Re: group can't be colored Click-->@{" 14 " link IML-14} MSG- 14 Subject: Re: Question for PC users Click-->@{" 15 " link IML-15} MSG- 15 Subject: Re: ANIMATION PLAYER Click-->@{" 16 " link IML-16} MSG- 16 Subject: Re: Tear Drop Quickie Click-->@{" 17 " link IML-17} MSG- 17 Subject: Run Imagine under W95 Click-->@{" 18 " link IML-18} MSG- 18 Subject: Re: CD model/textures libraries Click-->@{" 19 " link IML-19} MSG- 19 Subject: Single sided mapping Click-->@{" 20 " link IML-20} MSG- 20 Subject: Re: texture preview Click-->@{" 21 " link IML-21} MSG- 21 Subject: Re: Re[2]: lensflare Click-->@{" 22 " link IML-22} MSG- 22 Subject: Re: Quick attribute prob Click-->@{" 23 " link IML-23} MSG- 23 Subject: Texture preview Click-->@{" 24 " link IML-24} MSG- 24 Subject: Win95 Click-->@{" 25 " link IML-25} MSG- 25 Subject: Re: JPEG Pictures!!!{ Click-->@{" 26 " link IML-26} MSG- 26 Subject: Contests Click-->@{" 27 " link IML-27} MSG- 27 Subject: Re: A message from Mike... Click-->@{" 28 " link IML-28} MSG- 28 Subject: Re: JPEG Pictures!!!{ Click-->@{" 29 " link IML-29} MSG- 29 Subject: Re: Quick attribute prob Click-->@{" 30 " link IML-30} MSG- 30 Subject: Re: JPEG Pictures!!! Click-->@{" 31 " link IML-31} MSG- 31 Subject: Re: JPEG Pictures!!!{ Click-->@{" 32 " link IML-32} MSG- 32 Subject: Animation Click-->@{" 33 " link IML-33} MSG- 33 Subject: Re: texture preview Click-->@{" 34 " link IML-34} MSG- 34 Subject: Re:Re:More Feminine Female Click-->@{" 35 " link IML-35} MSG- 35 Subject: Motion Blur... Click-->@{" 36 " link IML-36} MSG- 36 Subject: Re: CD model/textures libraries Click-->@{" 37 " link IML-37} MSG- 37 Subject: Re: Single sided mapping Click-->@{" 38 " link IML-38} MSG- 38 Subject: Re: Tear Drop Quickie Click-->@{" 39 " link IML-39} MSG- 39 Subject: Re: Tear Drop Quickie Click-->@{" 40 " link IML-40} MSG- 40 Subject: Water Splash (was Re: Tear Drop Quickie) Click-->@{" 41 " link IML-41} MSG- 41 Subject: Re: texture preview Click-->@{" 42 " link IML-42} MSG- 42 Subject: Wustl archives Click-->@{" 43 " link IML-43} MSG- 43 Subject: Re: texture preview Click-->@{" 44 " link IML-44} MSG- 44 Subject: RE: Win95 Click-->@{" 45 " link IML-45} MSG- 45 Subject: Re[2]: texture preview Click-->@{" 46 " link IML-46} MSG- 46 Subject: Animation Click-->@{" 47 " link IML-47} MSG- 47 Subject: Greg's Pics Click-->@{" 48 " link IML-48} MSG- 48 Subject: Feature request Click-->@{" 49 " link IML-49} MSG- 49 Subject: Shredding with brushmaps Click-->@{" 50 " link IML-50} MSG- 50 Subject: Re: Animation Click-->@{" 51 " link IML-51} MSG- 51 Subject: Imagine pc Click-->@{" 52 " link IML-52} MSG- 52 Subject: Quick Drapes/Curtains Click-->@{" 53 " link IML-53} MSG- 53 Subject: PC Imagine on Laptop Click-->@{" 54 " link IML-54} MSG- 54 Subject: Re: texture preview Click-->@{" 55 " link IML-55} MSG- 55 Subject: Re: Animation Click-->@{" 56 " link IML-56} MSG- 56 Subject: Re: JPEG Pictures!!!{ Click-->@{" 57 " link IML-57} MSG- 57 Subject: Re: texture preview Click-->@{" 58 " link IML-58} MSG- 58 Subject: Re: Greg's Pics Click-->@{" 59 " link IML-59} MSG- 59 Subject: Re: Greg's Pics Click-->@{" 60 " link IML-60} MSG- 60 Subject: Re: Animation Click-->@{" 61 " link IML-61} MSG- 61 Subject: GOODSTUFF Click-->@{" 62 " link IML-62} MSG- 62 Subject: Re[2]: texture preview Click-->@{" 63 " link IML-63} MSG- 63 Subject: Animation Contests Click-->@{" 64 " link IML-64} MSG- 64 Subject: Re: CD model/textures libraries Click-->@{" 65 " link IML-65} MSG- 65 Subject: Re: Imagine 2.0: What a Discovery! Click-->@{" 66 " link IML-66} MSG- 66 Subject: Layers Click-->@{" 67 " link IML-67} MSG- 67 Subject: PC Imagine on Laptop Click-->@{" 68 " link IML-68} MSG- 68 Subject: Phong errors, rotoscoping Click-->@{" 69 " link IML-69} MSG- 69 Subject: Question for PC users Click-->@{" 70 " link IML-70} MSG- 70 Subject: Re: Spline Int. Click-->@{" 71 " link IML-71} MSG- 71 Subject: Texture preview Click-->@{" 72 " link IML-72} MSG- 72 Subject: Re: PC Imagine on Laptop Click-->@{" 73 " link IML-73} MSG- 73 Subject: Pc help Click-->@{" 74 " link IML-74} MSG- 74 Subject: Pc imagine help Click-->@{" 75 " link IML-75} MSG- 75 Subject: Re: PC Imagine on Laptop Click-->@{" 76 " link IML-76} MSG- 76 Subject: PROBLEM with viewing image Click-->@{" 77 " link IML-77} MSG- 77 Subject: Web browsing w/o SLIP Click-->@{" 78 " link IML-78} MSG- 78 Subject: Re: Greg's Pics Click-->@{" 79 " link IML-79} MSG- 79 Subject: Re: Animation Click-->@{" 80 " link IML-80} MSG- 80 Subject: Re[2]: Single sided mapping Click-->@{" 81 " link IML-81} MSG- 81 Subject: Re: Animation Click-->@{" 82 " link IML-82} MSG- 82 Subject: Re: How To make a SUN? Click-->@{" 83 " link IML-83} MSG- 83 Subject: Re: Web browsing w/o SLIP Click-->@{" 84 " link IML-84} MSG- 84 Subject: Re: Animation Click-->@{" 85 " link IML-85} MSG- 85 Subject: Re: phong errors, rotoscoping Click-->@{" 86 " link IML-86} MSG- 86 Subject: Re: Animation Click-->@{" 87 " link IML-87} MSG- 87 Subject: Re: An old challenge - How are diamonds done ? Click-->@{" 88 " link IML-88} MSG- 88 Subject: CD... Click-->@{" 89 " link IML-89} MSG- 89 Subject: Re: Single sided mapping Click-->@{" 90 " link IML-90} MSG- 90 Subject: CD model/textures libraries Click-->@{" 91 " link IML-91} MSG- 91 Subject: Re: How To make a SUN? Click-->@{" 92 " link IML-92} MSG- 92 Subject: Re: Spline Int. Click-->@{" 93 " link IML-93} MSG- 93 Subject: Re[2]: Single sided mapping Click-->@{" 94 " link IML-94} MSG- 94 Subject: Re: An old challenge - How are diamonds done ? Click-->@{" 95 " link IML-95} MSG- 95 Subject: Re: Single sided mapping Click-->@{" 96 " link IML-96} MSG- 96 Subject: LW vs Imagine rendering times Click-->@{" 97 " link IML-97} MSG- 97 Subject: IMLarc64.lha on Aminet Click-->@{" 98 " link IML-98} MSG- 98 Subject: Robotech robots Click-->@{" 99 " link IML-99} MSG- 99 Subject: Re: CD... Click-->@{" 100 " link IML-100} MSG- 100 Subject: Re: Imagine 3.3 screen sizes? Click-->@{" 101 " link IML-101} MSG- 101 Subject: Re: Autodesk 3D Studio - Wow!!! Click-->@{" 102 " link IML-102} MSG- 102 Subject: Autodesk 3D Studio Click-->@{" 103 " link IML-103} MSG- 103 Subject: Re: Imagine 3.3 screen sizes? Click-->@{" 104 " link IML-104} MSG- 104 Subject: Re: Autodesk 3D Studio - Wow!!! Click-->@{" 105 " link IML-105} MSG- 105 Subject: Re: Single sided mapping Click-->@{" 106 " link IML-106} MSG- 106 Subject: Re: I need a Job!! Click-->@{" 107 " link IML-107} MSG- 107 Subject: Autodesk 3D Studio - Wow!!! Click-->@{" 108 " link IML-108} MSG- 108 Subject: Re: Autodesk 3D Studio - Wow!!! Click-->@{" 109 " link IML-109} MSG- 109 Subject: Viewpoint Datalabs Click-->@{" 110 " link IML-110} MSG- 110 Subject: Imagine 3.3 Screen Res. Click-->@{" 111 " link IML-111} MSG- 111 Subject: Global Fog animation problem Click-->@{" 112 " link IML-112} MSG- 112 Subject: Re: robotech robots Click-->@{" 113 " link IML-113} MSG- 113 Subject: Re: Global Fog animation problem Click-->@{" 114 " link IML-114} MSG- 114 Subject: Re:Re: lensflare Click-->@{" 115 " link IML-115} MSG- 115 Subject: Re: Global Fog animation (doh!) Click-->@{" 116 " link IML-116} MSG- 116 Subject: Re: Amiga->PC/LAN Click-->@{" 117 " link IML-117} MSG- 117 Subject: Re: lensflare Click-->@{" 118 " link IML-118} MSG- 118 Subject: Re: layers Click-->@{" 119 " link IML-119} MSG- 119 Subject: Velocity scaling Click-->@{" 120 " link IML-120} MSG- 120 Subject: Re: lensflare Click-->@{" 121 " link IML-121} MSG- 121 Subject: Re: Imagine 3.3 Screen Res. Click-->@{" 122 " link IML-122} MSG- 122 Subject: Re: lensflare Click-->@{" 123 " link IML-123} MSG- 123 Subject: Viewpoint Click-->@{" 124 " link IML-124} MSG- 124 Subject: Re: Global Fog animation problem Click-->@{" 125 " link IML-125} MSG- 125 Subject: Re: phong errors, rotoscoping Click-->@{" 126 " link IML-126} MSG- 126 Subject: Re: PROBLEM with viewing image Click-->@{" 127 " link IML-127} MSG- 127 Subject: Re: Single sided mapping Click-->@{" 128 " link IML-128} MSG- 128 Subject: Re: Velocity scaling Click-->@{" 129 " link IML-129} MSG- 129 Subject: Fog Click-->@{" 130 " link IML-130} MSG- 130 Subject: Q-Motions Click-->@{" 131 " link IML-131} MSG- 131 Subject: Splash Click-->@{" 132 " link IML-132} MSG- 132 Subject: Ship Textures and Lightwave Lens-Flares In Imagine Click-->@{" 133 " link IML-133} MSG- 133 Subject: Re: Amiga->PC/LAN Click-->@{" 134 " link IML-134} MSG- 134 Subject: Re: Imagine 3.3 Screen Res. Click-->@{" 135 " link IML-135} MSG- 135 Subject: Re: Q-Motions Click-->@{" 136 " link IML-136} MSG- 136 Subject: T3dInfo beta testers Click-->@{" 137 " link IML-137} MSG- 137 Subject: Re: Animation Click-->@{" 138 " link IML-138} MSG- 138 Subject: Re: Imagine 3.3 Screen Res. Click-->@{" 139 " link IML-139} MSG- 139 Subject: Re: Autodesk 3D Studio - Wow!!! Click-->@{" 140 " link IML-140} MSG- 140 Subject: Re: Global Fog animation (doh!) Click-->@{" 141 " link IML-141} MSG- 141 Subject: Re: Imagine 3.3 Screen Res. Click-->@{" 142 " link IML-142} MSG- 142 Subject: Re: Single sided mapping Click-->@{" 143 " link IML-143} MSG- 143 Subject: Re: Imagine 3.3 Screen Res. Click-->@{" 144 " link IML-144} MSG- 144 Subject: GreG Click-->@{" 145 " link IML-145} MSG- 145 Subject: Re: Velocity scaling Click-->@{" 146 " link IML-146} MSG- 146 Subject: Re: Velocity scaling Click-->@{" 147 " link IML-147} MSG- 147 Subject: Heightfields ? Click-->@{" 148 " link IML-148} MSG- 148 Subject: I'm back... Click-->@{" 149 " link IML-149} MSG- 149 Subject: Re: Heightfields ? Click-->@{" 150 " link IML-150} MSG- 150 Subject: Demo pic of upcoming Imagine soft shadows Click-->@{" 151 " link IML-151} MSG- 151 Subject: Lightwave demo on the web ... Click-->@{" 152 " link IML-152} MSG- 152 Subject: Retina problems Click-->@{" 153 " link IML-153} MSG- 153 Subject: Siggraph Imagine user meet! Click-->@{" 154 " link IML-154} MSG- 154 Subject: Web Page Moved Click-->@{" 155 " link IML-155} MSG- 155 Subject: Re: Re[2]: lensflare Click-->@{" 156 " link IML-156} MSG- 156 Subject: Re: Fog Click-->@{" 157 " link IML-157} MSG- 157 Subject: Re: Single sided mapping Click-->@{" 158 " link IML-158} MSG- 158 Subject: Re: Velocity scaling Click-->@{" 159 " link IML-159} MSG- 159 Subject: Re: An old challenge - How are diamonds done ? Click-->@{" 160 " link IML-160} MSG- 160 Subject: Re: Imagine 3.3 Screen Res. Click-->@{" 161 " link IML-161} MSG- 161 Subject: Re: Velocity scaling Click-->@{" 162 " link IML-162} MSG- 162 Subject: Re: Velocity scaling Click-->@{" 163 " link IML-163} MSG- 163 Subject: Re:Re: lensflare Click-->@{" 164 " link IML-164} MSG- 164 Subject: Re: Velocity Scaling Click-->@{" 165 " link IML-165} MSG- 165 Subject: RE: Beyond Imagination Click-->@{" 166 " link IML-166} MSG- 166 Subject: Re: Imagine 3.3 Screen Res. Click-->@{" 167 " link IML-167} MSG- 167 Subject: Re: Retina problems Click-->@{" 168 " link IML-168} MSG- 168 Subject: Fonts Click-->@{" 169 " link IML-169} MSG- 169 Subject: Re: Craig Collins Click-->@{" 170 " link IML-170} MSG- 170 Subject: Imagine 2.0 Click-->@{" 171 " link IML-171} MSG- 171 Subject: Rendering Resolution Click-->@{" 172 " link IML-172} MSG- 172 Subject: Re: Imagine upgrade Click-->@{" 173 " link IML-173} MSG- 173 Subject: Amiga IFF Click-->@{" 174 " link IML-174} MSG- 174 Subject: Craig Collins Click-->@{" 175 " link IML-175} MSG- 175 Subject: Re: Creating landscapes Click-->@{" 176 " link IML-176} MSG- 176 Subject: Re: Creating landscapes Click-->@{" 177 " link IML-177} MSG- 177 Subject: Re: Creating landscapes Click-->@{" 178 " link IML-178} MSG- 178 Subject: Re: Help-Im2.0 Click-->@{" 179 " link IML-179} MSG- 179 Subject: Help-Im2.0 Click-->@{" 180 " link IML-180} MSG- 180 Subject: Re: Amiga IFF Click-->@{" 181 " link IML-181} MSG- 181 Subject: Rendering Resolution Click-->@{" 182 " link IML-182} MSG- 182 Subject: Imagine upgrade Click-->@{" 183 " link IML-183} MSG- 183 Subject: Re: Pentax Click-->@{" 184 " link IML-184} MSG- 184 Subject: Re: Rendering Resolution Click-->@{" 185 " link IML-185} MSG- 185 Subject: Re: Creating landscapes Click-->@{" 186 " link IML-186} MSG- 186 Subject: Upgrading... Click-->@{" 187 " link IML-187} MSG- 187 Subject: Re: Rendering Resolution Click-->@{" 188 " link IML-188} MSG- 188 Subject: Re: fonts Click-->@{" 189 " link IML-189} MSG- 189 Subject: Manuals please Click-->@{" 190 " link IML-190} MSG- 190 Subject: Field Rendering Click-->@{" 191 " link IML-191} MSG- 191 Subject: Re: Beyond Imagine Click-->@{" 192 " link IML-192} MSG- 192 Subject: Re: Amiga IFF Click-->@{" 193 " link IML-193} MSG- 193 Subject: Re: Rendering Resolution Click-->@{" 194 " link IML-194} MSG- 194 Subject: Back From Siggraph Click-->@{" 195 " link IML-195} MSG- 195 Subject: IML-FAQ#07 upped Click-->@{" 196 " link IML-196} MSG- 196 Subject: ModePro? Click-->@{" 197 " link IML-197} MSG- 197 Subject: 50mhz cpu plug-in? Click-->@{" 198 " link IML-198} MSG- 198 Subject: Rendering Resolution Click-->@{" 199 " link IML-199} MSG- 199 Subject: Re: Field Rendering Click-->@{" 200 " link IML-200} MSG- 200 Subject: Blaq! away until Aug. 21 Click-->@{" 201 " link IML-201} MSG- 201 Subject: Re: 50mhz cpu plug-in? Click-->@{" 202 " link IML-202} MSG- 202 Subject: Sparkles Click-->@{" 203 " link IML-203} MSG- 203 Subject: Texture/States problem Click-->@{" 204 " link IML-204} MSG- 204 Subject: Interesting ... Click-->@{" 205 " link IML-205} MSG- 205 Subject: Re: Back From Siggraph Click-->@{" 206 " link IML-206} MSG- 206 Subject: Veloctiy in v4.0 ??? Click-->@{" 207 " link IML-207} MSG- 207 Subject: Bones animation Click-->@{" 208 " link IML-208} MSG- 208 Subject: Re: Field Rendering Click-->@{" 209 " link IML-209} MSG- 209 Subject: Re: Field Rendering Click-->@{" 210 " link IML-210} MSG- 210 Subject: Re: Interesting ... Click-->@{" 211 " link IML-211} MSG- 211 Subject: Re:ModePro? Click-->@{" 212 " link IML-212} MSG- 212 Subject: Re: Interesting ... Click-->@{" 213 " link IML-213} MSG- 213 Subject: Amiga IFF Click-->@{" 214 " link IML-214} MSG- 214 Subject: Re: imagine 2.0 Click-->@{" 215 " link IML-215} MSG- 215 Subject: Re: Creating landscapes Click-->@{" 216 " link IML-216} MSG- 216 Subject: IML overload Click-->@{" 217 " link IML-217} MSG- 217 Subject: RE:Veloctiy in v4.0 ??? Click-->@{" 218 " link IML-218} MSG- 218 Subject: Re: An old challenge - How are diamonds done ? Click-->@{" 219 " link IML-219} MSG- 219 Subject: Re: Amiga IFF Click-->@{" 220 " link IML-220} MSG- 220 Subject: Re:ModePro? Click-->@{" 221 " link IML-221} MSG- 221 Subject: Re: Creating landscapes Click-->@{" 222 " link IML-222} MSG- 222 Subject: Re: Creating landscapes Click-->@{" 223 " link IML-223} MSG- 223 Subject: Re: Amiga IFF Click-->@{" 224 " link IML-224} MSG- 224 Subject: Ram drive when using imagine Click-->@{" 225 " link IML-225} MSG- 225 Subject: ISL PC version Click-->@{" 226 " link IML-226} MSG- 226 Subject: Hide/unhide subgroups Click-->@{" 227 " link IML-227} MSG- 227 Subject: Re: Creating landscapes Click-->@{" 228 " link IML-228} MSG- 228 Subject: Re: hide/unhide subgroups Click-->@{" 229 " link IML-229} MSG- 229 Subject: Re: Creating landscapes Click-->@{" 230 " link IML-230} MSG- 230 Subject: Re: Rendering Resolution Click-->@{" 231 " link IML-231} MSG- 231 Subject: Re:Re: lensflare Click-->@{" 232 " link IML-232} MSG- 232 Subject: Re: hide/unhide subgroups Click-->@{" 233 " link IML-233} MSG- 233 Subject: Hide/Unhide subgroups Click-->@{" 234 " link IML-234} MSG- 234 Subject: Re: An old challenge - How are diamonds done ? Click-->@{" 235 " link IML-235} MSG- 235 Subject: Re: Creating landscapes Click-->@{" 236 " link IML-236} MSG- 236 Subject: Re: Creating landscapes Click-->@{" 237 " link IML-237} MSG- 237 Subject: Hmmmmm Click-->@{" 238 " link IML-238} MSG- 238 Subject: FIRE Click-->@{" 239 " link IML-239} MSG- 239 Subject: Re: 3.3Prob Click-->@{" 240 " link IML-240} MSG- 240 Subject: Re: ISL PC version Click-->@{" 241 " link IML-241} MSG- 241 Subject: 3.3Prob Click-->@{" 242 " link IML-242} MSG- 242 Subject: Re:Textures/States problem Click-->@{" 243 " link IML-243} MSG- 243 Subject: Re: Interesting ... Click-->@{" 244 " link IML-244} MSG- 244 Subject: Re: ram drive when using imagine Click-->@{" 245 " link IML-245} MSG- 245 Subject: Quickie (multiple stages) Click-->@{" 246 " link IML-246} MSG- 246 Subject: FIRE Click-->@{" 247 " link IML-247} MSG- 247 Subject: Re: FIRE Click-->@{" 248 " link IML-248} MSG- 248 Subject: Re: 3.3Prob Click-->@{" 249 " link IML-249} MSG- 249 Subject: Re: FIRE Click-->@{" 250 " link IML-250} MSG- 250 Subject: Re: ram drive when using imagine Click-->@{" 251 " link IML-251} MSG- 251 Subject: Rotoscoping Click-->@{" 252 " link IML-252} MSG- 252 Subject: Wish List Click-->@{" 253 " link IML-253} MSG- 253 Subject: Impulse + Siggraph 95 Click-->@{" 254 " link IML-254} MSG- 254 Subject: Bones man. Bones. Click-->@{" 255 " link IML-255} MSG- 255 Subject: Re: FIRE Click-->@{" 256 " link IML-256} MSG- 256 Subject: Wish list Click-->@{" 257 " link IML-257} MSG- 257 Subject: Re: rotoscoping Click-->@{" 258 " link IML-258} MSG- 258 Subject: Re: Field Rendering Click-->@{" 259 " link IML-259} MSG- 259 Subject: Re: Bones man. Bones. Click-->@{" 260 " link IML-260} MSG- 260 Subject: Tool Survey Results 8^( Click-->@{" 261 " link IML-261} MSG- 261 Subject: Re: Bones man. Bones. Click-->@{" 262 " link IML-262} MSG- 262 Subject: Slice Click-->@{" 263 " link IML-263} MSG- 263 Subject: Re: Wish List Click-->@{" 264 " link IML-264} MSG- 264 Subject: Imagine 3.0 Click-->@{" 265 " link IML-265} MSG- 265 Subject: Q-motion Click-->@{" 266 " link IML-266} MSG- 266 Subject: Undocumented Textures/Effects Click-->@{" 267 " link IML-267} MSG- 267 Subject: Re[2]: Textures/States problem Click-->@{" 268 " link IML-268} MSG- 268 Subject: Re: Q-motion Click-->@{" 269 " link IML-269} MSG- 269 Subject: Re: wish list Click-->@{" 270 " link IML-270} MSG- 270 Subject: Re: Memory Constraints Click-->@{" 271 " link IML-271} MSG- 271 Subject: Re: Undocumented Textures/Effects Click-->@{" 272 " link IML-272} MSG- 272 Subject: Contains Premiere 4.0 info Click-->@{" 273 " link IML-273} MSG- 273 Subject: Tutorial on 3D LANDSCAPES Click-->@{" 274 " link IML-274} MSG- 274 Subject: Slow Rendering With Fog! Click-->@{" 275 " link IML-275} MSG- 275 Subject: Memory Constraints Click-->@{" 276 " link IML-276} MSG- 276 Subject: Re: Convert Image Question Click-->@{" 277 " link IML-277} MSG- 277 Subject: Re: Tutorial on 3D LANDSCAPES Click-->@{" 278 " link IML-278} MSG- 278 Subject: Re:Textures/States problem Click-->@{" 279 " link IML-279} MSG- 279 Subject: Re: Imagine 3.0 Click-->@{" 280 " link IML-280} MSG- 280 Subject: RE: Q-motion Click-->@{" 281 " link IML-281} MSG- 281 Subject: Re: Memory Constraints Click-->@{" 282 " link IML-282} MSG- 282 Subject: Dare2Imagine a complete version Click-->@{" 283 " link IML-283} MSG- 283 Subject: No 3D splines for 4.0? Click-->@{" 284 " link IML-284} MSG- 284 Subject: Re: Bones man. Bones. Click-->@{" 285 " link IML-285} MSG- 285 Subject: Re: Bones man. Bones. Click-->@{" 286 " link IML-286} MSG- 286 Subject: Re: Dare2Imagine a complete version Click-->@{" 287 " link IML-287} MSG- 287 Subject: Convert Image Question Click-->@{" 288 " link IML-288} MSG- 288 Subject: Re: Quickie (multiple stages) Click-->@{" 289 " link IML-289} MSG- 289 Subject: Texture Preview Click-->@{" 290 " link IML-290} MSG- 290 Subject: RE: Q-motion Click-->@{" 291 " link IML-291} MSG- 291 Subject: Re:Impulse Im4.0 Click-->@{" 292 " link IML-292} MSG- 292 Subject: Re: 3.3Prob Click-->@{" 293 " link IML-293} MSG- 293 Subject: Re: Dare2Imagine a complete version Click-->@{" 294 " link IML-294} MSG- 294 Subject: Re: An old challenge - How are diamonds done ? Click-->@{" 295 " link IML-295} MSG- 295 Subject: Re: Quickie (multiple stages) Click-->@{" 296 " link IML-296} MSG- 296 Subject: Re: Undocumented Textures/Effects Click-->@{" 297 " link IML-297} MSG- 297 Subject: Re: wish list Click-->@{" 298 " link IML-298} MSG- 298 Subject: Re:Textures/States problem Click-->@{" 299 " link IML-299} MSG- 299 Subject: Re: Memory Constraints Click-->@{" 300 " link IML-300} MSG- 300 Subject: Texture Preview Click-->@{" 301 " link IML-301} MSG- 301 Subject: Re: Convert Image Question Click-->@{" 302 " link IML-302} MSG- 302 Subject: Re: Bones man. Bones. Click-->@{" 303 " link IML-303} MSG- 303 Subject: Lightwave EMail list Click-->@{" 304 " link IML-304} MSG- 304 Subject: Re: Premiere - MJpeg Click-->@{" 305 " link IML-305} MSG- 305 Subject: Re: Convert Image Question Click-->@{" 306 " link IML-306} MSG- 306 Subject: Re: Memory Constraints Click-->@{" 307 " link IML-307} MSG- 307 Subject: Re: Re[2]: Textures/States problem Click-->@{" 308 " link IML-308} MSG- 308 Subject: Re:Impulse Im4.0 Click-->@{" 309 " link IML-309} MSG- 309 Subject: Re: Bones man. Bones. Click-->@{" 310 " link IML-310} MSG- 310 Subject: Re: Slice Click-->@{" 311 " link IML-311} MSG- 311 Subject: MJPEG cleared up maybe Click-->@{" 312 " link IML-312} MSG- 312 Subject: Win95. Click-->@{" 313 " link IML-313} MSG- 313 Subject: Re: Memory Constraints Click-->@{" 314 " link IML-314} MSG- 314 Subject: Re: Slice Click-->@{" 315 " link IML-315} MSG- 315 Subject: The Great Diamond Challenge - Great Diamonds at Last !!!! Click-->@{" 316 " link IML-316} MSG- 316 Subject: Re: Wish List Click-->@{" 317 " link IML-317} MSG- 317 Subject: Re: Convert Image Question Click-->@{" 318 " link IML-318} MSG- 318 Subject: Re: Slice Click-->@{" 319 " link IML-319} MSG- 319 Subject: Re: Wish List Click-->@{" 320 " link IML-320} MSG- 320 Subject: Re[2]: Memory Constraints Click-->@{" 321 " link IML-321} MSG- 321 Subject: IML-FAQ#08: what's new Click-->@{" 322 " link IML-322} MSG- 322 Subject: Transition frames Click-->@{" 323 " link IML-323} MSG- 323 Subject: Re: Memory Constraints Click-->@{" 324 " link IML-324} MSG- 324 Subject: Melt? Click-->@{" 325 " link IML-325} MSG- 325 Subject: Re: Wish List Click-->@{" 326 " link IML-326} MSG- 326 Subject: Small & Big Bones Click-->@{" 327 " link IML-327} MSG- 327 Subject: Small & Big Bones Click-->@{" 328 " link IML-328} MSG- 328 Subject: PC IMAGINE for sale Click-->@{" 329 " link IML-329} MSG- 329 Subject: Re: Melt? Click-->@{" 330 " link IML-330} MSG- 330 Subject: Re: Convert Image Question Click-->@{" 331 " link IML-331} MSG- 331 Subject: MJPEG Click-->@{" 332 " link IML-332} MSG- 332 Subject: Re: PC IMAGINE for sale Click-->@{" 333 " link IML-333} MSG- 333 Subject: Re: Quickie (multiple stages) Click-->@{" 334 " link IML-334} MSG- 334 Subject: Re: Quickie (multiple stages) Click-->@{" 335 " link IML-335} MSG- 335 Subject: Re: Slice Click-->@{" 336 " link IML-336} MSG- 336 Subject: Job Offer Click-->@{" 337 " link IML-337} MSG- 337 Subject: Dust2.04 Click-->@{" 338 " link IML-338} MSG- 338 Subject: Speaking of the Melt utility Click-->@{" 339 " link IML-339} MSG- 339 Subject: Will 4.0 support Picasso Click-->@{" 340 " link IML-340} MSG- 340 Subject: Re: Melt? Click-->@{" 341 " link IML-341} MSG- 341 Subject: Re: transition frames Click-->@{" 342 " link IML-342} MSG- 342 Subject: Re: Memory Constraints Click-->@{" 343 " link IML-343} MSG- 343 Subject: Imagine Won't Multitask? Click-->@{" 344 " link IML-344} MSG- 344 Subject: Re: Dust2.04 Click-->@{" 345 " link IML-345} MSG- 345 Subject: Imagine LT Click-->@{" 346 " link IML-346} MSG- 346 Subject: Imagine LT Click-->@{" 347 " link IML-347} MSG- 347 Subject: Re: transition frames Click-->@{" 348 " link IML-348} MSG- 348 Subject: Re: Imagine LT Click-->@{" 349 " link IML-349} MSG- 349 Subject: Re: Imagine Won't Multitask? Click-->@{" 350 " link IML-350} MSG- 350 Subject: Re: Dust2.04 Click-->@{" 351 " link IML-351} MSG- 351 Subject: Re: Imagine 3.3 questions. Click-->@{" 352 " link IML-352} MSG- 352 Subject: How to use Caustics? Click-->@{" 353 " link IML-353} MSG- 353 Subject: Re: How to use Caustics? Click-->@{" 354 " link IML-354} MSG- 354 Subject: Logo textures Click-->@{" 355 " link IML-355} MSG- 355 Subject: Anti-aliasing Click-->@{" 356 " link IML-356} MSG- 356 Subject: Hello Click-->@{" 357 " link IML-357} MSG- 357 Subject: Re: Merge points Click-->@{" 358 " link IML-358} MSG- 358 Subject: Hello Click-->@{" 359 " link IML-359} MSG- 359 Subject: Re: Anti-aliasing Click-->@{" 360 " link IML-360} MSG- 360 Subject: RE:re how to use caustics Click-->@{" 361 " link IML-361} MSG- 361 Subject: Re[2]: Merge Points Click-->@{" 362 " link IML-362} MSG- 362 Subject: Re:Logo textures Click-->@{" 363 " link IML-363} MSG- 363 Subject: Memory question Click-->@{" 364 " link IML-364} MSG- 364 Subject: Re:Merge Points Click-->@{" 365 " link IML-365} MSG- 365 Subject: Re: Merge points Click-->@{" 366 " link IML-366} MSG- 366 Subject: Re: Imagine 3.3 questions. Click-->@{" 367 " link IML-367} MSG- 367 Subject: Re: memory question Click-->@{" 368 " link IML-368} MSG- 368 Subject: The mouse button fault Click-->@{" 369 " link IML-369} MSG- 369 Subject: Amiga & pc Click-->@{" 370 " link IML-370} MSG- 370 ------=> Sorry NO Subject! Click-->@{" 371 " link IML-371} MSG- 371 Subject: Re: memory question Click-->@{" 372 " link IML-372} MSG- 372 Subject: Re: Job Offer Click-->@{" 373 " link IML-373} MSG- 373 Subject: Memory question Click-->@{" 374 " link IML-374} MSG- 374 Subject: Re: amiga & pc Click-->@{" 375 " link IML-375} MSG- 375 Subject: Something about Dust... Click-->@{" 376 " link IML-376} MSG- 376 Subject: Re: Football (Soccer) Click-->@{" 377 " link IML-377} MSG- 377 Subject: Football (Soccer) Click-->@{" 378 " link IML-378} MSG- 378 Subject: Re: amiga & pc Click-->@{" 379 " link IML-379} MSG- 379 Subject: Re: Click-->@{" 380 " link IML-380} MSG- 380 Subject: Global fx & PAR Click-->@{" 381 " link IML-381} MSG- 381 Subject: Re: Football (Soccer) Click-->@{" 382 " link IML-382} MSG- 382 Subject: Computer software graphics Click-->@{" 383 " link IML-383} MSG- 383 Subject: Re: amiga & pc Click-->@{" 384 " link IML-384} MSG- 384 Subject: Re: Football (Soccer) Click-->@{" 385 " link IML-385} MSG- 385 Subject: Re: computer software graphics Click-->@{" 386 " link IML-386} MSG- 386 Subject: Re:Merge Points Click-->@{" 387 " link IML-387} MSG- 387 Subject: Pentagram, HELP! Click-->@{" 388 " link IML-388} MSG- 388 Subject: Re: Merge Points Click-->@{" 389 " link IML-389} MSG- 389 Subject: Impulse!!! Webpage??? Suggestion.... Click-->@{" 390 " link IML-390} MSG- 390 Subject: Re: Global fx & PAR Click-->@{" 391 " link IML-391} MSG- 391 Subject: Re: amiga & pc Click-->@{" 392 " link IML-392} MSG- 392 Subject: Re: Pentagram, HELP! Click-->@{" 393 " link IML-393} MSG- 393 Subject: Re: amiga & pc Click-->@{" 394 " link IML-394} MSG- 394 Subject: Re[2]: Merge Points Click-->@{" 395 " link IML-395} MSG- 395 Subject: Re: Merge Points Click-->@{" 396 " link IML-396} MSG- 396 Subject: Re: Impulse!!! Webpage??? Suggestion.... Click-->@{" 397 " link IML-397} MSG- 397 Subject: 040 patch for Imagine? CyberPatch? Click-->@{" 398 " link IML-398} MSG- 398 Subject: Re: Bad chunk size - help!! Click-->@{" 399 " link IML-399} MSG- 399 Subject: Re: Bad chunk size - help!! Click-->@{" 400 " link IML-400} MSG- 400 Subject: Bad chunk size - help!! Click-->@{" 401 " link IML-401} MSG- 401 Subject: Re: 040 patch for Imagine? CyberPatch? Click-->@{" 402 " link IML-402} MSG- 402 Subject: Re: Bad chunk size - help!! Click-->@{" 403 " link IML-403} MSG- 403 Subject: Re: Bad chunk size - help!! Click-->@{" 404 " link IML-404} MSG- 404 Subject: Straight phong highlights Click-->@{" 405 " link IML-405} MSG- 405 Subject: RE:Veloctiy in v4.0 ??? Click-->@{" 406 " link IML-406} MSG- 406 Subject: Re: Straight phong highlights Click-->@{" 407 " link IML-407} MSG- 407 Subject: Re: Bad chunk size - help!! Click-->@{" 408 " link IML-408} MSG- 408 Subject: Re: Compuserve Click-->@{" 409 " link IML-409} MSG- 409 Subject: IML-FAQ#08 - What's new Click-->@{" 410 " link IML-410} MSG- 410 Subject: Where are you! Click-->@{" 411 " link IML-411} MSG- 411 Subject: Compuserve Click-->@{" 412 " link IML-412} MSG- 412 Subject: Re: 040 patch for Imagine? CyberPatch? Click-->@{" 413 " link IML-413} MSG- 413 Subject: IML-FAQ#08 Now Online Click-->@{" 414 " link IML-414} MSG- 414 Subject: Selective "UNPICK" Click-->@{" 415 " link IML-415} MSG- 415 Subject: Re: Logo textures Click-->@{" 416 " link IML-416} MSG- 416 Subject: Windows95 Click-->@{" 417 " link IML-417} MSG- 417 Subject: Re: Bad chunk size - help!! Click-->@{" 418 " link IML-418} MSG- 418 Subject: Re: 040 patch for Imagine? CyberPatch? Click-->@{" 419 " link IML-419} MSG- 419 Subject: Re: 040 patch for Imagine? CyberPatch? Click-->@{" 420 " link IML-420} MSG- 420 Subject: Re: 040 patch for Imagine? CyberPatch? Click-->@{" 421 " link IML-421} MSG- 421 Subject: Re: Problems Click-->@{" 422 " link IML-422} MSG- 422 Subject: Re: Bad chunk size - hel Click-->@{" 423 " link IML-423} MSG- 423 Subject: Problems Click-->@{" 424 " link IML-424} MSG- 424 Subject: Compuserve Click-->@{" 425 " link IML-425} MSG- 425 Subject: Jurassic Park Click-->@{" 426 " link IML-426} MSG- 426 Subject: Re: Jurassic Park Click-->@{" 427 " link IML-427} MSG- 427 Subject: RE:Mail bounce Click-->@{" 428 " link IML-428} MSG- 428 Subject: Problems Click-->@{" 429 " link IML-429} MSG- 429 Subject: Re: 040 patch for Imagine? CyberPatch? Click-->@{" 430 " link IML-430} MSG- 430 Subject: Re: Problems Click-->@{" 431 " link IML-431} MSG- 431 Subject: Compuserve Click-->@{" 432 " link IML-432} MSG- 432 Subject: Computer software graphics Click-->@{" 433 " link IML-433} MSG- 433 Subject: Re: Impulse!!! Webpage??? Suggestion.... Click-->@{" 434 " link IML-434} MSG- 434 Subject: A3000 speed hack Click-->@{" 435 " link IML-435} MSG- 435 Subject: Recent FAQ Click-->@{" 436 " link IML-436} MSG- 436 Subject: CD-ROM's Click-->@{" 437 " link IML-437} MSG- 437 Subject: Re: A3000 speed hack Click-->@{" 438 " link IML-438} MSG- 438 Subject: Re: A3000 speed hack Click-->@{" 439 " link IML-439} MSG- 439 Subject: Recent FAQ Click-->@{" 440 " link IML-440} MSG- 440 Subject: Re: Wish List Click-->@{" 441 " link IML-441} MSG- 441 Subject: A3000 speed hack Click-->@{" 442 " link IML-442} MSG- 442 Subject: Re: Geodesic dome Click-->@{" 443 " link IML-443} MSG- 443 Subject: Re: Bad chunk size - help!! Click-->@{" 444 " link IML-444} MSG- 444 Subject: '040 Optimizations (Re: 040 patch for Imagine? CyberPatch?) Click-->@{" 445 " link IML-445} MSG- 445 Subject: Re: A3000 speed hack Click-->@{" 446 " link IML-446} MSG- 446 Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPatch? Click-->@{" 447 " link IML-447} MSG- 447 Subject: PC Essence Click-->@{" 448 " link IML-448} MSG- 448 Subject: Re: Wish List Click-->@{" 449 " link IML-449} MSG- 449 Subject: Re: recent FAQ Click-->@{" 450 " link IML-450} MSG- 450 Subject: Re: recent FAQ Click-->@{" 451 " link IML-451} MSG- 451 Subject: Re: Wish List Click-->@{" 452 " link IML-452} MSG- 452 Subject: Re: A3000 speed hack Click-->@{" 453 " link IML-453} MSG- 453 Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPat Click-->@{" 454 " link IML-454} MSG- 454 Subject: Re: Creating landscapes Click-->@{" 455 " link IML-455} MSG- 455 Subject: Imagine LT Click-->@{" 456 " link IML-456} MSG- 456 Subject: Re:Merge Points Click-->@{" 457 " link IML-457} MSG- 457 Subject: Re: Merge Points Click-->@{" 458 " link IML-458} MSG- 458 Subject: Quickie (multiple stages) Click-->@{" 459 " link IML-459} MSG- 459 Subject: RE: Wish List Click-->@{" 460 " link IML-460} MSG- 460 Subject: RE: Wish List Click-->@{" 461 " link IML-461} MSG- 461 Subject: RE:Soccer ball Click-->@{" 462 " link IML-462} MSG- 462 Subject: RE: Wish List Click-->@{" 463 " link IML-463} MSG- 463 Subject: Re: Football (Soccer) Click-->@{" 464 " link IML-464} MSG- 464 Subject: Imagine mailing list Click-->@{" 465 " link IML-465} MSG- 465 Subject: Geodesic dome Click-->@{" 466 " link IML-466} MSG- 466 Subject: Re: Wish List Click-->@{" 467 " link IML-467} MSG- 467 Subject: Re: Imagine mailing list Click-->@{" 468 " link IML-468} MSG- 468 Subject: Re: Geodesic dome Click-->@{" 469 " link IML-469} MSG- 469 Subject: Re: Geodesic dome Click-->@{" 470 " link IML-470} MSG- 470 Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPat Click-->@{" 471 " link IML-471} MSG- 471 Subject: Re: A3000 speed hack Click-->@{" 472 " link IML-472} MSG- 472 Subject: Re: A3000 speed hack Click-->@{" 473 " link IML-473} MSG- 473 Subject: Revolving light Click-->@{" 474 " link IML-474} MSG- 474 Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPat Click-->@{" 475 " link IML-475} MSG- 475 Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPatch? Click-->@{" 476 " link IML-476} MSG- 476 Subject: Re: Windows95 Click-->@{" 477 " link IML-477} MSG- 477 Subject: Re: Geodesic dome Click-->@{" 478 " link IML-478} MSG- 478 Subject: Beyond.zip Click-->@{" 479 " link IML-479} MSG- 479 Subject: Re: PC Essence Click-->@{" 480 " link IML-480} MSG- 480 Subject: Re: Wish List Click-->@{" 481 " link IML-481} MSG- 481 Subject: Here we go again... Click-->@{" 482 " link IML-482} MSG- 482 Subject: Another Geodisic dome idea Click-->@{" 483 " link IML-483} MSG- 483 Subject: Re: Merge Points Click-->@{" 484 " link IML-484} MSG- 484 Subject: Re: PC Essence Click-->@{" 485 " link IML-485} MSG- 485 Subject: Re: Imagine Tutorials Click-->@{" 486 " link IML-486} MSG- 486 Subject: Re: Geodesic dome Click-->@{" 487 " link IML-487} MSG- 487 Subject: The fractured dome Click-->@{" 488 " link IML-488} MSG- 488 Subject: Re: Geodesic dome Click-->@{" 489 " link IML-489} MSG- 489 Subject: Creating Lanscapes Click-->@{" 490 " link IML-490} MSG- 490 Subject: Re: '040 Optimizations Click-->@{" 491 " link IML-491} MSG- 491 Subject: Re: Geodesic dome Click-->@{" 492 " link IML-492} MSG- 492 Subject: Creating Lanscapes Click-->@{" 493 " link IML-493} MSG- 493 Subject: Re: Wish List Click-->@{" 494 " link IML-494} MSG- 494 Subject: Imagine Tutorials Click-->@{" 495 " link IML-495} MSG- 495 Subject: Re: Geodesic Dome Click-->@{" 496 " link IML-496} MSG- 496 Subject: Re: Merge Points Click-->@{" 497 " link IML-497} MSG- 497 Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPat Click-->@{" 498 " link IML-498} MSG- 498 Subject: Re: Wish List Click-->@{" 499 " link IML-499} MSG- 499 Subject: PC Essence + Click-->@{" 500 " link IML-500} MSG- 500 Subject: Re: Wish List Click-->@{" 501 " link IML-501} MSG- 501 Subject: Re: Geodesic dome @endnode contents @node Index "IMAGINE MAILING LIST V65- CONTENTS" @toc contents Click-->@{" 1 " link IML-444} MSG- 444 Subject: '040 Optimizations (Re: 040 patch for Imagine? CyberPatch?) Click-->@{" 2 " link IML-475} MSG- 475 Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPatch? Click-->@{" 3 " link IML-446} MSG- 446 Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPatch? Click-->@{" 4 " link IML-497} MSG- 497 Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPat Click-->@{" 5 " link IML-453} MSG- 453 Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPat Click-->@{" 6 " link IML-474} MSG- 474 Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPat Click-->@{" 7 " link IML-470} MSG- 470 Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPat Click-->@{" 8 " link IML-490} MSG- 490 Subject: Re: '040 Optimizations Click-->@{" 9 " link IML-370} MSG- 370 ------=> Sorry NO Subject! Click-->@{" 10 " link IML-397} MSG- 397 Subject: 040 patch for Imagine? CyberPatch? Click-->@{" 11 " link IML-429} MSG- 429 Subject: Re: 040 patch for Imagine? CyberPatch? Click-->@{" 12 " link IML-419} MSG- 419 Subject: Re: 040 patch for Imagine? CyberPatch? Click-->@{" 13 " link IML-420} MSG- 420 Subject: Re: 040 patch for Imagine? CyberPatch? Click-->@{" 14 " link IML-418} MSG- 418 Subject: Re: 040 patch for Imagine? CyberPatch? Click-->@{" 15 " link IML-401} MSG- 401 Subject: Re: 040 patch for Imagine? CyberPatch? Click-->@{" 16 " link IML-412} MSG- 412 Subject: Re: 040 patch for Imagine? CyberPatch? Click-->@{" 17 " link IML-241} MSG- 241 Subject: 3.3Prob Click-->@{" 18 " link IML-292} MSG- 292 Subject: Re: 3.3Prob Click-->@{" 19 " link IML-248} MSG- 248 Subject: Re: 3.3Prob Click-->@{" 20 " link IML-239} MSG- 239 Subject: Re: 3.3Prob Click-->@{" 21 " link IML-197} MSG- 197 Subject: 50mhz cpu plug-in? Click-->@{" 22 " link IML-201} MSG- 201 Subject: Re: 50mhz cpu plug-in? Click-->@{" 23 " link IML-27} MSG- 27 Subject: Re: A message from Mike... Click-->@{" 24 " link IML-434} MSG- 434 Subject: A3000 speed hack Click-->@{" 25 " link IML-441} MSG- 441 Subject: A3000 speed hack Click-->@{" 26 " link IML-437} MSG- 437 Subject: Re: A3000 speed hack Click-->@{" 27 " link IML-438} MSG- 438 Subject: Re: A3000 speed hack Click-->@{" 28 " link IML-471} MSG- 471 Subject: Re: A3000 speed hack Click-->@{" 29 " link IML-452} MSG- 452 Subject: Re: A3000 speed hack Click-->@{" 30 " link IML-445} MSG- 445 Subject: Re: A3000 speed hack Click-->@{" 31 " link IML-472} MSG- 472 Subject: Re: A3000 speed hack Click-->@{" 32 " link IML-369} MSG- 369 Subject: Amiga & pc Click-->@{" 33 " link IML-391} MSG- 391 Subject: Re: Amiga & pc Click-->@{" 34 " link IML-393} MSG- 393 Subject: Re: Amiga & pc Click-->@{" 35 " link IML-383} MSG- 383 Subject: Re: Amiga & pc Click-->@{" 36 " link IML-374} MSG- 374 Subject: Re: Amiga & pc Click-->@{" 37 " link IML-378} MSG- 378 Subject: Re: Amiga & pc Click-->@{" 38 " link IML-213} MSG- 213 Subject: Amiga IFF Click-->@{" 39 " link IML-173} MSG- 173 Subject: Amiga IFF Click-->@{" 40 " link IML-219} MSG- 219 Subject: Re: Amiga IFF Click-->@{" 41 " link IML-180} MSG- 180 Subject: Re: Amiga IFF Click-->@{" 42 " link IML-223} MSG- 223 Subject: Re: Amiga IFF Click-->@{" 43 " link IML-192} MSG- 192 Subject: Re: Amiga IFF Click-->@{" 44 " link IML-116} MSG- 116 Subject: Re: Amiga->PC/LAN Click-->@{" 45 " link IML-133} MSG- 133 Subject: Re: Amiga->PC/LAN Click-->@{" 46 " link IML-87} MSG- 87 Subject: Re: An old challenge - How are diamonds done ? Click-->@{" 47 " link IML-94} MSG- 94 Subject: Re: An old challenge - How are diamonds done ? Click-->@{" 48 " link IML-294} MSG- 294 Subject: Re: An old challenge - How are diamonds done ? Click-->@{" 49 " link IML-218} MSG- 218 Subject: Re: An old challenge - How are diamonds done ? Click-->@{" 50 " link IML-234} MSG- 234 Subject: Re: An old challenge - How are diamonds done ? Click-->@{" 51 " link IML-159} MSG- 159 Subject: Re: An old challenge - How are diamonds done ? Click-->@{" 52 " link IML-3} MSG- 3 Subject: Animated map requestor problems Click-->@{" 53 " link IML-32} MSG- 32 Subject: Animation Click-->@{" 54 " link IML-46} MSG- 46 Subject: Animation Click-->@{" 55 " link IML-63} MSG- 63 Subject: Animation Contests Click-->@{" 56 " link IML-15} MSG- 15 Subject: Re: ANIMATION PLAYER Click-->@{" 57 " link IML-60} MSG- 60 Subject: Re: Animation Click-->@{" 58 " link IML-86} MSG- 86 Subject: Re: Animation Click-->@{" 59 " link IML-81} MSG- 81 Subject: Re: Animation Click-->@{" 60 " link IML-50} MSG- 50 Subject: Re: Animation Click-->@{" 61 " link IML-84} MSG- 84 Subject: Re: Animation Click-->@{" 62 " link IML-137} MSG- 137 Subject: Re: Animation Click-->@{" 63 " link IML-55} MSG- 55 Subject: Re: Animation Click-->@{" 64 " link IML-79} MSG- 79 Subject: Re: Animation Click-->@{" 65 " link IML-482} MSG- 482 Subject: Another Geodisic dome idea Click-->@{" 66 " link IML-355} MSG- 355 Subject: Anti-aliasing Click-->@{" 67 " link IML-359} MSG- 359 Subject: Re: Anti-aliasing Click-->@{" 68 " link IML-4} MSG- 4 Subject: Aspect ratio Click-->@{" 69 " link IML-102} MSG- 102 Subject: Autodesk 3D Studio Click-->@{" 70 " link IML-107} MSG- 107 Subject: Autodesk 3D Studio - Wow!!! Click-->@{" 71 " link IML-139} MSG- 139 Subject: Re: Autodesk 3D Studio - Wow!!! Click-->@{" 72 " link IML-104} MSG- 104 Subject: Re: Autodesk 3D Studio - Wow!!! Click-->@{" 73 " link IML-101} MSG- 101 Subject: Re: Autodesk 3D Studio - Wow!!! Click-->@{" 74 " link IML-108} MSG- 108 Subject: Re: Autodesk 3D Studio - Wow!!! Click-->@{" 75 " link IML-194} MSG- 194 Subject: Back From Siggraph Click-->@{" 76 " link IML-205} MSG- 205 Subject: Re: Back From Siggraph Click-->@{" 77 " link IML-400} MSG- 400 Subject: Bad chunk size - help!! Click-->@{" 78 " link IML-399} MSG- 399 Subject: Re: Bad chunk size - help!! Click-->@{" 79 " link IML-443} MSG- 443 Subject: Re: Bad chunk size - help!! Click-->@{" 80 " link IML-402} MSG- 402 Subject: Re: Bad chunk size - help!! Click-->@{" 81 " link IML-398} MSG- 398 Subject: Re: Bad chunk size - help!! Click-->@{" 82 " link IML-403} MSG- 403 Subject: Re: Bad chunk size - help!! Click-->@{" 83 " link IML-407} MSG- 407 Subject: Re: Bad chunk size - help!! Click-->@{" 84 " link IML-417} MSG- 417 Subject: Re: Bad chunk size - help!! Click-->@{" 85 " link IML-422} MSG- 422 Subject: Re: Bad chunk size - hel Click-->@{" 86 " link IML-165} MSG- 165 Subject: RE: Beyond Imagination Click-->@{" 87 " link IML-191} MSG- 191 Subject: Re: Beyond Imagine Click-->@{" 88 " link IML-478} MSG- 478 Subject: Beyond.zip Click-->@{" 89 " link IML-200} MSG- 200 Subject: Blaq! away until Aug. 21 Click-->@{" 90 " link IML-207} MSG- 207 Subject: Bones animation Click-->@{" 91 " link IML-285} MSG- 285 Subject: Re: Bones man. Bones. Click-->@{" 92 " link IML-284} MSG- 284 Subject: Re: Bones man. Bones. Click-->@{" 93 " link IML-254} MSG- 254 Subject: Bones man. Bones. Click-->@{" 94 " link IML-309} MSG- 309 Subject: Re: Bones man. Bones. Click-->@{" 95 " link IML-302} MSG- 302 Subject: Re: Bones man. Bones. Click-->@{" 96 " link IML-261} MSG- 261 Subject: Re: Bones man. Bones. Click-->@{" 97 " link IML-259} MSG- 259 Subject: Re: Bones man. Bones. Click-->@{" 98 " link IML-10} MSG- 10 Subject: CD model/textures libraries Click-->@{" 99 " link IML-90} MSG- 90 Subject: CD model/textures libraries Click-->@{" 100 " link IML-64} MSG- 64 Subject: Re: CD model/textures libraries Click-->@{" 101 " link IML-18} MSG- 18 Subject: Re: CD model/textures libraries Click-->@{" 102 " link IML-36} MSG- 36 Subject: Re: CD model/textures libraries Click-->@{" 103 " link IML-436} MSG- 436 Subject: CD-ROM's Click-->@{" 104 " link IML-88} MSG- 88 Subject: CD... Click-->@{" 105 " link IML-99} MSG- 99 Subject: Re: CD... Click-->@{" 106 " link IML-431} MSG- 431 Subject: Compuserve Click-->@{" 107 " link IML-411} MSG- 411 Subject: Compuserve Click-->@{" 108 " link IML-424} MSG- 424 Subject: Compuserve Click-->@{" 109 " link IML-408} MSG- 408 Subject: Re: Compuserve Click-->@{" 110 " link IML-382} MSG- 382 Subject: Computer software graphics Click-->@{" 111 " link IML-432} MSG- 432 Subject: Computer software graphics Click-->@{" 112 " link IML-385} MSG- 385 Subject: Re: Computer software graphics Click-->@{" 113 " link IML-272} MSG- 272 Subject: Contains Premiere 4.0 info Click-->@{" 114 " link IML-26} MSG- 26 Subject: Contests Click-->@{" 115 " link IML-287} MSG- 287 Subject: Convert Image Question Click-->@{" 116 " link IML-330} MSG- 330 Subject: Re: Convert Image Question Click-->@{" 117 " link IML-301} MSG- 301 Subject: Re: Convert Image Question Click-->@{" 118 " link IML-305} MSG- 305 Subject: Re: Convert Image Question Click-->@{" 119 " link IML-276} MSG- 276 Subject: Re: Convert Image Question Click-->@{" 120 " link IML-317} MSG- 317 Subject: Re: Convert Image Question Click-->@{" 121 " link IML-174} MSG- 174 Subject: Craig Collins Click-->@{" 122 " link IML-169} MSG- 169 Subject: Re: Craig Collins Click-->@{" 123 " link IML-454} MSG- 454 Subject: Re: Creating landscapes Click-->@{" 124 " link IML-176} MSG- 176 Subject: Re: Creating landscapes Click-->@{" 125 " link IML-175} MSG- 175 Subject: Re: Creating landscapes Click-->@{" 126 " link IML-177} MSG- 177 Subject: Re: Creating landscapes Click-->@{" 127 " link IML-229} MSG- 229 Subject: Re: Creating landscapes Click-->@{" 128 " link IML-227} MSG- 227 Subject: Re: Creating landscapes Click-->@{" 129 " link IML-236} MSG- 236 Subject: Re: Creating landscapes Click-->@{" 130 " link IML-235} MSG- 235 Subject: Re: Creating landscapes Click-->@{" 131 " link IML-215} MSG- 215 Subject: Re: Creating landscapes Click-->@{" 132 " link IML-185} MSG- 185 Subject: Re: Creating landscapes Click-->@{" 133 " link IML-222} MSG- 222 Subject: Re: Creating landscapes Click-->@{" 134 " link IML-221} MSG- 221 Subject: Re: Creating landscapes Click-->@{" 135 " link IML-492} MSG- 492 Subject: Creating Lanscapes Click-->@{" 136 " link IML-489} MSG- 489 Subject: Creating Lanscapes Click-->@{" 137 " link IML-282} MSG- 282 Subject: Dare2Imagine a complete version Click-->@{" 138 " link IML-286} MSG- 286 Subject: Re: Dare2Imagine a complete version Click-->@{" 139 " link IML-293} MSG- 293 Subject: Re: Dare2Imagine a complete version Click-->@{" 140 " link IML-150} MSG- 150 Subject: Demo pic of upcoming Imagine soft shadows Click-->@{" 141 " link IML-337} MSG- 337 Subject: Dust2.04 Click-->@{" 142 " link IML-344} MSG- 344 Subject: Re: Dust2.04 Click-->@{" 143 " link IML-350} MSG- 350 Subject: Re: Dust2.04 Click-->@{" 144 " link IML-48} MSG- 48 Subject: Feature request Click-->@{" 145 " link IML-190} MSG- 190 Subject: Field Rendering Click-->@{" 146 " link IML-199} MSG- 199 Subject: Re: Field Rendering Click-->@{" 147 " link IML-208} MSG- 208 Subject: Re: Field Rendering Click-->@{" 148 " link IML-258} MSG- 258 Subject: Re: Field Rendering Click-->@{" 149 " link IML-209} MSG- 209 Subject: Re: Field Rendering Click-->@{" 150 " link IML-246} MSG- 246 Subject: FIRE Click-->@{" 151 " link IML-238} MSG- 238 Subject: FIRE Click-->@{" 152 " link IML-249} MSG- 249 Subject: Re: FIRE Click-->@{" 153 " link IML-247} MSG- 247 Subject: Re: FIRE Click-->@{" 154 " link IML-255} MSG- 255 Subject: Re: FIRE Click-->@{" 155 " link IML-129} MSG- 129 Subject: Fog Click-->@{" 156 " link IML-156} MSG- 156 Subject: Re: Fog Click-->@{" 157 " link IML-168} MSG- 168 Subject: Fonts Click-->@{" 158 " link IML-188} MSG- 188 Subject: Re: Fonts Click-->@{" 159 " link IML-377} MSG- 377 Subject: Football (Soccer) Click-->@{" 160 " link IML-381} MSG- 381 Subject: Re: Football (Soccer) Click-->@{" 161 " link IML-376} MSG- 376 Subject: Re: Football (Soccer) Click-->@{" 162 " link IML-463} MSG- 463 Subject: Re: Football (Soccer) Click-->@{" 163 " link IML-384} MSG- 384 Subject: Re: Football (Soccer) Click-->@{" 164 " link IML-465} MSG- 465 Subject: Geodesic dome Click-->@{" 165 " link IML-477} MSG- 477 Subject: Re: Geodesic dome Click-->@{" 166 " link IML-486} MSG- 486 Subject: Re: Geodesic dome Click-->@{" 167 " link IML-501} MSG- 501 Subject: Re: Geodesic dome Click-->@{" 168 " link IML-468} MSG- 468 Subject: Re: Geodesic dome Click-->@{" 169 " link IML-495} MSG- 495 Subject: Re: Geodesic Dome Click-->@{" 170 " link IML-491} MSG- 491 Subject: Re: Geodesic dome Click-->@{" 171 " link IML-469} MSG- 469 Subject: Re: Geodesic dome Click-->@{" 172 " link IML-442} MSG- 442 Subject: Re: Geodesic dome Click-->@{" 173 " link IML-488} MSG- 488 Subject: Re: Geodesic dome Click-->@{" 174 " link IML-140} MSG- 140 Subject: Re: Global Fog animation (doh!) Click-->@{" 175 " link IML-115} MSG- 115 Subject: Re: Global Fog animation (doh!) Click-->@{" 176 " link IML-111} MSG- 111 Subject: Global Fog animation problem Click-->@{" 177 " link IML-113} MSG- 113 Subject: Re: Global Fog animation problem Click-->@{" 178 " link IML-124} MSG- 124 Subject: Re: Global Fog animation problem Click-->@{" 179 " link IML-380} MSG- 380 Subject: Global fx & PAR Click-->@{" 180 " link IML-390} MSG- 390 Subject: Re: Global fx & PAR Click-->@{" 181 " link IML-61} MSG- 61 Subject: GOODSTUFF Click-->@{" 182 " link IML-144} MSG- 144 Subject: GreG Click-->@{" 183 " link IML-47} MSG- 47 Subject: Greg's Pics Click-->@{" 184 " link IML-59} MSG- 59 Subject: Re: Greg's Pics Click-->@{" 185 " link IML-58} MSG- 58 Subject: Re: Greg's Pics Click-->@{" 186 " link IML-78} MSG- 78 Subject: Re: Greg's Pics Click-->@{" 187 " link IML-7} MSG- 7 Subject: Group can't be colored Click-->@{" 188 " link IML-13} MSG- 13 Subject: Re: Group can't be colored Click-->@{" 189 " link IML-147} MSG- 147 Subject: Heightfields ? Click-->@{" 190 " link IML-149} MSG- 149 Subject: Re: Heightfields ? Click-->@{" 191 " link IML-356} MSG- 356 Subject: Hello Click-->@{" 192 " link IML-358} MSG- 358 Subject: Hello Click-->@{" 193 " link IML-179} MSG- 179 Subject: Help-Im2.0 Click-->@{" 194 " link IML-178} MSG- 178 Subject: Re: Help-Im2.0 Click-->@{" 195 " link IML-481} MSG- 481 Subject: Here we go again... Click-->@{" 196 " link IML-226} MSG- 226 Subject: Hide/unhide subgroups Click-->@{" 197 " link IML-233} MSG- 233 Subject: Hide/Unhide subgroups Click-->@{" 198 " link IML-232} MSG- 232 Subject: Re: Hide/unhide subgroups Click-->@{" 199 " link IML-228} MSG- 228 Subject: Re: Hide/unhide subgroups Click-->@{" 200 " link IML-237} MSG- 237 Subject: Hmmmmm Click-->@{" 201 " link IML-82} MSG- 82 Subject: Re: How To make a SUN? Click-->@{" 202 " link IML-91} MSG- 91 Subject: Re: How To make a SUN? Click-->@{" 203 " link IML-352} MSG- 352 Subject: How to use Caustics? Click-->@{" 204 " link IML-353} MSG- 353 Subject: Re: How to use Caustics? Click-->@{" 205 " link IML-106} MSG- 106 Subject: Re: I need a Job!! Click-->@{" 206 " link IML-148} MSG- 148 Subject: I'm back... Click-->@{" 207 " link IML-170} MSG- 170 Subject: Imagine 2.0 Click-->@{" 208 " link IML-65} MSG- 65 Subject: Re: Imagine 2.0: What a Discovery! Click-->@{" 209 " link IML-214} MSG- 214 Subject: Re: Imagine 2.0 Click-->@{" 210 " link IML-264} MSG- 264 Subject: Imagine 3.0 Click-->@{" 211 " link IML-279} MSG- 279 Subject: Re: Imagine 3.0 Click-->@{" 212 " link IML-351} MSG- 351 Subject: Re: Imagine 3.3 questions. Click-->@{" 213 " link IML-366} MSG- 366 Subject: Re: Imagine 3.3 questions. Click-->@{" 214 " link IML-110} MSG- 110 Subject: Imagine 3.3 Screen Res. Click-->@{" 215 " link IML-121} MSG- 121 Subject: Re: Imagine 3.3 Screen Res. Click-->@{" 216 " link IML-141} MSG- 141 Subject: Re: Imagine 3.3 Screen Res. Click-->@{" 217 " link IML-143} MSG- 143 Subject: Re: Imagine 3.3 Screen Res. Click-->@{" 218 " link IML-138} MSG- 138 Subject: Re: Imagine 3.3 Screen Res. Click-->@{" 219 " link IML-166} MSG- 166 Subject: Re: Imagine 3.3 Screen Res. Click-->@{" 220 " link IML-134} MSG- 134 Subject: Re: Imagine 3.3 Screen Res. Click-->@{" 221 " link IML-160} MSG- 160 Subject: Re: Imagine 3.3 Screen Res. Click-->@{" 222 " link IML-100} MSG- 100 Subject: Re: Imagine 3.3 screen sizes? Click-->@{" 223 " link IML-103} MSG- 103 Subject: Re: Imagine 3.3 screen sizes? Click-->@{" 224 " link IML-455} MSG- 455 Subject: Imagine LT Click-->@{" 225 " link IML-346} MSG- 346 Subject: Imagine LT Click-->@{" 226 " link IML-345} MSG- 345 Subject: Imagine LT Click-->@{" 227 " link IML-348} MSG- 348 Subject: Re: Imagine LT Click-->@{" 228 " link IML-464} MSG- 464 Subject: Imagine mailing list Click-->@{" 229 " link IML-467} MSG- 467 Subject: Re: Imagine mailing list Click-->@{" 230 " link IML-51} MSG- 51 Subject: Imagine pc Click-->@{" 231 " link IML-494} MSG- 494 Subject: Imagine Tutorials Click-->@{" 232 " link IML-485} MSG- 485 Subject: Re: Imagine Tutorials Click-->@{" 233 " link IML-182} MSG- 182 Subject: Imagine upgrade Click-->@{" 234 " link IML-172} MSG- 172 Subject: Re: Imagine upgrade Click-->@{" 235 " link IML-343} MSG- 343 Subject: Imagine Won't Multitask? Click-->@{" 236 " link IML-349} MSG- 349 Subject: Re: Imagine Won't Multitask? Click-->@{" 237 " link IML-216} MSG- 216 Subject: IML overload Click-->@{" 238 " link IML-195} MSG- 195 Subject: IML-FAQ#07 upped Click-->@{" 239 " link IML-409} MSG- 409 Subject: IML-FAQ#08 - What's new Click-->@{" 240 " link IML-413} MSG- 413 Subject: IML-FAQ#08 Now Online Click-->@{" 241 " link IML-321} MSG- 321 Subject: IML-FAQ#08: what's new Click-->@{" 242 " link IML-97} MSG- 97 Subject: IMLarc64.lha on Aminet Click-->@{" 243 " link IML-253} MSG- 253 Subject: Impulse + Siggraph 95 Click-->@{" 244 " link IML-389} MSG- 389 Subject: Impulse!!! Webpage??? Suggestion.... Click-->@{" 245 " link IML-433} MSG- 433 Subject: Re: Impulse!!! Webpage??? Suggestion.... Click-->@{" 246 " link IML-396} MSG- 396 Subject: Re: Impulse!!! Webpage??? Suggestion.... Click-->@{" 247 " link IML-204} MSG- 204 Subject: Interesting ... Click-->@{" 248 " link IML-210} MSG- 210 Subject: Re: Interesting ... Click-->@{" 249 " link IML-212} MSG- 212 Subject: Re: Interesting ... Click-->@{" 250 " link IML-243} MSG- 243 Subject: Re: Interesting ... Click-->@{" 251 " link IML-225} MSG- 225 Subject: ISL PC version Click-->@{" 252 " link IML-240} MSG- 240 Subject: Re: ISL PC version Click-->@{" 253 " link IML-336} MSG- 336 Subject: Job Offer Click-->@{" 254 " link IML-372} MSG- 372 Subject: Re: Job Offer Click-->@{" 255 " link IML-30} MSG- 30 Subject: Re: JPEG Pictures!!! Click-->@{" 256 " link IML-25} MSG- 25 Subject: Re: JPEG Pictures!!!{ Click-->@{" 257 " link IML-31} MSG- 31 Subject: Re: JPEG Pictures!!!{ Click-->@{" 258 " link IML-28} MSG- 28 Subject: Re: JPEG Pictures!!!{ Click-->@{" 259 " link IML-56} MSG- 56 Subject: Re: JPEG Pictures!!!{ Click-->@{" 260 " link IML-425} MSG- 425 Subject: Jurassic Park Click-->@{" 261 " link IML-426} MSG- 426 Subject: Re: Jurassic Park Click-->@{" 262 " link IML-66} MSG- 66 Subject: Layers Click-->@{" 263 " link IML-118} MSG- 118 Subject: Re: Layers Click-->@{" 264 " link IML-117} MSG- 117 Subject: Re: Lensflare Click-->@{" 265 " link IML-122} MSG- 122 Subject: Re: Lensflare Click-->@{" 266 " link IML-120} MSG- 120 Subject: Re: Lensflare Click-->@{" 267 " link IML-151} MSG- 151 Subject: Lightwave demo on the web ... Click-->@{" 268 " link IML-303} MSG- 303 Subject: Lightwave EMail list Click-->@{" 269 " link IML-6} MSG- 6 Subject: LOCK TO STATE Click-->@{" 270 " link IML-354} MSG- 354 Subject: Logo textures Click-->@{" 271 " link IML-415} MSG- 415 Subject: Re: Logo textures Click-->@{" 272 " link IML-96} MSG- 96 Subject: LW vs Imagine rendering times Click-->@{" 273 " link IML-189} MSG- 189 Subject: Manuals please Click-->@{" 274 " link IML-324} MSG- 324 Subject: Melt? Click-->@{" 275 " link IML-340} MSG- 340 Subject: Re: Melt? Click-->@{" 276 " link IML-329} MSG- 329 Subject: Re: Melt? Click-->@{" 277 " link IML-275} MSG- 275 Subject: Memory Constraints Click-->@{" 278 " link IML-342} MSG- 342 Subject: Re: Memory Constraints Click-->@{" 279 " link IML-281} MSG- 281 Subject: Re: Memory Constraints Click-->@{" 280 " link IML-313} MSG- 313 Subject: Re: Memory Constraints Click-->@{" 281 " link IML-306} MSG- 306 Subject: Re: Memory Constraints Click-->@{" 282 " link IML-299} MSG- 299 Subject: Re: Memory Constraints Click-->@{" 283 " link IML-323} MSG- 323 Subject: Re: Memory Constraints Click-->@{" 284 " link IML-270} MSG- 270 Subject: Re: Memory Constraints Click-->@{" 285 " link IML-363} MSG- 363 Subject: Memory question Click-->@{" 286 " link IML-373} MSG- 373 Subject: Memory question Click-->@{" 287 " link IML-367} MSG- 367 Subject: Re: Memory question Click-->@{" 288 " link IML-371} MSG- 371 Subject: Re: Memory question Click-->@{" 289 " link IML-496} MSG- 496 Subject: Re: Merge Points Click-->@{" 290 " link IML-483} MSG- 483 Subject: Re: Merge Points Click-->@{" 291 " link IML-388} MSG- 388 Subject: Re: Merge Points Click-->@{" 292 " link IML-357} MSG- 357 Subject: Re: Merge points Click-->@{" 293 " link IML-457} MSG- 457 Subject: Re: Merge Points Click-->@{" 294 " link IML-395} MSG- 395 Subject: Re: Merge Points Click-->@{" 295 " link IML-365} MSG- 365 Subject: Re: Merge points Click-->@{" 296 " link IML-331} MSG- 331 Subject: MJPEG Click-->@{" 297 " link IML-311} MSG- 311 Subject: MJPEG cleared up maybe Click-->@{" 298 " link IML-196} MSG- 196 Subject: ModePro? Click-->@{" 299 " link IML-8} MSG- 8 Subject: More Feminine Female Click-->@{" 300 " link IML-2} MSG- 2 Subject: Re: Motion Blur Trick Click-->@{" 301 " link IML-35} MSG- 35 Subject: Motion Blur... Click-->@{" 302 " link IML-283} MSG- 283 Subject: No 3D splines for 4.0? Click-->@{" 303 " link IML-447} MSG- 447 Subject: PC Essence Click-->@{" 304 " link IML-499} MSG- 499 Subject: PC Essence + Click-->@{" 305 " link IML-484} MSG- 484 Subject: Re: PC Essence Click-->@{" 306 " link IML-479} MSG- 479 Subject: Re: PC Essence Click-->@{" 307 " link IML-73} MSG- 73 Subject: Pc help Click-->@{" 308 " link IML-328} MSG- 328 Subject: PC IMAGINE for sale Click-->@{" 309 " link IML-332} MSG- 332 Subject: Re: PC IMAGINE for sale Click-->@{" 310 " link IML-74} MSG- 74 Subject: Pc imagine help Click-->@{" 311 " link IML-53} MSG- 53 Subject: PC Imagine on Laptop Click-->@{" 312 " link IML-67} MSG- 67 Subject: PC Imagine on Laptop Click-->@{" 313 " link IML-75} MSG- 75 Subject: Re: PC Imagine on Laptop Click-->@{" 314 " link IML-72} MSG- 72 Subject: Re: PC Imagine on Laptop Click-->@{" 315 " link IML-387} MSG- 387 Subject: Pentagram, HELP! Click-->@{" 316 " link IML-392} MSG- 392 Subject: Re: Pentagram, HELP! Click-->@{" 317 " link IML-183} MSG- 183 Subject: Re: Pentax Click-->@{" 318 " link IML-68} MSG- 68 Subject: Phong errors, rotoscoping Click-->@{" 319 " link IML-125} MSG- 125 Subject: Re: Phong errors, rotoscoping Click-->@{" 320 " link IML-85} MSG- 85 Subject: Re: Phong errors, rotoscoping Click-->@{" 321 " link IML-304} MSG- 304 Subject: Re: Premiere - MJpeg Click-->@{" 322 " link IML-76} MSG- 76 Subject: PROBLEM with viewing image Click-->@{" 323 " link IML-126} MSG- 126 Subject: Re: PROBLEM with viewing image Click-->@{" 324 " link IML-423} MSG- 423 Subject: Problems Click-->@{" 325 " link IML-428} MSG- 428 Subject: Problems Click-->@{" 326 " link IML-421} MSG- 421 Subject: Re: Problems Click-->@{" 327 " link IML-430} MSG- 430 Subject: Re: Problems Click-->@{" 328 " link IML-265} MSG- 265 Subject: Q-motion Click-->@{" 329 " link IML-130} MSG- 130 Subject: Q-Motions Click-->@{" 330 " link IML-135} MSG- 135 Subject: Re: Q-Motions Click-->@{" 331 " link IML-290} MSG- 290 Subject: RE: Q-motion Click-->@{" 332 " link IML-280} MSG- 280 Subject: RE: Q-motion Click-->@{" 333 " link IML-268} MSG- 268 Subject: Re: Q-motion Click-->@{" 334 " link IML-69} MSG- 69 Subject: Question for PC users Click-->@{" 335 " link IML-14} MSG- 14 Subject: Re: Question for PC users Click-->@{" 336 " link IML-1} MSG- 1 Subject: Quick attribute prob Click-->@{" 337 " link IML-11} MSG- 11 Subject: Re: Quick attribute prob Click-->@{" 338 " link IML-29} MSG- 29 Subject: Re: Quick attribute prob Click-->@{" 339 " link IML-22} MSG- 22 Subject: Re: Quick attribute prob Click-->@{" 340 " link IML-9} MSG- 9 Subject: Re: Quick attribute prob Click-->@{" 341 " link IML-52} MSG- 52 Subject: Quick Drapes/Curtains Click-->@{" 342 " link IML-458} MSG- 458 Subject: Quickie (multiple stages) Click-->@{" 343 " link IML-245} MSG- 245 Subject: Quickie (multiple stages) Click-->@{" 344 " link IML-295} MSG- 295 Subject: Re: Quickie (multiple stages) Click-->@{" 345 " link IML-288} MSG- 288 Subject: Re: Quickie (multiple stages) Click-->@{" 346 " link IML-334} MSG- 334 Subject: Re: Quickie (multiple stages) Click-->@{" 347 " link IML-333} MSG- 333 Subject: Re: Quickie (multiple stages) Click-->@{" 348 " link IML-224} MSG- 224 Subject: Ram drive when using imagine Click-->@{" 349 " link IML-244} MSG- 244 Subject: Re: Ram drive when using imagine Click-->@{" 350 " link IML-250} MSG- 250 Subject: Re: Ram drive when using imagine Click-->@{" 351 " link IML-379} MSG- 379 Subject: Re: Click-->@{" 352 " link IML-308} MSG- 308 Subject: Re:Impulse Im4.0 Click-->@{" 353 " link IML-291} MSG- 291 Subject: Re:Impulse Im4.0 Click-->@{" 354 " link IML-362} MSG- 362 Subject: Re:Logo textures Click-->@{" 355 " link IML-427} MSG- 427 Subject: RE:Mail bounce Click-->@{" 356 " link IML-456} MSG- 456 Subject: Re:Merge Points Click-->@{" 357 " link IML-386} MSG- 386 Subject: Re:Merge Points Click-->@{" 358 " link IML-364} MSG- 364 Subject: Re:Merge Points Click-->@{" 359 " link IML-211} MSG- 211 Subject: Re:ModePro? Click-->@{" 360 " link IML-220} MSG- 220 Subject: Re:ModePro? Click-->@{" 361 " link IML-360} MSG- 360 Subject: RE:re how to use caustics Click-->@{" 362 " link IML-231} MSG- 231 Subject: Re:Re: lensflare Click-->@{" 363 " link IML-114} MSG- 114 Subject: Re:Re: lensflare Click-->@{" 364 " link IML-163} MSG- 163 Subject: Re:Re: lensflare Click-->@{" 365 " link IML-34} MSG- 34 Subject: Re:Re:More Feminine Female Click-->@{" 366 " link IML-461} MSG- 461 Subject: RE:Soccer ball Click-->@{" 367 " link IML-298} MSG- 298 Subject: Re:Textures/States problem Click-->@{" 368 " link IML-278} MSG- 278 Subject: Re:Textures/States problem Click-->@{" 369 " link IML-242} MSG- 242 Subject: Re:Textures/States problem Click-->@{" 370 " link IML-217} MSG- 217 Subject: RE:Veloctiy in v4.0 ??? Click-->@{" 371 " link IML-405} MSG- 405 Subject: RE:Veloctiy in v4.0 ??? Click-->@{" 372 " link IML-435} MSG- 435 Subject: Recent FAQ Click-->@{" 373 " link IML-439} MSG- 439 Subject: Recent FAQ Click-->@{" 374 " link IML-450} MSG- 450 Subject: Re: Recent FAQ Click-->@{" 375 " link IML-449} MSG- 449 Subject: Re: Recent FAQ Click-->@{" 376 " link IML-198} MSG- 198 Subject: Rendering Resolution Click-->@{" 377 " link IML-181} MSG- 181 Subject: Rendering Resolution Click-->@{" 378 " link IML-171} MSG- 171 Subject: Rendering Resolution Click-->@{" 379 " link IML-230} MSG- 230 Subject: Re: Rendering Resolution Click-->@{" 380 " link IML-193} MSG- 193 Subject: Re: Rendering Resolution Click-->@{" 381 " link IML-184} MSG- 184 Subject: Re: Rendering Resolution Click-->@{" 382 " link IML-187} MSG- 187 Subject: Re: Rendering Resolution Click-->@{" 383 " link IML-152} MSG- 152 Subject: Retina problems Click-->@{" 384 " link IML-167} MSG- 167 Subject: Re: Retina problems Click-->@{" 385 " link IML-473} MSG- 473 Subject: Revolving light Click-->@{" 386 " link IML-21} MSG- 21 Subject: Re: Re[2]: lensflare Click-->@{" 387 " link IML-5} MSG- 5 Subject: Re: Re[2]: lensflare Click-->@{" 388 " link IML-155} MSG- 155 Subject: Re: Re[2]: lensflare Click-->@{" 389 " link IML-12} MSG- 12 Subject: Re: Re[2]: lensflare Click-->@{" 390 " link IML-320} MSG- 320 Subject: Re[2]: Memory Constraints Click-->@{" 391 " link IML-361} MSG- 361 Subject: Re[2]: Merge Points Click-->@{" 392 " link IML-394} MSG- 394 Subject: Re[2]: Merge Points Click-->@{" 393 " link IML-80} MSG- 80 Subject: Re[2]: Single sided mapping Click-->@{" 394 " link IML-93} MSG- 93 Subject: Re[2]: Single sided mapping Click-->@{" 395 " link IML-45} MSG- 45 Subject: Re[2]: texture preview Click-->@{" 396 " link IML-62} MSG- 62 Subject: Re[2]: texture preview Click-->@{" 397 " link IML-267} MSG- 267 Subject: Re[2]: Textures/States problem Click-->@{" 398 " link IML-307} MSG- 307 Subject: Re: Re[2]: Textures/States problem Click-->@{" 399 " link IML-98} MSG- 98 Subject: Robotech robots Click-->@{" 400 " link IML-112} MSG- 112 Subject: Re: Robotech robots Click-->@{" 401 " link IML-251} MSG- 251 Subject: Rotoscoping Click-->@{" 402 " link IML-257} MSG- 257 Subject: Re: Rotoscoping Click-->@{" 403 " link IML-17} MSG- 17 Subject: Run Imagine under W95 Click-->@{" 404 " link IML-414} MSG- 414 Subject: Selective "UNPICK" Click-->@{" 405 " link IML-132} MSG- 132 Subject: Ship Textures and Lightwave Lens-Flares In Imagine Click-->@{" 406 " link IML-49} MSG- 49 Subject: Shredding with brushmaps Click-->@{" 407 " link IML-153} MSG- 153 Subject: Siggraph Imagine user meet! Click-->@{" 408 " link IML-19} MSG- 19 Subject: Single sided mapping Click-->@{" 409 " link IML-95} MSG- 95 Subject: Re: Single sided mapping Click-->@{" 410 " link IML-157} MSG- 157 Subject: Re: Single sided mapping Click-->@{" 411 " link IML-89} MSG- 89 Subject: Re: Single sided mapping Click-->@{" 412 " link IML-105} MSG- 105 Subject: Re: Single sided mapping Click-->@{" 413 " link IML-142} MSG- 142 Subject: Re: Single sided mapping Click-->@{" 414 " link IML-37} MSG- 37 Subject: Re: Single sided mapping Click-->@{" 415 " link IML-127} MSG- 127 Subject: Re: Single sided mapping Click-->@{" 416 " link IML-262} MSG- 262 Subject: Slice Click-->@{" 417 " link IML-310} MSG- 310 Subject: Re: Slice Click-->@{" 418 " link IML-314} MSG- 314 Subject: Re: Slice Click-->@{" 419 " link IML-335} MSG- 335 Subject: Re: Slice Click-->@{" 420 " link IML-318} MSG- 318 Subject: Re: Slice Click-->@{" 421 " link IML-274} MSG- 274 Subject: Slow Rendering With Fog! Click-->@{" 422 " link IML-326} MSG- 326 Subject: Small & Big Bones Click-->@{" 423 " link IML-327} MSG- 327 Subject: Small & Big Bones Click-->@{" 424 " link IML-375} MSG- 375 Subject: Something about Dust... Click-->@{" 425 " link IML-202} MSG- 202 Subject: Sparkles Click-->@{" 426 " link IML-338} MSG- 338 Subject: Speaking of the Melt utility Click-->@{" 427 " link IML-131} MSG- 131 Subject: Splash Click-->@{" 428 " link IML-92} MSG- 92 Subject: Re: Spline Int. Click-->@{" 429 " link IML-70} MSG- 70 Subject: Re: Spline Int. Click-->@{" 430 " link IML-404} MSG- 404 Subject: Straight phong highlights Click-->@{" 431 " link IML-406} MSG- 406 Subject: Re: Straight phong highlights Click-->@{" 432 " link IML-136} MSG- 136 Subject: T3dInfo beta testers Click-->@{" 433 " link IML-39} MSG- 39 Subject: Re: Tear Drop Quickie Click-->@{" 434 " link IML-38} MSG- 38 Subject: Re: Tear Drop Quickie Click-->@{" 435 " link IML-16} MSG- 16 Subject: Re: Tear Drop Quickie Click-->@{" 436 " link IML-23} MSG- 23 Subject: Texture preview Click-->@{" 437 " link IML-300} MSG- 300 Subject: Texture Preview Click-->@{" 438 " link IML-289} MSG- 289 Subject: Texture Preview Click-->@{" 439 " link IML-71} MSG- 71 Subject: Texture preview Click-->@{" 440 " link IML-41} MSG- 41 Subject: Re: Texture preview Click-->@{" 441 " link IML-43} MSG- 43 Subject: Re: Texture preview Click-->@{" 442 " link IML-20} MSG- 20 Subject: Re: Texture preview Click-->@{" 443 " link IML-57} MSG- 57 Subject: Re: Texture preview Click-->@{" 444 " link IML-33} MSG- 33 Subject: Re: Texture preview Click-->@{" 445 " link IML-54} MSG- 54 Subject: Re: Texture preview Click-->@{" 446 " link IML-203} MSG- 203 Subject: Texture/States problem Click-->@{" 447 " link IML-487} MSG- 487 Subject: The fractured dome Click-->@{" 448 " link IML-315} MSG- 315 Subject: The Great Diamond Challenge - Great Diamonds at Last !!!! Click-->@{" 449 " link IML-368} MSG- 368 Subject: The mouse button fault Click-->@{" 450 " link IML-260} MSG- 260 Subject: Tool Survey Results 8^( Click-->@{" 451 " link IML-322} MSG- 322 Subject: Transition frames Click-->@{" 452 " link IML-341} MSG- 341 Subject: Re: Transition frames Click-->@{" 453 " link IML-347} MSG- 347 Subject: Re: Transition frames Click-->@{" 454 " link IML-273} MSG- 273 Subject: Tutorial on 3D LANDSCAPES Click-->@{" 455 " link IML-277} MSG- 277 Subject: Re: Tutorial on 3D LANDSCAPES Click-->@{" 456 " link IML-266} MSG- 266 Subject: Undocumented Textures/Effects Click-->@{" 457 " link IML-296} MSG- 296 Subject: Re: Undocumented Textures/Effects Click-->@{" 458 " link IML-271} MSG- 271 Subject: Re: Undocumented Textures/Effects Click-->@{" 459 " link IML-186} MSG- 186 Subject: Upgrading... Click-->@{" 460 " link IML-119} MSG- 119 Subject: Velocity scaling Click-->@{" 461 " link IML-162} MSG- 162 Subject: Re: Velocity scaling Click-->@{" 462 " link IML-158} MSG- 158 Subject: Re: Velocity scaling Click-->@{" 463 " link IML-164} MSG- 164 Subject: Re: Velocity Scaling Click-->@{" 464 " link IML-161} MSG- 161 Subject: Re: Velocity scaling Click-->@{" 465 " link IML-145} MSG- 145 Subject: Re: Velocity scaling Click-->@{" 466 " link IML-146} MSG- 146 Subject: Re: Velocity scaling Click-->@{" 467 " link IML-128} MSG- 128 Subject: Re: Velocity scaling Click-->@{" 468 " link IML-206} MSG- 206 Subject: Veloctiy in v4.0 ??? Click-->@{" 469 " link IML-123} MSG- 123 Subject: Viewpoint Click-->@{" 470 " link IML-109} MSG- 109 Subject: Viewpoint Datalabs Click-->@{" 471 " link IML-40} MSG- 40 Subject: Water Splash (was Re: Tear Drop Quickie) Click-->@{" 472 " link IML-77} MSG- 77 Subject: Web browsing w/o SLIP Click-->@{" 473 " link IML-83} MSG- 83 Subject: Re: Web browsing w/o SLIP Click-->@{" 474 " link IML-154} MSG- 154 Subject: Web Page Moved Click-->@{" 475 " link IML-410} MSG- 410 Subject: Where are you! Click-->@{" 476 " link IML-339} MSG- 339 Subject: Will 4.0 support Picasso Click-->@{" 477 " link IML-24} MSG- 24 Subject: Win95 Click-->@{" 478 " link IML-312} MSG- 312 Subject: Win95. Click-->@{" 479 " link IML-44} MSG- 44 Subject: RE: Win95 Click-->@{" 480 " link IML-416} MSG- 416 Subject: Windows95 Click-->@{" 481 " link IML-476} MSG- 476 Subject: Re: Windows95 Click-->@{" 482 " link IML-256} MSG- 256 Subject: Wish list Click-->@{" 483 " link IML-252} MSG- 252 Subject: Wish List Click-->@{" 484 " link IML-498} MSG- 498 Subject: Re: Wish List Click-->@{" 485 " link IML-493} MSG- 493 Subject: Re: Wish List Click-->@{" 486 " link IML-500} MSG- 500 Subject: Re: Wish List Click-->@{" 487 " link IML-269} MSG- 269 Subject: Re: Wish list Click-->@{" 488 " link IML-263} MSG- 263 Subject: Re: Wish List Click-->@{" 489 " link IML-440} MSG- 440 Subject: Re: Wish List Click-->@{" 490 " link IML-297} MSG- 297 Subject: Re: Wish list Click-->@{" 491 " link IML-325} MSG- 325 Subject: Re: Wish List Click-->@{" 492 " link IML-319} MSG- 319 Subject: Re: Wish List Click-->@{" 493 " link IML-316} MSG- 316 Subject: Re: Wish List Click-->@{" 494 " link IML-448} MSG- 448 Subject: Re: Wish List Click-->@{" 495 " link IML-462} MSG- 462 Subject: RE: Wish List Click-->@{" 496 " link IML-466} MSG- 466 Subject: Re: Wish List Click-->@{" 497 " link IML-480} MSG- 480 Subject: Re: Wish List Click-->@{" 498 " link IML-451} MSG- 451 Subject: Re: Wish List Click-->@{" 499 " link IML-459} MSG- 459 Subject: RE: Wish List Click-->@{" 500 " link IML-460} MSG- 460 Subject: RE: Wish List Click-->@{" 501 " link IML-42} MSG- 42 Subject: Wustl archives @endnode Index @node IML-1 " MSG-1 Subject: Quick attribute prob @toc contents Subject: Quick attribute prob Date: Tuesday, 01 August 1995 01:15:00 From: m.rubin9@genie.geis.com ---------------------------------------------------------------------------- I just tried using Quick Attributes (Amiga 3.3) for the first time. It tells me that it "can't open object file" and then "error opening attribute file." The attribute files appear to be there - is this a known bug or is there some kind of config gymnastics that I need to perform? Floater @{" Thread 11" link IML-11} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-2 " MSG-2 Subject: Re: Motion Blur Trick @toc contents Subject: Re: Motion Blur Trick Date: Tuesday, 01 August 1995 01:31:06 From: RobSampson@aol.com ---------------------------------------------------------------------------- In a message dated 95-07-30 13:51:29 EDT, you write: >Is it possible for us non compu$erve members to get this flc? > >If Jay sets up that ftp site he offered to, maybe some kind compu$erve member >would upload all these goodies there, so the rest of the Imagineers can drool >over them as well.. If we get a common site where all can share I'd be happy to send some of this stuff. I tried uploading one of the Impulse motion blur pics done with the 4.0 beta to AOL but they seemed not interested in posting it. AOL seems to have some abitrary standards for what they will or won't display and they don't even leave mail on why they won't put something up. But for all the Imagineers out there, GreG tsadillas's prop.flc is something you gotta see. If you know a CIS member personally get them to download it for you. Bob......... @{" Thread 35" link IML-35} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-3 " MSG-3 Subject: Animated map requestor problems @toc contents Subject: Animated map requestor problems Date: Tuesday, 01 August 1995 02:24:57 From: David Nix ---------------------------------------------------------------------------- Ok, so I dont always listen when it isnt my problem. Would some kind soul please refresh my memory on how you get a sequence of files to work as an animated map in the Attribute requestor? I seem to recall some wierd workaround. Im using v.3.3 on the Amiga. Global backdrop animations work fine, the prob is just in the Attribute requestor. Thanks, Dave @{" Thread 32" link IML-32} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-4 " MSG-4 Subject: Aspect ratio @toc contents Subject: Aspect ratio Date: Tuesday, 01 August 1995 02:32:00 From: w.graham6@genie.geis.com ---------------------------------------------------------------------------- Keep your pixel aspect ratio at 1:1, the other post was correct, film recorders do need square pixels. But much of the software driving those recorders cannot deal with imagery in sizes other than that of slides, i.e., 5x3, or any multiple of 5x3. So you may have to matte your rendered pix into a 1000x600 or whatever solid colored bitmap to satisfy the service bureau. At least, that's what I usually do when having my Amiga output to film. Most of those places around here are Mac based, and I suspect a user problem, but I could be wrong. Some service bureaus have Photoshop capable people who can matte your picture for you, but they usually charge for that service. Good luck!...Bill Graham @{" Thread 102" link IML-102} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-5 " MSG-5 Subject: Re: Re[2]: lensflare @toc contents Subject: Re: Re[2]: lensflare Date: Tuesday, 01 August 1995 03:41:34 From: jprusins@cybergrafix.com (John Prusinski) ---------------------------------------------------------------------------- > > I don't think it's so ironic that we like to create lensflares on our > digital images. I agree; the ironic thing is that since we now have such a long tradition of accepting photography as a "realistic" depiction of the phenomenal world, we have come to see the artifacts of photography as visual authentication of the reality of a subject. That's why effects like lens flares and depth-of-field seem to add that touch that make our invented worlds more believable. Want to bet that the day will come when artists deliberately add "computer graphics" artifacts to a picture to increase the sense of realism? John ________________________________________________ | "The next great step toward a planetary holism is a | | partial merging of the technologically transformed | | human world with the archaic matrix of vegetable | | intelligence that is the Overmind of the planet." | | -Terence McKenna | |_______________________________________________| @{" Thread 155" link IML-155} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-6 " MSG-6 Subject: LOCK TO STATE @toc contents Subject: LOCK TO STATE Date: Tuesday, 01 August 1995 03:50:31 From: ALorence@aol.com ---------------------------------------------------------------------------- >> Is there an easy way (or ANY way) to keep a texture or brush from changing as >> parts of the object move? I had tried the LOCK TO STATE option before, but it didn't work. I didn't realize that it had to be locked to the FIRST state. Works fine when I do it that way. Thanks to all who replied. Alan. @{" Thread 354" link IML-354} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-7 " MSG-7 Subject: Group can't be colored @toc contents Subject: Group can't be colored Date: Tuesday, 01 August 1995 04:01:46 From: ALorence@aol.com ---------------------------------------------------------------------------- I've just experienced a very frustrating problem: I created 2 spline objects using LOAD FONT, then added points to extrude them, saved the points (2 separate objects), went to the detail editor, loaded the objects, added an axis, and grouped everything with the axis as the parent. I then started messing with the attributes. Everything was fine: I changed base color, added/dropped textures, quickrendered many times, then all of a sudden, the object would no longer hold its color. Textures showed up colored, but without a texture the objects were white! If I select an individual letter I can change it's color ok, but the whole thing -- nothing! I tried reloading the group, quitting and restarting Imagine, but it's always white. What happened? I'm using PC v3.3. Thanks. Alan. @{" Thread 13" link IML-13} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-8 " MSG-8 Subject: More Feminine Female @toc contents Subject: More Feminine Female Date: Tuesday, 01 August 1995 05:15:12 From: Broctune@aol.com ---------------------------------------------------------------------------- To all those who have Crestline's Humanoid package, and who don't really like the face of the female, here are a few tips I have come up with to make it look better. First the skin, I like to use the quick attribute flesh than turn down the specularity so it's not so shiny. Next make the lips a nice red, and eyeliner a dark blue or black. Next comes the eyebrows. Go into pick point mode and multi select the two eyebrow subgroups and scale them down a bit, now that they are small, rescale them out lenghtwise to get that thin eyebrow look. now pick just the left one and rotate it in about 11.40 degrees and move it in place to where it looks good. Do this also to the right one. Now the lips. pick the subgroup lips scale it down, then sscale it up lenghtwise, not too much though. Now move it forward a little. After this is done pick the two points in the subgroup at the top of the lips that form the arch by the bottom of the cleft pallette. move these up to give the lips that full look like lipstick was applied. Now you may want to tweak the dip between these to points by using smoth fracture or somthing. Next the nose. The nose is kind of hard because I can't really explain it that well. but you want to make it smaller but not on the verticle axis. also you want to move some points around to get the nostrils to come out a little more.and make it have a more defined shape. On the eyebrows I like to use a fuzz texture with a big Z and X axis. Hope this helps. P.S. Save your work between the modifications in case you mess up. @{" Thread 2" link IML-2} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-9 " MSG-9 Subject: Re: Quick attribute prob @toc contents Subject: Re: Quick attribute prob Date: Tuesday, 01 August 1995 07:49:48 From: Scott F Tracy ---------------------------------------------------------------------------- > > > I just tried using Quick Attributes (Amiga 3.3) for the first time. > It tells me that it "can't open object file" and then "error opening > attribute file." > > The attribute files appear to be there - is this a known bug or is > there some kind of config gymnastics that I need to perform? > > Floater > My guess is your using an Amiga? If thats the case go into Preferences go down to the attributes path "ATPT" line, click on the line and change it from "attribs\quick" to "attribs/quick". Had the same problem when I got 3.3 :-) @{" Thread 52" link IML-52} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-10 " MSG-10 Subject: CD model/textures libraries @toc contents Subject: CD model/textures libraries Date: Tuesday, 01 August 1995 10:13:44 From: wilkinso@cambridge.scr.slb.com (Simon Wilkinson) ---------------------------------------------------------------------------- Hi. Does anyone know of any CD-ROM texture or model libraries for Imagine that are any good? Thanks. Si. @{" Thread 90" link IML-90} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-11 " MSG-11 Subject: Re: Quick attribute prob @toc contents Subject: Re: Quick attribute prob Date: Tuesday, 01 August 1995 10:32:17 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- > >I just tried using Quick Attributes (Amiga 3.3) for the first time. >It tells me that it "can't open object file" and then "error opening >attribute file." > >The attribute files appear to be there - is this a known bug or is >there some kind of config gymnastics that I need to perform? > >Floater > Check the prefs file. Some of the paths had \ (PC) instead of / (Amiga) It's almost certainly the path that's the problem, anyway. Bill Boyce @{" Thread 29" link IML-29} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-12 " MSG-12 Subject: Re: Re[2]: lensflare @toc contents Subject: Re: Re[2]: lensflare Date: Tuesday, 01 August 1995 10:40:29 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- >> >> I don't think it's so ironic that we like to create lensflares on our >> digital images. > >I agree; the ironic thing is that since we now have such a long tradition of >accepting photography as a "realistic" depiction of the phenomenal world, we >have come to see the artifacts of photography as visual authentication of >the reality of a subject. That's why effects like lens flares and >depth-of-field seem to add that touch that make our invented worlds more >believable. >Want to bet that the day will come when artists deliberately add "computer >graphics" artifacts to a picture to increase the sense of realism? > >John Ahh, but some artifacts are actually inherent in the human eye, or of natural causes - halo/ring around bright lights, either caused by ice crystals or haze, and star effects, caused by eyelashes. So it's not all artificial, or 'photographic'. Oh, and depth of field is also inherent in human vision. Hold you finger in front of your eye and focus on your monitor. Viola. Blurry finger. Bill Boyce @{" Thread 320" link IML-320} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-13 " MSG-13 Subject: Re: Group can't be colored @toc contents Subject: Re: Group can't be colored Date: Tuesday, 01 August 1995 10:44:09 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- >I've just experienced a very frustrating problem: I created 2 spline objects >using LOAD FONT, then added points to extrude them, saved the points (2 >separate objects), went to the detail editor, loaded the objects, added an >axis, and grouped everything with the axis as the parent. I then started >messing with the attributes. Everything was fine: I changed base color, >added/dropped textures, quickrendered many times, then all of a sudden, the >object would no longer hold its color. Textures showed up colored, but >without a texture the objects were white! > >If I select an individual letter I can change it's color ok, but the whole >thing -- nothing! I tried reloading the group, quitting and restarting >Imagine, but it's always white. What happened? > >I'm using PC v3.3. Thanks. > >Alan. > I suspect you're just colouring (sorry - coloring) the parent axis. This won't affect the children. When you select a group and do Attributes, you're actually only changing the parent axis. Use 'Apply' once you've set the parent. Bill Boyce @{" Thread 147" link IML-147} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-14 " MSG-14 Subject: Re: Question for PC users @toc contents Subject: Re: Question for PC users Date: Tuesday, 01 August 1995 11:55:05 From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis) ---------------------------------------------------------------------------- AL> Question for PC users: Has anyone noticed a 'problem' with mouse AL> movement in AL> v3.2 and 3.3? The 'problem' I'm seeing is the cursor pauses and AL> skips. This Problems like this are usually caused by heavy CPU activity. On the PC , all I/O is channed through the one processor. If it is busy working on somthing else, it doesn't update the screen as quickly as it should. (the amiga uses seperate processors so now jumpy mice :-) Darryl -- Via DLG Pro v1.0 #####\ _ /##### #( )# | _( )__ | #( )# ##### | /_ / | ##### #" "# | ___m/I_ //_____ | #" "# # O # |____#-x.\ /++m\ /.x-#____| # O # #m.m# | /" \ ///###\\\ / "\ | #m.m# #####/ ######/ \###### \##### @{" Thread 1" link IML-1} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-15 " MSG-15 Subject: Re: ANIMATION PLAYER @toc contents Subject: Re: ANIMATION PLAYER Date: Tuesday, 01 August 1995 12:14:22 From: tome@next.com.au (Tom Ellard) ---------------------------------------------------------------------------- >could someone tell me please what is the CHEAPEST animation recorder for >the PC since I'm hoping to get a pentium pretty soon and do some good >stuff on it. Something that of course campres to the PAR in quality of >the picture...we're talking about 736 by 482 (I think) in 24bit, 30 >fraMES PER second. Ooh you like it both ways :-) Cheap & Good. OK I have a PAR and a MOVIE MACHINE. The PAR is beautiful, the MM is only OK but it's still tonnes (metric) better than everything else I've looked at. There's a new MM version 2 that has the specs you require. I saw it at SMPTE, it was again no PAR, but quite desirable. It has SVHS / Composite in/out. It mixes two video channels, with 2d effects. It records (here) 50 fields a second, 736 by 580, 4:2:2 at 13:1 compression. Contact FAST Electronic in the USA. Tom Ellard, Severed Communications Australia tome@next.com.au @{" Thread 60" link IML-60} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-16 " MSG-16 Subject: Re: Tear Drop Quickie @toc contents Subject: Re: Tear Drop Quickie Date: Tuesday, 01 August 1995 12:54:35 From: Richard Heidebrecht ---------------------------------------------------------------------------- On Thu, 27 Jul 1995, Robert Byrne wrote: > Hello Fernando, on Jul 26 you wrote: > > > > > Just found a QUICKY way to make a tear drop (water drop) shape. ... > > > Well, do a drop is relatively easy. Hard to do is the effect of > > the drop hitting the water (at least in 2.0 version). :( . Could > > someone help me to create this easily? > > There are some old tutorials called The Imagine Compendium by Steve Worley > and others on the LightROM CD. One of them is a tutorial on the Forms > Editor and as it happens he describes how to make a water splash. > > I'll email it to you. If anyone else wants it and there are no objections > I can post it here in a couple of days. It's about 4Kb uuencoded. > > -- Bob > Yes, PLEASE! ~Rick Heidebrecht~ @{" Thread 23" link IML-23} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-17 " MSG-17 Subject: Run Imagine under W95 @toc contents Subject: Run Imagine under W95 Date: Tuesday, 01 August 1995 13:55:58 From: spack@mv.us.adobe.com ---------------------------------------------------------------------------- Hi All, I struggled with getting Imagine to run under Windows 95 using the vague instructions someone posted from Compuserve. So here is a detailed, step by step tutorial! Running PC Imagine under Windows 95 8/1/95 This document describes the steps necessary for setting up Imagine 2.x or 3.x to run under Microsoft Windows 95. The information contained herein worked for me, your results may vary (unlikely), but do so at your own risk. Under Win 3.1, the user had one choice of a DOS box which could not be significantly modified by the user to allow Imagine to run. Windows 95 is much more flexible in handling the DOS environment, allowing several types of DOS boxes and the ability to configure the DOS box's attributes as well as environment (drivers, environment variables, etc). The latter is the key to running Imagine under Windows 95. At this time it is not possible for Imagine to run in a DOS box while Windows 95 is also running. This is because Imagine does not conform to the DPMI memory standard for DOS applications. Instead, Imagine must be run using Windows 95 DOS compatibility mode, which requires that Windows 95 be exited. This eliminates the potential Imagine specific boot diskette or multi-boot DOS configuration, but does not allow multitasking. Steps: (Assumes Windows 95 and Imagine are installed) 1. Navigate to the directory Imagine.exe is located in, using Explorer or the MyComputer icon. 2. Click on the file 'Imagine' using the left mouse button. Then click the right mouse button. Move down the menu that appears and click on the 'Properties' menu item. 3. You will be presented with a window that contains several 'panes'. Click the 'Program' pane. 4. In the 'Cmd line:' field enter - "c:\command.com". 5. In the 'Working:' field enter the path to Imagine. Everything else can be left as it is. 6. Click on the 'Advanced' button at the bottom of the pane. 7. The 'Advanced Program Settings' dialog will appear. Here is where we will setup the DOS environemnt for Imagine. 8. Click the 'MS-DOS mode' checkbox. 9. Click the 'Specify a new MS-DOS configuration' checkbox. The 'CONFIG.SYS for MS-DOS mode' and 'AUTOEXEC.BAT for MS-DOS mode' listboxes will now be filled with a suggested DOS environment. This may require editing, depending upon how your system was configured before installing Win95 (default environment). You may need to add lines as well depending on your hardware, i.e. a mouse or univesa display driver. What I list in the following steps is my own requirements and are for all purposes should be considered a minimum in order to get Imagine running. 10. In the "CONFIG.SYS" listbox, enter or edit to obtain the following (your paths may vary): DOS=HIGH,UMB DEVICE=C:\WIN95\HIMEM.SYS 11. In the "AUTOEXEC.BAT" listbox, enter or edit to obtain the following (again, your paths may vary): SET PROMPT=$p$g SET PATH=C:\WIN95\COMMAND;C:\IM33; C:\MOUSE\MOUSE.COM CD C:\IM33 12. Click 'OK'. Click 'OK' again. You have completed the necessary steps to creating a suitable DOS environment for Imagine! To run Imagine, double-click the 'Imagine' file. Windows 95 will quit and the DOS mode will be entered. Type "Imagine" and press 'return' to launch the actual application. You can also add the 'Imagine' icon to the Start menu for convenience. Consult the Windows 95 online help for assistance with this. As I stated previously, these steps worked for me. You may have a different environment and hardware needs that require additional/different editing of your config.sys or autoexec.bat files. You should be realize that all may not work as expected the first time and that some 'tweaking' may need to be done. Good luck! -Scott spack@adobe.com @{" Thread 414" link IML-414} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-18 " MSG-18 Subject: Re: CD model/textures libraries @toc contents Subject: Re: CD model/textures libraries Date: Tuesday, 01 August 1995 14:12:16 From: Cedric Georges Chang ---------------------------------------------------------------------------- On Aug 1, 9:13am, Simon Wilkinson wrote: > > Does anyone know of any CD-ROM texture or model libraries for Imagine that > are any good? > o Light ROM has about 100MB worth of PD Imagine objects of varying quality. o 3DROM vol. 1&2 are two CD's compiled by Syndesis which include Imagine objects. I don't have these CD's, so I can't comment on the quality of the objects. o Light Works is a CD of science fiction objects. I don't have this CD either but Amiga Computing gave it a good review. There's an abundance of texture CD's out there. I have Texture City 100 which I bought at a closeout price from Creative Computers. It has 100 high quality textures, though none of them are set up to be used as repeatable brushmaps. I have used them mostly as backdrops for title screens. Cedric -- --------------------------------------------------------------------------- Cedric Chang Mechanical Engineer // Amiga 3000 '040 changc9@rpi.edu Rensselaer Polytechnic Institute \X/ CgFx/EGS Piccolo --------------------------------------------------------------------------- @{" Thread 36" link IML-36} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-19 " MSG-19 Subject: Single sided mapping @toc contents Subject: Single sided mapping Date: Tuesday, 01 August 1995 15:43:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- Say, anyone know if there is a way to map only one side of aplane? If you rotate a flat plane, the inverse mapped image ison the back. Do I really need to extru de the plane first, thenmap?Is everything double sided polygons in Imagine?=2E.j ust checking if I'm missing the obvious somewhere? /-------------------------- ---- ___ ___ ___ ___ | Mike van der Sommen / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / / / \ | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-138 8) | "Irony can make revenge a welcome alternative" \______________ _______________________________________________--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388 @{" Thread 95" link IML-95} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-20 " MSG-20 Subject: Re: Texture preview @toc contents Subject: Re: Texture preview Date: Tuesday, 01 August 1995 16:20:57 From: Drew_Perttula@altabates.com ---------------------------------------------------------------------------- >PS: I just RTFM and I guess that you do have to have an AGA machine >or a Retina. This definitely puts me into the whining and complaining That is not very cool. Opalvision puts out such a good API that I wish Impulse would make use of. You know, I haven't gone from 3.0 to 3.3 yet....... Maybe I'll just D/L texturestudio. @{" Thread 57" link IML-57} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-21 " MSG-21 Subject: Re: Re[2]: lensflare @toc contents Subject: Re: Re[2]: lensflare Date: Tuesday, 01 August 1995 17:09:03 From: jprusins@cybergrafix.com (John Prusinski) ---------------------------------------------------------------------------- >X-UIDL: 807292705.016 >Date: Tue, 1 Aug 1995 21:40:29 +1200 >X-Sender: bilboyce@iconz.co.nz >To: imagine@email.sp.paramax.com >From: bilboyce@iconz.co.nz (Bill Boyce) >Subject: Re: Re[2]: lensflare > >>> >>> I don't think it's so ironic that we like to create lensflares on our >>> digital images. >> >>I agree; the ironic thing is that since we now have such a long tradition of >>accepting photography as a "realistic" depiction of the phenomenal world, we >>have come to see the artifacts of photography as visual authentication of >>the reality of a subject. That's why effects like lens flares and >>depth-of-field seem to add that touch that make our invented worlds more >>believable. >>Want to bet that the day will come when artists deliberately add "computer >>graphics" artifacts to a picture to increase the sense of realism? >> >>John > >Ahh, but some artifacts are actually inherent in the human eye, or of natural >causes - halo/ring around bright lights, either caused by ice crystals or >haze, and star effects, caused by eyelashes. >So it's not all artificial, or 'photographic'. > >Oh, and depth of field is also inherent in human vision. Hold you finger in >front of your eye and focus on your monitor. Viola. Blurry finger. > >Bill Boyce > Touche on the DOF point, although it seems to me that that effect is generally more noticeable in photographs than in "reality". But what about motion blur, the latest hot "artifact"? Anyway, my point was really directed at those (notably Crowbar) who have maintained that they can't understand why anyone would want to deliberately introduce artifacts into computer renderings that are commonly considered undesirable in other media. The reason is obviously that there is no such thing as an inherently "undesirable" artifact; it depends solely on the effect the artist is trying to achieve. And as a fairly common goal of 3D computer graphics is to achieve a "photographic" appearance of reality, photographic artifacts can in some cases be highly desirable. Ditto for purely optical effects such as those you describe above. John. @{" Thread 5" link IML-5} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-22 " MSG-22 Subject: Re: Quick attribute prob @toc contents Subject: Re: Quick attribute prob Date: Tuesday, 01 August 1995 20:05:00 From: m.rubin9@genie.geis.com ---------------------------------------------------------------------------- >>I just tried using Quick Attributes (Amiga 3.3) for the first time. >>It tells me that it "can't open object file" and then "error opening >>attribute file." >> >Check the prefs file. Some of the paths had \ (PC) instead of / (Amiga) >It's almost certainly the path that's the problem, anyway. Yup, my version had the backslash. Thanks. Floater @{" Thread 9" link IML-9} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-23 " MSG-23 Subject: Texture preview @toc contents Subject: Texture preview Date: Tuesday, 01 August 1995 20:06:00 From: m.rubin9@genie.geis.com ---------------------------------------------------------------------------- Am I correct that with a standard ECS Amiga there is no way to see any kind of texture preview in the new attributes requestor? Everything remains ghosted for me. I do have both Picasso and Opal boards, but they are definitely not supported for previewing. I can't believe Impulse wouldn't default to 32 colors in that little window! Floater PS: I just RTFM and I guess that you do have to have an AGA machine or a Retina. This definitely puts me into the whining and complaining mood, since I already have 2 widely supported Amiga display boards. @{" Thread 300" link IML-300} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-24 " MSG-24 Subject: Win95 @toc contents Subject: Win95 Date: Tuesday, 01 August 1995 21:16:07 From: augioh4b@ibmmail.com ---------------------------------------------------------------------------- --- Received from GITD.PSG024 4523 02AUG95 10.12 -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM spack@mv.us.adobe.com, Thanx for your informative proceedure for running Imagine in Win95however I have always been curious wether rinning Win95 allow you to have virtual memory...any idea? Also, I have noticed a posting from previous that imagine (V2.0 and probably V3.0+) can be run with the switch: /noxms ... (or is it /noems ???). Have you tried this in Win95, it may allow you for multitasking? Thanx Vic @{" Thread 312" link IML-312} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-25 " MSG-25 Subject: Re: JPEG Pictures!!!{ @toc contents Subject: Re: JPEG Pictures!!!{ Date: Tuesday, 01 August 1995 23:08:32 From: yrod@ozemail.com.au ---------------------------------------------------------------------------- I wouldn't mind small JPGs. What the hell, with 350 messages waiting for me today, a few _little_ jpgs wouldn't hurt. I've been on Compuserve a bit lately, and most of my time was spent downloading the coolest renders by the likes of GreG tsdalis and Steve Blackmon. Charles and others that also spend money with Compuspend could only agree that seeing renders by legends, and other skilled "renderbrants" (sorry Tom 8->) makes you want to go home, if your not there already and try a few of your own renders. Hands up who has been inspired by GreG's "Creation" or "Communion" or "Rage"! Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0 Work: Power Macs, Sun Sparc & Pee Cees too. "Sometimes the hard way is the only way!" @{" Thread 31" link IML-31} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-26 " MSG-26 Subject: Contests @toc contents Subject: Contests Date: Tuesday, 01 August 1995 23:18:00 From: gareth.qually@tinder.iaccess.za (Gareth Qually) ---------------------------------------------------------------------------- I have just recieved the competition forms for the Pixel Art Expo' Roma '95. It is a Italian competition (obviously). The letter is a bit long to send, but here is the address: ASSOCIAZIONE CULTURALE TECNOPOLIS Via L.V. Bertarelli n.27 00159 ROMA ITALY Basically you send in any animation, picture or music piece you have on disks or video tape. If anyone wants more info, call me. Chow... gareth.qually@tinder.iafrica.com * AmyBW v2.11 * .... And where were YOU on 1 Aug 1995 around 23:47:40? @{" Thread 287" link IML-287} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-27 " MSG-27 Subject: Re: A message from Mike... @toc contents Subject: Re: A message from Mike... Date: Tuesday, 01 August 1995 23:36:21 From: yrod@ozemail.com.au ---------------------------------------------------------------------------- Hi Ted and all, I agree that opening up to third party support only makes programmes stronger. Working in the Mac/pre-press area, I have seen programmes like Photoshop & Quark go from strength to strength with open plug-in set-up. Undoubtably the top programmes of their field, with many, many people outside their respective organisations helping to keep them there with great plug-ins. In between major releases, there are still many new things to add to these programmes that come from the third party people. Kais Power Tools was one awesome "plug-in" for Photoshop. It could have been released as a great programme within it's self. But implementing it as a plug-in for Photoshop, Power Tools gained an aliance with an already great programme. Could you imagine if Kais Texture explorer was a plug-in for Imagine? Wow!! Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0 Work: Power Macs, Sun Sparc & Pee Cees too. "Sometimes the hard way is the only way!" @{" Thread 434" link IML-434} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-28 " MSG-28 Subject: Re: JPEG Pictures!!!{ @toc contents Subject: Re: JPEG Pictures!!!{ Date: Wednesday, 02 August 1995 00:11:11 From: Mike McCool ---------------------------------------------------------------------------- > >inspired by GreG's "Creation" or "Communion" or "Rage"! > > GreG is simply the best there is with this program. I've seen allot of > people do allot of good stuff, but his and Blackmon's always seem the most > impressive. Obvious question: where can one find Creation, Communion, Rage? Are they down on aminet? Thanks. @{" Thread 56" link IML-56} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-29 " MSG-29 Subject: Re: Quick attribute prob @toc contents Subject: Re: Quick attribute prob Date: Wednesday, 02 August 1995 01:31:24 From: RobSampson@aol.com ---------------------------------------------------------------------------- In a message dated 95-07-31 21:24:17 EDT, you write: >I just tried using Quick Attributes (Amiga 3.3) for the first time. >It tells me that it "can't open object file" and then "error opening >attribute file." > >The attribute files appear to be there - is this a known bug or is >there some kind of config gymnastics that I need to perform? > >Floater The path in the config file has to be correct for the quick attribs to work correctly. Check you config file and I'm sure you will find the problem. Bob........ @{" Thread 22" link IML-22} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-30 " MSG-30 Subject: Re: JPEG Pictures!!! @toc contents Subject: Re: JPEG Pictures!!! Date: Wednesday, 02 August 1995 01:31:27 From: RobSampson@aol.com ---------------------------------------------------------------------------- In a message dated 95-07-31 23:43:38 EDT, you write: >I think an ideal solution would be a site for IML.art which could be >accessed via ftp but I don't know what would be involved in setting >this up. Pics could be held for a limited time then deleted, similar to >Aminet/pub/private. > >-- Bob Of course it would be up to the person providing the service but I think it would be great to keep all the art except for things specifically uploaded for comments and then deletion. In some cases it would be interesting to see as a persons skills with the program progress over a couple of years. Once again, this would be solely at the descretion of the person providing the service. Bob............. @{" Thread 25" link IML-25} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-31 " MSG-31 Subject: Re: JPEG Pictures!!!{ @toc contents Subject: Re: JPEG Pictures!!!{ Date: Wednesday, 02 August 1995 01:31:31 From: RobSampson@aol.com ---------------------------------------------------------------------------- In a message dated 95-08-01 09:14:57 EDT, you write: >Hands up who has been >inspired by GreG's "Creation" or "Communion" or "Rage"! GreG is simply the best there is with this program. I've seen allot of people do allot of good stuff, but his and Blackmon's always seem the most impressive. @{" Thread 28" link IML-28} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-32 " MSG-32 Subject: Animation @toc contents Subject: Animation Date: Wednesday, 02 August 1995 01:46:20 From: RobSampson@aol.com ---------------------------------------------------------------------------- Are there any windoze based programs which will allow taking files in tif or tga like Imagine generates and making them into flc, fli, avi or whatever othere formats are out there and allowing the addition of sound at the same time? Approximate pricing would be appreciated as well. Bob........... @{" Thread 46" link IML-46} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-33 " MSG-33 Subject: Re: Texture preview @toc contents Subject: Re: Texture preview Date: Wednesday, 02 August 1995 02:17:18 From: Cedric Georges Chang ---------------------------------------------------------------------------- On Aug 1, 7:06pm, m.rubin9@genie.geis.com wrote: > Am I correct that with a standard ECS Amiga there is no way to see > any kind of texture preview in the new attributes requestor? > Everything remains ghosted for me. I do have both Picasso and Opal > boards, but they are definitely not supported for previewing. I can't > believe Impulse wouldn't default to 32 colors in that little window! Promote Imagine 3.3 to a 256 color Picasso screen and set the Imagine prefs options to 256 colors and you should be able to see the texture preview. This works for me with my Piccolo card and CyberGraphX. Of course screen refreshs won't occur properly when modeling, but that's a different story (I wonder if there is any chance for an RTG option in Imagine v4.0 where it would force Imagine to use legal OS calls for screen drawing rather than the current hack-the-hardware-for-"best"- perfomance method? It appears that it would be a pretty big deal to implement; otherwise, I assume Impulse would have done it already). For Impulse to support 32 colors in the texture preview mode on an ECS machine, they would have to force the editors to be displayed in a low res screen mode. Considering all the talk on IML about hacking Imagine to higher res screens, I doubt many people would go for this option. Impulse could have allowed for 16 color previews, but keep in mind four of those colors are reserved for the interface, giving only twelve open colors to work with. This probably isn't enough for the small thumbnail preview. I don't quite understand how the Opalvision card could help. I have always thought of the Opalvision as a 24bit framebuffer with good support for video work, not a general display device; hence, the video slot it uses rather than a Zorro slot. Wouldn't Imagine running off an Opalvision be slow? The texture preview is a "realtime" preview that is intergrated into Imagine's interface, unlike quickrender which generates a preview and dumps it to another screen that the Opalvision/Firecracker can then support. Cedric -- --------------------------------------------------------------------------- Cedric Chang Mechanical Engineer // Amiga 3000 '040 changc9@rpi.edu Rensselaer Polytechnic Institute \X/ CgFx/EGS Piccolo --------------------------------------------------------------------------- @{" Thread 54" link IML-54} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-34 " MSG-34 Subject: Re:Re:More Feminine Female @toc contents Subject: Re:Re:More Feminine Female Date: Wednesday, 02 August 1995 02:42:09 From: Broctune@aol.com ---------------------------------------------------------------------------- That sounds cool but will I have to buy a whole new package or will I be able to upgrade. I haven't really gotten any information from Crestline because I sent in my registration like a year ago and I still haven;t got any word from them. Oh well thanx anyway. I just thought it would be a good idea to lend my 2/100 dollar. @{" Thread 461" link IML-461} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-35 " MSG-35 Subject: Motion Blur... @toc contents Subject: Motion Blur... Date: Wednesday, 02 August 1995 03:35:13 From: Lumbient@aol.com ---------------------------------------------------------------------------- Hey...I was looking at a shadow today(sounds fun huh!) and realize that shadows blur to! Will Imagine be able to handle blured shadows? E-MAIL me directly, I'm no longer on the list. :( ---Lum @{" Thread 283" link IML-283} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-36 " MSG-36 Subject: Re: CD model/textures libraries @toc contents Subject: Re: CD model/textures libraries Date: Wednesday, 02 August 1995 04:25:29 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Simon, on Aug 1 you wrote: > Does anyone know of any CD-ROM texture or model libraries for Imagine that are > any good? I have LightROM Vol 1 and for the money, about AU$90, it's good value. Most of the objects are LWave format and I've had trouble converting some but the successful ones are quite good. Some have groups of faces with colours in tact after the conversion, eg. the Tron LightCycle. There are a limited number of pics I've used as brushmaps, backdrops etc, but what's there is 24-bit and very useful. An example of a good Imagine object(s) is a complete room full of furniture, Hi-Fi system, table etc, all in fine detail. A human hand created with a VertiSketch digitzer, I've animated this with States very successfully. BTW. the CD is full, 630+ Meg. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 436" link IML-436} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-37 " MSG-37 Subject: Re: Single sided mapping @toc contents Subject: Re: Single sided mapping Date: Wednesday, 02 August 1995 05:00:43 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Mike, on Aug 1 you wrote: > Say, anyone know if there is a way to map only one side of a > plane? If you rotate a flat plane, the inverse mapped image is > on the back. Do I really need to extrude the plane first, then > map? Not long ago someone was making the pages of a book turn and had this problem with mapping. You have to extrude the plane then you can make the faces on one side a subgroup and restrict your map to it. > Is everything double sided polygons in Imagine? Apparently. -- Bob @{" Thread 127" link IML-127} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-38 " MSG-38 Subject: Re: Tear Drop Quickie @toc contents Subject: Re: Tear Drop Quickie Date: Wednesday, 02 August 1995 05:07:07 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Mike, on Jul 31 you wrote: > Hey Bob, > > Thanks, you, for that reminder about the Imagine Compendium. > I've had that one in the drawer for years, and I forgot what a wealth of > helpful info it contains. It's amazing how a lot of that material is still relevant years later. If anyone comes across some of Carmen Rizzolo's objects (there are some on Aminet), he often includes several good tutorials with them. -- Bob @{" Thread 16" link IML-16} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-39 " MSG-39 Subject: Re: Tear Drop Quickie @toc contents Subject: Re: Tear Drop Quickie Date: Wednesday, 02 August 1995 05:09:01 From: Duncan ---------------------------------------------------------------------------- > On Thu, 27 Jul 1995, Robert Byrne wrote: > > > Hello Fernando, on Jul 26 you wrote: > > > > > > Just found a QUICKY way to make a tear drop (water drop) shape. ... > > i tried posting this before but it failed if you add a plane (default) and go to the pick points (R/A 3) and select all points except the outer 2 or 3 rows and columns (drag box) then go to the conform menu and select conform to sphere mess about with the values a bit you will eventually get a plane (flat square thing ;) with a bubble/ball/sphere/round thing in the middle this can be very handy -with a bit of experimenting you can make some 'cool stuff' -impulse talk Duncan dunc@eraser.demon.co.uk @{" Thread 38" link IML-38} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-40 " MSG-40 Subject: Water Splash (was Re: Tear Drop Quickie) @toc contents Subject: Water Splash (was Re: Tear Drop Quickie) Date: Wednesday, 02 August 1995 05:42:57 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello All, Here's that Water Splash tutorial by Steve Worley. It refers to some pics which I don't have but it gives you an idea of how quickly you can put an object together in the Forms Editor. I've made a complete monitor (C= 1960) object almost solely in Forms, it's a very useful tool when you get the hang of it. Regards, Bob --> ATTACHEMENT: Splash.lha <-- size 2889 : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 77" link IML-77} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-41 " MSG-41 Subject: Re: Texture preview @toc contents Subject: Re: Texture preview Date: Wednesday, 02 August 1995 05:54:41 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Drew_Perttula, on Aug 01 you wrote: > That is not very cool. Opalvision puts out such a good API that I wish > Impulse would make use of. You know, I haven't gone from 3.0 to 3.3 > yet....... Maybe I'll just D/L texturestudio. I was hoping that the texture preview would have had the option to redirect to a file the same as a quickrender. Whenever a file is written as RAM:quickrender my Opal board displays it automatically. TextureStudio has this option, on an ECS Amiga it displays in HAM or you can send the render to a file and see it in 24-bit on the Opal. Excellent program. -- Bob @{" Thread 43" link IML-43} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-42 " MSG-42 Subject: Wustl archives @toc contents Subject: Wustl archives Date: Wednesday, 02 August 1995 12:55:06 From: rgreb@emmetpub.demon.co.uk (Rob Caunt) ---------------------------------------------------------------------------- I've finally managed to access wuarchive.wustl.edu, but can't seem to find /systems/amiga/boing/video/imagine. The server tells me the directories don't exist. Am I missing something here? Is there a mirror closer to home? (UK). The Imperial College SunSite (src.doc.ic.ac.uk) only contains the Aminet. BTW, you guys generate a lot of mail... don't you have jobs to do? ;) Thanks Rob @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-43 " MSG-43 Subject: Re: Texture preview @toc contents Subject: Re: Texture preview Date: Wednesday, 02 August 1995 13:04:53 From: Roger Straub ---------------------------------------------------------------------------- On Tue, 1 Aug 1995, Cedric Georges Chang wrote: > > I don't quite understand how the Opalvision card could help. I have > always thought of the Opalvision as a 24bit framebuffer with good > support for video work, not a general display device; hence, the video > slot it uses rather than a Zorro slot. Wouldn't Imagine running off > an Opalvision be slow? The texture preview is a "realtime" preview > that is intergrated into Imagine's interface, unlike quickrender which > generates a preview and dumps it to another screen that the > Opalvision/Firecracker can then support. > Actually, the OV developer's pack (available on Aminet, I think) includes sample code to render to an Opal screen(OpalBrot uses this). I'm not a programmer, so I don't know how much time this would take, but Impulse could have the texture REQUESTER open on a separate Opal screen if the user wants it, and render the texture in 24bit. > Cedric > > -- > --------------------------------------------------------------------------- > Cedric Chang Mechanical Engineer // Amiga 3000 '040 > changc9@rpi.edu Rensselaer Polytechnic Institute \X/ CgFx/EGS Piccolo > --------------------------------------------------------------------------- > See ya, Roger @{" Thread 20" link IML-20} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-44 " MSG-44 Subject: RE: Win95 @toc contents Subject: RE: Win95 Date: Wednesday, 02 August 1995 13:46:40 From: Joe Cotellese ---------------------------------------------------------------------------- spack@mv.us.adobe.com, = =20 = =20 Thanx for your informative proceedure for running Imagine in = =20 Win95however I have always been curious wether rinning Win95 = =20 allow you to have virtual memory...any idea? = =20 Windows 95 does have a virtual memory manager BUT it does NOT work with = Imagine. The only thing DOS compatibility mode will do for you is = reboot your system into DOS. = =20 Also, I have noticed a posting from previous that imagine (V2.0 = =20 and probably V3.0+) can be run with the switch: /noxms ... (or is = =20 it /noems ???). Have you tried this in Win95, it may allow you = =20 for multitasking? = =20 = =20 It isn't an EMS/XMS compatibility problem. I think the problem is that = Imagine has it's own DPMI host that is incompatible with Windows. @{" Thread 416" link IML-416} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-45 " MSG-45 Subject: Re[2]: texture preview @toc contents Subject: Re[2]: texture preview Date: Wednesday, 02 August 1995 13:48:50 From: Drew_Perttula@altabates.com ---------------------------------------------------------------------------- All I know of the texture playground is what I recall from that posted screenshot, but it seems that previews on Opal could be implemented exactly the same as thumbnails in the opal file requester. For those who haven't bought their Opal cards yet :) the opal requester is a 16 color hires screen just like imagine's (might be only 4 colors-- no matter) superimposed on an opal screen. The 24-bit graphics "shines through" holes of color 0 in the requester. Imagine could just make its background something other than 0 and use color 0 for the spot where the texture goes. Then it could just open an opal screen behind and draw the texture where it will be visible. uhhhh.... simple! ______________________________ Reply Separator _________________________________ Subject: Re: texture preview Author: Roger Straub at ALTERNET Date: 8/2/95 12:41 PM On Tue, 1 Aug 1995, Cedric Georges Chang wrote: > > I don't quite understand how the Opalvision card could help. I have > always thought of the Opalvision as a 24bit framebuffer with good > support for video work, not a general display device; hence, the video > slot it uses rather than a Zorro slot. Wouldn't Imagine running off > an Opalvision be slow? The texture preview is a "realtime" preview > that is intergrated into Imagine's interface, unlike quickrender which > generates a preview and dumps it to another screen that the > Opalvision/Firecracker can then support. > Actually, the OV developer's pack (available on Aminet, I think) includes sample code to render to an Opal screen(OpalBrot uses this). I'm not a programmer, so I don't know how much time this would take, but Impulse could have the texture REQUESTER open on a separate Opal screen if the user wants it, and render the texture in 24bit. > Cedric > > -- > --------------------------------------------------------------------------- > Cedric Chang Mechanical Engineer // Amiga 3000 '040 > changc9@rpi.edu Rensselaer Polytechnic Institute \X/ CgFx/EGS Piccolo > --------------------------------------------------------------------------- > See ya, Roger @{" Thread 62" link IML-62} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-46 " MSG-46 Subject: Animation @toc contents Subject: Animation Date: Wednesday, 02 August 1995 14:06:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- -> From: RobSampson@aol.com->-> Are there any windoze based programs which will allow taking files= in-> tga like Imagine generates and making them into flc, fl i, avi or w=hat-> othere formats are out there and allowing the addition of soun d at= th-> time? Approximate pricing would be appreciated as well.Video for Win dows is one. However you'll need to convert the tga ortifs to .BMP (DIB sequenci als) first, but the shareware PaintShop Prowill do that. VFW's also supports 24- bit animations and sound. If Iremember right VFW's is around $100 range.It's a p retty cool toy.....especially if you have a video captureboard (which I do). / ------------------------------ ___ ___ ___ ___ | Mike van der So mmen / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / / / \ | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) | "Irony can make revenge a welcome alte rnative" \_____________________________________________________________--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388 @{" Thread 63" link IML-63} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-47 " MSG-47 Subject: Greg's Pics @toc contents Subject: Greg's Pics Date: Wednesday, 02 August 1995 14:29:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- -> From: Mike McCool ->-> Obvious question: where can one fin d Creation, Communion, Rage? =Are-> they down on aminet?Don't know the FTP site , but you can see GreG Tsadilas' and SteveBlackmon's stuff at Shark's Cove Web S ite.http://www.aloha.com/~sharky/index.htmlBon Appetit (whoever she is).... /- ----------------------------- ___ ___ ___ ___ | Mike van der Som men / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / / / \ | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) | "Irony can make revenge a welcome alter native" \_____________________________________________________________--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388 @{" Thread 59" link IML-59} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-48 " MSG-48 Subject: Feature request @toc contents Subject: Feature request Date: Wednesday, 02 August 1995 14:51:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- Ok, Crowbar...and the rest of the Impulse (motorcycle) Gang. Ifyou're still read ing the IML I'd like to request a feature(s).How about allowing default director ies (ala PS Fonts) that you canconfigure in Preferences for Objects and Brushes? My IM3 partitionis getting so full I barely have room to render anims. It would be nice to default to another partition and directory withouthaving to click my way around the HD catacombs.Also, it would be nice to select single or double si ded polygonsfor an object, if that's possible to do. It would make for morereali stic explosions (or shreds) if maps or textures were onlyon one side of the poly gon.Sank youberrymuch! /------------------------------ ___ ___ __ _ ___ | Mike van der Sommen / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / / / \ | mike.vander sommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) | "Irony can m ake revenge a welcome alternative" \_____________________________________________________________--- =FE InterNet - GraFX Haus BBS - Santa Bar bara, Ca - (805) 683-1388 @{" Thread 190" link IML-190} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-49 " MSG-49 Subject: Shredding with brushmaps @toc contents Subject: Shredding with brushmaps Date: Wednesday, 02 August 1995 15:04:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- I remember sometime back there was a discussion about being ableto "shred" FX an object and keep a brushmap intact on the pieces.If I remember right, someone sa id you could....another said youcouldn't.You can! And it's very impressive! I di d a shred of a NintendoDonkey Kong Country SNES box with brush mapping and it tu rnedout great!Bravo to Impulse for such a cool feature!! Now how about aShred to Particles FX? Whoa... :) /------------------------------ ___ ___ ___ ___ | Mike van der Sommen / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / / / \ | mike.van dersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) | "Irony ca n make revenge a welcome alternative" \_______________________________________ ______________________--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (8 05) 683-1388 @{" Thread 153" link IML-153} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-50 " MSG-50 Subject: Re: Animation @toc contents Subject: Re: Animation Date: Wednesday, 02 August 1995 15:10:14 From: Valleyview@aol.com ---------------------------------------------------------------------------- A couple of options: I'm not sure about adding sound to a flc file, but I know it can be done. You can take an Imagine flc file and convert it to an avi file with Video for Windows. You then can also add and edit wav files (sound) with VfW. I believe it's free from their bbs or maybe their web page. VfD (Video for Dos) is a shareware program ( I think you can get it on AOL) that lets you do video conversions and will make either flcs or avis out of several differant format pics. Rick @{" Thread 84" link IML-84} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-51 " MSG-51 Subject: Imagine pc @toc contents Subject: Imagine pc Date: Wednesday, 02 August 1995 15:23:14 From: Steven M Powell ---------------------------------------------------------------------------- Could someone please tell me the site that has the imagine guide for windows i missplaced the note. I just unsubscibed to IML , so if you could email direct to me. im going on vacation, and would like it for my laptop. I will resubscibe when i return. Thanks Steven Powell afn27231@freenet.ufl.edu Render on @{" Thread 494" link IML-494} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-52 " MSG-52 Subject: Quick Drapes/Curtains @toc contents Subject: Quick Drapes/Curtains Date: Wednesday, 02 August 1995 16:10:30 From: Paul Thompson ---------------------------------------------------------------------------- I'm not sure if this has been covered before. If you want to create some simple yet eye-catching backgrounds try this: Create a simple plane. Colour the plane as you like. This will be the colour of your background. Apply the bumpnoiz texture. Make the X width about 5%-10% of your plane width. Make the Z height anywhere from 50% to 200% of your object height. Render. Adjust the bumpadj factor to your liking. Making drawn curtains is just as easy. Create a plane with many sections. Colour it to your liking or the colour of the curtains in your home. (Plaid will NOT be acceptable). Apply the same bumpmap trick as above. BTW, this plane will only be 1/2 of the total curtains, the left side in this example. Create a state, tacking the texture in place and call it FLAT. Now, let's say your plane is 50 units wide by 100 units high. Go into Magnetism Setup. Make the radius of influence 49 units and the influence at radius 10%. Using drag points, grab the bottom-right point and drag it to the left and up a little bit. See how the "curtain" starts to form? Shape it to your liking. Once you've done that and you're happy with it, create another state. Label it DRAWN, but be sure to check the SHAPE flag. When you render the object in the DRAWN state, you see that the bumps follow the contour of the drape. You can animate this to reveal a logo, a stage, a window, whatever. Spruce it up a little as you like. Happy rendering! Paul @{" Thread 458" link IML-458} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-53 " MSG-53 Subject: PC Imagine on Laptop @toc contents Subject: PC Imagine on Laptop Date: Wednesday, 02 August 1995 16:50:58 From: spack@mv.us.adobe.com ---------------------------------------------------------------------------- Hi Ho, My laptop doesn't have a right ALT key, which makes using Imagine, well rather unimaginable. Does anyone else share this problem? Is there a solution? Perhaps a utility exists that will map the left-ALT key to the right? Please let me know if you have any solutions. Thanks! -Scott spack@adobe.com @{" Thread 67" link IML-67} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-54 " MSG-54 Subject: Re: Texture preview @toc contents Subject: Re: Texture preview Date: Wednesday, 02 August 1995 17:24:18 From: jbk4@email.psu.edu (The Prophet) ---------------------------------------------------------------------------- Imagine should support colour modes between 16 and 256 colours, not just those two, and not have options limited to only 256 mode. The texture preview should be available for whatever the palette number is, even if it is less than attractive. Jaeson K. ____ ____ _ _ ( | \ ( / \ ( ) _ / ) )| )_ __ / /_ _ __ / __ ( X_) ( | /~ \ /\_) /---~/ ) / )/ )/~\ /\_) / _ )ll/ l/ \__ (/ (/ (_//__// / \__ (___) (____________) (___/ (___) Jaeson Koszarsky Amiga 3000+ ---------------- ----------- cyberprophet@psu.edu 68040/30Mhz jbk4@email.psu.edu 24Megs-1GIG jason@chaos.ezgate.com OS3.1 @{" Thread 203" link IML-203} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-55 " MSG-55 Subject: Re: Animation @toc contents Subject: Re: Animation Date: Wednesday, 02 August 1995 18:13:14 From: Ronald_S._Harold@ccmail.anatcp.rockwell.com ---------------------------------------------------------------------------- FROM too long. Original FROM is '"Ronald S. Harold" ' ---------------------- Original Message Follows ---------------------- >-> From: RobSampson@aol.com >-> >-> Are there any windoze based programs which will allow taking files in >-> tga like Imagine generates and making them into flc, fli, avi or what >-> othere formats are out there and allowing the addition of sound at th >-> time? Approximate pricing would be appreciated as well. >Video for Windows is one. However you'll need to convert the tga or >tifs to .BMP (DIB sequencials) first, but the shareware PaintShop Pro >will do that. VFW's also supports 24-bit animations and sound. If I >remember right VFW's is around $100 range. >It's a pretty cool toy.....especially if you have a video capture >board (which I do). IMHO: In order of preference ... VFW developer kit ... available as part of the 5foot 10 pack about $25 primitive but will get you there allows simple converting of DIB files into avi files. MS used to sell this for about $100 but they no longer do, you might contact them about current pricing. (might be cheaper than the pack). AVI and Sound support but nothing special.. Imports AVI/FLI,FLC but exports only in AVI. Photomorph2 ... $70-$100 depending on the options (North coast SW) http://cbix.unh.edu/ncs.htm (may be down) No sound support but allows mixing, blue screen, chromakey, warping, color manipulation and text overlays (and more). AVI output only, direct TGA in (don't remember if it directly supports Imagines compressed format or not) ULEAD Media Studio .. ~$350 http://www.seed.net.tw/~ulead/ms2.htm An amazing program... audio/video mixing Pro quality lots of special fx, direct support for plug in's like Kai. Support for AVI,Quicktime and I think FLI/FLC. Big time support of sound by marking,syncing and mixing and effects. Adobe Premere .. ~ $600 http://www.adobe.com/Apps/Premiere.html ULEAD is close to this but if you want the best ... IMHO if you can afford it and want to be serious get ULEAD, if your company is buying get Adobe, if you are playing around get Photomorph and VFW (for it's sound mixing). Corel V has a video editing program in it also but I don't know much about it (I have heard it's pretty primative). Prices are what I've seen in California at stores you can beat some through mail order and swaps... --------------------------------------------------------------- Ronald_S._Harold@ccmail.anatcp.rockwell.com --------------------------------------------------------------- @{" Thread 79" link IML-79} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-56 " MSG-56 Subject: Re: JPEG Pictures!!!{ @toc contents Subject: Re: JPEG Pictures!!!{ Date: Wednesday, 02 August 1995 18:38:13 From: RobSampson@aol.com ---------------------------------------------------------------------------- In a message dated 95-08-02 02:13:17 EDT, you write: >Obvious question: where can one find Creation, Communion, Rage? Are >they down on aminet? > >Thanks. Greg has a home page for which I do not have the address anymore. I'm sure someone on the list will post it however. If it does not show up in the next day or so I will ask him over on CIS again and post it here. Bob............... @{" Thread 425" link IML-425} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-57 " MSG-57 Subject: Re: Texture preview @toc contents Subject: Re: Texture preview Date: Wednesday, 02 August 1995 19:28:56 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: The Prophet > > Imagine should support colour modes between 16 and 256 colours, not > just those two, and not have options limited to only 256 mode. The > texture preview should be available for whatever the palette number > is, even if it is less than attractive. Agreed. Even with the lower color fidelity of a 16-color display, Impulse should still allow everyone access to that real-time preview. They may argue that this would make the preview worthless, but user feedback tells me the preview isn't just used to see color, but also texture orientation and size. The orientation bit holds strong educational value for Imagine newcomers, who often struggle with texture/object axis orientation; for them, seeing streaks on a flat plane where they expected bath tiles, in the real-time preview, will immediately warn them that something is wrong. This type of visual information would hold up quite well with only 16 colors. So there you go Mike, my humble argument why a 16-color preview would be useful. @{" Thread 33" link IML-33} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-58 " MSG-58 Subject: Re: Greg's Pics @toc contents Subject: Re: Greg's Pics Date: Wednesday, 02 August 1995 19:36:34 From: Sharky ---------------------------------------------------------------------------- On Wed, 2 Aug 1995, Mike Vandersommen wrote: > > -> From: Mike McCool > -> > -> Obvious question: where can one find Creation, Communion, Rage? Are > -> they down on aminet? > > Don't know the FTP site, but you can see GreG Tsadilas' and Steve > Blackmon's stuff at Shark's Cove Web Site. > > http://www.aloha.com/~sharky/index.html > There's a link there that goes to my server that has a more extensive gallery of GreG's images, or go direct to his home page at http://www.websharx.com/~greg For those interested I've set up a temporary home page that has a copy of the prop.zip file that contains the motion blur FLC that GreG did with a beta version of Imagine. http://www.websharx.com/~sharky I'll try and get some of the demo images that folks have been talking about and put them there until I can figure out how I'd like to permanently house them. If you have a homepage and you are interested in getting linked from websharx, just go to the root page and register using the form available there and your link should be posted within 24 hours. Aloha, Sharky sharky@websharx.com __ v Home Page : http://aloha.com/~sharky WebSurfer & Fun Guy,Funky __/ \ >*< Home Server:http://www.websharx.com WWW Page Designs, ____/ ) | ^ Hawaii Related Links and Etcetera's, Tech. Planning /\_____/ } \ 3D Modelling & Animation Art,Objects ~~~~~~~~~~~~~~~(_________ALOHA!_______)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @{" Thread 78" link IML-78} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-59 " MSG-59 Subject: Re: Greg's Pics @toc contents Subject: Re: Greg's Pics Date: Wednesday, 02 August 1995 19:57:08 From: Mike McCool ---------------------------------------------------------------------------- Hey Sharky, Thanks, you, for the tip. Unfortunately, I'm still using lynx to do my websurfing,--and I'm afraid I couldn't figure out how to download any of the files on Greg's home page. I've never had trouble with netscape-based homepages before. I can't see all the groovy thumbnail pix, but I can usually download some version of the file for viewing. Not this time. I know: upgrade to amosaic. But hey, it's never been that big a deal to me--not compared to ram and other hardware goodies much higher on the priority list. Today was the first time I really felt locked out. (Sniff). @{" Thread 58" link IML-58} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-60 " MSG-60 Subject: Re: Animation @toc contents Subject: Re: Animation Date: Wednesday, 02 August 1995 20:03:41 From: Jim Shinosky ---------------------------------------------------------------------------- I was looking for the same thing as you(animations with sound) and I wanted it relatively cheap, but there wasn't anything cheap except for version 1.0 of Adobe Premiere which a few places advertised for around $100. However, when I called them they didn't have 1.0, only 4.0. So, after looking around for other programs, I ended up getting Premiere 4.0 for about $400 - $450. It does just about everything you could ever want though. With one exception, the PC version(as opposed to the Mac) doesn't offer a good animation compression scheme. You end up having to use Cinepak(real chunky) or Indeo(slower and a little on the lossy side). But I've hade some real fun with it. One other thing, it comes with version 2.5LE of Photoshop and even at a lower version than the latest one out(3.0) it's quite impressive. Jim Shinosky On Tue, 1 Aug 1995 RobSampson@aol.com wrote: > Are there any windoze based programs which will allow taking files in tif or > tga like Imagine generates and making them into flc, fli, avi or whatever > othere formats are out there and allowing the addition of sound at the same > time? Approximate pricing would be appreciated as well. > > Bob........... > @{" Thread 86" link IML-86} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-61 " MSG-61 Subject: GOODSTUFF @toc contents Subject: GOODSTUFF Date: Wednesday, 02 August 1995 23:20:55 From: Brian V Salisbury ---------------------------------------------------------------------------- On 8/1/95, RobSampson@aol.com wrote: >GreG is simply the best there is with this program. I've seen allot of >people do allot of good stuff, but his and Blackmon's always seem the most >impressive. I agree. These guys are exceptionally talented. I also think that Bill Graham fits into this category. I believe there is a directory of his images at the aminet ftp site. -- Brian Salisbury bs@viewpoint.com (801)229-3053 @{" Thread 144" link IML-144} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-62 " MSG-62 Subject: Re[2]: texture preview @toc contents Subject: Re[2]: texture preview Date: Thursday, 03 August 1995 01:25:44 From: Charles Blaquiere ---------------------------------------------------------------------------- I asked Mike about the lack of Firecracker24 support, and he said that this was not an oversight on their part; the code is simply buggy at this point, so they released 3.3 with Texture Playground Insta-Preview disabled if you don't have a 256-color display. Since they're working on it, perhaps they'll also have Opalvision support, too, when they release a version of Imagine that allows FC24 displays in the texture preview. You may want to drop Mike a note, asking about Opalvision support. @{" Thread 267" link IML-267} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-63 " MSG-63 Subject: Animation Contests @toc contents Subject: Animation Contests Date: Thursday, 03 August 1995 01:29:42 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Chris Hall > >I am an up and coming animator and I would like to enter an animation >contest or something. Are their any currently going on or is their a place >where I can find out about some. One great source of information is The Tessellation Times, a weekly electronic newsletter published by the same wonderful people who bring you 3D Artist magazine. Point your WWW browser to http://www.3dartist.com, I believe, and explore from there. TESS, as it's nicknamed, is e-mailed, so anyone can have access to it. They always have a section on ongoing competitions. @{" Thread 15" link IML-15} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-64 " MSG-64 Subject: Re: CD model/textures libraries @toc contents Subject: Re: CD model/textures libraries Date: Thursday, 03 August 1995 01:35:21 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Cedric Georges Chang > > On Aug 1, 9:13am, Simon Wilkinson wrote: > > > > Does anyone know of any CD-ROM texture or model libraries for Imagine > that > are any good? > > > > o 3DROM vol. 1&2 are two CD's compiled by Syndesis which include Imagine > objects. I don't have these CD's, so I can't comment on the quality of > the objects. This month, Syndesis is having a closeout special on their CD-ROMs: get 3D-ROM vol. I and II, plus their Avalon archive snapshot, for $150 US. You must mention you saw the offer in 3D Artist magazine. The Avalon CD-ROM is being discontinued at the request of Viewpoint, who have acquired the archive. I don't know if 3D-ROM will be available in the future, although I see no reason why they shouldn't -- but since they are included in the special offer, why not go for all three? I'm giving myself a couple days' cooling-off period before I order them. Buy the way, the 3D-ROMs come with printed guides showing greyscale thumbnail renders of every object on the disc. @{" Thread 18" link IML-18} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-65 " MSG-65 Subject: Re: Imagine 2.0: What a Discovery! @toc contents Subject: Re: Imagine 2.0: What a Discovery! Date: Thursday, 03 August 1995 01:43:20 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Ron Saggers > > Is there an upgrade path from a /second user/ imagine 3.0? > I bought the version 3.0 a few months back complete with disks and > manual, but no reg card :} You'll have to ask Mike Halvorson directly. Since you're in the UK, I assume you'd rather send him free e-mail rather than phone him up. His address is 76004.1767@compuserve.com. @{" Thread 214" link IML-214} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-66 " MSG-66 Subject: Layers @toc contents Subject: Layers Date: Thursday, 03 August 1995 01:48:43 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Mike McCool > > I'm such a know-all, I ignored the recent string about layers. Is there > a way to hide layers in the Project Editor? No. In Project, you automatically render everything defined in the Staging file. This is to prevent "oopsie", left-the-lens-cap-on-the-camera type errors. You can always keep a backup of your Staging file, then delete all unwanted layers by clicking on their name, in the Action editor's leftmost column, with the Delete function activated. P.S. Don't duplicate your Staging file as Staging.bak, since Imagine temporarily uses that filename when Saving Changes. Staging.all would be a good name, though. @{" Thread 118" link IML-118} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-67 " MSG-67 Subject: PC Imagine on Laptop @toc contents Subject: PC Imagine on Laptop Date: Thursday, 03 August 1995 01:58:31 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: spack@mv.us.adobe.com > > My laptop doesn't have a right ALT key, which makes using Imagine, well > rather unimaginable. Does anyone else share this problem? Is there a > solution? Perhaps a utility exists that will map the left-ALT key to the > right? Please let me know if you have any solutions. Thanks! Scott, the other Scott, the one at Impulse, just wrote on CompuServe that in 3.3, the right Shift key works as an Alt, because of computers like yours which do not have a right Alt key. Give it a try. Of course, by doing so, he got some people upset, since the right Shift key didn't work as a Shift key anymore. %^S @{" Thread 75" link IML-75} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-68 " MSG-68 Subject: Phong errors, rotoscoping @toc contents Subject: Phong errors, rotoscoping Date: Thursday, 03 August 1995 02:04:59 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Tom Ross > > Can anyone explain the error message "setup phongs:weight error"? It > occurs when I put my object (which has a brushmap sequence) more than > once on the same timeline in the Action Editor, to have the sequence > repeat again. I can get around this by putting the object in only once > for the same amount of frames, but I'd rather not since this makes the > sequence slow and jerky. The message suggests I could revise the object > somehow to fix this?. . . I also got this error in June, and could find no way to get rid of it! You're the first person I've seen who has also suffered the indignities of that cryptic error message. The only additional info I can share is this: I had to go back to Imagine 3.0 to get rid of the problem; my object had no brushmap applied, but did have two Actor bars (non-consecutive, though); and finally, the PC version of Imagine 3.3 had no problem with my project. I have a possible workaround for your problem: using Cut/Paste in the Action editor, duplicate the entire contents of the offending object into a new object area at the bottom of the list; delete the second Actor bar from the original object, and the first Actor bar from the second object. Since all other settings (position, slignment...) are the same, the second object will behave exactly as it did when it was just an extra Actor bar in the first object; but since they're now two separate objects, Imagine shouldn't give you that Setup Phongs error anymore. @{" Thread 125" link IML-125} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-69 " MSG-69 Subject: Question for PC users @toc contents Subject: Question for PC users Date: Thursday, 03 August 1995 02:07:55 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: ALorence@aol.com > > Question for PC users: Has anyone noticed a 'problem' with mouse > movement in v3.2 and 3.3? The 'problem' I'm seeing is the cursor > pauses and skips. > > I am using a Logitech MouseMan Sensa with driver v6.43. I have been told that Logitech mice do, ummm... "interesting" low-level things that cause Imagine to throw the occasional hissy fit. I have also read that a user solved the problem by downloading a newer version of the driver; a PC-literate friend of mine also suggested that switching to a plain-vanilla driver, e.g. without some of the more exotic mouse functions, could also help. I don't have any more specific information than that, sorry. As of now, my PC is still vapourware. @{" Thread 14" link IML-14} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-70 " MSG-70 Subject: Re: Spline Int. @toc contents Subject: Re: Spline Int. Date: Thursday, 03 August 1995 02:13:29 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Robert Byrne > > Basically, if you have set an object to move to two absolute positions > (B,C) over 10 frames, spline interpolation will create a smooth arc that > tweens between these positions. In addition, I believe that spline interpolation also has an effect along the time axis, making an object ease out of its "start" position and ease-in to its "end" position, compared with the sudden, jerky starts and stops associated with earlier computer animation. @{" Thread 404" link IML-404} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-71 " MSG-71 Subject: Texture preview @toc contents Subject: Texture preview Date: Thursday, 03 August 1995 02:17:38 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: m.rubin9@genie.geis.com > > Am I correct that with a standard ECS Amiga there is no way to see > any kind of texture preview in the new attributes requestor? > Everything remains ghosted for me. I do have both Picasso and Opal > boards, but they are definitely not supported for previewing. A few minutes ago, I wrote in a different thread that Firecracker24 support was supposed to be in the texture preview, but was left inactive due to unresolved bugs. Impulse are now working on the problem. I have no idea whether Opalvision will be supported like the FC24; it might be logical to think so, since both boards are currently available for renders and quickrenders. However, the texture preview render is a different piece of code, so the fact that Opalvision is currently supported does not automatically mean that it will work, in a future version, in the texture preview. You should e-mail Mike Halvorson directly to get the lowdown on Opal support. (And tell the IML, of course) @{" Thread 41" link IML-41} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-72 " MSG-72 Subject: Re: PC Imagine on Laptop @toc contents Subject: Re: PC Imagine on Laptop Date: Thursday, 03 August 1995 11:39:37 From: spack@mv.us.adobe.com ---------------------------------------------------------------------------- >> My laptop doesn't have a right ALT key, which makes using Imagine, well >> rather unimaginable. Does anyone else share this problem? Is there a >> solution? Perhaps a utility exists that will map the left-ALT key to the >> right? Please let me know if you have any solutions. Thanks! >Scott, >the other Scott, the one at Impulse, just wrote on CompuServe that in >3.3, the right Shift key works as an Alt, because of computers like >yours which do not have a right Alt key. Give it a try. YES! It works! This is the best thing since VGA. Thanks Charles, once again you come through with good information. All is well, the sun is shining, the birds are singing... -Scott spack@adobe.com @{" Thread 387" link IML-387} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-73 " MSG-73 Subject: Pc help @toc contents Subject: Pc help Date: Thursday, 03 August 1995 12:42:35 From: Steven M Powell ---------------------------------------------------------------------------- The info on the windows help for Imagine does not work, this was the path-- uptown.turnpike.net/h/herbert The server does not have the /h/herbert. I did a search on that server for imagine and no info was found. could someone check this or give me an alternate place to find this file. thanks Steven Powell afn27231@freenet.ufl.edu @{" Thread 328" link IML-328} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-74 " MSG-74 Subject: Pc imagine help @toc contents Subject: Pc imagine help Date: Thursday, 03 August 1995 13:03:26 From: Steven M Powell ---------------------------------------------------------------------------- Well I found the file I had been looking for. It is the windows guide for imagine. The path I had did not work , Here is how to find it. connect to the site-- uptown.turnpike.net then go to the CIVIC CENTER, then ART, then DIGITAL something I allready forgot. You can get it from there. The file is called Beyond.zip and is about 560k in size. Well hope it helps someone. The PHOENIX @{" Thread 53" link IML-53} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-75 " MSG-75 Subject: Re: PC Imagine on Laptop @toc contents Subject: Re: PC Imagine on Laptop Date: Thursday, 03 August 1995 13:10:52 From: RobSampson@aol.com ---------------------------------------------------------------------------- In a message dated 95-08-02 20:48:42 EDT, you write: >My laptop doesn't have a right ALT key, which makes using Imagine, well >rather >unimaginable. Does anyone else share this problem? Is there a solution? >Perhaps a utility exists that will map the left-ALT key to the right? Please > >let me know if you have any solutions. Thanks! I believe I remember reading on Compuserve that the shift key (one of them) would function as an alt key but don't have any of the specifics. In anycase it is worth a try. Bob.............. @{" Thread 72" link IML-72} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-76 " MSG-76 Subject: PROBLEM with viewing image @toc contents Subject: PROBLEM with viewing image Date: Thursday, 03 August 1995 14:29:00 From: lbryars@cix.compulink.co.uk (Lee Bryars) ---------------------------------------------------------------------------- Hi I hope someone can help me. I've been using Imagine v.3 for a while now, but only recently, when I create a quickrender or a raytrace and view it I find that I am *zoomed* in somehow, it seems that the screen is viewing 320x240 pixels on the screen; so if I create a large image resolution I am viewing a v.small portion of it in Imagine but can view it all fine in PSP. Can anyone help???? Cheers. Lee. lbryars@cix.compulink.co.uk lee-bee@dircon.co.uk 10260,2407@compuserve @{" Thread 126" link IML-126} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-77 " MSG-77 Subject: Web browsing w/o SLIP @toc contents Subject: Web browsing w/o SLIP Date: Thursday, 03 August 1995 14:33:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- -> From: Mike McCool ->-> Hey Sharky,->-> Thanks, you, for the tip. Unfortunately, I'm still using =lyn-> do my websurfing,--and I'm afraid I couldn't figure out how to dow=nlo-> any of the files on Greg's home pa ge. I've never had trouble with-> netscape-based homepages before. I can't see all the groovy thumb=nai-> pix, but I can usually download some version of the file for viewi=ng.-> Not this time.I think it's because some Web pages require y ou to VIEW the picture(using Netscape) then save it once displayed. That's how G reg'spage works. Others just let you download it directly.If you don't have a SL IP account, and you have Windows, you mightwant to check out ICOMM101.ZIP. It le ts you graphically Web browseusing a plain old shell account. I've used it and i t works great!Here's the description:Full feature graphical WWW browser - SLIP/P PP not required.If you have a PC with Windows, a modem and an Internet shell acc ount,= thyou are ready to surf the Internet using I-Comm. No fancy setup need=ed.I-Comm has a "Mosaic look & feel" interface and can display pa ges whi=lebackground downloading images. I-Comm also has a built-in full featu= remodem communication program which allows user to switch between a mod=emcommun ication program and browser by one button click.(..if you can't find it on the W eb, I have it at GraFX Haus) /------------------------------ ___ _ __ ___ ___ | Mike van der Sommen / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / / / \ | mike. vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) | "Irony can make revenge a welcome alternative" \____________________________________ _________________________--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388 @{" Thread 83" link IML-83} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-78 " MSG-78 Subject: Re: Greg's Pics @toc contents Subject: Re: Greg's Pics Date: Thursday, 03 August 1995 14:43:20 From: Sharky ---------------------------------------------------------------------------- On Wed, 2 Aug 1995, Mike McCool wrote: > Hey Sharky, > > Thanks, you, for the tip. Unfortunately, I'm still using lynx to > do my websurfing,--and I'm afraid I couldn't figure out how to download > any of the files on Greg's home page. I've never had trouble with > netscape-based homepages before. I can't see all the groovy thumbnail > pix, but I can usually download some version of the file for viewing. > Not this time. > > I know: upgrade to amosaic. But hey, it's never been that big a > deal to me--not compared to ram and other hardware goodies much higher on > the priority list. Today was the first time I really felt locked out. > (Sniff). > Hiya! Not to worry....you can skip all the good stuff and get directly to the files by: http://www.websharx.com/~greg/images There is no index.html file in this directory so the server will spit out a directory listing of the filenames only. Not quite as glitzy as netscrape, but you'll get direct download access to the files themselves. Hope that helps! (shhhh don't tell anyone the secret eh?) :-) Aloha, Sharky sharky@aloha.com/CIS#70614,2011 __ v Home Page : http://aloha.com/~sharky WebSurfer & Fun Guy,Funky __/ \ >*< Home Server:http://www.websharx.com WWW Page Designs, ____/ ) | ^ Hawaii Related Links and Etcetera's, Tech. Planning /\_____/ } \ 3D Modelling & Animation Art,Objects ~~~~~~~~~~~~~~~(_________ALOHA!_______)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @{" Thread 7" link IML-7} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-79 " MSG-79 Subject: Re: Animation @toc contents Subject: Re: Animation Date: Thursday, 03 August 1995 15:45:19 From: tracker <@darhodes.demon.co.uk:tracker@en.com> ---------------------------------------------------------------------------- I was looking for the same thing as you(animations with sound) and I wanted it relatively cheap, but there wasn't anything cheap except for version 1.0 of Adobe Premiere which a few places advertised for around $100. However, when I called them they didn't have 1.0, only 4.0. So, after looking around for other programs, I ended up getting Premiere 4.0 for about $400 - $450. It does just about everything you could ever want though. With one exception, the PC version(as opposed to the Mac) doesn't offer a good animation compression scheme. You end up having to use Cinepak(real chunky) or Indeo(slower and a little on the lossy side). But I've hade some real fun with it. One other thing, it comes with version 2.5LE of Photoshop and even at a lower version than the latest one out(3.0) it's quite impressive. Jim Shinosky On Tue, 1 Aug 1995 RobSampson@aol.com wrote: > Are there any windoze based programs which will allow taking files in tif or > tga like Imagine generates and making them into flc, fli, avi or whatever > othere formats are out there and allowing the addition of sound at the same > time? Approximate pricing would be appreciated as well. > > Bob........... > @{" Thread 482" link IML-482} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-80 " MSG-80 Subject: Re[2]: Single sided mapping @toc contents Subject: Re[2]: Single sided mapping Date: Thursday, 03 August 1995 17:05:09 From: Drew_Perttula@altabates.com ---------------------------------------------------------------------------- it's not so bad... The effects of single sided polygons are not visible anyway. They're just for speed. Your exploding pieces (if I remember the original question correctly) would -disappear- half the time if they were single sided! You'd want another polygon on the back anyway like Robert was saying. ______________________________ Reply Separator _________________________________ Subject: Re: Single sided mapping Author: rbyrne@3dform.edex.edu.au (Robert Byrne) at ALTERNET Date: 8/2/95 2:00 PM Hello Mike, on Aug 1 you wrote: > Say, anyone know if there is a way to map only one side of a > plane? If you rotate a flat plane, the inverse mapped image is > on the back. Do I really need to extrude the plane first, then > map? Not long ago someone was making the pages of a book turn and had this problem with mapping. You have to extrude the plane then you can make the faces on one side a subgroup and restrict your map to it. > Is everything double sided polygons in Imagine? Apparently. -- Bob @{" Thread 93" link IML-93} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-81 " MSG-81 Subject: Re: Animation @toc contents Subject: Re: Animation Date: Thursday, 03 August 1995 17:06:02 From: jprusins@cybergrafix.com (John Prusinski) ---------------------------------------------------------------------------- > >>-> From: RobSampson@aol.com >>-> >>-> Are there any windoze based programs which will allow taking files in >>-> tga like Imagine generates and making them into flc, fli, avi or what >>-> othere formats are out there and allowing the addition of sound at th >>-> time? Approximate pricing would be appreciated as well. > > My personal preference, although a bit on the pricey side at approx. $750, is Autodesk's Animator Studio. This will (among other things) load 24-bit sequential files and save them out in the .avi format of your choice; by default it uses RLE encoding, which is fairly lossless and looks great. It's also an excellent 2D animation program, including a very good 24-bit paint program with which you can among other things draw across frames with various paint tools or animated sprites (shades of Deluxe Paint) and apply various image processing techniques over time, which makes it great for adding special effects to your 3D animations. It also includes SoundLab, for editing music and sound effects and syncing them to your animation, and Scriptor, for combining several animations, stills, sounds, etc. into a single presentation. John. @{" Thread 50" link IML-50} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-82 " MSG-82 Subject: Re: How To make a SUN? @toc contents Subject: Re: How To make a SUN? Date: Thursday, 03 August 1995 18:03:12 From: Dylan Neill ---------------------------------------------------------------------------- OK for all you people who wanted that sun thing, I must have deleted it ages ago so I don't have it anymore, but I know I got it from the IML archives, it is in one of these numbers 48-52. I can't get them myself so maybe someone else will get them and tell everyone which one it is. --- |\ /| o O ________________________oOO_=( ^ )=_OOo___________________________ | ''' U ''' | | Gumby Death Man (Dylan Neill) Amiga 1200/6/120 486DX2-66/24/500 | | Email: dylann@pcug.org.au WWW: http://www.pcug.org.au/~dylann/ | |__________________________________________________________________| @{" Thread 91" link IML-91} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-83 " MSG-83 Subject: Re: Web browsing w/o SLIP @toc contents Subject: Re: Web browsing w/o SLIP Date: Thursday, 03 August 1995 18:51:13 From: Old_Man ---------------------------------------------------------------------------- You might also like to try SlipKnot , it has the same characteristics and= =20 has been working well for me for six months. On Thu, 3 Aug 1995, Mike Vandersommen wrote: >=20 > -> From: Mike McCool > -> > -> Hey Sharky, > -> > -> Thanks, you, for the tip. Unfortunately, I'm still using lyn > -> do my websurfing,--and I'm afraid I couldn't figure out how to downlo > -> any of the files on Greg's home page. I've never had trouble with > -> netscape-based homepages before. I can't see all the groovy thumbnai > -> pix, but I can usually download some version of the file for viewing. > -> Not this time. >=20 > I think it's because some Web pages require you to VIEW the picture > (using Netscape) then save it once displayed. That's how Greg's > page works. Others just let you download it directly. >=20 > If you don't have a SLIP account, and you have Windows, you might > want to check out ICOMM101.ZIP. It lets you graphically Web browse > using a plain old shell account. I've used it and it works great! >=20 > Here's the description: >=20 > Full feature graphical WWW browser - SLIP/PPP not required. > If you have a PC with Windows, a modem and an Internet shell account, th > you are ready to surf the Internet using I-Comm. No fancy setup needed. > I-Comm has a "Mosaic look & feel" interface and can display pages while > background downloading images. I-Comm also has a built-in full feature > modem communication program which allows user to switch between a modem > communication program and browser by one button click. >=20 > (..if you can't find it on the Web, I have it at GraFX Haus) >=20 > /------------------------------ ___ ___ ___ ___ > | Mike van der Sommen / __ /__/ /__/ /_ \ / > | Santa Barbara, Ca. /___/ / \ / / / / \ > | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) > | "Irony can make revenge a welcome alternative" > \_____________________________________________________________ > --- > =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388 >=20 @{" Thread 154" link IML-154} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-84 " MSG-84 Subject: Re: Animation @toc contents Subject: Re: Animation Date: Thursday, 03 August 1995 19:30:28 From: RobSampson@aol.com ---------------------------------------------------------------------------- In a message dated 95-08-03 12:54:23 EDT, you write: >My personal preference, although a bit on the pricey side at approx. $750, >is Autodesk's Animator Studio. This will (among other things) load 24-bit Hehe thanks for the info but I don't do any of this stuff as anything more than a hobby. I think that price tag is a bit out of reach (perhaps because the old lady is chopping my arms off shorter everytime I try to make this my most expensive hobby yet:). I appreciate the info though. Bob.......... @{" Thread 137" link IML-137} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-85 " MSG-85 Subject: Re: Phong errors, rotoscoping @toc contents Subject: Re: Phong errors, rotoscoping Date: Thursday, 03 August 1995 21:00:35 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- >> From: Tom Ross >> >> Can anyone explain the error message "setup phongs:weight error"? It >> occurs when I put my object (which has a brushmap sequence) more than >> once on the same timeline in the Action Editor, to have the sequence >> repeat again. I can get around this by putting the object in only once >> for the same amount of frames, but I'd rather not since this makes the >> sequence slow and jerky. The message suggests I could revise the object >> somehow to fix this?. . . > > > >I also got this error in June, and could find no way to get rid of it! >You're the first person I've seen who has also suffered the indignities >of that cryptic error message. > >The only additional info I can share is this: I had to go back to >Imagine 3.0 to get rid of the problem; my object had no brushmap >applied, but did have two Actor bars (non-consecutive, though); and >finally, the PC version of Imagine 3.3 had no problem with my project. -SNIP- > Brushmap sequences are definately a little buggy. I had a 136 frame sequence which seemed to run through randomly after it had gone through the first time ie after frame 136. Solution was to build the sequence up to the length of the animation ie my imagine project was 250 frames, so I made the brushmap sequence up to 250 frames. Bill @{" Thread 304" link IML-304} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-86 " MSG-86 Subject: Re: Animation @toc contents Subject: Re: Animation Date: Thursday, 03 August 1995 21:11:00 From: tmarlar@america.com (tmarlar) ---------------------------------------------------------------------------- >In a message dated 95-08-03 12:54:23 EDT, you write: > >>My personal preference, although a bit on the pricey side at approx. $750, >>is Autodesk's Animator Studio. This will (among other things) load 24-bit > >Hehe thanks for the info but I don't do any of this stuff as anything more >than a hobby. I think that price tag is a bit out of reach (perhaps because >the old lady is chopping my arms off shorter everytime I try to make this my >most expensive hobby yet:). I appreciate the info though. > >Bob.......... 3df/x from Asymetrix is relatively cheap, around $79.00 from mail order. It will import 3ds and dxf files directly and let you apply many textures and special effects. It comes with a good selection of 3d models to get you started. It also uses truetype fonts to make 3d objects so you can make some pretty impressive text. I wont go into all the features but it does animation (avi output), warping, shadow generation, and outputs in several resolutions and color depths, 1/4/8/16/24 bit. Output can be wire- frame,solid model,realistic,realistic with shadows,ray traced and ray traced w/shadows, single frame(snapshots) or animated. It uses drag and drop and,once you get the hang of it, is fun to use. @{" Thread 81" link IML-81} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-87 " MSG-87 Subject: Re: An old challenge - How are diamonds done ? @toc contents Subject: Re: An old challenge - How are diamonds done ? Date: Thursday, 03 August 1995 21:17:50 From: "JOSEPH F. HART" ---------------------------------------------------------------------------- My thanks to Mr. Charles Blaquiere for taking the time for his efforts on behalf of the ongoing "Great Diamond Challenge".... > From: IN%"blaq@io.org" "Charles Blaquiere" > I tried to fiddle around and get something decent. I don't know if I was > on the right track, but I created a pseudo-diamond, with high reflect and > filter values, and specular at 255,255,255 for the highlights. That > didn't work too well This is very similar to a model I tried early on. It seems that if reflectivity, filter, and color are all at high values, then reflectivity has the highest priority. Filter has next crack at what is left over, and color after that. If all of them are up high, you get nothing but reflective attributes. > I decided to use Fakely to force the reflect value > to zero for faces which the camera sees fairly straight on, and increase > the reflect value for faces seen at a grazing angle, right up to > 255,255,255 for "edge-on" faces. I have not heard of Fakely. I would like to know more about this. I noticed that you have an index of refraction set to "1.00". I have been trying use the standard 2.42 value, as well as values closer to that of glass, along with high transparencies. It seems that the lower the value, the more transparent the image, but the less realistic the refraction. > From: IN%"gdenby@bach.helios.nd.edu" > I really would like to see some of your gem models. Or at least some > of your renders. This is a facinating topic. Think of the jeweled > suits that could be imaged! I have included my latest attempt at a diamond object. It's not what I would like, but the best I have been able to do so far. 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Date: Thursday, 03 August 1995 21:19:44 From: augioh4b@ibmmail.com ---------------------------------------------------------------------------- --- Received from GITD.PSG024 4523 04AUG95 10.16 -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM Hi Robert Byrne, You wrote: >I have LightROM Vol 1 and for the money, about AU$90, it's good v>of the objects are LWave format and I've had trouble converting s>the successful ones are quite good. Some have groups of faces wit> I noticed that u have a converter from Lightwave to Imagine objects. I was wondering where u got this converter and what is it called? Was this from a FTP site? Thanks a Heap. Vic @{" Thread 99" link IML-99} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-89 " MSG-89 Subject: Re: Single sided mapping @toc contents Subject: Re: Single sided mapping Date: Thursday, 03 August 1995 23:16:32 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- If you explode an extruded, two-sided plane, won't the front and back explode separately? How can you keep the 'front' and 'back' of a particular face together? Joel @{" Thread 105" link IML-105} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-90 " MSG-90 Subject: CD model/textures libraries @toc contents Subject: CD model/textures libraries Date: Friday, 04 August 1995 01:40:00 From: Brian V Salisbury ---------------------------------------------------------------------------- > Does anyone know of any CD-ROM texture or model libraries for Imagine > that are any good? Viewpoint Datalabs will be introducing their new Avalon archive snapshot cdrom at Siggraph '95. The cost will be $19.95. After Siggraph, the cdrom can be purchased through Viewpoint at the same price. For details, check out our web site: www.viewpoint.com Or call 1-800-dataset. -- Brian Salisbury bs@viewpoint.com (801)229-3053 @{" Thread 64" link IML-64} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-91 " MSG-91 Subject: Re: How To make a SUN? @toc contents Subject: Re: How To make a SUN? Date: Friday, 04 August 1995 04:09:24 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Dylan, on Aug 3 you wrote: > OK for all you people who wanted that sun thing, I must have deleted it > ages ago so I don't have it anymore, but I know I got it from the IML > archives, it is in one of these numbers 48-52. I can't get them myself so > maybe someone else will get them and tell everyone which one it is. The archive number is 51 but it is also described in Aminet/pix/trace/im_sunII.jpg and im_sunII.readme. The jpeg is a profile view of the objects that make up the sun, 1 sphere and 3 disks which use Imagine and Essence textures. It was created by Cyrus J Kalbrener -- Bob @{" Thread 352" link IML-352} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-92 " MSG-92 Subject: Re: Spline Int. @toc contents Subject: Re: Spline Int. Date: Friday, 04 August 1995 04:51:02 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Charles, on Aug 3 you wrote: > > From: Robert Byrne > > > > Basically, if you have set an object to move to two absolute positions > > (B,C) over 10 frames, spline interpolation will create a smooth arc that > > tweens between these positions. > > In addition, I believe that spline interpolation also has an effect > along the time axis, making an object ease out of its "start" position > and ease-in to its "end" position, compared with the sudden, jerky > starts and stops associated with earlier computer animation. Yes, spline interpolation can be set independantly for an objects position, size and alignment. There is a separate setting called Velocity Scaling to enable ac/deceleration over a number of frames. These settings can give a tremendous amount of control over an objects movements. Vel Scaling is important for walking motion from a stationary position to a full stride, for example. -- Bob @{" Thread 70" link IML-70} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-93 " MSG-93 Subject: Re[2]: Single sided mapping @toc contents Subject: Re[2]: Single sided mapping Date: Friday, 04 August 1995 12:07:34 From: Drew_Perttula@altabates.com ---------------------------------------------------------------------------- If there was a way to make faces stick while they explode-- we'd be there already! Here's what I think of this puzzle: (I haven't tried this-- it may be impossible) Make your fronts and backs two different objects. Explode each object with a separate FX but make the random seeds the same (there -is- a seed in FX/Explode, right?) Then when a triangle rotates on the fronts object, the corresponding backs object should rotate the same way. However, this has a mathematical problem. 1 2 3 4 b f b f b f | | <-\ \ ^ <-/ / | | \ \ |========| / / | | \ \ v / / | | \ \ -> / /-> b f b f b f When you watch these frames from the right, the front and back never cross! I'm not sure whether that makes this technique inaccurate or useless, though........ @{" Thread 45" link IML-45} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-94 " MSG-94 Subject: Re: An old challenge - How are diamonds done ? @toc contents Subject: Re: An old challenge - How are diamonds done ? Date: Friday, 04 August 1995 12:48:09 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: JOSEPH F. HART > > > I decided to use Fakely to force the reflect value > > to zero for faces which the camera sees fairly straight on, and increase > > the reflect value for faces seen at a grazing angle, right up to > > 255,255,255 for "edge-on" faces. > > I have not heard of Fakely. I would like to know more about this. Fakely varies an object parameter based on the angle between the surface normal _and the camera_. For example, if you are looking down at a body of water, the area under you is quite transparent, but as you look further away, transparency drops and the water's surface becomes more and more reflective. Fakely can help create this effect. You choose whether the texture will affect filter, reflect, or color; the RGB values for Front and Side faces; and a threshold parameter to control where the values start to change from Front to Side. Front and Side are intuitive ways of thinking about the angle between the surface normal and the camera: if the angle is zero, the surface normal is pointing straight at the camera, meaning the face is, well, _facing_ the camera straight on. With Fakely, you can specify 240,240,255 as the Front Filter, and 100,100,100 as the Side Filter; then add another Fakely texture, varying Reflect from 50,50,50 at the Front, to 100,100,110 at the Side. The result, applied to a primitive sphere, would get you on the way to a realistic glass bubble. > I noticed that you have an index of refraction set to "1.00". Whoops, that's what happens when you try to create an object on the fly, based on a message you've just read on the IML. @{" Thread 294" link IML-294} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-95 " MSG-95 Subject: Re: Single sided mapping @toc contents Subject: Re: Single sided mapping Date: Friday, 04 August 1995 13:08:05 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: NEWKIRK@delphi.com > > If you explode an extruded, two-sided plane, won't the front and back > explode separately? How can you keep the 'front' and 'back' of a > particular face together? They will explode separately, but there are steps you can take to make the difference between faces invisible. 1) You can extrude the plane by a minuscule amount, say 0.01 units. This might make face selection (to define the Front subgroup) tricky, so... 1b) ...you can build the object in the Spline editor. Create a simple rectangle outline, and Add Points. Again, specify 0.01 for the extrude length, create front and back faces, and no bevel. The big advantage is that Imagine will automatically create named face subgroups for you. (I find the Spline ed Extrude function so fully-implemented!) Either way, you can then restrict the brushmap to the Front face subgroup. 2) Since Explode uses the object axis as the explosion center, you do NOT want the axis to lie between the front and back faces, or else the back faces will explode away from the camera, while the front faces fly towards the camera. So, move the axis behind/in front of ALL faces. (e.g. translate 0.02 in +Y) 3) The closer the axis is to the faces, the more effect you'll get from that tiny 0.01-unit difference. If your script allows it, move the axis several units away from the object. 4) Unfortunately, if you use randomness, the back faces will rotate differently from their front partner. You may have to forego rotation and go for the ultra-geometric look. Sorry. B^( Anybody have other thoughts? Is there a way to somehow group/join each back face with its front partner? @{" Thread 157" link IML-157} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-96 " MSG-96 Subject: LW vs Imagine rendering times @toc contents Subject: LW vs Imagine rendering times Date: Friday, 04 August 1995 17:36:43 From: robert@cs-bbs.manawatu.gen.nz (Robert Whitaker) ---------------------------------------------------------------------------- Hi there I once read an article in a magazine about LW vs Imagine vs Read 3D V2. In it they said that of the three Imagine have the slowest rendering times (for evivilent scenes.) Is this true???? Robert Whitaker robert@cs-bbs.manawatu.gen.nz @{" Thread 189" link IML-189} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-97 " MSG-97 Subject: IMLarc64.lha on Aminet @toc contents Subject: IMLarc64.lha on Aminet Date: Friday, 04 August 1995 20:47:00 From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege) ---------------------------------------------------------------------------- Hi All, I place IMLarc64.lha on Aminet today, for those of you which can't wait ftp to: ftp.luth.se/pub/aminet/new and get IML* They should show up in a day or two on the RECENT listing. Greetings Joop @{" Thread 253" link IML-253} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-98 " MSG-98 Subject: Robotech robots @toc contents Subject: Robotech robots Date: Friday, 04 August 1995 22:56:25 From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis) ---------------------------------------------------------------------------- I've seen a number of renders lately that use robots from Robotech/battletech. Does anyone know where I might be able to get these objects? Darryl -- Via DLG Pro v1.0 #####\ _ /##### #( )# | _( )__ | #( )# ##### | /_ / | ##### #" "# | ___m/I_ //_____ | #" "# # O # |____#-x.\ /++m\ /.x-#____| # O # #m.m# | /" \ ///###\\\ / "\ | #m.m# #####/ ######/ \###### \##### @{" Thread 112" link IML-112} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-99 " MSG-99 Subject: Re: CD... @toc contents Subject: Re: CD... Date: Saturday, 05 August 1995 04:29:38 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Vic, on Aug 03 you wrote: > I noticed that u have a converter from Lightwave to Imagine > objects. I was wondering where u got this converter and what is > it called? Was this from a FTP site? InterChange_Plus is the Amiga conversion program and another one is Pixel3d Pro which can also do some fancy extrusions. They are both commercial. -- Bob @{" Thread 431" link IML-431} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-100 " MSG-100 Subject: Re: Imagine 3.3 screen sizes? @toc contents Subject: Re: Imagine 3.3 screen sizes? Date: Saturday, 05 August 1995 04:49:47 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Roger, on Aug 4 you wrote: > I just tried to set the Imagine Screen width setting in Preferences, and > it brings up a requester saying that I have to restart Imagine for the > screen changes to take place. Ok, I understand that part, but when I > quit out and start up again, it starts up with the original screen size > (640x400. Is there something that I'm missing? Did you Save the Preferences before quitting? -- Bob @{" Thread 103" link IML-103} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-101 " MSG-101 Subject: Re: Autodesk 3D Studio - Wow!!! @toc contents Subject: Re: Autodesk 3D Studio - Wow!!! Date: Saturday, 05 August 1995 10:11:54 From: jbk4@email.psu.edu (The Prophet) ---------------------------------------------------------------------------- It was used to do the cyberspace for 'Johnny Neumonic'. There was an article about it in a recent CineFex. Jaeson K. ____ ____ _ _ ( | \ ( / \ ( ) _ / ) )| )_ __ / /_ _ __ / __ ( X_) ( | /~ \ /\_) /---~/ ) / )/ )/~\ /\_) / _ )ll/ l/ \__ (/ (/ (_//__// / \__ (___) (____________) (___/ (___) Jaeson Koszarsky Amiga 3000+ ---------------- ----------- cyberprophet@psu.edu 68040/30Mhz jbk4@email.psu.edu 24Megs-1GIG jason@chaos.ezgate.com OS3.1 @{" Thread 108" link IML-108} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-102 " MSG-102 Subject: Autodesk 3D Studio @toc contents Subject: Autodesk 3D Studio Date: Saturday, 05 August 1995 13:07:03 From: Brian V Salisbury ---------------------------------------------------------------------------- 3d Studio release 5 is supposed to be mind-blowing, from everything that I have heard about it. One of 3ds's authors is Dan Silva. Dpaint for the Amiga was also written by a Dan Silva. Same guy? I read in an article that 3ds was originally meant for the Mac or the Amiga, until the vga cards came out for the pc. I just got a Truespace 2 demo cd, and it is very, very cool. The new software 3d drivers let you rotate fully textured objects in real time. It is close to Sgi Indy speeds. (on a Pentium 90 with a fast video card) Lightwave, Real3d, Caligari Truespace, and Animation Master have come from the Amiga to other platforms and get a lot of attention. 3dstudio has tons of 3rd party support and market share. Softimage is supposedly coming to windows nt. I think that Imagine has more overall power under the hood than most pc and mac 3d programs, and gives you the most bang for the buck, but I believe Impulse needs to come up with a more elegant interface, and get on the ball with support for new operating systems and the new breed of 3d accelerators on the horizon to stay in the game. -- Brian Salisbury bs@viewpoint.com @{" Thread 107" link IML-107} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-103 " MSG-103 Subject: Re: Imagine 3.3 screen sizes? @toc contents Subject: Re: Imagine 3.3 screen sizes? Date: Saturday, 05 August 1995 13:15:41 From: Roger Straub ---------------------------------------------------------------------------- On Sat, 5 Aug 1995, Robert Byrne wrote: > > Did you Save the Preferences before quitting? > Yes, indeedy I did. > -- Bob > See ya, Roger @{" Thread 455" link IML-455} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-104 " MSG-104 Subject: Re: Autodesk 3D Studio - Wow!!! @toc contents Subject: Re: Autodesk 3D Studio - Wow!!! Date: Saturday, 05 August 1995 13:40:09 From: RobSampson@aol.com ---------------------------------------------------------------------------- In a message dated 95-08-05 05:53:50 EDT, you write: >Why do magazines give that programme such a big rap. Up against Imagine, >the only differences that I can see are these: >* 3DS costs much/alot/heaps more; and >* People with artistic talent spend alot less to produce top quality > artwork with Imagine. I agree Imagine is a better program from the standpoint of bang for the buck, but there are allot of packages out there that don't require rocket science to utilize the interface. Power is not enough. It has to be placed in a non child proof container. I think Imagine will really take off if the windoze version is done well and they do a little advertising. It will be virtually impossible to ignore then. Right now we don't even have a standard dos interface. "This opinion is the sole responsiblity of others, the author is in no way associated with it.":) Bob............. @{" Thread 101" link IML-101} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-105 " MSG-105 Subject: Re: Single sided mapping @toc contents Subject: Re: Single sided mapping Date: Saturday, 05 August 1995 15:48:45 From: "George W. deBeaumont" <76524.1561@compuserve.com> ---------------------------------------------------------------------------- >From: NEWKIRK@delphi.com >If you explode an extruded, two-sided plane, won't the front and back >explode separately? How can you keep the 'front' and 'back' of a >particular face together? >From: blaq@io.org >Anybody have other thoughts? Is there a way to somehow group/join each >back face with its front partner? The basic strategy is to define back with front facial subgroups of an extruded plane and use the Shredder fx with the "subgroups as its parts" option enabled. Example: 1) Create a plane. 2) Extrude it to a very small value. 3) Apply a brush map. Restrict it to front faces only by using the brush transformation requestor and scaling the brush Y value by something like 0.5. 4) In the front view of the Detail Editor, Pick Faces mode, Multi-pick front and back face combinations and make them subgroups (Menu/Make/Make Subgroups). Define all front/back face combos in this manner. 5) Create DEFAULT and MAIN states. Make sure you've set the brush map lock state requestor and save. 6) Apply the Shredder fx in the Action Editor. Choose the restrict to subgroup option. Your anim will display an exploding plane with a brush mapped pic on one side of the pieces. George deBeaumont debeaugw@songs.sce.com 76524,1561@compuserve.com @{" Thread 142" link IML-142} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-106 " MSG-106 Subject: Re: I need a Job!! @toc contents Subject: Re: I need a Job!! Date: Saturday, 05 August 1995 19:10:50 From: yrod@ozemail.com.au ---------------------------------------------------------------------------- On Sat, 29 Jul 1995, Mike Vandersommen wrote: > I know a guy here at GTE who hired in 25 years ago and is about as > competent as a chimpanzee on acid. >=20 > I'd rather be LUCKY than GOOD anyday. :) =AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB= =BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB =AB=BB =AB=BB =AB=BB Nothing in the world can =AB=BB =AB=BB take the place of persistence. =AB=BB =AB=BB =AB=BB =AB=BB Talent will not: =AB=BB =AB=BB Nothing is more common than =AB=BB =AB=BB unsuccessful people with talent. =AB=BB =AB=BB =AB=BB =AB=BB Genius will not: =AB=BB =AB=BB Unrewarded genius is =AB=BB =AB=BB almost a proverb. =AB=BB =AB=BB =AB=BB =AB=BB Education alone will not: =AB=BB =AB=BB The world is full =AB=BB =AB=BB of educated derelicts. =AB=BB =AB=BB =AB=BB =AB=BB Persistence and determination =AB=BB =AB=BB alone are omnipotent. =AB=BB =AB=BB =AB=BB =AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB= =BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB=AB=BB I'd like to add Mike's Luck theory to this little piece of philosophy 8^) Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0 Work: Power Macs, Sun Sparc & Pee Cees too. "Sometimes the hard way is the only way!" @{" Thread 148" link IML-148} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-107 " MSG-107 Subject: Autodesk 3D Studio - Wow!!! @toc contents Subject: Autodesk 3D Studio - Wow!!! Date: Saturday, 05 August 1995 19:40:23 From: yrod@ozemail.com.au ---------------------------------------------------------------------------- OK, OK, stop sharpening your knives and igniting your flame throwers. My subject line is read - "Sarcastically" What do people use 3D Studio for? I had a look at a demo CD of images produced with 3DS, and I fell asleep. Lots of packaging type images, archetectural type stuff, but basically very boring and very plastic! I thought demos were ment to excite a prospective customers interest? Why do magazines give that programme such a big rap. Up against Imagine, the only differences that I can see are these: * 3DS costs much/alot/heaps more; and * People with artistic talent spend alot less to produce top quality artwork with Imagine. Does everybody agree? Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0 Work: Power Macs, Sun Sparc & Pee Cees too. "Sometimes the hard way is the only way!" @{" Thread 139" link IML-139} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-108 " MSG-108 Subject: Re: Autodesk 3D Studio - Wow!!! @toc contents Subject: Re: Autodesk 3D Studio - Wow!!! Date: Saturday, 05 August 1995 21:43:38 From: Adam Watkin ---------------------------------------------------------------------------- > What do people use 3D Studio for? I had a look at a demo CD of images > produced with 3DS, and I fell asleep. Lots of packaging type images, > archetectural type stuff, but basically very boring and very plastic! > I thought demos were ment to excite a prospective customers interest? Well 3Dstudio is a pretty bloody nice program, it can produce some very excellent images, the trouble is that the demo CDs I have seen, (an official one from Animator Pro comes to mind) all show the program to look pretty crappy. > Why do magazines give that programme such a big rap. Up against Imagine, > the only differences that I can see are these: > * 3DS costs much/alot/heaps more; and $4000 for the full, comercial version. $875 for the student version I think. Bit of a rip off. > * People with artistic talent spend alot less to produce top quality > artwork with Imagine. The thing with 3DStudio is that for a while it was the only thing around, while most of us were using Sculpt3D on Amiga 500s people were cruising away on the PC with 3Dstudio. It had a pretty good market share, MTV did a fair few of those ads with the bouncing logos in the past on them I believe. It has evolved from a pretty simplistic program into a bit of an ogre, and I believe that the Autodesk guys cannot program to save their lives but it is still viable for use, especially with Rel 5 coming soon, add to that an NT version that you will be able to run on your nice DEC Alphas :). > Does everybody agree? Well no, I don't want to create a huge advocacy debate but from my neck of the woods both have their merits. We all know what we hate and love about imagine so instead I'll list the pros/cons of 3Dstudio in my opinion. CONS: Huge silly executable of 3+ megs Weird virtual memory system based on the Phar Lap dos extender Is as much a pain to run under windows3.1/NT/95 as it is with imagine Lacks any real raytrace function Pretty obscure menu system, need work Limited tools Hard to configure to videocards, is much better at it in Rel 4 though Difficult to really make realistic looking things, most things have a "made using 3DStudio look" Slower than imagine on a whole when doing a complicated realistic scene, simple things I believe it wins Object creating can be difficult for realistic objects, but certainly can be done PROS: Can be networked to make a rendering farm Huge 3rd party things available - glow effect is incredible Fast redraw of wireframes and great preview functions Incredibly easy path editing and animation Texture/map functions that leave imagine for dead, with 3D preview Really nice animation functions Virtual Memory! :) BMP/TGA/TIF/GIF/JPG support all included and at the click of a button for import and save More user definable rendering settings so you can optimize it better Much easier to get started rendering straight away Shadows in scanline :) Well, over all it is a nice package but I do believe Imagine wins in the long haul, A bit more tweaking and imagine will be terrific, version 4 should be good. Impulse better get their act together though, WinImagine better not be far away, Real3D, Lightwave, 3DStudio soon and about 10 other raytracing packages have made it onto Windows and are great, so like it or not they really need to be there with the rest. Adam. @{" Thread 194" link IML-194} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-109 " MSG-109 Subject: Viewpoint Datalabs @toc contents Subject: Viewpoint Datalabs Date: Sunday, 06 August 1995 02:29:44 From: Broctune@aol.com ---------------------------------------------------------------------------- Has anyone out there ever published their models through viewpoint datalabs, if so was it worth it, how easy or hard was it. @{" Thread 40" link IML-40} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-110 " MSG-110 Subject: Imagine 3.3 Screen Res. @toc contents Subject: Imagine 3.3 Screen Res. Date: Sunday, 06 August 1995 05:11:00 From: robert.buonincontro@canrem.com (Robert Buonincontro) ---------------------------------------------------------------------------- Can someone please give me instructions on patching Imagine 3.3 to use a higher resolution! robert.buonincontro@canrem.com * Q-Blue 2.0 [NR] * @{" Thread 121" link IML-121} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-111 " MSG-111 Subject: Global Fog animation problem @toc contents Subject: Global Fog animation problem Date: Sunday, 06 August 1995 05:27:44 From: RJay9@aol.com ---------------------------------------------------------------------------- I keep having the same problem with an animation with global fog -- the first frame of the animation does not include the global fog. All the the other frames are ok. It seem to happen if I start to generate from frame 1, in which case the fog does not show on frame one, or some later set of frames, in which case the fog is mising from the first frame of the range. Anyone have any ideas. Oh I'm using 3.3 on a PC. Thanks Jay... @{" Thread 113" link IML-113} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-112 " MSG-112 Subject: Re: Robotech robots @toc contents Subject: Re: Robotech robots Date: Sunday, 06 August 1995 10:49:30 From: Mike McCool ---------------------------------------------------------------------------- Don't know if this is what you had in mind,--but I recently d'loaded a batch of objects under the name of Mech Kit. Got them down at aminet. Interchangeable 3d model pieces to form different Mechs: that's how the author described them. (aminet/gfx/3dobj) Email him at anime@primenet.com, for specifics. Terrence Walker and Jaho Shikaze are the authors. Kind of a big file, which is why I didn't offer to uuencode you a copy. @{" Thread 251" link IML-251} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-113 " MSG-113 Subject: Re: Global Fog animation problem @toc contents Subject: Re: Global Fog animation problem Date: Sunday, 06 August 1995 12:30:09 From: gregory denby ---------------------------------------------------------------------------- Jay writes: >I keep having the same problem with an animation with global fog -- the >first frame of the animationdoes not include global fog. All the other >frames are ok. Yes, there seems to have been a change in the way global fog is handled. At least if memory serves (thumping sound on side of head), a global horizon and zenith color didn't need to be defined. As it stands, there must be a color for the fog to obscure, and the strength of the fog is proportionate to the strength of the color. For instance, a horizon color of 32,32,32 will give you a very faint band of fog in the center, while a full 255,255,255 will show a strong, bright band of fog color. My guess is that you accepted the initial frame's global actor bar, but certainly added the rest. Perhaps the horizon and zenith values were not set in the first? By the way, I've also noticed that if you do define the horizon etc. in the first frame, the added frames will carry these values over, but not the fog settings. Hope this helps, let us know what you find. Global fog is one of my favorites, so I want to know its quircks. Greg Denby gdenby@darwin.cc.nd.edu @{" Thread 124" link IML-124} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-114 " MSG-114 Subject: Re:Re: lensflare @toc contents Subject: Re:Re: lensflare Date: Sunday, 06 August 1995 12:43:14 From: gregory denby ---------------------------------------------------------------------------- Rod asks: >How do I obtain a nice sparkle offthe edge of a wine glass or chrome >object? I suppose you are talking about a glint durring the course of an anim? I don't think there is any easy way to do this. Maybe try running a small test anim, just to see which frames have the sharpest specular highlights, and then add a flared light at those points/ frames. ?? Greg Denby @{" Thread 163" link IML-163} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-115 " MSG-115 Subject: Re: Global Fog animation (doh!) @toc contents Subject: Re: Global Fog animation (doh!) Date: Sunday, 06 August 1995 13:19:57 From: gregory denby ---------------------------------------------------------------------------- MFF, mhfff, (sound of foot being extracted from mouth.) Please disregard my last post about global fog not working with no horizon and zenith colors in effect. I went back and looked at my test renders, and something just didn't seem right. I still had the project files, so I looked into the global actor bar and found that in the frame where all colors were turned off, I had inadverantly made the fog top and bottom at the same place. After correcting this, the fog worked fine. In the immortal words of Homer Simpson, Doh! Greg Denby @{" Thread 111" link IML-111} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-116 " MSG-116 Subject: Re: Amiga->PC/LAN @toc contents Subject: Re: Amiga->PC/LAN Date: Sunday, 06 August 1995 14:51:13 From: Kent Marshall Worley ---------------------------------------------------------------------------- On Sat, 29 Jul 1995, Rune Jacobsen wrote: > I use Imagine 3.0 (My 3.0->3.1->3-2->3.3 is in the mail :D) on my A4000/040 > 18MB RAM at home, and at work we (actually, I) have just set up a LAN (Novell) > with 17 P90's and 5 P120's. "This is cool", I think to myself. Wouldn't it be > nice if I could model a scene on my Amiga at home (I won't bother you with > saying how superiour the OS is, you all know that) and then take it to work an d > let the Pentiums go to work...I mean, I would make Terminator 3 in no time! :) > > Rune Jacobsen > shitlips@bbs.oslohd.no & rune@oslohd.no > We have an amiga 3000 and a 486 pc connected via ethernet and are moving files at about 200kb per second. If you need to get the PC rendered files back to your Amiga this is the way to go. If you are just moving objects and staging files from the Amiga to PC a 14.400 baud modem will work fine. mumu@america.net @{" Thread 133" link IML-133} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-117 " MSG-117 Subject: Re: Lensflare @toc contents Subject: Re: Lensflare Date: Sunday, 06 August 1995 16:28:25 From: yrod@ozemail.com.au ---------------------------------------------------------------------------- Lensflares IMHO still have a place in a render/animation. It seems unavoidable in some situations of real life filming, like when a camera is tracking a plane or a car going around a race track with the sun in the background. But sadly their overuse by some people in renders/animations has turned them into cliches. The same thing happened in graphic design/typeography when Macs became available to the general public and amatuers. At first, a lot of stuff being churned out contained many different fonts, just because they could, and everything had drop-shadows on them. Back to lensflares - well sparkles actually. How do I obtain a nice sparkle off the edge of a wine glass or chrome object? Help appreciated. Thanks. Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0 Work: Power Macs, Sun Sparc & Pee Cees too. "Sometimes the hard way is the only way!" @{" Thread 122" link IML-122} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-118 " MSG-118 Subject: Re: Layers @toc contents Subject: Re: Layers Date: Sunday, 06 August 1995 16:29:31 From: yrod@ozemail.com.au ---------------------------------------------------------------------------- On Mon, 31 Jul 1995, Mike McCool wrote: > I'm such a know-all, I ignored the recent string about layers. Is there > a way to hide layers in the Project Editor? > > Thanks. > I don't think so. Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0 Work: Power Macs, Sun Sparc & Pee Cees too. "Sometimes the hard way is the only way!" @{" Thread 117" link IML-117} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-119 " MSG-119 Subject: Velocity scaling @toc contents Subject: Velocity scaling Date: Sunday, 06 August 1995 22:25:00 From: gareth.qually@tinder.iaccess.za (Gareth Qually) ---------------------------------------------------------------------------- Has anyone mastered the velocity scaling in the action editor. I can't find the logic to its operation. I try 0 then 1, to get acceleration. Then I try 0 and 2, also acceleration but aster. But 0 and 3 creates a vastly different motion path. It seems if the numbers a attractors that exagerate the spline interpolation. Please if anyone could explain. Thanks. Chow... gareth.qually@tinder.iafrica.com * AmyBW v2.11 * .... Device NIL: is full. (R)etry (C)ancel (G)uru ? @{" Thread 162" link IML-162} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-120 " MSG-120 Subject: Re: Lensflare @toc contents Subject: Re: Lensflare Date: Monday, 07 August 1995 01:32:28 From: Torgeir Holm ---------------------------------------------------------------------------- On 06-Aug-95 15:28:25, yrod wrote: >Lensflares IMHO still have a place in a render/animation. It seems >unavoidable in some situations of real life filming, like when a camera >is tracking a plane or a car going around a race track with the sun in >the background. But sadly their overuse by some people in >renders/animations has turned them into cliches. In my opinion you need to apply the flares very subtly, unless the flare IS supposed to be the main attraction... >The same thing happened in graphic design/typeography when Macs became >available to the general public and amatuers. At first, a lot of stuff >being churned out contained many different fonts, just because they >could, and everything had drop-shadows on them. As a fellow graphic designer, I say good comparison :) But sadly this wasn't just 'at first.' It's worse than ever these days, with fast pc's, Corel Draw and TrueType (yuck) fonts spreading like the plague.. >Back to lensflares - well sparkles actually. How do I obtain a nice >sparkle off the edge of a wine glass or chrome object? Help appreciated. >Thanks. Twinkle texture or bitmap on a plane, tracked to the camera. At least that would be my first try.. Torge!r @{" Thread 151" link IML-151} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-121 " MSG-121 Subject: Re: Imagine 3.3 Screen Res. @toc contents Subject: Re: Imagine 3.3 Screen Res. Date: Monday, 07 August 1995 01:32:30 From: Torgeir Holm ---------------------------------------------------------------------------- On 06-Aug-95 00:11:00, Robert Buonincontro wrote: >Can someone please give me instructions on patching Imagine 3.3 to use a >higher resolution! On an amiga, use NewMode or ModePro to promote imagine (works perfectly with ModePro here) PC: Dunno... anyone? Torge!r @{" Thread 141" link IML-141} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-122 " MSG-122 Subject: Re: Lensflare @toc contents Subject: Re: Lensflare Date: Monday, 07 August 1995 03:14:10 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello yrod, on Aug 6 you wrote: > Back to lensflares - well sparkles actually. How do I obtain a nice > sparkle off the edge of a wine glass or chrome object? Help appreciated. > Thanks. Try the Twinkle texture applied to a primitive disk and position it on the edge of the glass. I've only used it to create flaring stars on a black background so I don't know how it will react when placed in front of a reflective object, should work though. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 120" link IML-120} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-123 " MSG-123 Subject: Viewpoint @toc contents Subject: Viewpoint Date: Monday, 07 August 1995 06:11:00 From: w.graham6@genie.geis.com ---------------------------------------------------------------------------- If you do anything with Viewpoint, you are required to sign an NDA (non- disclosure agreement) that prohibits you from discussing particulars. But you can contact them and they'll send you information on object brokering, etc. These aren't the 'droids you're looking for....... @{" Thread 109" link IML-109} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-124 " MSG-124 Subject: Re: Global Fog animation problem @toc contents Subject: Re: Global Fog animation problem Date: Monday, 07 August 1995 07:38:16 From: williamp@triode.apana.org.au ---------------------------------------------------------------------------- > > I keep having the same problem with an animation with global fog -- the first > frame of the animation does not include the global fog. All the the other > frames are ok. It seem to happen if I start to generate from frame 1, in > which case the fog does not show on frame one, or some later set of frames, > in which case the fog is mising from the first frame of the range. Anyone > have any ideas. Oh I'm using 3.3 on a PC. It also happens in the amiga version of 3.3.What seems to be happening is that Imagine "forgets" that global fog is turned on whenever you start rendering.It doesn't have to be frame one,just the first frame you start rendering in that session.Fixes for it are to either just render the first frame of an animation,then re-render it before doing the whole animation or before starting to render a whole bunch of frames go to the action editor and save changes,then go back to the Project editor and start rendering. It bugged me too till I worked out what was happening. William John Porter williamp@triode.apana.org.au @{" Thread 380" link IML-380} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-125 " MSG-125 Subject: Re: Phong errors, rotoscoping @toc contents Subject: Re: Phong errors, rotoscoping Date: Monday, 07 August 1995 09:13:28 From: Rick Dolishny ---------------------------------------------------------------------------- Hey, I was reading about 'cut and paste' and I had to share this secret(?) with you all. We all know cut and past can work on just one line, but until yesterday I did not know you could select everything about an object: actor, position, alignment, etc. Start by selecting the top corner then select the bottom right to finish the copy. Then paste away! ~~~~~~~~~~~~ Hope it helps someone! Rick Dolishny dolish@io.org Ardee Productions - Toronto, Ontario ... a little slow perhaps!?! ;) @{" Thread 85" link IML-85} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-126 " MSG-126 Subject: Re: PROBLEM with viewing image @toc contents Subject: Re: PROBLEM with viewing image Date: Monday, 07 August 1995 09:17:26 From: Rick Dolishny ---------------------------------------------------------------------------- > I hope someone can help me. I've been using Imagine v.3 for a while now, > but only recently, when I create a quickrender or a raytrace and view it > I find that I am *zoomed* in somehow, it seems that the screen is viewing > 320x240 pixels on the screen; so if I create a large image resolution I > am viewing a v.small portion of it in Imagine but can view it all fine in > PSP. All I can suggest is that you don't have the camera view option on when you select Quickrender. Your old prefs were wiped out when you received your 3.3 upgrade-maybe that's it. Rick Dolishny dolish@io.org Ardee Productions - Toronto, Ontario @{" Thread 423" link IML-423} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-127 " MSG-127 Subject: Re: Single sided mapping @toc contents Subject: Re: Single sided mapping Date: Monday, 07 August 1995 09:28:24 From: Rick Dolishny ---------------------------------------------------------------------------- > Not long ago someone was making the pages of a book turn and had this > problem with mapping. You have to extrude the plane then you can make the > faces on one side a subgroup and restrict your map to it. We have just finished a pilot for the show the Outdoor Journal where we do just that: pages turn all through the 58 second 3D animation. Of course, the entire sequence was conceptualized and rendered in Imagine! We did the same thing: create a plane, select all faces, create a subgroup "face", extrude the plane just a little, select all faces, deselect subgroup "face", then create a new subgroup "back.face". This works way better than the Lightwave appoach of using one sided polygons because this let me put images on both sides of the page! Of course, LW users could use the same method as I outlined above for two sided pages. If anyone is interested, I'll be uploading images from the montage after it's totally finished (music and sound are being added now). You can get it at the Command Line BBS/Toronto (great animation and video BBS) soon at (416) 533-8321 but I'll have show me how to upload to Aminet... ....I'm lucky to have the one and only CHARLES BLAQUIERE in my home town! Rick Dolishny dolish@io.org Ardee Productions - Toronto, Ontario @{" Thread 262" link IML-262} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-128 " MSG-128 Subject: Re: Velocity scaling @toc contents Subject: Re: Velocity scaling Date: Monday, 07 August 1995 09:47:31 From: Rick Dolishny ---------------------------------------------------------------------------- > Has anyone mastered the velocity scaling in the action editor. I can't find th e > logic to its operation. > I try 0 then 1, to get acceleration. Then I try 0 and 2, also acceleration but > aster. But 0 and 3 > creates a vastly different motion path. > > It seems if the numbers a attractors that exagerate the spline interpolation. > Please if anyone could explain. Actually, I think a quick tutorial is in place too! I've had just a bugger of a time geting things to start out REALLY slow then shoot off, as an example. What on earth do the numbers do? Logically, I'd think a scaling value of 1 would not affect the "units per frame" where 2 would double the units per frame... but double of what? Any suggestions anyone? Rick Dolishny dolish@io.org Ardee Productions - Toronto, Ontario @{" Thread 206" link IML-206} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-129 " MSG-129 Subject: Fog @toc contents Subject: Fog Date: Monday, 07 August 1995 10:34:58 From: augioh4b@ibmmail.com ---------------------------------------------------------------------------- --- Received from GITD.PSG024 4523 07AUG95 23.31 -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM Hi there, I'm still new with imagine...(still have V2.0) :( and was wondering how to get fog working in the globals menu...is it buggy or my pc just crashes when I change the values (xcept length..dunno why?). Thank you @{" Thread 156" link IML-156} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-130 " MSG-130 Subject: Q-Motions @toc contents Subject: Q-Motions Date: Monday, 07 August 1995 12:16:51 From: sauvp@citi.doc.ca (Patrick Sauvageau) ---------------------------------------------------------------------------- Hi; I have just heard of a new product for the pc called Q-Motion; it's supposed to allow 640X480 recording and playback at 30fps direct to the hard disk, a la PAR, for only 500$US. It seem a fantastic bargain. Do anybody have any experience or informations on this device ? Thank for the help. ----- Patrick Sauvageau (sauvp@citi.doc.ca) @{" Thread 135" link IML-135} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-131 " MSG-131 Subject: Splash @toc contents Subject: Splash Date: Monday, 07 August 1995 12:26:07 From: Mike McCool ---------------------------------------------------------------------------- Last week, some kind soul uu'd me a copy of Steve Worley's splash tutorial. Unfortunately, my copy got corrupted somewhere, and, though it will uu-decode properly, the resultant lha file won't unarc. Excuse my blanket-bomb post, but I didn't retain his/her address. Could you possibly repost? Thanks insufferably. @{" Thread 92" link IML-92} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-132 " MSG-132 Subject: Ship Textures and Lightwave Lens-Flares In Imagine @toc contents Subject: Ship Textures and Lightwave Lens-Flares In Imagine Date: Monday, 07 August 1995 14:38:45 From: Andrew@Herbert.netkonect.co.uk (Andrew Herbert) ---------------------------------------------------------------------------- Here's a great tip for created good space ship texures, use a light "Dinoskin" t exture (with only a slight variation of your main colour applied to the object) with the bump iness set to 0%... this will give a nice colour variation on the object instead of just a pla in colour. You may have to increase the dinoskin size for various object sizes to start to look good. Now just apply the Dethstar texture... you need to have a big size for Dethstar to make it look good so increase the default size and take down the "dirt" and increse the "rust". Apply large amounts of specularity and hardness and there you go, a nice spacesh ip texture. I I have uploaded two pics to demonstrate (ftp to tomahawk.welch.jhu.edu pub/lw/framestores/ship.jpg and ship2.jpg). Ship.jpg uses the nebula texture with Imagine lens-flares to create a nice engin e glow. A good way to create Lightwave lens-flares in Imagine (as used in Ship2.JPG) is to get a Lightwave user (boo, hiss) to render a full screen lens-flare on a black background with lens-reflections off. Now convert the image from whatever format into TGA/TIF/IFF using whatever resol ution you want (the bigger the better). Use this as a brushmap TWICE on a 1x1 plane... once as an opacity map and secondly as a filter map (set to reverse image) so the darker parts with be see-through. Now make it bright and render it.... It should look like a fully fledged Lightwave l ens-flare in Imagine. To place it in a scene make sure it's aligned to the object "camera" and large e nough to look good. The lens-reflections (the coloured spots of light) can be applied to grea t effect by using a package such as PhotoStyler using a large low opacity round brush and whatever colour you want to compliment the picture (reds greens and blues are best). I've managed to suc cessfully trick my Lightwave owning friend using this technique by rendering Babylon5 type scene s which exhaustingly use lens-flares for each scene. Just a quickie to ask whether anyone has had any luck with "Beyond Imagination" for Windows ? I haven't had any responses back yet, but it would be nice to know whether people have used it and I would appreciate feedback to improve it. Well that's all for now Andrew Herbert BTW... Will Imagine 4 take Lightwave's example and adopt a Windows interface ? >> Email: Andrew@Herbert.Netkonect.Co.UK << >> Beyond Imagination for Windows at...http://uptown.turnpike.Net/H/Herbert/ << @{" Thread 49" link IML-49} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-133 " MSG-133 Subject: Re: Amiga->PC/LAN @toc contents Subject: Re: Amiga->PC/LAN Date: Monday, 07 August 1995 17:31:56 From: Dylan Neill ---------------------------------------------------------------------------- On Sun, 6 Aug 1995, Kent Marshall Worley wrote: > > On Sat, 29 Jul 1995, Rune Jacobsen wrote: > > > I use Imagine 3.0 (My 3.0->3.1->3-2->3.3 is in the mail :D) on my A4000/040 > > 18MB RAM at home, and at work we (actually, I) have just set up a LAN (Novel l) > > with 17 P90's and 5 P120's. "This is cool", I think to myself. Wouldn't it b e > > nice if I could model a scene on my Amiga at home (I won't bother you with > > saying how superiour the OS is, you all know that) and then take it to work and > > let the Pentiums go to work...I mean, I would make Terminator 3 in no time! :) > > > > Rune Jacobsen > > shitlips@bbs.oslohd.no & rune@oslohd.no > > > We have an amiga 3000 and a 486 pc connected via ethernet and are moving Which network cards are you using? (on PC and Amiga) --- |\ /| o O ________________________oOO_=( ^ )=_OOo___________________________ | ''' U ''' | | Gumby Death Man (Dylan Neill) Amiga 1200/6/120 486DX2-66/24/500 | | Email: dylann@pcug.org.au WWW: http://www.pcug.org.au/~dylann/ | |__________________________________________________________________| @{" Thread 87" link IML-87} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-134 " MSG-134 Subject: Re: Imagine 3.3 Screen Res. @toc contents Subject: Re: Imagine 3.3 Screen Res. Date: Monday, 07 August 1995 17:44:56 From: Dylan Neill ---------------------------------------------------------------------------- On Mon, 7 Aug 1995, Torgeir Holm wrote: > On 06-Aug-95 00:11:00, Robert Buonincontro wrote: > > >Can someone please give me instructions on patching Imagine 3.3 to use a > >higher resolution! > > On an amiga, use NewMode or ModePro to promote imagine (works perfectly with > ModePro here) > > PC: Dunno... anyone? Pc version has a preferences entry which lets you set it to 800x600, 1024x768 and 1280x1024 (Which is impossible to read on a 15in monitor! :) Where did you get those NewMode and ModePro programs? --- |\ /| o O ________________________oOO_=( ^ )=_OOo___________________________ | ''' U ''' | | Gumby Death Man (Dylan Neill) Amiga 1200/6/120 486DX2-66/24/500 | | Email: dylann@pcug.org.au WWW: http://www.pcug.org.au/~dylann/ | |__________________________________________________________________| @{" Thread 160" link IML-160} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-135 " MSG-135 Subject: Re: Q-Motions @toc contents Subject: Re: Q-Motions Date: Monday, 07 August 1995 19:48:38 From: Cedric Georges Chang ---------------------------------------------------------------------------- > I have just heard of a new product for the pc called Q-Motion; it's > supposed to allow 640X480 recording and playback at 30fps direct to the hard > disk, a la PAR, for only 500$US. It seem a fantastic bargain. > > Do anybody have any experience or informations on this device ? Here are two postings I saved that were posted on rec.desktop video: ---------------------------------Post #1------------------------------------- From: pnush@quadrant.com (Pete Nush) Newsgroups: rec.video.desktop Subject: Re: non-linear editing Date: 29 Jun 1995 20:35:58 GMT Organization: Quadrant International, Inc. In article <3ss8un$btf@blackbeard.linux.cnu.edu> xr0214@cc.cnu.edu (student) writes: > I'm trying to get a relitively inexpensive non-linear editing system. I > already have a PC and a cd-rom. But what I'm really looking for is a > video capture board, video editing software, and a board to export the > video back to the VCR. I've looked at a package being sold by B&H > called Movie Machine Pro with Motion-Jpeg Option it is pretty much what > I'm looking for but it is $850 which is kind of steep. The product is > made by Fast. If anyone has any suggesstions or comments please write > me. Thanks. > > Steven Moore > e-mail:smoore@pcs.cnu.edu My company just announced the launch of our Q-Motion series of boards. The standard model provides Motion-JPEG video capture at resolutions up to 640 x 480 at 30 frames per second (60 fields per second). The capture is extremely high-quality because it is true 640x480, not 320x240 scaled up for playback. In addition, the board has a built-in encoder so you can record your results back out to tape without the need for an additional board. Our unique bit-rate control allows you to maximize the MJPEG quality for each individual frame given the bandwidth of your hard disk subsystem. In normal talk, you specify how fast your hard disk can read and write data and the MJPEG board will capture data at that constant rate, automatically increasing or decreasing frame quality to avid dropped frames. All in all an excellent technology breakthrough that took months to get working. The board has three inputs (2 composite and 1 S-Video) and two outputs (1 composite an 1 S-Video). The enhanced version includes Adobe Premiere 4.0LE (for video editing) and CeQuadrat PixelShrink (for conversion to MPEG movie files). Q-Motion 100 List Price: $469 Q-Motion 100 Deluxe List Price: $649 For product literature, more information, or the location of your nearest reseller, call us at: 1-800-700-0362 inside the U.S. 1-610-964-7600 outside the U.S. 1-610-964-8195 fax ---------------------------------------------------------------------- Pete Nush, Marketing Manager Voice: (610) 964-7837 Quadrant International, Inc. Fax: (610) 964-8195 170 South Warner Road, Suite 102 EMail: pnush@quadrant.com Wayne, PA 19087-2191 USA --------------------------------Post #2--------------------------------------- From: Videoguy@viking.cris.com (DTV) Newsgroups: rec.video.desktop Subject: Re: Quadrant QMotion Date: 1 Aug 1995 22:13:45 -0400 Organization: Concentric Internet Services Today 8/1/95 I received my first shipoment of q-motion 100 boards. I have taken one home for evaluation. So far I am very impressed. Unfortunately, I am running into the restraints on my hard drive. The q-motion has a very clever compression sceme. You can optimize on comression ratio, compressed field size, kbytes per second or bits/pixel. With all this control, optiimizing your capture can take a bit of time. So far I can get excellent 320x240 captures. At 640x480 i get a great image quality, but I am dropping about 10% of frames. I will call Quadrant tech support tommorrow, to help me optimize my compression sceme. Due to a screw up in the packaging, the units were shipped in a make do black&white sleeve. The quadrant people decidsed it was more important to ship the product, then delay it for packaging. I agree with this decision 100%. We are selling the Q-100 board for $499. A comnplete bundle with Adobe Premiere 4.0 le will be available in 2-3 weeks for $699. I still have a couple of units in stock. If you want to be a pioneer, call me to order a Q-100 while I still got em. My next shipment will be when the bundles are available. Ragards & happy videomaking, Gary Bettan dtv tech support The Electronic Mailbox 800 323-2325 -------------------------------My Opinions------------------------------------- As you can see from the date of the last posting, the Q-Motion came out fairly recently. Unfortunatley, my school has lost its usenet connection a few days ago (I'm not sure exactly why; my school has been hit by a couple of thunderstorms lately and the computer system just hasn't been the same since then), so I haven't been able to see if there are any other reactions to the board. One thing to keep in mind is quality. The updated PAR (the DPS Perception, which is a PCI card and uses SCSI drives rather IDE) gives "broadcast" quality. It can do 3:1 compression, which from what I gather is practically loseless compression. I can't comment on QMotion's quality, but I know the Perception is reputed to have excellent, broadcast quality output. I'm more interested in animations as a hobby, so I would be more tempted to get a QMotion, Miro DC1 board, etc... and save myself over $1000, even if it isn't rated at broadcast quality. On my Amiga I use DCTV to record my anims to video; it's about as low end as you can get, but I'm satisfied with its output. But then again, with the DPS Perception, you know your getting one of the best systems around. Cedric -- --------------------------------------------------------------------------- Cedric Chang Mechanical Engineer // Amiga 3000 '040 changc9@rpi.edu Rensselaer Polytechnic Institute \X/ CgFx/EGS Piccolo --------------------------------------------------------------------------- @{" Thread 290" link IML-290} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-136 " MSG-136 Subject: T3dInfo beta testers @toc contents Subject: T3dInfo beta testers Date: Monday, 07 August 1995 21:00:50 From: G.Scibilia@Agora.stm.it ---------------------------------------------------------------------------- GS> Yaba daba doo fellows, GS> I'm searching for Amiga/PC Imagineers to beta test a util I wrote, it GS> writes via stdout info about TDDD objects, it manages NAME, SHP2, SHAP, GS> POSI, AXIS, SIZE, BBOX, PNTS, EDGE, FACE, COLR, REFL, TRAN, SPC1, CLST, GS> RLST, TLST, TXT3, BRS4, FOGL, PRP1, INT1, PART, PTFN, FGR2, PTH2, FOR2, GS> BBSG, SBSG Imagine v2.9+ sub chunks and SHAP, TPAR, SURF, MTTR, SPEC, GS> PRP0, INTS, STRY, OBSV, OTRK, OSTR, FADE, SKYC, AMBI, GLB0, EXTR, MTRX, GS> LOAD Turbo Silver v3.0 chunks. I can uuencode PC executable, email me if You can help me; for Amiga fellows I'm still waiting for the executable from Patrick Savaugeau, many thanx Patrick! "G.Scibilia@agora.stm.it" "Imagine Mailing List, IML FAQer" --- Wizard signing off.... /\_ | | "G.Scibilia@Agora.stm.it" | O | "cn01@novell.dima.unige.it" | | "2:332/211.24@FidoNet.org" | O | "Imagine Mailing List,IML FAQer" ae(-_^)ue |___| _ __ ___ ______Wizard signing off @{" Thread 39" link IML-39} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-137 " MSG-137 Subject: Re: Animation @toc contents Subject: Re: Animation Date: Monday, 07 August 1995 21:04:48 From: jprusins@cybergrafix.com (John Prusinski) ---------------------------------------------------------------------------- >To: dvwilson@tibalt.supernet.ab.ca (Dave Wilson) >From: jprusins@cybergrafix.com (John Prusinski) >Subject: Re: Animation > >>>My personal preference, although a bit on the pricey side at approx. $750, >>>is Autodesk's Animator Studio. This will (among other things) load 24-bit > >> >> >> How well does it animate 640x480 full screen 24bit >>animations and >>what are you useing for a system? > > >I'm using a Pentium 90 w/ 24megs of RAM, and 640x480 24-bit animation is definitely choppy, unless not much of the frame is moving (i.e. a still background with a smaller foreground object moving around). I have an ATI graphics card (WinTurbo Mach 64), which I dislike and plan to replace as soon as I have a spare $500 or so... it's slow and gives me GDI errors in Windows from time to time (although as an aside to another thread, it does seem to run Imagine just fine). >I don't think I've ever actually seen a desktop computer run 640x480 24-bit RGB animation in which the whole frame is changing (i.e. camera moves) smoothly. Is such a thing possible? When I need full-frame I output to the PAR (on the Amiga) and do it in video. I only use .avi files for tests and when they are destined to multimedia productions where they will be played in a smaller window. > >John. > @{" Thread 55" link IML-55} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-138 " MSG-138 Subject: Re: Imagine 3.3 Screen Res. @toc contents Subject: Re: Imagine 3.3 Screen Res. Date: Tuesday, 08 August 1995 00:34:39 From: Ian M Smith ---------------------------------------------------------------------------- On Tue, 8 Aug 1995, Duncan wrote: > Errrm i got NewMode off Aminet and it works very well in DBLPAL -No Flicker > with extra space for more buttons along the bottom and is ok UNTIL you/i > Qrender then it crashes unless i start imagine and jump back to WB and set > NewMode to DONOTPROMOTE then its ok -i read the docs and every thing but i can t > get it to work properly The problem with NewMode is subtle and bit me too. There is an easy solution however! Open up the NewMode requester, select the Imagine screen, hit Edit, and then Options. Make sure "Screen Name" is checkmarked! Save. The problem is that by default, NewMode only looks at the program opening the screen. So when Imagine tries to open a quickrender screen, NewMode promotes it! Some modes have fits when promoted. Turning on Screen Name makes NewMode check the name of tehe program AND the name of the screen, and leaves quickrenders alone. -- IanSmith@ncinter.net <--- New EMail, new web page address in a day or so! @{" Thread 166" link IML-166} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-139 " MSG-139 Subject: Re: Autodesk 3D Studio - Wow!!! @toc contents Subject: Re: Autodesk 3D Studio - Wow!!! Date: Tuesday, 08 August 1995 01:32:41 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: The Prophet > > It was used to do the cyberspace for 'Johnny Neumonic'. > There was an article about it in a recent CineFex. Yes, Johnny Neumonic. The guy who got terabytes of compressed air pumped into his head. By the way, various companies produced various FX sequences using various software packages. So don't go see that movie if you expect a 3DStudio demo. (according to reviewers, don't go. Period) @{" Thread 104" link IML-104} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-140 " MSG-140 Subject: Re: Global Fog animation (doh!) @toc contents Subject: Re: Global Fog animation (doh!) Date: Tuesday, 08 August 1995 01:34:40 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: gregory denby > > MFF, mhfff, (sound of foot being extracted from mouth.) Hey, I didn't know Imagine supported sound effects! @{" Thread 115" link IML-115} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-141 " MSG-141 Subject: Re: Imagine 3.3 Screen Res. @toc contents Subject: Re: Imagine 3.3 Screen Res. Date: Tuesday, 08 August 1995 01:44:37 From: Duncan ---------------------------------------------------------------------------- Hi Dylan, > > PC: Dunno... anyone? > > Pc version has a preferences entry which lets you set it to 800x600, > 1024x768 and 1280x1024 (Which is impossible to read on a 15in monitor! :) > Where did you get those NewMode and ModePro programs? > Errrm i got NewMode off Aminet and it works very well in DBLPAL -No Flicker with extra space for more buttons along the bottom and is ok UNTIL you/i Qrender then it crashes unless i start imagine and jump back to WB and set NewMode to DONOTPROMOTE then its ok -i read the docs and every thing but i cant get it to work properly im gonna get ModePro and try that Duncan dunc@eraser.demon.co.uk @{" Thread 143" link IML-143} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-142 " MSG-142 Subject: Re: Single sided mapping @toc contents Subject: Re: Single sided mapping Date: Tuesday, 08 August 1995 01:56:13 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Rick Dolishny > > If anyone is interested, I'll be uploading images from the montage after > it's totally finished (music and sound are being added now). You can get > it at the Command Line BBS/Toronto (great animation and video BBS) > soon at (416) 533-8321 but I'll have show me how to upload > to Aminet... > > ...I'm lucky to have the one and only CHARLES BLAQUIERE in my home town! Yep! And we all know who's going to show you how to upload to Aminet, don't we? I guess this is a good time to tell you all a bit about my buddy Rick here. He runs TAZA, the Toronto Animators Zoetrope Association. It's a fun user group for mostly-Amiga animators. He's also a real-live animator, who makes his living using Imagine and a PAR/IV24-equipped Amiga 3000. This year, after 2 years of animating underwater scenes for a syndicated show called "Fish'n Canada", which was his biggest client, he was hired outright as a staff member. He's progressed from flat, white, geometric facsimiles of fish, using all of 3 faces (I kid you not), swimming in a foggy, gridded underwater environment, to his current level: realistic fishies of all kinds, with tacked textures and bones and stuff. It's great to see the progress this guy has made. It's also great that there were people actually paying for his little swimming origami fish, 2 years ago! I don't mean it as a putdown; it's just an example that there's a market for _all levels_ of animation. The topic surfaces regularly on the IML: how to get work? Well, my work so far has been decidedly low-end, but I've sold everything from nicely-lit, field-rendered, 24-bit, single-framed flying logos, down to dopey 16-color DPaint animations being played off my 3000. There's a client for every quality level, and conversely, there's a quality level for every client's budget. Anyway, what started out as a small bio ended as today's soapbox speech. Ladies and gentlemen of the IML, meet Rick. @{" Thread 37" link IML-37} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-143 " MSG-143 Subject: Re: Imagine 3.3 Screen Res. @toc contents Subject: Re: Imagine 3.3 Screen Res. Date: Tuesday, 08 August 1995 02:02:55 From: Torgeir Holm ---------------------------------------------------------------------------- On 07-Aug-95 16:44:56, Dylan Neill wrote: >> On an amiga, use NewMode or ModePro to promote imagine (works perfectly >> with ModePro here) >> >> PC: Dunno... anyone? >Pc version has a preferences entry which lets you set it to 800x600, >1024x768 and 1280x1024 (Which is impossible to read on a 15in monitor! :) >Where did you get those NewMode and ModePro programs? They should both be on aminet. Don't know the directory. ModePro is written by one of the many Mikes on the IML (the Rivers one...), and he mailed it to me uuencoded. If you don't find them, let me know and I'll mail you the archive. Torge!r @{" Thread 138" link IML-138} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-144 " MSG-144 Subject: GreG @toc contents Subject: GreG Date: Tuesday, 08 August 1995 02:03:01 From: Torgeir Holm ---------------------------------------------------------------------------- type http://www.websharx.com/~greg enter gallery click any form button *KLONNK* GreG, awesome work! (can't wait for those image descriptions to come online) Torge!r @{" Thread 47" link IML-47} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-145 " MSG-145 Subject: Re: Velocity scaling @toc contents Subject: Re: Velocity scaling Date: Tuesday, 08 August 1995 02:31:01 From: Charles Blaquiere ---------------------------------------------------------------------------- Visualize a 2-D graph, with time running at the bottom from left (start) to right (end), and the vertical axis representing the degree to which (alignment/size/position/morphing) varies, from bottom (beginning value or object) to top (end value or object). When you're morphing a value or object, what you're doing is laying down a spline curve that joins the bottom-left point with the top-right point: 45,0,120 | __-B | _-- Align | / | / |/ 0,0,0 A---------- 1 10 Frame In this diagram, we're morphing, ohhh, position from a triplet of XYZ values ("A" on the graph) to another ("B" on the graph), between frames 1 and 10. At frame 1, the object's alignment is 0,0,0; at frame 10, it's 45,0,120. Obviously, when you lay down an Action bar, you want to go from 0,0,0 to 45,0,120 as time marches along; that is, you want to join the points marked "A" and "B" on the graph. How you join those points is where Velocity Scaling comes into play. In the Bad Old Days, the only way to join those points was with a straight line. Alignment would vary at the same rate in every frame, giving rise to the following problems: - jerky start/stop motion, as the rotational speed suddenly went from zero to (whatever) when the beginning of the bar was encountered; the same was true at the end of the movement. - Rotational speed, or the rate at which alignment changed from frame to frame, was constant. Real- world objects always need to _accelerate_ from a speed of zero to (whatever), and inertia means they can't decelerate to zero instantly, either. Result: totally unnatural movement. These days, the curve that joins A and B is a spline curve, which you can control through two parameters, the Velocity Scaling fields. Each one represents the _slope_ of the spline as it touches A or B. Remember from your geometry days: a slope of zero is horizontal; 1 is a 45-degree angle; 90 degrees is positive infinity. Similarly, -1 is a -45-degree slope, and minus infinity will give you a vertical slope, pointing downwards. Imagine works as if the graph, above, had the same width and height. So, you can simulate the Bad Old Days by setting both Velocity Scaling (VS) values to 1: the spline will start and end at a 45-degree angle, and since each end of the spline will be pointing straight towards the other end, there's no need to deviate. The result: a straight line. With any other VS values, the spline at one point will have a slope defined by that VS value; the spline will gently curve to meet the other endpoint at whatever VS slope is defined there. For example, since a slope of zero is horizontal, setting VS#0 to zero will mean the Action editor bar will start morphing slowly, and the transformation will pick up as time progresses. The same would be true of VS#1, where a value of zero would mean progressive deceleration. VS values of zero at both ends often look the most natural, if you're trying to model anything organic, or even artificial objects, such as a milk carton, which you wish to imbue with human qualities. (By the way, VS#1 values represent the slope of the spline at point B, rotated 180 degrees. Turn your monitor upside-down to see what I mean.) Negative values would mean the spline will briefly dip below the "initial value" line (VS#0) before arcing upwards towards B, or conversely (VS#1), create an overshoot that corrects itself quickly and settles at the final value, at point B. Now if a slope of 1 means an abrupt start or end to the movement, greater and greater values will mean even stronger initial rates of change, giving a cartoony effect; think of the Road Runner instantly disappearing after sticking out its tongue at Wile E. Coyote. ------------------------------------------------------------ I'm thinking of submitting a "Velocity Scaling Lab" project to 3D Artist, which would use some devious tricks to show you exactly, in a single frame, what the spline interpolation curve would look like for a given pair of VS values. Until then, this written description should be enough for all but the most visually-challenged user. (I hope) @{" Thread 146" link IML-146} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-146 " MSG-146 Subject: Re: Velocity scaling @toc contents Subject: Re: Velocity scaling Date: Tuesday, 08 August 1995 03:16:04 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Rick, on Aug 7 you wrote: > > Has anyone mastered the velocity scaling in the action editor. I can't find the > > logic to its operation. > > I try 0 then 1, to get acceleration. Then I try 0 and 2, also acceleration b ut > > aster. But 0 and 3 > > creates a vastly different motion path. > > > > It seems if the numbers a attractors that exagerate the spline interpolation . > > Please if anyone could explain. > > Actually, I think a quick tutorial is in place too! I've had just a > bugger of a time geting things to start out REALLY slow then shoot off, > as an example. What on earth do the numbers do? Logically, I'd think a > scaling value of 1 would not affect the "units per frame" where 2 would > double the units per frame... but double of what? > > Any suggestions anyone? Don't confuse the speed of an object, ie. the distance it travels over a number of frames, with it's acceleration (Vel. Scaling). Remember that Spline Interpolation and Velocity can be set for four timelines, Actor, Position, Align and Size and each can act independantly or influence each other. If you set Velocity in the Actor timeline and morph from a sphere to a cube the rate of the morph will effect all the points in the object during its transition. If the object is also moving and you set Velocity in the Position timeline the object's axis is ac/decelerated from one key frame to the next. Take your example of an object starting out slow and shooting off quickly. Make a Position timeline over 20 frames, moving the object 150 units in X from its' original position with Velocity set to 0,1. Make another timeline from frame 21 to 40 and move the object another 500 units in X with Velocity set to 0,2. The distance travelled in the last 20 frames is greater than the first 20 and the object will "shoot off" and accelerate as well. I don't think the Velocity values themselves can be defined in terms of units travelled but rather the higher the value the greater the effect. Try setting velocity to 6,0 for the last 20 frames with Spline Interpolation turned on and you will exaggerate the spline curve so much the object will reverse direction in the last few frames as it decelerates. Strangely enough if you toggle Spline Interpolation OFF the curve is even more pronounced. Play around with the values and use the frame slider in the anim preview to step through the frames and notice how far the object travels each frame as it accelerates or decelerates. I think the important thing here is that these movements are spline curves, not linear. Trial and Error as usual. :-) -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 128" link IML-128} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-147 " MSG-147 Subject: Heightfields ? @toc contents Subject: Heightfields ? Date: Tuesday, 08 August 1995 04:01:08 From: randman@interaccess.com (Randall Moore) ---------------------------------------------------------------------------- Since this is my first post here on the IML I better preface my query by saying I haven't read the FAQ so,.... I have been trying to generate a nice POV-like heightfield with no luck. I have taken a fractint generated DXF from a plasma image - too chunky and too many points, plus takes a looooooooong time to render. Does anyone have any suggestions ?? I am using 3.0 on the PC. Thanks - Randy @{" Thread 149" link IML-149} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-148 " MSG-148 Subject: I'm back... @toc contents Subject: I'm back... Date: Tuesday, 08 August 1995 05:20:34 From: lumbient@superlink.net ---------------------------------------------------------------------------- Yes you thought I was gone, anyway along the lines of many previous note about GreG's homepage I found that webshark is a great resource for Imagine stuff. Steve Blackman is also there. !LuM! @{" Thread 170" link IML-170} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-149 " MSG-149 Subject: Re: Heightfields ? @toc contents Subject: Re: Heightfields ? Date: Tuesday, 08 August 1995 10:17:35 From: Drew_Perttula@altabates.com ---------------------------------------------------------------------------- 'tis true, DXF files from Fractint are hard to work with-- I've tried. But I had a totally successful landscape by drawing a B&W plasma in fractint, saving the image (lo-res probably), making a detailed plane in IM30, and Applique'ing the plasma. The phong shading helped also. To get a water level, simply intersect a 1x1 plane of water with the land. You could probably also do that common POV thing where it looks like they took everything higher than a certain Z and flattened it. You could even flatten several levels for plateaus/roads. Etc, etc. @{" Thread 356" link IML-356} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-150 " MSG-150 Subject: Demo pic of upcoming Imagine soft shadows @toc contents Subject: Demo pic of upcoming Imagine soft shadows Date: Tuesday, 08 August 1995 16:03:37 From: Charles Blaquiere ---------------------------------------------------------------------------- After 2 weeks, I finally got through to Aminet, where I uploaded "AlienArt.jpg", an image that had been uploaded onto CompuServe by, I believe, Mike H. It shows two upcoming Imagine features: the abstract sculpture was modelled using metaballs, and it's casting soft shadows, courtesy of a new type of light object. (Warning: only works in trace mode) By the way, I spoke to Mike this week, and learned that Metaballs will both be a Detail editor modelling tool, _and_ an animated Action editor F/X, which means you'll be able to animate globuly things merging into each other! Coupled with some suitable organic Essence textures, this could lead to a new level of yuckiness. P.S. You know, I can think of worse ways to spend five bucks than to call Mike and talk to him. He sure has a way of getting even grizzled old Imagine veterans (does 3.5 years count?) excited at the program and its near future. I can only encourage y'all to give Mike a call some time. @{" Thread 337" link IML-337} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-151 " MSG-151 Subject: Lightwave demo on the web ... @toc contents Subject: Lightwave demo on the web ... Date: Tuesday, 08 August 1995 16:36:32 From: sherman@netcad.ENET.dec.com ---------------------------------------------------------------------------- FROM too long. Original FROM is 'Steve NACAD::Sherman LKG2-A/R5 pole AA2 DTN 226 -6992 08-Aug-1995 1533 -0400 ' ---------------------- Original Message Follows ---------------------- Just for comparison purposes, I checked this out. I still like Imagine, but I think it's good to look at what's out there. This is sort of a virtual demo of Lightwave: http://cse.unl.edu/%7Emohrt/lightwave/ It lets you see what the screens look like as well as download some pics. Steve @{" Thread 303" link IML-303} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-152 " MSG-152 Subject: Retina problems @toc contents Subject: Retina problems Date: Tuesday, 08 August 1995 17:28:01 From: Charles Blaquiere ---------------------------------------------------------------------------- Here is a message I found on CompuServe. I told the author I'd report his problem to the IML, in case someone here had a solution. ------------------------------------------------------------ #: 47798 S8/Rendering 28-Jul-95 21:47:37 Sb: Imagine & Retina? Fm: Frank Dlugoleski 73577,2467 @{" Thread 167" link IML-167} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-153 " MSG-153 Subject: Siggraph Imagine user meet! @toc contents Subject: Siggraph Imagine user meet! Date: Tuesday, 08 August 1995 17:43:55 From: Charles Blaquiere ---------------------------------------------------------------------------- #: 9512 S3/Impulse 07-Aug-95 01:07:54 Sb: SIGGRAPH Imagine Meeting Fm: Tim Wilson [Crestline] 76432,1122 @{" Thread 19" link IML-19} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-154 " MSG-154 Subject: Web Page Moved @toc contents Subject: Web Page Moved Date: Tuesday, 08 August 1995 20:16:46 From: Ian M Smith ---------------------------------------------------------------------------- Well, I finally have my Imagine Web paged moved to my new account... give it a try if you get the chance and let me know if there are any problems. It should be much faster... :) -- - Imagine-ImageMaster-HP-Amiga! - IanSmith@ncinter.net http://www.ncinter.net/~iansmith/ @{" Thread 410" link IML-410} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-155 " MSG-155 Subject: Re: Re[2]: lensflare @toc contents Subject: Re: Re[2]: lensflare Date: Tuesday, 08 August 1995 21:41:42 From: yrod@ozemail.com.au ---------------------------------------------------------------------------- Is lensflare also a good way to distract the eye from sometimes unreal looking renders? 8^) Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0 Work: Power Macs, Sun Sparc & Pee Cees too. "Sometimes the hard way is the only way!" @{" Thread 12" link IML-12} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-156 " MSG-156 Subject: Re: Fog @toc contents Subject: Re: Fog Date: Tuesday, 08 August 1995 21:57:42 From: Rick Dolishny ---------------------------------------------------------------------------- You were asking about Global Fog. Remember to set the upper and lower dimensions of the fog: for a while I was setting the Fog Length and assuming that if I did not set restrictions on the size that the Fog would affect everything: WRONG! Good luck! Rick Dolishny dolish@io.org Ardee Productions - Toronto, Ontario @{" Thread 168" link IML-168} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-157 " MSG-157 Subject: Re: Single sided mapping @toc contents Subject: Re: Single sided mapping Date: Tuesday, 08 August 1995 22:18:51 From: Rick Dolishny ---------------------------------------------------------------------------- On Tue, 8 Aug 1995, Charles Blaquiere wrote: > > From: Rick Dolishny > > > > If anyone is interested, I'll be uploading images from the montage after > > it's totally finished (music and sound are being added now). You can get > > it at the Command Line BBS/Toronto (great animation and video BBS) > > soon at (416) 533-8321 but I'll have show me how to upload > > to Aminet... > > > > ...I'm lucky to have the one and only CHARLES BLAQUIERE in my home town! > > Yep! And we all know who's going to show you how to upload to > Aminet, don't we? > > I guess this is a good time to tell you all a bit about my buddy Rick > here. He runs TAZA, the Toronto Animators Zoetrope Association. It's a > fun user group for mostly-Amiga animators. He's also a real-live > animator, who makes his living using Imagine and a PAR/IV24-equipped > Amiga 3000. This year, after 2 years of animating underwater scenes for a Thanks Charles! I read the Lightwave magazines and go to the 3D get-togethers across Ontario, and until now it's been a bit lonely: producing 10-60 seconds of 3D animation every week that I think looks pretty good - at least as good as the Lightwave stuff. But nobody outside Canada has heard of my show or my work. When do I get to be on a cover of a magazine? * * Actually, I have... Many of you are familiar with Amiga Animation magazine: it's a collection of PD graphics, animation, Mods and programs. There on the cover was my dog: fully articulated and animated on the enclosed disk! Included was a short tutorial on Bones and states. Check it out: it was issue 8.4. It's a great way to see what I do... I suspect the file is floating around Aminet too: I originally called the archive "Dog.gone.lha". So the point of all this is that it's great to be on the IML finally, to meet all of you Imagine animators of all skill levels. I hope that if you are in the Toronto area that you can make it to TAZA: we meet in the back room of a great restaurant with a capacity of over 60 people. I'd like to meet you there! It's great to be here. Now Charles, how about that ftp demo... Rick Dolishny dolish@io.org Ardee Productions - Toronto, Ontario @{" Thread 89" link IML-89} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-158 " MSG-158 Subject: Re: Velocity scaling @toc contents Subject: Re: Velocity scaling Date: Tuesday, 08 August 1995 22:22:56 From: Rick Dolishny ---------------------------------------------------------------------------- Charles, that Velocity scaling demo was remarkable! What I don't understand is why it doesn't seem to make a difference whatever the values are... unless I click on Discontinuous Knot. Am I wrong? What is this button? Rick Dolishny dolish@io.org Ardee Productions - Toronto, Ontario @{" Thread 164" link IML-164} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-159 " MSG-159 Subject: Re: An old challenge - How are diamonds done ? @toc contents Subject: Re: An old challenge - How are diamonds done ? Date: Tuesday, 08 August 1995 23:07:14 From: yrod@ozemail.com.au ---------------------------------------------------------------------------- Could you use Millan Polle's glass.itx to get the diamond right. The method Charles is describing with the fakely.itx sounds similar to what Millan's texture does. Correct me if I am wrong. I might try it on the diamond obj that was supplied on the list. Let you know what happens. Might be a bit late though. Have a few days off in the mountains betwen jobs. When I get back from the mountains I will be publishing the results of the Tool survey. If anyone else out there wants to be included in the survey please post ASAP. At the moment more Amiga users have responded than PC users. Tom G(renderbrant) seems to be using the most platforms for 3D rendering. Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0 Work: Power Macs, Sun Sparc & Pee Cees too. "Sometimes the hard way is the only way!" @{" Thread 3" link IML-3} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-160 " MSG-160 Subject: Re: Imagine 3.3 Screen Res. @toc contents Subject: Re: Imagine 3.3 Screen Res. Date: Tuesday, 08 August 1995 23:23:39 From: Torgeir Holm ---------------------------------------------------------------------------- On 08-Aug-95 00:44:37, Duncan wrote: >> > Errrm i got NewMode off Aminet and it works very well in DBLPAL -No Flicker >with extra space for more buttons along the bottom and is ok UNTIL you/i >Qrender then it crashes unless i start imagine and jump back to WB and set >NewMode to DONOTPROMOTE then its ok -i read the docs and every thing but i >cant get it to work properly > im gonna get ModePro and try that No such problems using ModePro, it even promotes the PlayBig animation screen correctly. Torge!r @{" Thread 100" link IML-100} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-161 " MSG-161 Subject: Re: Velocity scaling @toc contents Subject: Re: Velocity scaling Date: Tuesday, 08 August 1995 23:31:13 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Charles Blaquiere > > 45,0,120 | __-B > | _-- > Align | / > | / > |/ > 0,0,0 A---------- > 1 10 > Frame > > In this diagram, we're morphing, ohhh, position from a triplet of XYZ > values ("A" on the graph) to another ("B" on the graph), between frames 1 D'oh! As you can imagine, I started writing the tutorial using "Position" as the variable XYZ triplet, then went back and changed it all to "Align"... everywhere except in one line. Obviously, I meant that we're morphing _Align_, not Position. The graph is correct. @{" Thread 145" link IML-145} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-162 " MSG-162 Subject: Re: Velocity scaling @toc contents Subject: Re: Velocity scaling Date: Tuesday, 08 August 1995 23:44:03 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Rick Dolishny > > Charles, that Velocity scaling demo was remarkable! What I don't > understand is why it doesn't seem to make a difference whatever the > values are... unless I click on Discontinuous Knot. Am I wrong? What is > this button? Discontinuous Knot is used when you create several adjoining morph bars, e.g. A[########B[###C Normally, you'll want the spline curve, from A to B to C, to look harmonious, without any abrupt changes caused by different values to the left of B (Velocity Scaling #1 of first morph bar) and to the right of B (Velocity Scaling #0 of second morph bar). I don't know how Imagine does it; perhaps it plays with the values so that the first VC#1 and the second VC#0 won't really be what you entered, but an average of the two. Whatever method Imagine uses, the idea would be to force the slope of the spline to be the same as it arrives at B, and as it leaves B. However, if you want the spline curve to have different slopes, you click on the Discontinuous Knot button. This allows you to enter different values in the first VC#1 and the second VC#0, giving the effect of a break in the curve. (You get the same effect, in 2-D space, in the Spline editor when you change a knot from Continuous to Discontinuous) You're basically telling Imagine, "when computing the first spline interpolation, pretend that the second bar doesn't exist". Well, when you're just creating a _single_ morph bar, the second bar _doesn't_ exist, and for some reason I found that activating Discontinuous Knot really got the point across to Imagine. Without it, I sometimes got strange behaviour. @{" Thread 158" link IML-158} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-163 " MSG-163 Subject: Re:Re: lensflare @toc contents Subject: Re:Re: lensflare Date: Tuesday, 08 August 1995 23:46:38 From: yrod@ozemail.com.au ---------------------------------------------------------------------------- On Sun, 6 Aug 1995, gregory denby wrote: > > Rod asks: > >How do I obtain a nice sparkle offthe edge of a wine glass or chrome > >object? > > I suppose you are talking about a glint durring the course of an > anim? I don't think there is any easy way to do this. Maybe try > running a small test anim, just to see which frames have the sharpest > specular highlights, and then add a flared light at those points/ > frames. ?? > > Greg Denby > This might be a nice feature that Impulse might be able to impement. A global effect that reacts to a texture (or attributes button) on an obj. Like the way that the global lens flare reacts to lights that don't have the "No lens flare" switch on. Place a texture that works on specularity (or mabey just a button in the attributes requestor like the bright button). Anyway, the global effect would look for objects with that is tagged with the specularity texture/button, and where the specularity reaches 255,255,255 in a tight spot (like on an edge) it would produce a sparkle/lensflare like effect. Possible settings for the effect could be: Intensity before sparkle, ie: 250,250,250 Width of bright spot (set in Imagine units), ie. if an edge of your wine glass was 5 Imagine units, this setting would be say: 5. So with these two settings you could say, "Put a sparkle/flare on any area where the specularity intensity is over 250,250,250 on an area less than 5 imagine units wide" Perhaps other lensflare type settings could be borrowed. Anyway, just an idea. Don't flare me 8-) if this doesn't make sense, is totally useless, or could never be done. Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0 Work: Power Macs, Sun Sparc & Pee Cees too. "Sometimes the hard way is the only way!" @{" Thread 34" link IML-34} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-164 " MSG-164 Subject: Re: Velocity Scaling @toc contents Subject: Re: Velocity Scaling Date: Tuesday, 08 August 1995 23:58:21 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- to Rick Dolishny- Think back to college math... a discontinuity is a point at which (on a graph of velocity) the velocity changes abrubtly, no smooth curve. If you select Discontinuous Knot (knot being the control points of the spline) then you are telling the program to take your input value and disregard the slope approaching that point. In reverse, if you don't have a discontinuous knot, the slope in th e frame preceding the spline is probably used instead, to ensure that no discontinuity exists at the starting point. Did that make any sense? I'm half asleep... Joelzzzzzzzzzzzzz @{" Thread 161" link IML-161} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-165 " MSG-165 Subject: RE: Beyond Imagination @toc contents Subject: RE: Beyond Imagination Date: Wednesday, 09 August 1995 00:12:10 From: Andrew@Herbert.Netkonect.Co.UK (Andrew Herbert) ---------------------------------------------------------------------------- > ----- The following addresses had delivery problems ----- > (unrecoverable error) > > ----- Transcript of session follows ----- >... Deferred: Connection timed out with herbert.netkonect.co.uk >Message could not be delivered for 1 week, 2 days >Message will be deleted from queue > Oh dear...as you can see I had a bit of trouble recieving the message, but it go t to me in the end ! >>Beyond Imagination is a On-Line help system for Imagine and includes hints, >tips, and tutorials >>on just about everything. >Just downloaded your software, and I must say I'm very impressed with the >time and effort you >obviously put into it. Although I've kept my own archives and FAQs from the >IML, it's great to >have them easily accessible all in one place. Thanks! > >Since you asked for comments, I must say that the one thing that would make >it even more >useful than it already is would be some kind of search function. Being able >to find every >reference to, say, "glass" at the click of a button would be great! Thanks for your reply. "Beyond Imagination" was a idea after using "Dare 2 Imagine" on the Amiga (and I have to admit quite a lot of the information was "aquired" from the very same archive !) I feel Imagine for the PC has never taken off in the same way it did for the Ami ga (certainly not in the UK) I hope that this will soon change, although I'd be the first to a dmit Imagine needs to make some changes in order to achieve this. Thanks to everyone who has said they liked it and found it useful, until I start working full-time with (hopefully) a computer graphics firm (interview this week - bite fingernails time !) I will constantly improve it. Thanks for your constructive critism and I'm working on a search program at the moment, it won't be much different from the Netscape searcher or Yahoo, I'm just making the code more effecient so it'll run a bit faster. I realise the on-line time costs money so I'll try and make it as small as possible, and give it it's own .exe so you won't have to dow nload the full program again and re-install it. That's all for now and I'll msg everyone when it's downloadable through the web page. Bye ! >> Email: Andrew@Herbert.Netkonect.Co.UK << >> Beyond Imagination available at http://uptown.turnpike.net/H/Herbert/ << @{" Thread 191" link IML-191} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-166 " MSG-166 Subject: Re: Imagine 3.3 Screen Res. @toc contents Subject: Re: Imagine 3.3 Screen Res. Date: Wednesday, 09 August 1995 10:52:45 From: Mtucibat@cris.com ---------------------------------------------------------------------------- By 8-8, lots of folks have talked about Screen Size: T> > im gonna get ModePro and try that T> T> No such problems using ModePro, it even promotes the PlayBig animation T> screen correctly. =============== I'd prefer not to have another commodity running, but still haven't found the locations to edit. If anyone has or could find them, I'd appreciate their posting. -mikeT * Offline Orbit 0.70a * ...Sleep is a poor substitute for Raytracing... @{" Thread 134" link IML-134} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-167 " MSG-167 Subject: Re: Retina problems @toc contents Subject: Re: Retina problems Date: Wednesday, 09 August 1995 11:02:24 From: Vance Schowalter ---------------------------------------------------------------------------- I have a Retina Z2 and Imagine 3.0. I found a utility on AmiNet (archive name "DCTV4RetinaV25.lha") which allows Retina users to retarget Imagine's rendering output (using the DCTV switch) to the Retina. I've tried it, and it works perfectly. You only have to register it to get a version that doesn't stamp a logo on your output screen. ******************************************* * Vance Schowalter >>Image Master<< * * * * Internet: viking@freenet.edmonton.ab.ca * * * * "Affable little snow creature." * ******************************************* @{" Thread 473" link IML-473} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-168 " MSG-168 Subject: Fonts @toc contents Subject: Fonts Date: Wednesday, 09 August 1995 11:36:41 From: Mike McCool ---------------------------------------------------------------------------- Seems like I might have gone through this once, so excuse the rudundancy,--but is there something buggy in 3.0's add font object, in Detail? I'm not usually into the flying logo thing, but hey, cliche's strike even the most conceited of us. I couldn't get Detail to load any kind of font, not even postscript's. Ended up having to go into spline, which isn't too slow at all. And the manual of course was incredibly helpful. I'm glad I haven't deleted 2.9. Oh, and I'm on an A3000. (And also, please excuse those multiple posts yesterday about the watersplash tutorial. I got three of my own letters. My server's playing pingpong). @{" Thread 188" link IML-188} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-169 " MSG-169 Subject: Re: Craig Collins @toc contents Subject: Re: Craig Collins Date: Wednesday, 09 August 1995 15:09:00 From: Paul Townend ---------------------------------------------------------------------------- -=> Quoting Andrew@herbert.netkonect.co.uk to All <=- An> From: Andrew Herbert An> Has anyone heard of Craig Collins or any of his animations ? An> Dolphin Dreams An> Speed Limit An> Last Stand On Hoth An> Mean CD Machone An> Soldier X An> Tygris III An> Aliens III An> He also did a magazine cover for Amiga Shopper An> I have one of his videos in PAL format (The Imagine Video Collection An> 1) from 17 bit software and was wondering if he released any more An> animations or if anyone has a contact address ? Hello Andrew :-) I live a couple of miles from Craig and work part-time at the same place so I reckon I'm quite up on Craigs material since I supplied the music for his video (check out the credits). I haven't got hold of him to ask if it's OK to give You a tel number, but I could relay any messages..he is a bit busy though. He also did PC format and Amiga format's covers and may do some more in the near future (amiga format was the pixelpro2 giveaway). He now runs a pentium90 with 40 meg ram and all the trimmings! :-) If You think that video was good..You wanna see his demo reel...blows that away. Full 24 bit anims on svhs...stunners! Time to show off a bit now..:-)..I managed to get the soldier x object from Craig some time ago, and have sworn never to release it. Nice piece of work, but I really wanted the alien, however Craig spent 3 months off and on building that so I doubt if anything short of violence will prise that from his clutches:-)) As far as more anims goes...no. Craig is now professional and has no time for PD. He recognises PD launched his career, but there comes a time when You cant restrict Yourself to small/free anims! People out there are prepared to pay good money for this kind of work, so why not join in? Craig's now working on a few ideas, I can't really say what, but I'll let You know as and when - he uses comms but doesn't really like to do any more than read the mail. Just thought I'd drop You a reply 'cos even though we're mates, I still admire his work as a pro (it seem you do too). Don't know if you wanna e-mail me back, but it would be better 'cos walls have ears and Craig often gets badly informed when I write about him....I then spend 2 or 3 hours explaining what was REALLY said to him:-) OK, nuff waffling, it's time 4 bed! Traa! .... There goes me knotted pine! (Wrong Trousers) | | Internet: Paul.Townend@raytech.co.uk |-------------------------------------------------------------------| | Gated from RAYTECH BBS - free access raytracing support in the UK | |------------------------- call +44 1862 83 2020 modem - 24 hours ! | @{" Thread 454" link IML-454} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-170 " MSG-170 Subject: Imagine 2.0 @toc contents Subject: Imagine 2.0 Date: Wednesday, 09 August 1995 17:59:55 From: Joe Piche ---------------------------------------------------------------------------- I was wundering if there was an upgrade to imagine 2.0? Bug fix, and the like. I can't afford 3.0, so I'm kinda stuck with 2 . I'm also looking for a tutorial on how to use the Cycle editor. The book that came with imagine when I bought it, covers all the basics, but not the cycle ed. BTW, I'm using the PC version. Thanx, Joe @{" Thread 65" link IML-65} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-171 " MSG-171 Subject: Rendering Resolution @toc contents Subject: Rendering Resolution Date: Wednesday, 09 August 1995 20:35:00 From: horst@artemedia.DE (Horst Heberle) ---------------------------------------------------------------------------- On Aug 10, 2:04am, William Allwell wrote: > Subject: Rendering Resolution > What is a good resolution to render in? I usually stick to 640*512, > rendering in 24 bit, then viewing the rendered image through Art > Department in AGA. I have noticed a few images in magazines rendered at > resolutions up to 1500*1000, which are of veryy high qaulity. What > resolutions do other people use??? > > Bill Allwell > >-- End of excerpt from William Allwell I think, it depends on what you want. If you want an animation in Video resolution you don't need a resolution of your image larger than 720x576 (this is for a PAL image). If you want to produce a slide, you need a resolution higher than Video, because a slide needs a very high resolution to display your rendered image in the best quality (my experiences in this: 2048x1365 for a good quality), but remember - an image in this resolution in 24 bit is up to 8,5 mb size. You need more info in this question? Don't hesitate to ask me. I will try to help you. I often produce animations and slides in different resolutions with much success. Horst -- _/_/_/ _/ _/_/_/_/ _/ Dipl. Ing. Horst Heberle _/ _/_/ _/ _/_/ Lindenstrasse 9 54292 Trier _/ _/ _/ _/_/_/_/ _/ _/ eMail heberle@trier.fh-rpl.de _/ _/ _/ _/ _/_/_/_/ Phone (0)651 47493 _/_/_/ _/_/_/_/_/ _/_/_/_/ _/ _/ Fax (0)651 43176 @{" Thread 230" link IML-230} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-172 " MSG-172 Subject: Re: Imagine upgrade @toc contents Subject: Re: Imagine upgrade Date: Wednesday, 09 August 1995 21:17:19 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- >>I am currently using version2 of Imagine, and I'm thinking of upgrading to >>version3 or later. Are there many advantages to the later versions and >>what are to user guides like??? >> >> Bill Allwell >> The user guide is much improved, as is the program. -Particles -Lens Flares -Bones / Skeletonal control, and Inverse kinematics -Hugely improved brush and texture map requester and settings options -Postscript text objects & spline editor And many other things. That should wet your appetite, anyway. Get it! If you can afford it, it is streets ahead of version 2. @{" Thread 343" link IML-343} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-173 " MSG-173 Subject: Amiga IFF @toc contents Subject: Amiga IFF Date: Wednesday, 09 August 1995 21:37:11 From: Susan Dianne Boon ---------------------------------------------------------------------------- Hi! Sorry to be slightly off topic but,are there any PD programs that would convert my Imagine IFF to other formats like GIFF and TIFF? Or even HTML???? Keep rendering! -- Dr. Susan D. Boon Department of Psychology University of Calgary 2500 University Dr. NW Calgary, AB T2N 1N4 CANADA @{" Thread 219" link IML-219} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-174 " MSG-174 Subject: Craig Collins @toc contents Subject: Craig Collins Date: Wednesday, 09 August 1995 21:38:55 From: Andrew@Herbert.Netkonect.Co.UK (Andrew Herbert) ---------------------------------------------------------------------------- Has anyone heard of Craig Collins or any of his animations ? Dolphin Dreams Speed Limit Last Stand On Hoth Mean CD Machone Soldier X Tygris III Aliens III He also did a magazine cover for Amiga Shopper I have one of his videos in PAL format (The Imagine Video Collection 1) from 17 bit software and was wondering if he released any more animations or if anyone has a contact addr ess ? BTW The Beyond Imagination search engine is out now from http://uptown.turnpike. net/H/Herbert/ >> Email: Andrew@Herbert.Netkonect.Co.UK << >> Beyond Imagination for Windows available at http://uptown.turnpike.net/H/Herb ert/ << @{" Thread 169" link IML-169} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-175 " MSG-175 Subject: Re: Creating landscapes @toc contents Subject: Re: Creating landscapes Date: Wednesday, 09 August 1995 22:08:50 From: mikael@pip.dknet.dk ---------------------------------------------------------------------------- I found a way on how to make easy landscapes, using Fractint (I use Fractint 19. 2). Start Fractint, make Plasma, save image. From main menu select "3D transform fro m file" and select your saved image. An option screen appears. The option "coarseness" c ontrols the detail level (number of points, edges and faces). Go down to "Ray Trace out" and enter "7" for DXF output. Press enter until the computer begins to draw. Start imagine, se lect "load DXF" and Imagine will convert the DXF, this may take some time. You know have an eas y way of making landscapes objects. Yours Mikael Johannesen. @{" Thread 177" link IML-177} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-176 " MSG-176 Subject: Re: Creating landscapes @toc contents Subject: Re: Creating landscapes Date: Wednesday, 09 August 1995 23:25:49 From: Fredster ---------------------------------------------------------------------------- -- [ From: Fredster * EMC.Ver #2.5.02 ] -- > I found a way on how to make easy landscapes, using Fractint (I use Fractint > 19.2). Start Fractint, make Plasma, save image. From main menu select "3D > transform from file" and select your saved image. An option screen appears. Neat idea! There's a program called VistaPro, that does great landscapes that can be saved as dxf and imported into Imagine as well, that gives you greater control over the whole thing. It's pretty cheap, and very effective... -------------------- Fred Aderhold fredster@netrix.net Brownies - not just for breakfast anymore! -------------------- @{" Thread 175" link IML-175} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-177 " MSG-177 Subject: Re: Creating landscapes @toc contents Subject: Re: Creating landscapes Date: Wednesday, 09 August 1995 23:32:53 From: Roger Straub ---------------------------------------------------------------------------- On Wed, 9 Aug 1995 mikael@pip.dknet.dk wrote: > I found a way on how to make easy landscapes, using Fractint (I use Fractint 1 9.2). What is Fractint? What platforms? Shareware? How much? AAAAAAGHHHHH!!!! > > Yours Mikael Johannesen. > > > See ya, Roger @{" Thread 229" link IML-229} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-178 " MSG-178 Subject: Re: Help-Im2.0 @toc contents Subject: Re: Help-Im2.0 Date: Thursday, 10 August 1995 00:06:11 From: Roger Straub ---------------------------------------------------------------------------- On Wed, 9 Aug 1995 NEWKIRK@delphi.com wrote: > HELP! I'm running IM 2.0, trying to 'Trace' a scene, and I keep getting > 'Error - World OcTree Too Large' What does it mean, what can I do? > This one's new to me. I think I've heard of this one. Try scaling your entire stage setup down below 1024(?). This should alleviate the problem, I think. > Joel > See ya, Roger @{" Thread 481" link IML-481} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-179 " MSG-179 Subject: Help-Im2.0 @toc contents Subject: Help-Im2.0 Date: Thursday, 10 August 1995 00:07:23 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- HELP! I'm running IM 2.0, trying to 'Trace' a scene, and I keep getting 'Error - World OcTree Too Large' What does it mean, what can I do? This one's new to me. Also have a non-Imagine question for Amiga Imagineers: I'm running on ECS chips, and have noticed a strange effect - my Amiga's display bleeds into channel six on my TV set, ten feet away, no connections (except power, but each is on it's own surge protector with filters) The problem exists with the monitor turned off too, so I guess I've been getting irradiated for years sitting in front of my A2000 (it sits on the floor, on it's end, right in fron of my chair. Hmmm.... glad I've already had a son...) Joel @{" Thread 178" link IML-178} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-180 " MSG-180 Subject: Re: Amiga IFF @toc contents Subject: Re: Amiga IFF Date: Thursday, 10 August 1995 02:05:39 From: Vance Schowalter ---------------------------------------------------------------------------- Yes, you can get several choices of image processor(format converters) from your nearest AmiNet site. I've tried out GfxCon, and it works well and is easy to use. It will convert to and from most popular Amiga/PC file graphic formats. Normally, however, I use the commercial program Imagemaster R/t. It's bang for the buck can't be beat by competitors. ******************************************* * Vance Schowalter >>Image Master<< * * * * Internet: viking@freenet.edmonton.ab.ca * * * * "Affable little snow creature." * ******************************************* @{" Thread 223" link IML-223} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-181 " MSG-181 Subject: Rendering Resolution @toc contents Subject: Rendering Resolution Date: Thursday, 10 August 1995 03:04:36 From: William Allwell ---------------------------------------------------------------------------- What is a good resolution to render in? I usually stick to 640*512, rendering in 24 bit, then viewing the rendered image through Art Department in AGA. I have noticed a few images in magazines rendered at resolutions up to 1500*1000, which are of veryy high qaulity. What resolutions do other people use??? Bill Allwell @{" Thread 171" link IML-171} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-182 " MSG-182 Subject: Imagine upgrade @toc contents Subject: Imagine upgrade Date: Thursday, 10 August 1995 03:11:43 From: William Allwell ---------------------------------------------------------------------------- I am currently using version2 of Imagine, and I'm thinking of upgrading to version3 or later. Are there many advantages to the later versions and what are to user guides like??? Bill Allwell @{" Thread 172" link IML-172} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-183 " MSG-183 Subject: Re: Pentax @toc contents Subject: Re: Pentax Date: Thursday, 10 August 1995 03:45:20 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Greg, on Aug 9 you wrote: > I d-loaded your Pentax .iob from Aminet, and I want to congratulate > you on your modelling. For a change, a nice object that's not > a space ship. Also, I like the way you didn't use any brush maps. > I guess I'm a bit of a purist, but using brushes seems to be a bit > of a cheat. > > Now, where do I get film for this :-> I'm glad you like it. I've tried to follow Carmen Rizzolo's lead and avoid brush maps where possible. It's a fine line between getting a detailed object and too many faces. The "PENTAX" logo alone is over 1400 faces, not to mention the Zoom and Focus rings. I was tempted to add brush maps for some text on the lens and aperture ring but had second thoughts, it would have meant rendering in a very high resolution to make them legible. I have to admit though that my next object will probably be the Deep Space 9 station :-) but it will be modelled from a VCR freeze frame, not a model. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 68" link IML-68} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-184 " MSG-184 Subject: Re: Rendering Resolution @toc contents Subject: Re: Rendering Resolution Date: Thursday, 10 August 1995 04:01:49 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello William, on Aug 10 you wrote: > What is a good resolution to render in? I usually stick to 640*512, > rendering in 24 bit, then viewing the rendered image through Art > Department in AGA. I have noticed a few images in magazines rendered at > resolutions up to 1500*1000, which are of veryy high qaulity. What > resolutions do other people use??? > > Bill Allwell I generally render to suit my default display (Workbench) size, around 724 x 566. A local magazine here in Australia won't accept anything less than 1500 x 3000 for their cover which measures 8" x 11" (A4). They need the higher resolutions for printing. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 187" link IML-187} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-185 " MSG-185 Subject: Re: Creating landscapes @toc contents Subject: Re: Creating landscapes Date: Thursday, 10 August 1995 04:17:09 From: RobSampson@aol.com ---------------------------------------------------------------------------- In a message dated 95-08-09 19:53:42 EDT, you write: >There's a program called VistaPro, that does great landscapes that can be >saved as dxf and imported into Imagine as well, that gives you greater >control over the whole thing. It's pretty cheap, and very effective... I've been using Vistapro 3.1, picked it up a couple weeks ago. I now consider it an excellent addtion to Imagine. There are so many ways to use it. Export dxf terrains to Imagine. Convert dem files to 3ds with a utility of thiers then convert the 3ds file to Imagine with Andrey's program. Backdrop an Imagine render into a Vistapro landscape and then place another Imagine render in the foreground as long as the tga files background color is black. It is by itself a great program with very good tech support, in fact the best tech support I have come across on any product. When I had a question about a feature right after buying it the guy who wrote the program responded to my question within hours even though the post was not directed towards him specifically. If you have need for great terrains and photorealistic backdrops this is the program to get. It was $85 I believe direct from VRLI but can be found cheaper I'm sure. Bob............... @{" Thread 222" link IML-222} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-186 " MSG-186 Subject: Upgrading... @toc contents Subject: Upgrading... Date: Thursday, 10 August 1995 07:22:54 From: James Brooks ---------------------------------------------------------------------------- Hi all, (Sorry if this question have been ask before..and I know it has) I have been out of the loop (in a since) with Imagine. As you can see I own Imagine 3.0. I am just wondering how much will cost total not to get up to Imagine 3.3? I was once offer to join Impulse's upgrade club but I was already sucked into using Lightwave (and I love it!) but the features I have been hearing about Imagine has me seriously thinking about seeing this package and once again use it WITH LW. :) Oh is there a number (or email address) I can get to Impulse? TIA Alex --------------------------------------------------------------- James "Alex" Brooks Amiga 4000/040/28MHz 22MB RAM Lightwave 3.5 / Imagine 3.0 VideoToaster 4000 3.1 Syquest 3.5" 270MB Bernoulli 90Pro NEC 3xp Triple Speed CDROM Warp Engine 4028 Epson ES-600C Scanner E-Mail: jamesb@clark.net -------------------------------------------------------------- @{" Thread 119" link IML-119} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-187 " MSG-187 Subject: Re: Rendering Resolution @toc contents Subject: Re: Rendering Resolution Date: Thursday, 10 August 1995 10:33:16 From: Paul Rance ---------------------------------------------------------------------------- > From: William Allwell > Subject: Rendering Resolution > To: imagine@email.sp.paramax.com > Date: Thu, 10 Aug 1995 02:04:36 +1000 (EST) > What is a good resolution to render in? I usually stick to 640*512, > rendering in 24 bit, then viewing the rendered image through Art > Department in AGA. I have noticed a few images in magazines rendered at > resolutions up to 1500*1000, which are of veryy high qaulity. What > resolutions do other people use??? > > Bill Allwell 640x512 is a good choice, or if you want to it to be seen on the PC`s do 640x480. I found that when I moved onto the PC most of my Amiga renderings were cut-off at the bottom. Another idea that I always used in final renderings is to render at 1280x1024 and then scale down 50%. This improves the quality of the render , as Imagines anti-aliasing has never been the best. I still found it quicker this way even with Imagine 3`s improved anti-aliasing, I just turned down the quality in Imagine and rendered it at twice the resolution I needed. It turned out quicker than using Imagine 3`s improved anti-aliasing quality which slows down dramatically. The reason why the magazines would use such a high resolution is so that it can be published without loss of quality. Alot of highend printing can go up to 32000. Paul R --------------------------------------------------------------- email: paul@rance.demon.co.uk gallery web page http://metro.turnpike.net/P/paulr/index.html --------------------------------------------------------------- @{" Thread 152" link IML-152} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-188 " MSG-188 Subject: Re: Fonts @toc contents Subject: Re: Fonts Date: Thursday, 10 August 1995 10:36:55 From: Paul Rance ---------------------------------------------------------------------------- > Date: Wed, 9 Aug 1995 10:36:41 -0700 (PDT) > From: Mike McCool > To: imaginemailinglist > Subject: fonts > Seems like I might have gone through this once, so excuse the > rudundancy,--but is there something buggy in 3.0's add font object, in > Detail? > > I'm not usually into the flying logo thing, but hey, cliche's > strike even the most conceited of us. I couldn't get Detail to load any > kind of font, not even postscript's. Ended up having to go into > spline, which isn't too slow at all. And the manual of course was > incredibly helpful. > > I'm glad I haven't deleted 2.9. Oh, and I'm on an A3000. > > (And also, please excuse those multiple posts yesterday about the > watersplash tutorial. I got three of my own letters. My server's > playing pingpong). > THis has been fixed in the later versions, I think its 3.2. Use the spline editor its much better anyway. Paul --------------------------------------------------------------- email: paul@rance.demon.co.uk gallery web page http://metro.turnpike.net/P/paulr/index.html --------------------------------------------------------------- @{" Thread 377" link IML-377} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-189 " MSG-189 Subject: Manuals please @toc contents Subject: Manuals please Date: Thursday, 10 August 1995 12:12:42 From: simon phillips ---------------------------------------------------------------------------- I got imagine 2.0 for my PC froma coverdisk. Only I have no clue how to use it properly as I have limited background in Amiga usage. Can anyone tell me where I can download a simple user guide ? If not can I get a cheap user manual for the pc version anywhere (cheap being the operative word) ? thanks Simon. @{" Thread 324" link IML-324} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-190 " MSG-190 Subject: Field Rendering @toc contents Subject: Field Rendering Date: Thursday, 10 August 1995 12:52:52 From: pantera@voyager.com ---------------------------------------------------------------------------- A few questions: * I have not tried to do a fiel rendering yet, but i am kinda confused, i understand that the best time to use it is when you have objects moving horizontally or vertically across the screenn. Should i just use field rendering for ALL my animations??? and what do the individual frames look like? * When I try to align an object to the camera i get an error message, anyone know why? * If there is ANYONE out there with version 3.3 please E-mail me. ------------------------- H"E"L"M"Y PRODUCTIONS ------------------------- <3D & 2D AnImAtIoN> ------------------------- E-Mail: Helmy@Voyager.Com ------------------------- @{" Thread 199" link IML-199} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-191 " MSG-191 Subject: Re: Beyond Imagine @toc contents Subject: Re: Beyond Imagine Date: Thursday, 10 August 1995 12:59:51 From: Ayalon Hermony ---------------------------------------------------------------------------- Hello, Tried FTP uptown.turnpike.net to get Beyond.zip. The system didn't allows me as ftp or anon or guest. Do I need http it only? TIA. How do you come back from 3D ? Ayalon M. Hermony, Internet: ila2024@datasrv.co.il @{" Thread 478" link IML-478} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-192 " MSG-192 Subject: Re: Amiga IFF @toc contents Subject: Re: Amiga IFF Date: Thursday, 10 August 1995 15:39:04 From: Mike McCool ---------------------------------------------------------------------------- Look down at aminet, in the gfx directory, I don't know if it's in the edit directory or the 3d directory, but I think it's called Image Studio. (Great help, eh! I'm not sure exactly where it is, nor what it's called! Help like this you could do without . . . :^) On Wed, 9 Aug 1995, Susan Dianne Boon wrote: > Hi! > > Sorry to be slightly off topic but,are there any PD programs that > would convert my Imagine IFF to other formats like GIFF and TIFF? > Or even HTML???? > Keep rendering! > > > -- > > Dr. Susan D. Boon > Department of Psychology > University of Calgary > 2500 University Dr. NW > Calgary, AB T2N 1N4 > CANADA > @{" Thread 116" link IML-116} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-193 " MSG-193 Subject: Re: Rendering Resolution @toc contents Subject: Re: Rendering Resolution Date: Thursday, 10 August 1995 16:44:05 From: Dylan Neill ---------------------------------------------------------------------------- On Thu, 10 Aug 1995, William Allwell wrote: > What is a good resolution to render in? I usually stick to 640*512, > rendering in 24 bit, then viewing the rendered image through Art > Department in AGA. I have noticed a few images in magazines rendered at > resolutions up to 1500*1000, which are of veryy high qaulity. What > resolutions do other people use??? Depends what you're doing it for. If your gonna make the picture for a magazine or something then you have to use high resolutions so the picture won't look too chunky. For viewing on screen just render 640x512 or whatever the highest resolution of your system is (I've done 1280x512 and 800x600 pictures and viewed them in AGA, looks good!) --- |\ /| o O ________________________oOO_=( ^ )=_OOo___________________________ | ''' U ''' | | Gumby Death Man (Dylan Neill) Amiga 1200/6/120 486DX2-66/24/500 | | Email: dylann@pcug.org.au WWW: http://www.pcug.org.au/~dylann/ | |__________________________________________________________________| @{" Thread 184" link IML-184} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-194 " MSG-194 Subject: Back From Siggraph @toc contents Subject: Back From Siggraph Date: Thursday, 10 August 1995 18:50:57 From: Broctune@aol.com ---------------------------------------------------------------------------- I just got back from siggraph and I must say it was awesome. I mean I only went to the exibits, cause I couldn't afford the classes and stuff but it was truly an experience. Someof the more interesting things were the full earth scaling thing-a-ma-bober, that allowed you to look at a globe, turn it around and go into to any city or place and fly around, it scaled from full earth view to like a 10 meter resolution of a place in almost real time. Another cool place was the Alias Wavefront exhibit. They had a guy there who was showing how the software was used in making fire, hair and proper speech. If you have never been I urge you to go sometime because you'll never forget it. @{" Thread 205" link IML-205} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-195 " MSG-195 Subject: IML-FAQ#07 upped @toc contents Subject: IML-FAQ#07 upped Date: Thursday, 10 August 1995 21:41:52 From: G.Scibilia@Agora.stm.it ---------------------------------------------------------------------------- Hi Imagineers, >Subject: FAQ's >From: DAVEH47@delphi.com > > > Could someone post a message as soon as Imagine FAQ#7 is > available on aminet? I upped the latest Imagine Mailing List FAQ#07 on Aminet ftp.luth.se site right now, it should be available in the next days (gfx/3d/iml-faq7.lzh). /\_ | | "G.Scibilia@Agora.stm.it" | O | "cn01@novell.dima.unige.it" | | "2:332/211.24@FidoNet.org" | O | "Imagine Mailing List,IML FAQer" ae(-_^)ue |___| _ __ ___ ______Wizard signing off @{" Thread 409" link IML-409} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-196 " MSG-196 Subject: ModePro? @toc contents Subject: ModePro? Date: Thursday, 10 August 1995 22:19:12 From: Roger Straub ---------------------------------------------------------------------------- When I downloaded ModePro from Aminet the other day, It worked fine. I was running Imagine 3.3 in fully overscanned 724x482. Cool, I thought. Then after a couple of days, it quit. ModePro wouldn't recognize when I ran Imagine, and wouldn't promote the screen. =_( Uncol, I thought. Is there something obvious that I'm missing? ModePro works every once in a while, but I usually have to reboot several times. I tried adding a path to the program name, and I tried using the screenmode requester option; the requester doesn't even try to pop up. Help!? See ya, Roger @{" Thread 8" link IML-8} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-197 " MSG-197 Subject: 50mhz cpu plug-in? @toc contents Subject: 50mhz cpu plug-in? Date: Thursday, 10 August 1995 23:19:05 From: Mike McCool ---------------------------------------------------------------------------- Anybody heard anything about such an animal? At the local users's group meeting last night, some fellow mentioned a 'replacement chip' or plug-in type thing that goes in the cpu slot and turns your amiga into a 50mhz. He didn't know WHICH amiga, and someone else said it wasn't 50mhz, but 60 or 100--but both agreed they'd heard it costs under 600 bucks. This news comes just when I was thinking of buying a warp engine. I guess I should pick up a magazine occasionally and thumb through it. Reminds me: last year, I got a print-out of a simple hardware hack for the A3000 that allegedly transforms the floating point unit into a 50mhz screamer. (I know, 50mhz is hardly screaming, but to a 25mhz user, it IS). Anybody know about this, or tried it, or fried their machine trying it? Thanks in a trance. @{" Thread 201" link IML-201} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-198 " MSG-198 Subject: Rendering Resolution @toc contents Subject: Rendering Resolution Date: Friday, 11 August 1995 01:08:45 From: Torgeir Holm ---------------------------------------------------------------------------- On 10-Aug-95 02:04:36, William Allwell wrote: >What is a good resolution to render in? I usually stick to 640*512, >rendering in 24 bit, then viewing the rendered image through Art >Department in AGA. I have noticed a few images in magazines rendered at >resolutions up to 1500*1000, which are of veryy high qaulity. What >resolutions do other people use??? It depends on what the image is intended for. If it's for screen display, I usualy don't go above 800x600. However, if it's meant to be printed (offset, ie. in a magazine) It all depends on the final size of the printed image and the magazine's screen ruling. Example: I get a job to do a rendering as an illustration in a magazine, the final size is supposed to be 8"*5", and they use a 130 lpi screen (they tell me this, I don't have to figure that out.) I double the lpi to get the dpi = 260 260 * 8 = 2080 260 * 5 = 1300 So I render the image at 2080*1300 at a 1:1 aspect ratio. If I render at a lower resoulution, you will start to notice pixels on the printed page. "lpi*2=dpi" & "dpi * x size & y size" is the basic rule when figuring out resolutions for print. Torge!r @{" Thread 181" link IML-181} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-199 " MSG-199 Subject: Re: Field Rendering @toc contents Subject: Re: Field Rendering Date: Friday, 11 August 1995 02:03:14 From: Richard Heidebrecht ---------------------------------------------------------------------------- On Thu, 10 Aug 1995 pantera@voyager.com wrote: > * I have not tried to do a fiel rendering yet, but i am kinda confused, > i understand that the best time to use it is when you have objects > moving horizontally or vertically across the screenn. Should i just use > field rendering for ALL my animations??? and what do the individual > frames look like? What's field rendering? I've heard of it before, but have no idea what it does, would someone please enlighten me? ~Rick Heidebrecht~ @{" Thread 208" link IML-208} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-200 " MSG-200 Subject: Blaq! away until Aug. 21 @toc contents Subject: Blaq! away until Aug. 21 Date: Friday, 11 August 1995 03:18:23 From: Charles Blaquiere ---------------------------------------------------------------------------- Since this is a long time, and I'm one of the more prolific current IML members, I thought I'd post a tiny notice of my absence. Hope nobody minds. ObImagine: Call Mike H. and talk to him in person! It's much better than trying to communicate with him online. His enthusiasm for upcoming Imagine developments is downright contagious. @{" Thread 207" link IML-207} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-201 " MSG-201 Subject: Re: 50mhz cpu plug-in? @toc contents Subject: Re: 50mhz cpu plug-in? Date: Friday, 11 August 1995 07:35:41 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- >Anybody heard anything about such an animal? At the local users's group >meeting last night, some fellow mentioned a 'replacement chip' or plug-in >type thing that goes in the cpu slot and turns your amiga into a 50mhz. >He didn't know WHICH amiga, and someone else said it wasn't 50mhz, but 60 >or 100--but both agreed they'd heard it costs under 600 bucks. > >This news comes just when I was thinking of buying a warp engine. I guess >I should pick up a magazine occasionally and thumb through it. > >Reminds me: last year, I got a print-out of a simple hardware hack for the >A3000 that allegedly transforms the floating point unit into a 50mhz >screamer. (I know, 50mhz is hardly screaming, but to a 25mhz user, it >IS). Anybody know about this, or tried it, or fried their machine trying >it? > >Thanks in a trance. > Replacement chipping the 3000 would be difficult - the 030 is suface mounted ie soldered to the motherboard. The only real way to accelerate a 3000 is via the cpu slot, as used by the Warp engine. @{" Thread 27" link IML-27} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-202 " MSG-202 Subject: Sparkles @toc contents Subject: Sparkles Date: Friday, 11 August 1995 11:04:57 From: "DEBEAUMONT, GEORGE" ---------------------------------------------------------------------------- On 8/6/95 Rod Macey wrote: >Back to lenseflares - well sparkles actually. How do I obtain a nice >sparkle off the edge of a wine glass or chrome object? Help is >appreciated. Thanks. Hey Rod, I've got a quick thought on how to achieve a sparkle type of effect in an animation. Presumably you want something less intense than a lense flare, but something more than a simple specular highlight...the result of what one would see in real life from some minor imperfection or poorly seen detail on a rotating reflective object. I'd approach it this way: 1) Create a primitive disk with even # of sections (lets use 12). Select every other point (pick points mode) and scale down (result = six point star). 2) Apply the Fakely texture to the sparkle object: TYPE NO. = 2 (This will affect the filter value of the object only) CHANGE THRESHOLD = 0.9 (This will make the sparkle object visible only when it directly faces the camera) SIDE RGB = 255,255,255 FRONT RGB = 0,0,0 3) Group the six pointed star to the object needing the sparkles. Make sure to orient it such that it becomes visible (directly faces the camera) at the desired point in your animation. Each sparkle object will now remain invisible until its plane is perpendicular to the Y axis of the camera. Anyway thats the basic idea. You'd probably want to use multiple sparkle objects (with slightly different orientations) and keep them relatively small. You might want to experiment with other shapes as well. George deBeaumont debeaugw@songs.sce.com @{" Thread 338" link IML-338} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-203 " MSG-203 Subject: Texture/States problem @toc contents Subject: Texture/States problem Date: Friday, 11 August 1995 14:11:13 From: spack@mv.us.adobe.com ---------------------------------------------------------------------------- Hey All, I was trying to make a animation of clouds moving past, like in time-lapse photography, using PC IM3.3's cloud texture. I created a primitive plane 1000x1000 with 1 horizontal and vertical sections. I then applied the clouds texture and created two states for the texture's position to morph from. Here is a ASCII diagram: --------------------- | A X| | | | | | | | Z | | | | | | | | B | --------------------- The first state of the texture is 'tacked' at A (i.e. I edited the texture axis, moved it to A). The second state is tacked at B (again moving the texture axis to B). I would expect that when animated there should be a smooth, linear transition from A to B. However, this does not work! What happens is that the texture rotates around a imaginary axis located at X. Z is the object axis location, so this does not appear to be part of the problem. Can someone explain why the texture doesn't morph in a linear manner? Ideas on how to make it move linearly? Thanks! -Scott spack@adobe.com @{" Thread 487" link IML-487} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-204 " MSG-204 Subject: Interesting ... @toc contents Subject: Interesting ... Date: Friday, 11 August 1995 15:38:03 From: sherman@netcad.ENET.dec.com ---------------------------------------------------------------------------- FROM too long. Original FROM is 'Steve NACAD::Sherman LKG2-A/R5 pole AA2 DTN 226 -6992 11-Aug-1995 1423 -0400 ' ---------------------- Original Message Follows ---------------------- The latest DV has some exciting stuff in it. I'm considering going to broadcast quality hardware to spit out Imagine stuff as well as upgrading other stuff. There was formal mention of Iomega's Jaz box. Basically, it's supposed to be out soon and sell for about $500. It takes 3.5" media that costs each about $100. Each cart can hold about 1 GB of data and can be accessed at a quoted average rate of 6.73 MB/sec. Takes a SCSI 2 interface and by the picture looks like it'll fit in one o' my PC bays with no prob. If Iomega delivers, this thing could be used for video playback, project storage and backups. Has the potential to be one INCREDIBLE piece of HW. I'm waiting for it ... Also, I've seen several ads for the MARS 2 card by Daewoo. Has a big, red 800 number at the bottom to call for more info. It's supposed to do MPEG2 playback and recording with 6:1 compression or so. Thus, one *should* be able to use a vanilla hard disk with it to play back animation. I've called the 800 number a few times. The voicemail for Mark Brown (the gringo you need to speak to) is full. Could be a lot of interest in this card. I have no idea where to get one or how much it will be. Generates broadcast quality video, unlike most of the cards out there. (NTSC has 60 frame, true color, 740X480, MPEG-2, selectable PAL or NTSC, ISA interface, S-VHS, Composite and Betacam outs.) Specs look real good on this board. Looks to me like it would work well with the coming Jaz ... An aside, I note that several card vendors are packaging Adobe Premiere 4.0 LE with their hardware. I know what AP 4.0 is. But, what is "LE"? I assume it's a hobbled version of 4.0, no? There's little or no mention of it in Adobe's www pages. Anybody know? Steve @{" Thread 210" link IML-210} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-205 " MSG-205 Subject: Re: Back From Siggraph @toc contents Subject: Re: Back From Siggraph Date: Friday, 11 August 1995 18:19:48 From: Ted Stethem ---------------------------------------------------------------------------- If you want some real inspiration (or to get really depressed), you should check out the Alias website, http://www.alias.com. It has been redone for SIGGRAPH and to note their merger with Wavefront. There are dozens of MPEG's done by Alias animators and others. There is the running Yeti, covered with flowing, bouncing HAIR, the porcupine covered with moving QUILLS, the realistic glass of water with BUBBLING Alka-seltzer, moving clouds in the sky made with PARTICLES, and so on and so on. You will really have to check out Cyrus Lum's DRAGON. During SIGGRAPH, they had a live connection but I believe it is down now. On Thu, 10 Aug 1995 Broctune@aol.com wrote: > I just got back from siggraph and I must say it was awesome. I mean I only > went to the exibits, cause I couldn't afford the classes and stuff but it was > truly an experience. Someof the more interesting things were the full earth > scaling thing-a-ma-bober, that allowed you to look at a globe, turn it around > and go into to any city or place and fly around, it scaled from full earth > view to like a 10 meter resolution of a place in almost real time. Another > cool place was the Alias Wavefront exhibit. They had a guy there who was > showing how the software was used in making fire, hair and proper speech. If > you have never been I urge you to go sometime because you'll never forget it. > @{" Thread 400" link IML-400} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-206 " MSG-206 Subject: Veloctiy in v4.0 ??? @toc contents Subject: Veloctiy in v4.0 ??? Date: Friday, 11 August 1995 20:16:56 From: Broctune@aol.com ---------------------------------------------------------------------------- Since there is all this talk about velocity scaling and all that will there been an easier way to control the speed of an object and have it vary over time in the new version. @{" Thread 123" link IML-123} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-207 " MSG-207 Subject: Bones animation @toc contents Subject: Bones animation Date: Friday, 11 August 1995 21:36:58 From: Doug Darland ---------------------------------------------------------------------------- Hello, Here is my first try at Bones and Shadows. It is a 720K zipped .FLC it unzips to 1M or so. It shows Bones being used in 2 different axis's on the same object. Sharky has been gracious enough to allow me to put it on his server. You can ftp it from ftp.websharx.com/pub/imagine/walk.zip Thanks Sharky for all your help. Doug ddarland@qualcomm.com @{" Thread 285" link IML-285} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-208 " MSG-208 Subject: Re: Field Rendering @toc contents Subject: Re: Field Rendering Date: Friday, 11 August 1995 22:58:53 From: RobSampson@aol.com ---------------------------------------------------------------------------- In a message dated 95-08-11 01:23:42 EDT, you write: >> * I have not tried to do a fiel rendering yet, but i am kinda confused, >> i understand that the best time to use it is when you have objects >> moving horizontally or vertically across the screenn. Should i just use >> field rendering for ALL my animations??? and what do the individual >> frames look like? > >What's field rendering? I've heard of it before, but have no idea what >it does, would someone please enlighten me? > > > ~Rick Heidebrecht~ 7. Field Rendering... For many this feature will do nothing, except make you feel good that once you really need it you now have it. Field rendering is only worth something if you are going to a single frame recorder, of digital animation system like the Personal Animation Recorder from DPS, in Florence, Kentucky. You simply click on the Field Render button in the subproject requester for the project that you are working on. Notice also that there is a flip fields button. You should make a test render of say 30 frames, if the image is not stable or seems to be blurred or jagged, then simple click on the Flip Field button. Now re-render the animation and everything should be just perfect. Remember that this is the case for your system so that when you set up a render you will always have to click on this button if you needed to do so for this test. We have set this feature to work out of the box with the PAR card, so as you test this feature please let us know what you had to do to make it work with your system so that we can let everyone else know what works best. This is from the manual.txt file. Hope it helps you. Bob............ @{" Thread 258" link IML-258} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-209 " MSG-209 Subject: Re: Field Rendering @toc contents Subject: Re: Field Rendering Date: Saturday, 12 August 1995 00:23:06 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- >ok well thanks for the explanations guys, my question now is should i >Field Render ALL the time? and if so, what kind of an speed decrease >should i expect if any? > >Also why is the PAR still so expensive!!! Its been at the $1600 range >for the past 3 years! Isnt there anything out there that is much >cheaper and has the same broadcast quality? > As mentioned, field render only when you will be playing back at a guranteed 30 fps. Otherwise the animation will look ragged. If you can play back at 30 fps, field render. It's not alot slower, and the result is great. Note when field rendering if you want to hold on the first or last frame, render those two without field rendering. PAR is still that price because it's the same card it was 3 years ago! It's about to be replaced by the Perception card, which is the same price but uses compression ratios as low as 3 to 1, and uses a SCSI II interface so you can use standard drives and get better speed, among other features. They cost this much because true broadcast standard is demanding, and hence expensive. The prices of these cards is chicken feed in an industry where a basic broadcast quality Sony Betacam SP video deck is $30,000+. We are lucky to have access to such 'cheap' gear as $2000! There is a card called the Q'motion (?) coming out which is broadcast resolution with composite and YC (S-VHS/Hi8) in (?) and out, for around $600. It doesn't have component (YUV or RGB) out so it's not quite Broadcast in the same league as PAR/Perception but it may be 'Broadcastable' ie don't let the engineers get too close! Might be worth looking out for if it performs. Bill Boyce @{" Thread 246" link IML-246} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-210 " MSG-210 Subject: Re: Interesting ... @toc contents Subject: Re: Interesting ... Date: Saturday, 12 August 1995 00:32:40 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- >The latest DV has some exciting stuff in it. I'm considering going to >broadcast quality hardware to spit out Imagine stuff as well as upgrading >other stuff. > snip >Also, I've seen several ads for the MARS 2 card by Daewoo. Has a big, red >800 number at the bottom to call for more info. It's supposed to do MPEG2 >playback and recording with 6:1 compression or so. snip >Generates broadcast >quality video, unlike most of the cards out there. (NTSC has 60 frame, >true color, 740X480, MPEG-2, selectable PAL or NTSC, ISA interface, S-VHS, >Composite and Betacam outs.) Specs look real good on this board. Looks >to me like it would work well with the coming Jaz ... Check out the Q'Motion (?) card too. Similar features, (though no beta) for around $600 >An aside, I note that several card vendors are packaging Adobe Premiere >4.0 LE with their hardware. I know what AP 4.0 is. But, what is "LE"? >I assume it's a hobbled version of 4.0, no? There's little or no mention >of it in Adobe's www pages. Anybody know? Yes, it's a cut down (giving new meaning to Limited Edition!) version. @{" Thread 212" link IML-212} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-211 " MSG-211 Subject: Re:ModePro? @toc contents Subject: Re:ModePro? Date: Saturday, 12 August 1995 01:34:17 From: mrivers@tbag.tscs.com (Michael Rivers) ---------------------------------------------------------------------------- > When I downloaded ModePro from Aminet the other day, It worked fine. > I was running Imagine 3.3 in fully overscanned 724x482. Cool, I > thought. Then after a couple of days, it quit. ModePro wouldn't > recognize when I ran Imagine, and wouldn't promote the screen. =_( > Uncol, I thought. Is there something obvious that I'm missing? > ModePro works every once in a while, but I usually have to reboot > several times. I tried adding a path to the program name, and I > tried using the screenmode requester option; the > requester doesn't even try to pop up. Help!? > See ya, > Roger A few things come to mind, - Promote Imagine by the Screens name(Imagine). Depending on how Imagine is started, it's Program Name may be 'Imagine.fp' , 'Imagine.int' or something like 'work:imagine/Imagine.fp' - Check you chip-mem perhaps your running out or is becoming fragmented, if ModePro can't promote the screen, it will fallback and open the the screen without promotion. Try promoting to a smaller screen mode. - Check the entrys in ModePro, Entries in the Screen list have priority over the entries in the Program list. - Try using wild cards, for ex. #?Imagine#? or you can use #?(which will promote everthing) I'm probably guessing it will be the 1st, 3rd or 4th, being as your not getting the screen mode requester. @{" Thread 220" link IML-220} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-212 " MSG-212 Subject: Re: Interesting ... @toc contents Subject: Re: Interesting ... Date: Saturday, 12 August 1995 01:46:32 From: Sharky ---------------------------------------------------------------------------- On Fri, 11 Aug 1995, Steve NACAD::Sherman LKG2-A/R5 pole AA2 DTN 226-6992 11-Aug -1995 1423 -0400 wrote: > The latest DV has some exciting stuff in it. I'm considering going to > broadcast quality hardware to spit out Imagine stuff as well as upgrading > other stuff. > > There was formal mention of Iomega's Jaz box. Basically, it's supposed to > be out soon and sell for about $500. It takes 3.5" media that costs each > about $100. Each cart can hold about 1 GB of data and can be accessed at > a quoted average rate of 6.73 MB/sec. Takes a SCSI 2 interface and by the > picture looks like it'll fit in one o' my PC bays with no prob. If Iomega > delivers, this thing could be used for video playback, project storage and > backups. Has the potential to be one INCREDIBLE piece of HW. I'm waiting > for it ... The JAZ looks hot! If it is anything like the ZIP drive I just got (JAZ's little 100MB brother) it'll sell like hotcakes. I've moved from bernoulli's straight to zip disks and the pricing is just right to put one project per zip disk. (OK I do wimpy imagine projects that don't go over 100MB phtophtpht) :-) [snipped daewoo stuff] > An aside, I note that several card vendors are packaging Adobe Premiere > 4.0 LE with their hardware. I know what AP 4.0 is. But, what is "LE"? > I assume it's a hobbled version of 4.0, no? There's little or no mention > of it in Adobe's www pages. Anybody know? The LE is short for 'Lite Edition' or more appropriately 'Lame Edition'. I got it with my Movie Machine Pro MJPEG compression setup and will be upgrading to the full version (~$150) as soon as possible. The MM Pro is great, but I get the feeling that I may be crying for the newer stuff come COMDEX this fall. :-( Aloha, Sharky sharky@aloha.com/CIS#70614,2011 __ v Home Page : http://aloha.com/~sharky WebSurfer & Fun Guy,Funky __/ \ >*< Home Server:http://www.websharx.com WWW Page Designs, ____/ ) | ^ Hawaii Related Links and Etcetera's, Tech. Planning /\_____/ } \ 3D Modelling & Animation Art,Objects ~~~~~~~~~~~~~~~(_________ALOHA!_______)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @{" Thread 243" link IML-243} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-213 " MSG-213 Subject: Amiga IFF @toc contents Subject: Amiga IFF Date: Saturday, 12 August 1995 02:12:33 From: Susan Dianne Boon ---------------------------------------------------------------------------- Thanks to all for the replys about imagestudio and superview. Too bad neither have TIFF but I will give GIF a whirl. Another question...(again?!?!?) has to do with my final renderings. I have basically made an animimated intro using fonts I have created with the spline editor. Now the animated words show up fine during a "make" and during a "quickrender". But when I go to do a trace (in any graphic mode) there is always three letters missing on the last word. If I recreate the word again in the spline editor,but create the letters in a different order, it never shows the last three letters I have created in the spline editor. It seems that there are a maximum of letters (faces) allowed? Any ideas? Cool...I'm up to 70% complete...isnt multitasking great? -- Dr. Susan D. Boon Department of Psychology University of Calgary 2500 University Dr. NW Calgary, AB T2N 1N4 CANADA @{" Thread 173" link IML-173} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-214 " MSG-214 Subject: Re: Imagine 2.0 @toc contents Subject: Re: Imagine 2.0 Date: Saturday, 12 August 1995 07:08:43 From: SGiff68285@aol.com ---------------------------------------------------------------------------- In a message dated 95-08-09 19:48:35 EDT, jpiche@freenet.calgary.ab.ca (Joe Piche) writes: >I was wundering if there was an upgrade to imagine 2.0? Bug fix, and the >like. I can't afford 3.0, so I'm kinda stuck with 2 right>. I'm also looking for a tutorial on how to use the Cycle editor. >The book that came with imagine when I bought it, covers all the basics, >but not the cycle ed. > >BTW, I'm using the PC version. > >Thanx, Joe > > Hey Joe, and anyone else out there that may be interested. Impulse offers a package called Imagine Lite on CD-Rom. It is only $100 bucks and offers significant improvements over 2.0. I believe it is version 3.0, and has some of the high-end features like Particles taken out. It would be well worth your $100 bucks. 2.0 seems like a script based program in comparison. stephen g. @{" Thread 264" link IML-264} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-215 " MSG-215 Subject: Re: Creating landscapes @toc contents Subject: Re: Creating landscapes Date: Saturday, 12 August 1995 07:09:27 From: SGiff68285@aol.com ---------------------------------------------------------------------------- In a message dated 95-08-09 23:54:10 EDT, RobSampson@aol.com writes: >I've been using Vistapro 3.1, picked it up a couple weeks ago. I now >consider it an excellent addtion to Imagine. There are so many ways to use >it. Export dxf terrains to Imagine. Convert dem files to 3ds with a utility >of thiers then convert the 3ds file to Imagine with Andrey's program. > Backdrop an Imagine render into a Vistapro landscape and then place another >Imagine render in the foreground as long as the tga files background color is >black. It is by itself a great program with very good tech support, in fact >the best tech support I have come across on any product. When I had a >question about a feature right after buying it the guy who wrote the program >responded to my question within hours even though the post was not directed >towards him specifically. If you have need for great terrains and >photorealistic backdrops this is the program to get. It was $85 I believe >direct from VRLI but can be found cheaper I'm sure. > >Bob............... > > Bob, doesn't VP create DXF files that are to large for Imagine to handle. Or have they created a way to export reduced polygon dxf's. So far everyone I have talked to say the DXF's go beyond Imagine's face or point limit. stephen g. @{" Thread 185" link IML-185} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-216 " MSG-216 Subject: IML overload @toc contents Subject: IML overload Date: Saturday, 12 August 1995 07:49:03 From: cjo@esrange.ssc.se ---------------------------------------------------------------------------- Wheeewww!!! What _is_ this? I'm gone for 5 weeks and when I come back I've got over 1100 mails from the= =20 IML in my mailbox! That's more than 200 mails per week!! Jeez... *---------------------------------------------------------------* | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | *---------------------------------------------------------------* @{" Thread 195" link IML-195} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-217 " MSG-217 Subject: RE:Veloctiy in v4.0 ??? @toc contents Subject: RE:Veloctiy in v4.0 ??? Date: Saturday, 12 August 1995 09:10:47 From: jbk4@email.psu.edu (The Prophet) ---------------------------------------------------------------------------- To make it easier, Impulse should implement a graphical control box that displays a spline curve that represents the velocity scaling. It would aid the user-friendliness of the prg. Jaeson K. ____ ____ _ _ ( | \ ( / \ ( ) _ / ) )| )_ __ / /_ _ __ / __ ( X_) ( | /~ \ /\_) /---~/ ) / )/ )/~\ /\_) / _ )ll/ l/ \__ (/ (/ (_//__// / \__ (___) (____________) (___/ (___) Jaeson Koszarsky Amiga 3000+ ---------------- ----------- cyberprophet@psu.edu 68040/30Mhz jbk4@email.psu.edu 24Megs-1GIG jason@chaos.ezgate.com OS3.1 @{" Thread 405" link IML-405} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-218 " MSG-218 Subject: Re: An old challenge - How are diamonds done ? @toc contents Subject: Re: An old challenge - How are diamonds done ? Date: Saturday, 12 August 1995 10:02:41 From: "JOSEPH F. HART" ---------------------------------------------------------------------------- > From: IN%"rbyrne@3dform.edex.edu.au" : > Here's a trace I did of your Diamond object. For a comparison, I copied it > and changed the attributes to Glass with the same Index of Refraction as > yours and placed it to the right of your original. I looked at the JPEG, and you have exactly the effect I've been trying to achieve. I've been having some difficulty trying to duplicate it. Is there any way you could provide more details on how you did it ? Perhaps you could lharc and uuencode the project, or perhaps better yet, post a tutorial here on the mailing list........ In Awe of Your Marvelous Achievement..... [ Sounds of transcendant admiration, followed by thunderous applause and fervent worship, with much bowing, praise and sacrificing.....] ___________________________________________________________________ | Internet: VISHART@ubvms.cc.buffalo.edu Joseph Hart | /// Plink : OSS542 Niagara Falls, NY | \\\/// Ham call: WA2SND | \XX/ FreeNet : af804@freenet.buffalo.edu | *** AMIGA - Computers for REAL MEN *** =================================================================== @{" Thread 234" link IML-234} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-219 " MSG-219 Subject: Re: Amiga IFF @toc contents Subject: Re: Amiga IFF Date: Saturday, 12 August 1995 11:56:24 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- >I have basically made an animimated intro using fonts I have >created with the spline editor. Now the animated words show up >fine during a "make" and during a "quickrender". But when I go to >do a trace (in any graphic mode) there is always three letters >missing on the last word. If I recreate the word again in the >spline editor,but create the letters in a different order, it >never shows the last three letters I have created in the >spline editor. It seems that there are a maximum of letters >(faces) allowed? Any ideas? > Hmmm. There is a limit on the number of edges (the only limit I've bumped into) which is around 32000 (40000?) edges per object. The other thing is if Imagine runs out of RAM for a render it drops polygons - well it used to do this, I probably haven't run up against this since Imagine 2.0, so I'm not sure it still does it. Bill Boyce @{" Thread 180" link IML-180} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-220 " MSG-220 Subject: Re:ModePro? @toc contents Subject: Re:ModePro? Date: Saturday, 12 August 1995 12:20:38 From: Roger Straub ---------------------------------------------------------------------------- On Sat, 12 Aug 1995, Michael Rivers wrote: b> > A few things come to mind, > - Promote Imagine by the Screens name(Imagine). Depending > on how Imagine is started, it's Program Name may be > 'Imagine.fp' , 'Imagine.int' or something like > 'work:imagine/Imagine.fp' > - Check you chip-mem perhaps your running out or is becoming > fragmented, if ModePro can't promote the screen, it will > fallback and open the the screen without promotion. > Try promoting to a smaller screen mode. > - Check the entrys in ModePro, Entries in the Screen list have > priority over the entries in the Program list. > - Try using wild cards, for ex. #?Imagine#? > or you can use #?(which will promote everthing) > > I'm probably guessing it will be the 1st, 3rd or 4th, being > as your not getting the screen mode requester. > I tried all of these. Imagine still pops up as a tiny 640x400 screen, and I still don't get the requester. Grrr... See ya, Roger @{" Thread 360" link IML-360} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-221 " MSG-221 Subject: Re: Creating landscapes @toc contents Subject: Re: Creating landscapes Date: Saturday, 12 August 1995 13:36:43 From: Jim Shinosky ---------------------------------------------------------------------------- > > Bob, doesn't VP create DXF files that are to large for Imagine to handle. > Or have they created a way to export reduced polygon dxf's. So far everyone > I have talked to say the DXF's go beyond Imagine's face or point limit. > > stephen g. Actually, if I may step in here, Vistapro lets you set the detail level of the DXF from very low quality(low polygon count) to very high quality. There are 4 detail levels(maybe 5 I haven't used it in a while). The DXF's are very useable. Jim Shinosky @{" Thread 492" link IML-492} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-222 " MSG-222 Subject: Re: Creating landscapes @toc contents Subject: Re: Creating landscapes Date: Saturday, 12 August 1995 15:22:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- -> Bob, doesn't VP create DXF files that are to large for Imagine to= ha-> Or have they created a way to export reduced polygon dxf's. So f=ar-> I have talke d to say the DXF's go beyond Imagine's face or point l=imiI've never had any tro uble importing VP DXF's, but if I remember righ=tyou can control how large of te rrain you want. In theory I suppose yo=ucould create one so large it would excee d your ram limits.ps. This is 3.1 for IBM (don't know about any other version) /------------------------------ ___ ___ ___ ___ | Mike van der Sommen / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / / / \ | mike.vandersommen@caddy.uu.silcom.c om HAUS BBS (805-683-1388) | "Blackouts make for nice breaks in t he day" \_____________________________________________________________--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388 @{" Thread 221" link IML-221} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-223 " MSG-223 Subject: Re: Amiga IFF @toc contents Subject: Re: Amiga IFF Date: Saturday, 12 August 1995 15:48:36 From: Mike McCool ---------------------------------------------------------------------------- Hey Doc, Sounds like a common problem: either your objects are going outside your world boundary, or else you're running out of ram. Go into action editor, and make sure, in the Globals, that your world size is set to 0,0,0. World size is only a factor in trace mode, so I'll bet this is where you're losing your object. @{" Thread 192" link IML-192} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-224 " MSG-224 Subject: Ram drive when using imagine @toc contents Subject: Ram drive when using imagine Date: Saturday, 12 August 1995 16:03:21 From: Old_Man ---------------------------------------------------------------------------- I have just added a pentium to my faithful Amigo, and I know this will show how little I know about IBM but,,,,,,,,,,,,,,,,In order to run imagine,I have to rem out the first two lines of my config.sys - right? (to get rid of emm386 and himem) When I do this and then try to create a RAM drive I can only create about 128 and this fills up almost immediately. Obviously I am doing something wrong and will appreciate hearing how to do it right Thanks Bill @{" Thread 244" link IML-244} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-225 " MSG-225 Subject: ISL PC version @toc contents Subject: ISL PC version Date: Saturday, 12 August 1995 16:15:36 From: Paul Thompson ---------------------------------------------------------------------------- I'm looking for the PC version of ISL. I haven't had much luck finding it. Can someone help? Paul @{" Thread 240" link IML-240} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-226 " MSG-226 Subject: Hide/unhide subgroups @toc contents Subject: Hide/unhide subgroups Date: Saturday, 12 August 1995 18:34:00 From: drift@nighthawk.com (Drift Dennis) ---------------------------------------------------------------------------- I am working with imagine 3.3 and would like to know if anyone knows of a way to hide by subgroups. The unhide by subgroups function in the pick/select menu is real nice, but to hide by subgroups would be even nicer. If this cannot be done, will be able to be done in 4.0 I hope, I hope.. Thanks Drift Drift Dennis drift@nighthawk.com May The Force Be With You {KC7OT} NightHawk Production 3D graphics and animation 9403 Marilla Dr Lakeside, California The true miracle is that we exist at all, 92040-2801 let alone the we are here and now. PHONE 619-390-8375 FAX 619-390-8375 PLEASE STOP BY OUR WEB SITE, we would appreciate hearing from you http://www.cts.com/browse/drift/ or soon to change to http://nighthawk.com **************************************************************************** **********^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^ @{" Thread 233" link IML-233} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-227 " MSG-227 Subject: Re: Creating landscapes @toc contents Subject: Re: Creating landscapes Date: Saturday, 12 August 1995 18:52:38 From: RobSampson@aol.com ---------------------------------------------------------------------------- In a message dated 95-08-12 02:08:40 EDT, you write: << Bob, doesn't VP create DXF files that are to large for Imagine to handle. Or have they created a way to export reduced polygon dxf's. So far everyone I have talked to say the DXF's go beyond Imagine's face or point limit. >> If the poly count is set to 1 then yes the object is to large. If however you reduce to a higher number (less polys) then the file will export to a dxf that Imagine will import and I have been able to do this. Another mode is to use VRLI's utility for converting a dem file to 3ds file and then use Andrey's program to import after that. I have not tried that route yet but it is my understanding that the dem to 3ds converter allows control of poly count as well. Bob............. @{" Thread 236" link IML-236} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-228 " MSG-228 Subject: Re: Hide/unhide subgroups @toc contents Subject: Re: Hide/unhide subgroups Date: Saturday, 12 August 1995 22:11:09 From: Scott F Tracy ---------------------------------------------------------------------------- > > I am working with imagine 3.3 and would like to know if anyone knows of a > way to hide by subgroups. The unhide by subgroups function in the > pick/select menu is real nice, but to hide by subgroups would be even nicer. > If this cannot be done, will be able to be done in 4.0 I hope, I hope.. > > Thanks Drift > Drift Dennis > drift@nighthawk.com May The Force Be With You > > Select Hide, go into the Pick/select menu, go down to Pick Subgroup, select the subgroup you want to hide and there you are. :-) Scott F Tracy sftracy@winternet.com @{" Thread 237" link IML-237} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-229 " MSG-229 Subject: Re: Creating landscapes @toc contents Subject: Re: Creating landscapes Date: Saturday, 12 August 1995 23:00:54 From: Richard Heidebrecht ---------------------------------------------------------------------------- On Sat, 12 Aug 1995 RobSampson@aol.com wrote: > that Imagine will import and I have been able to do this. Another mode is to > use VRLI's utility for converting a dem file to 3ds file and then use > Andrey's program to import after that. I have not tried that route yet but > it is my understanding that the dem to 3ds converter allows control of poly > count as well. > Bob............. Is the dem-to-3ds utility shareware? I've got Vistapro 1.0, which doesn't let you export dxf's. I'm pretty sure that the specs on the dem format have been released, has anybody written a dem-to-imagine converter yet?(I'd like to myself, but I'm still quite new to programming) ~Rick Heidebrecht~ @{" Thread 227" link IML-227} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-230 " MSG-230 Subject: Re: Rendering Resolution @toc contents Subject: Re: Rendering Resolution Date: Sunday, 13 August 1995 00:29:34 From: yrod@ozemail.com.au ---------------------------------------------------------------------------- On Fri, 11 Aug 1995, Torgeir Holm wrote: > Example: I get a job to do a rendering as an illustration in a magazine, the > final size is supposed to be 8"*5", and they use a 130 lpi screen (they tell > me this, I don't have to figure that out.) > > I double the lpi to get the dpi = 260 > 260 * 8 = 2080 > 260 * 5 = 1300 > So I render the image at 2080*1300 at a 1:1 aspect ratio. > > If I render at a lower resoulution, you will start to notice pixels on the > printed page. "lpi*2=dpi" & "dpi * x size & y size" is the basic rule when > figuring out resolutions for print. > > > Torge!r > Doubling the lpi to get this dpi is the normal rule. However sometimes this is not possible, as high resoloution also equals LARGE file sizes. To get around this, we have just reduced the resoloution. So if file size is a real problem (it becomes a problem for us on a double page spread for our newspapers, over 100megs at high res!) here is an example of what is acceptable for us. Like Torgier's example, we output at 133 lpi. To double that would be 266 dpi. We even cheat with this on our normal scans, we use 240 dpi. Anyway, we have found that even 200 dpi is acceptable for our large scans. This is only for our newspapers though. We do use glossy paper, but the quality is not the greatest. DON'T cheat like this if you are going to be producing the front cover of a magazine, as it most likely be printed on top quality paper, and will definitely show pixelisation. Rod Macey @{" Thread 193" link IML-193} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-231 " MSG-231 Subject: Re:Re: lensflare @toc contents Subject: Re:Re: lensflare Date: Sunday, 13 August 1995 00:46:48 From: yrod@ozemail.com.au ---------------------------------------------------------------------------- On Sun, 6 Aug 1995, gregory denby wrote: > > Rod asks: > >How do I obtain a nice sparkle offthe edge of a wine glass or chrome > >object? > > I suppose you are talking about a glint durring the course of an > anim? I don't think there is any easy way to do this. Maybe try > running a small test anim, just to see which frames have the sharpest > specular highlights, and then add a flared light at those points/ > frames. ?? > > Greg Denby > This might be a nice feature that Impulse might be able to impement. A global effect that reacts to a texture (or attributes button) on an obj. Like the way that the global lens flare reacts to lights that don't have the "No lens flare" switch on. Place a texture that works on specularity (or mabey just a button in the attributes requestor like the bright button). Anyway, the global effect would look for objects with that is tagged with the specularity texture/button, and where the specularity reaches 255,255,255 in a tight spot (like on an edge) it would produce a sparkle/lensflare like effect. Possible settings for the effect could be: Intensity before sparkle, ie: 250,250,250 Width of bright spot (set in Imagine units), ie. if an edge of your wine glass was 5 Imagine units, this setting would be say: 5. So with these two settings you could say, "Put a sparkle/flare on any area where the specularity intensity is over 250,250,250 on an area less than 5 imagine units wide" Perhaps other lensflare type settings could be borrowed. Anyway, just an idea. Don't flare me 8-) if this doesn't make sense, is totally useless, or could never be done. Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0 Work: Power Macs, Sun Sparc & Pee Cees too. "Sometimes the hard way is the only way!" @{" Thread 114" link IML-114} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-232 " MSG-232 Subject: Re: Hide/unhide subgroups @toc contents Subject: Re: Hide/unhide subgroups Date: Sunday, 13 August 1995 02:50:39 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- > I am working with imagine 3.3 and would like to know if anyone knows of a > way to hide by subgroups. The unhide by subgroups function in the > pick/select menu is real nice, but to hide by subgroups would be even nicer. > If this cannot be done, will be able to be done in 4.0 I hope, I hope.. > > Thanks Drift > Drift Dennis Err, surely just go into hide mode, then Pick Subgroup... Bill Boyce @{" Thread 228" link IML-228} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-233 " MSG-233 Subject: Hide/Unhide subgroups @toc contents Subject: Hide/Unhide subgroups Date: Sunday, 13 August 1995 03:16:00 From: w.graham6@genie.geis.com ---------------------------------------------------------------------------- Once you've defined your subgroup(s), just go into any of the Point/Edge/ Face manipulation modes, then go into Hide Points mode. From then on, simply Pick Subgroup will hide the points of that subgroup only. @{" Thread 232" link IML-232} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-234 " MSG-234 Subject: Re: An old challenge - How are diamonds done ? @toc contents Subject: Re: An old challenge - How are diamonds done ? Date: Sunday, 13 August 1995 03:19:02 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello JOSEPH, on Aug 12 you wrote: > I looked at the JPEG, and you have exactly the effect I've > been trying to achieve. I've been having some difficulty trying > to duplicate it. Is there any way you could provide more details > on how you did it ? Perhaps you could lharc and uuencode the > project, or perhaps better yet, post a tutorial here on the > mailing list........ > > In Awe of Your Marvelous Achievement..... The main thing to remember when trying to make reflective objects like diamonds or chrome etc. is that they need something to reflect. They need a "world" of objects around them. The easiest way to do this is to use a Global Brush in the Action Editor which is what I did with your Diamond object. I have a Gemstone pic, it came with the OpalVision software I think, which gave the impression that the diamond was surrounded by a cluster of multi-coloured jewels. The sample jpeg I sent you also had two diamond objects instead of one, so they reflected off of each other which added to the effect. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 159" link IML-159} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-235 " MSG-235 Subject: Re: Creating landscapes @toc contents Subject: Re: Creating landscapes Date: Sunday, 13 August 1995 03:49:28 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Mike, on Aug 12 you wrote: > I've never had any trouble importing VP DXF's, but if I remember right > you can control how large of terrain you want. In theory I suppose you > could create one so large it would exceed your ram limits. > > ps. This is 3.1 for IBM (don't know about any other version) With all the talk of VistaPro and DXF's I thought I'd mention that the Amiga version of Vista saves in Imagine's TDDD format and these can get very large. A complete poly size 1 landscape needs about 30 Meg of memory to render, a size 2 needs about 7 Megs but you can clip sections of Vista's topography map and increase the poly size to keep them manageable. -- Bob @{" Thread 215" link IML-215} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-236 " MSG-236 Subject: Re: Creating landscapes @toc contents Subject: Re: Creating landscapes Date: Sunday, 13 August 1995 05:05:13 From: RobSampson@aol.com ---------------------------------------------------------------------------- In a message dated 95-08-12 22:03:16 EDT, you write: >Is the dem-to-3ds utility shareware? I've got Vistapro 1.0, which >doesn't let you export dxf's. I'm pretty sure that the specs on the dem >format have been released, has anybody written a dem-to-imagine converter >yet?(I'd like to myself, but I'm still quite new to programming) The dem to 3ds converter I got from the VRLI software forum on Compuserve. The 3ds to Imagine converter is written by Andrey Zmievskiy (hope I spelled that right) and is on Compuserve and his page on the net. I don't think anyone is doing anything for direct conversion to Imagine format because I think it has to small a user base ect. Maybe after we get a windoze version people will realize the program exists. Bob............ @{" Thread 235" link IML-235} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-237 " MSG-237 Subject: Hmmmmm @toc contents Subject: Hmmmmm Date: Sunday, 13 August 1995 05:23:08 From: helmy@voyager.com ---------------------------------------------------------------------------- is it me or are fewer people posting messages on the IML? I used to get like 20! now i only get 10 or so... ------------------------- H"E"L"M"Y PRODUCTIONS ------------------------- <3D & 2D AnImAtIoN> ------------------------- Los Angeles-California-US ------------------------- E-Mail: Helmy@Voyager.Com ------------------------- @{" Thread 82" link IML-82} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-238 " MSG-238 Subject: FIRE @toc contents Subject: FIRE Date: Sunday, 13 August 1995 06:50:24 From: helmy@voyager.com ---------------------------------------------------------------------------- I know this has been addressed over and over again, my question is: Is there a texture that looks like fire AND has a time parameter? so you can morph from Time 0 to Time 1? The only ones that i know that look like fire are Fireball, MountainTop, CoolFire...none of these however have a Time param. Help? ------------------------- Ali Helmy ------------------------- H"E"L"M"Y PRODUCTIONS ------------------------- <3D & 2D AnImAtIoN> ------------------------- Los Angeles-California-US ------------------------- E-Mail: Helmy@Voyager.Com ------------------------- @{" Thread 249" link IML-249} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-239 " MSG-239 Subject: Re: 3.3Prob @toc contents Subject: Re: 3.3Prob Date: Sunday, 13 August 1995 10:50:13 From: "Anime a day..." ---------------------------------------------------------------------------- On Sun, 13 Aug 1995, Darren Priestnall wrote: > Can anyone help me, I'm not on the mailing list so you'll have to mail > me back direct. > > I set up a animation on Imagine 3.2 which consisted of a moving camera > filming a lake with animated ripples using the Essence 2 Randomripple > texture. > I've now installed the latest 3.3 update which look's impressive but > the lake now render's as a normal flat plane. > No ripples, no nothing.....AAaaahhhh > I need those ripples back, any idea's ? > > I'm assuming that the new texture option's just ain't compatible with > the old one's which are causing the texture's to be ignored. > Looks like more and more I will just wait till 4.0 before I re-install Imagine. 3.2 works so well.. I'd hate to see more bugs then the ones already mentioned... Bill @{" Thread 197" link IML-197} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-240 " MSG-240 Subject: Re: ISL PC version @toc contents Subject: Re: ISL PC version Date: Sunday, 13 August 1995 12:38:22 From: John Grieggs ---------------------------------------------------------------------------- > > I'm looking for the PC version of ISL. I haven't had much luck finding > it. Can someone help? > Both versions of ISL, Amiga and PC, are in my ftp directory. ftp.netcom.com:/pub/gr/grieggs/ISL/ISL3_0B9.ZIP PC ftp.netcom.com:/pub/gr/grieggs/ISL/ISL3_0b9.LHA Amiga > Paul > _john @{" Thread 336" link IML-336} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-241 " MSG-241 Subject: 3.3Prob @toc contents Subject: 3.3Prob Date: Sunday, 13 August 1995 12:41:26 From: Darren Priestnall ---------------------------------------------------------------------------- Can anyone help me, I'm not on the mailing list so you'll have to mail me back direct. I set up a animation on Imagine 3.2 which consisted of a moving camera filming a lake with animated ripples using the Essence 2 Randomripple texture. I've now installed the latest 3.3 update which look's impressive but the lake now render's as a normal flat plane. No ripples, no nothing.....AAaaahhhh I need those ripples back, any idea's ? I'm assuming that the new texture option's just ain't compatible with the old one's which are causing the texture's to be ignored. -- ~===========================================================================~ Darren Priestnall - darren@hanger.demon.co.uk (P&GImaging) 3D imaging and FX for carbon print's and video WWW demo page coming on-line soon @{" Thread 292" link IML-292} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-242 " MSG-242 Subject: Re:Textures/States problem @toc contents Subject: Re:Textures/States problem Date: Sunday, 13 August 1995 13:01:04 From: gregory denby ---------------------------------------------------------------------------- Scott writes: >The first state of the textures is 'tacked' at A (i.e. i edited the >texture axis, moved it to A). The second is tacked at B... Hmmm? When you say "tacked," do you mean locked the texture to the state? This should freeze the texture (Or a brush) to the planes geometry. I'm puzzuled because I just ran a small anim using two states with the cloud texture's axis moving from point A to B, and I did get the expected results. That is, a linear drift for the clouds. Try, try again? Greg Denby @{" Thread 217" link IML-217} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-243 " MSG-243 Subject: Re: Interesting ... @toc contents Subject: Re: Interesting ... Date: Sunday, 13 August 1995 13:42:20 From: George Lane ---------------------------------------------------------------------------- On Sat, 12 Aug 1995, Bill Boyce wrote: > >An aside, I note that several card vendors are packaging Adobe Premiere > >4.0 LE with their hardware. I know what AP 4.0 is. But, what is "LE"? > >I assume it's a hobbled version of 4.0, no? There's little or no mention > >of it in Adobe's www pages. Anybody know? > Yes, it's a cut down (giving new meaning to Limited Edition!) version. How much is cut down? Can anyone give a quick summary? George Lane @{" Thread 225" link IML-225} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-244 " MSG-244 Subject: Re: Ram drive when using imagine @toc contents Subject: Re: Ram drive when using imagine Date: Sunday, 13 August 1995 14:16:31 From: cdhall@cityscape.co.uk (Chris Hall) ---------------------------------------------------------------------------- >I have just added a pentium to my faithful Amigo, and I know this will >show how little I know about IBM but,,,,,,,,,,,,,,,,In order to run >imagine,I have to rem out the first two lines of my config.sys - right? >(to get rid of emm386 and himem) > >When I do this and then try to create a RAM drive I can only create about >128 and this fills up almost immediately. > >Obviously I am doing something wrong and will appreciate hearing how to >do it right > >Thanks >Bill > You only have to get rid of the emm386 line. It works with himem, at least it does for me. If you are using dos 6> then why not create a multiple config and autoexec file with your normal settings and an different version for imagine. I use this method and it works fine. Why would you want to create a ram drive anyway? If you only have limited memory this will eat it up and leave very little for imagine. I have never used a ram drive so I don't know much about them. Try typng 'help ramdrive' on the command line. Ta Ta. Chris Hall. |--------------------------------------------------------|\ | You have been spoken to by Chris Hall || | A very tall and generally nice bloke from Great Briton || | || | E- mail me at : CDHALL@CITYSCAPE.CO.UK || | Or try my WWW home page at : || | HTTP://www.cityscape.co.uk/users/ad87/index.html || | || | Today's lucky lottery numbers are :- || | 16 37 38 15 27 05 || |--------------------------------------------------------|| \--------------------------------------------------------\ @{" Thread 250" link IML-250} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-245 " MSG-245 Subject: Quickie (multiple stages) @toc contents Subject: Quickie (multiple stages) Date: Sunday, 13 August 1995 15:50:48 From: cjo@esrange.ssc.se ---------------------------------------------------------------------------- OK, it's about time I wrote something on this here list of our's. During my vacation (which was very nice indeed, thank you for asking ;) I=20 got it into my head that I should do some traces with a guitar - hardly=20 very original, but hey, I like guitars. So I went to Aminet (gfx/3dobj) (you didn't think I would model it myself,=20 did you? After all, this is a "quickie"!) and found a _very_ nice acoustic=20 guitar modelled by Danny Chrastina (if you're listening: GREAT piece of=20 work!) I set up a scene (a small stage, a stool, the guitar and a spotlight),=20 rendered it and thought that I wanted to render a whole series of images=20 with the same scene, just moving the camera around. But I still wanted to=20 be able to come back to my original scene (with the exact same camera=20 position). So, what do I do if I don't want to write down the position and alignment=20 for all the 5 different positions that I'm working on? Well, let me tell=20 you; Since I've got this nice computer with a multitasking operating system=20 I simply copied the staging file (which can be=20 found in your PROJECT.IMP directory), renamed it to "staging.original",=20 went back to Imagine and modified the scene, saved changes, etc... And I=20 can do this for as many times as I want. When I want to go back to a=20 previous setup I simply copy the "staging.whatever" to "staging". Easy,=20 ain't it? Now, there is another way to do all this, which even works on a PC!! ;) Once you have set up your scene the way you like it and decide to change it= =20 nevertheless, go to "action", increase the number of frames, extend the=20 action bars for your objects, add new bars for the cameras position and=20 alignment in your new frame, save changes, got to "stage", modify the=20 camera (don't forget to select "position bar" and "alignment bar" from the=20 menues) and save changes. Voila! *---------------------------------------------------------------* | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | *---------------------------------------------------------------* @{" Thread 295" link IML-295} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-246 " MSG-246 Subject: FIRE @toc contents Subject: FIRE Date: Sunday, 13 August 1995 16:05:16 From: helmy@voyager.com ---------------------------------------------------------------------------- somebody replied by saying that there is a FIRE texture that comes with 3.2? hmmm...i dont have one called FIRE! If there is such a thing called Fire.itx, if you could i'd apprecite you or any of you attaching it and snding me via e-mail i'm sure it wouldnt taKE more than a second, and yes I'm a registered user. =) ------------------------- E-Mail: Helmy@Voyager.Com ------------------------- @{" Thread 238" link IML-238} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-247 " MSG-247 Subject: Re: FIRE @toc contents Subject: Re: FIRE Date: Sunday, 13 August 1995 19:41:13 From: Jim Shinosky ---------------------------------------------------------------------------- 3.1 or 3.2 has a FIRE texture which looks amazingly real(with time param also). On Sun, 13 Aug 1995 helmy@voyager.com wrote: > I know this has been addressed over and over again, my question is: Is > there a texture that looks like fire AND has a time parameter? so you > can morph from Time 0 to Time 1? The only ones that i know that look > like fire are Fireball, MountainTop, CoolFire...none of these however > have a Time param. Help? > > ------------------------- > Ali Helmy > ------------------------- > H"E"L"M"Y PRODUCTIONS > ------------------------- > <3D & 2D AnImAtIoN> > ------------------------- > Los Angeles-California-US > ------------------------- > E-Mail: Helmy@Voyager.Com > ------------------------- > > > @{" Thread 255" link IML-255} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-248 " MSG-248 Subject: Re: 3.3Prob @toc contents Subject: Re: 3.3Prob Date: Sunday, 13 August 1995 21:41:43 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- >On Sun, 13 Aug 1995, Darren Priestnall wrote: > >> I've now installed the latest 3.3 update which look's impressive but >> the lake now render's as a normal flat plane. >> No ripples, no nothing.....AAaaahhhh >> I need those ripples back, any idea's ? >> >> I'm assuming that the new texture option's just ain't compatible with >> the old one's which are causing the texture's to be ignored. >> > > > Looks like more and more I will just wait till 4.0 before I re-install >Imagine. 3.2 works so well.. I'd hate to see more bugs then the ones >already mentioned... > >Bill Install 3.3 if you have it - it's new attributes requestor is wonderful. I haven't had any (well ok one obscure) problems with bugs. I wouldn't go back, that's for sure. @{" Thread 239" link IML-239} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-249 " MSG-249 Subject: Re: FIRE @toc contents Subject: Re: FIRE Date: Sunday, 13 August 1995 21:46:02 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- >I know this has been addressed over and over again, my question is: Is >there a texture that looks like fire AND has a time parameter? so you >can morph from Time 0 to Time 1? The only ones that i know that look >like fire are Fireball, MountainTop, CoolFire...none of these however >have a Time param. Help? > There's more than one way to skin a morph... Try moving the texture in one axis over time - which axis depends on the texture. You basically want to move it in or out of the face it's on. I know this works great with CoolFire, which is indeed cool. Bill Boyce @{" Thread 247" link IML-247} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-250 " MSG-250 Subject: Re: Ram drive when using imagine @toc contents Subject: Re: Ram drive when using imagine Date: Sunday, 13 August 1995 22:47:42 From: rgrzywna@unix.infoserve.net (Romuald Grzywna) ---------------------------------------------------------------------------- >I have just added a pentium to my faithful Amigo, and I know this will >show how little I know about IBM but,,,,,,,,,,,,,,,,In order to run >imagine,I have to rem out the first two lines of my config.sys - right? >(to get rid of emm386 and himem) > Well, almost. Get rid of emm386, NOT himem. You need all this memory above 640 kb, don't you? You can also have both emm386 and himem active and run Imagine. Just at the command prompt, when starting Imagine, type: imagine /noxms. It gives you more base memory for your other apps. Roman @{" Thread 379" link IML-379} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-251 " MSG-251 Subject: Rotoscoping @toc contents Subject: Rotoscoping Date: Monday, 14 August 1995 04:09:00 From: Thomas Ross ---------------------------------------------------------------------------- I asked this before, but no respondo! I understand 2D rotoscoping, but what's 3D rotoscoping as offered in Imagine after 3.0 or so? Thanks Baby Shoeless @{" Thread 257" link IML-257} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-252 " MSG-252 Subject: Wish List @toc contents Subject: Wish List Date: Monday, 14 August 1995 04:13:50 From: SGiff68285@aol.com ---------------------------------------------------------------------------- Here's my wish list for 4.0 or a future version. Probably to late to make it into 4.0 1. Ability to cut a closed path into open path or paths in Stage. 2. Bluing in Detail editor so that when creating new states you can see what the old one looks like. 3. Set anim speed for "make movie" in Project. 4. Blend/Extrude along path between to line segments that are shaped differently. Also a feature that would allow you to bevel the extrusion in a arc. 5. Change states visually in Stage editor instead of having to change them in Action editor. 6. Change Stage editor lights attributes inside stage. 7. (Asked for before but) Unpick select points in detail. 8. A point randomizer that would give objects a "not so perfect, real world" look within specified tolerances by shifting all points on an object a small amount. 9. Fix bug that causes layers to magically disappear. 10. Simple landscape generator. @{" Thread 498" link IML-498} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-253 " MSG-253 Subject: Impulse + Siggraph 95 @toc contents Subject: Impulse + Siggraph 95 Date: Monday, 14 August 1995 14:29:37 From: Granberg Tom ---------------------------------------------------------------------------- Hi there! I'm back from the US, being there for two great weeks! First I visited Impulse for a couple of days. And we are going to see a heck of a program when they release 4.0, pheew!! Heck, I even talked them in to do some of the things I wished for. And to all of you who think that they are a bit weird.......they are! But in a very cool sense. And they listen to what we say about their program. I saw metaballs,Motion blur,a new smooth feature, etc,etc. And it realy is looking great. And the way they implemented the motion blur is f***ing genius, nr of frames, and shutter speed dragable button. At Siggraph there was a lot of cool things happening, and I meet Greg Tsdallis, what a great guy. A got to go! Renderbrandt! @{" Thread 389" link IML-389} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-254 " MSG-254 Subject: Bones man. Bones. @toc contents Subject: Bones man. Bones. Date: Monday, 14 August 1995 20:06:25 From: cdhall@cityscape.co.uk (Chris Hall) ---------------------------------------------------------------------------- I have recently got hold of a model of a man and have been playing about with bones in a attempt to make some sort of realistic looking poseable model. I managed to stick one of the arms onto the torso and made the neccesary bones additions. The trouble is that when I move the arm it looks like a shop window dummy arm that rotates around an axis. I know this is essentialy right but how can I get it to look more realistic? A bigger group overlap? Also when I rotate the hand a very small part of the wrist turns were as if you rotate your own hand (Go on. Try it) most of the lower arm (From the elbow down) turns as well. How can I achieve this? A smaller lower arm group? And lastly, if you are still with me, were should I place the base group for a human? If I make it the head and I want to nod the head the whole body rotates around the fixed head. I have tried the middle of the shoulders which makes the head nod ok but I get the same problem when moving the lower body. I would take a guess that it is the bottom of the spine. Your body (mine anyway) appears to rotate around this point. Yes?? Thanks for any help. PS. If any body wants I could uuencode the model so far and post it on the list for all to see. Chris Hall. |--------------------------------------------------------|\ | You have been spoken to by Chris Hall || | A very tall and generally nice bloke from Great Briton || | || | E- mail me at : CDHALL@CITYSCAPE.CO.UK || | Or try my WWW home page at : || | HTTP://www.cityscape.co.uk/users/ad87/index.html || | || | Today's lucky lottery numbers are :- || | 16 37 38 15 27 05 || |--------------------------------------------------------|| \--------------------------------------------------------\ @{" Thread 309" link IML-309} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-255 " MSG-255 Subject: Re: FIRE @toc contents Subject: Re: FIRE Date: Monday, 14 August 1995 20:47:31 From: Jim Shinosky ---------------------------------------------------------------------------- If you're missing the FIRE texture, I suggest you call Impulse. I don't think they would appreciate anyone mailing their textures around regardless of the fact that you are a registered user. On Sun, 13 Aug 1995 helmy@voyager.com wrote: > somebody replied by saying that there is a FIRE texture that comes with > 3.2? hmmm...i dont have one called FIRE! If there is such a thing called > Fire.itx, if you could i'd apprecite you or any of you attaching it and > snding me via e-mail i'm sure it wouldnt taKE more than a second, and > yes I'm a registered user. =) > > ------------------------- > E-Mail: Helmy@Voyager.Com > ------------------------- > > > @{" Thread 129" link IML-129} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-256 " MSG-256 Subject: Wish list @toc contents Subject: Wish list Date: Monday, 14 August 1995 21:18:09 From: Edward Askins ---------------------------------------------------------------------------- Is there any way to use the deform tools(bend, taper, twist etc.) in pick points mode? if not I would like to add it to the wish list. -Ed A. @{" Thread 252" link IML-252} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-257 " MSG-257 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Monday, 14 August 1995 22:35:42 From: beeton@SEDSystems.ca (Gary Beeton, beeton@SEDSystems.ca) ---------------------------------------------------------------------------- > I understand 2D rotoscoping, but what's 3D rotoscoping as offered in > Imagine after 3.0 or so? Pretty much the same thing except that in 3D rotoscoping you are using 2D images to help position 3D objects. @{" Thread 17" link IML-17} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-258 " MSG-258 Subject: Re: Field Rendering @toc contents Subject: Re: Field Rendering Date: Monday, 14 August 1995 22:55:22 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- >On Sat, 12 Aug 1995, Bill Boyce wrote: > >> As mentioned, field render only when you will be playing back at a >> guranteed 30 fps. Otherwise the animation will look ragged. > >I believe that should have said "field render only when you will be >playing back on an interlaced display." The rate of playback has >less to do with it than the type of display. If I play an animation >on my non-interlaced Retina video board, I most certainly do not >want to use field rendering, as alternate lines or "fields" are >displayed in the same scan of the electron beam causing images with >certain kinds of motion to appear jagged. > >I don't know if my syntax is clear, so let me put it this way: > > Field rendering compensates for the effects of an > interlaced display. Using field rendering for a > non-interlaced display introduces the same time-domain > artifacts you were trying to get rid of when using > an interlaced display. > Correct - but so was I. I was assuming an interlaced playback (read my original post where I explained fields etc). It is also just as important to play it back at the scan rate of your output device - ie usually 30fps. It is just as jagged if played back slow. So we are both right! Isn't that great! 1. Field render only if playing back at a guranteed 30 fps (NTSC or the rate supported by your hardware - 25 fps PAL) 2. Field render only if using an interlaced screen on your playback device @{" Thread 209" link IML-209} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-259 " MSG-259 Subject: Re: Bones man. Bones. @toc contents Subject: Re: Bones man. Bones. Date: Monday, 14 August 1995 23:04:54 From: Ted Stethem ---------------------------------------------------------------------------- I have a bones animation on Aminet in gfx/anim called BeachBabe.lha. Maybe you will take a look and see if I might be able to help you with bones, and maybe you will take a look and decide it is crap. Let me know. Sysop of: Over 1 Gig of Imagine Objects, over 3 Gigs of Texture Maps, 3D-Studio, Imagine, and LightWAVE conferences. Call Now!!! ..--------------------------\|/--------------------------------------\|/----. |*- ### # -o- * # * # # ##-o- *| ||\ o # # # /|\ * # * # # /|\ * | |. ______+ __ _____ ______ __ __ ____ ____ ### | | ## / __ /\ /\/ /\ / _ /\ /_ __/\ / /\/ /\ /___/\ / _ /\ # | | # / __ / // / // //#/ / \/ /\_\// __ / //___/\// / / ### #| | /_/ /_/ //_/\/ //____/ / /_/ / /_/ /_/ //___/\//_/\_\/ | | # \_\/\_\/ \_\/\/ \____\/ \_\/ \_\/\_\/ \___\/ \_\/\_\ ## # | |#+# # __ __ __ __ __ __ ____ ____ _____ ____. #| | # / /\/ /\ /\/ /\ / /\ / /\/ /\ /___/\ / _ /\ / ___/\ /___/\ | | # / /_/ / // / // / / \ \/ / //___/\// / //__ /\//___/\/ \|/ | | /_____/ //_/\/ //_/ / \__/ //___/\//_/\_\//____/ //___/\/ -o- #| | \_____\/ \_\/\/ \_\/ # \_\/ \___\/ \_\/\_\\____\/ \___\/ # /|\ | | . | | # -+- # # * # . # . # # . # . # | |#+# ((( GATEWAY TO CYBERGRAF/X ))) . #| | # . ` . | | [ A3000/470 Meg HD/10 MB RAM PARNET -> A3000/040/1.7 Gig HD/20MB RAM ] | | .[ 3 Nodez USR V.34+ 33.6K DST Amiga/IBM/Mac/3D Grafx Conferences ]# | | [ Node1:(206)-6976999! | Node2:(206)-Ringdown | Node3:(206)-PRIVATE ] | `--------------------------------------------------------------------------' On Mon, 14 Aug 1995, Chris Hall wrote: > I have recently got hold of a model of a man and have been playing about > with bones in a attempt to make some sort of realistic looking poseable > model. I managed to stick one of the arms onto the torso and made the > neccesary bones additions. The trouble is that when I move the arm it looks > like a shop window dummy arm that rotates around an axis. I know this is > essentialy right but how can I get it to look more realistic? A bigger group > overlap? > Also when I rotate the hand a very small part of the wrist turns were as if > you rotate your own hand (Go on. Try it) most of the lower arm (From the > elbow down) turns as well. How can I achieve this? A smaller lower arm group? > And lastly, if you are still with me, were should I place the base group for > a human? If I make it the head and I want to nod the head the whole body > rotates around the fixed head. I have tried the middle of the shoulders > which makes the head nod ok but I get the same problem when moving the lower > body. I would take a guess that it is the bottom of the spine. Your body > (mine anyway) appears to rotate around this point. Yes?? > > Thanks for any help. > > PS. If any body wants I could uuencode the model so far and post it on the > list for all to see. > > Chris Hall. > > |--------------------------------------------------------|\ > | You have been spoken to by Chris Hall || > | A very tall and generally nice bloke from Great Briton || > | || > | E- mail me at : CDHALL@CITYSCAPE.CO.UK || > | Or try my WWW home page at : || > | HTTP://www.cityscape.co.uk/users/ad87/index.html || > | || > | Today's lucky lottery numbers are :- || > | 16 37 38 15 27 05 || > |--------------------------------------------------------|| > \--------------------------------------------------------\ > > > @{" Thread 10" link IML-10} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-260 " MSG-260 Subject: Tool Survey Results 8^( @toc contents Subject: Tool Survey Results 8^( Date: Monday, 14 August 1995 23:05:45 From: yrod@ozemail.com.au ---------------------------------------------------------------------------- Hello all, A couple of weeks ago I asked you all to participate in a survey about what tools we all used to complete our masterpieces. Well, I received only 29 answers. Is no-one interested in the results? If some of you didn't reply because you thought it was a stupid survey, the least you could have done was flame me. Anyway, here are the results: Firstly, Tom Renderbrant uses every computer ever made to do his renders 8^) Amiga Users: 15 + 1 guy with a bridgeboard and Emplant (Are these used for rendering??) PC Users: 6 Ami/PC Users: 5 Ami/Other: 1 PC/Other: 0 Ami/PC/Other: 1 (Tom) Are there only 29 people on this mailing list now? If anyone else would like to be added to this survey, please! mail soon. If enough new replies come in then I will repost the results again. If anyone isn't interested, please flame me and I won't bother. Remember, send the replies to me privately, with the subject line in this format: Re:Tools_platform/platforms Where platform/platforms is either; ami for Amiga only pc for PC only amipc for Amiga and PC amiother for Amiga and another platform pcother for PC and another platform, or amipcother for Amiga, PC and another Don't bother sending any content, as I will be just tallying up the subject lines, then deleting the message. Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0 Work: Power Macs, Sun Sparc & Pee Cees too. "Sometimes the hard way is the only way!" @{" Thread 322" link IML-322} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-261 " MSG-261 Subject: Re: Bones man. Bones. @toc contents Subject: Re: Bones man. Bones. Date: Tuesday, 15 August 1995 03:09:08 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Chris, on Aug 14 you wrote: > I have recently got hold of a model of a man and have been playing about > with bones in a attempt to make some sort of realistic looking poseable > model. I managed to stick one of the arms onto the torso and made the > neccesary bones additions. The trouble is that when I move the arm it looks > like a shop window dummy arm that rotates around an axis. I know this is > essentialy right but how can I get it to look more realistic? A bigger group > overlap? You might have to re-shape the bone faces at the joints. Eg, the elbow when bent, creases at the inside of the joint and stretchs at the outside. The subgroup should be shaped like a wedge with the wide part on the funny bone side. The shoulder may be more difficult, I spent hours moving my hand just to get the thumb movement looking realistic for a hand anim. The main thing I have noticed is that the movements are not linear. When you move your limbs there are rotations as well. A tin soldier swings its arms straight up and down, a person's arms move across in front of the thighs. If this is your first Bones object, I'd try something less complicated first. > Also when I rotate the hand a very small part of the wrist turns were as if > you rotate your own hand (Go on. Try it) most of the lower arm (From the > elbow down) turns as well. How can I achieve this? A smaller lower arm group? Yes, you would need a separate group for parts that rotate around the wrist and the forearm. You may need several because the closer you get to the elbow the less rotation. Actually, if you look closely most of the rotation occurs internally with the bones (radius, ulna), not the skin, so don't over do it. > And lastly, if you are still with me, were should I place the base group for > a human? If I make it the head and I want to nod the head the whole body > rotates around the fixed head. I have tried the middle of the shoulders > which makes the head nod ok but I get the same problem when moving the lower > body. I would take a guess that it is the bottom of the spine. Your body > (mine anyway) appears to rotate around this point. Yes?? I've never made a complete human but I think you may not have set the parent bone correctly. When you select this axis in group mode, all the other axes will be selected. This bone should have ALL the faces of the object as a subgroup for the Small and Big bone. > PS. If any body wants I could uuencode the model so far and post it on the > list for all to see. It might be better to wait until a separate site is set up for binaries. I'd take a look myself but I'm right in the middle of a project and the Slice command is giving me hell :-( > Chris Hall. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 259" link IML-259} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-262 " MSG-262 Subject: Slice @toc contents Subject: Slice Date: Tuesday, 15 August 1995 03:34:23 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello All, I'm trying to slice some fairly complex objects (IM3) and thought it would be nice if Imagine's error messages were more detailed, like giving the number of the offending edge/face. After getting an error like "edge too close..." or "error splitting faces" I move, rotate or scale the object and may correct that part of the object but then have another part cause an error. If I knew which face was causing the problem I could manipulate it using Pick Range. This will no doubt be tedious but after three hours trying to get slice to work it might be easier. I may just leave the objects as they are but you end up with the pieces looking like they are fused together rather than joined with sharp edges where they intersect. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 310" link IML-310} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-263 " MSG-263 Subject: Re: Wish List @toc contents Subject: Re: Wish List Date: Tuesday, 15 August 1995 04:24:58 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello SGiff68285, on Aug 13 you wrote: > Here's my wish list for 4.0 or a future version. Probably to late to make it > into 4.0 > 7. (Asked for before but) Unpick select points in detail. It's already there, UnPick Select (F2). > 8. A point randomizer that would give objects a "not so perfect, real world" > look within specified tolerances by shifting all points on an object a small > amount. For Amiga users there's some utilities on Aminet/gfx/3d called something like IIUtilities.lha. It has a program called Jitter which does this. > 10. Simple landscape generator. Use Applique with an appropriate pic. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 440" link IML-440} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-264 " MSG-264 Subject: Imagine 3.0 @toc contents Subject: Imagine 3.0 Date: Tuesday, 15 August 1995 04:41:27 From: SGiff68285@aol.com ---------------------------------------------------------------------------- In case anyone is interested I noticed that Select Solutions (latest issue of DV Magazine) is selling Imagine 3.0 for $199.00 and Imagine L/T for 59.99. Not a bad bargain for people looking to get a great animation package. I'v already spent much more than that just buying 2.0 to 3.3. I guess that is the price of having the latest version. I'm certainly not complaining however, Imagine is still worth way more than what you pay for it. For those interested in a cheap solution to getting their animations on tape. I called QMotion today regarding their new capture/playback card. It costs $499.00 and can capture and playback to NTSC/Pal at 640 x 480 in realtime without scaling. However for any animators interested in puchasing the product it uses Motion Jpeg compression for the video capture but does not convert a series of Targa images to MJpeg. You need external software for that. The guy I talked to was totally incompetent however, he was very young and had to keep getting off the phone to ask other people questions that I had asked. He did tell me that Premiere creates MJpeg output. I wonder if someone on this list could confirm this. Stephen G. @{" Thread 279" link IML-279} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-265 " MSG-265 Subject: Q-motion @toc contents Subject: Q-motion Date: Tuesday, 15 August 1995 04:44:46 From: Brian V Salisbury ---------------------------------------------------------------------------- ---------------------------- For those interested in a cheap solution to getting their animations on tape. I called QMotion today regarding their new capture/playback card. It costs $499.00 and can capture and playback to NTSC/Pal at 640 x 480 in realtime without scaling. However for any animators interested in puchasing the product it uses Motion Jpeg compression for the video capture but does not convert a series of Targa images to MJpeg. You need external software for that. The guy I talked to was totally incompetent however, he was very young and had to keep getting off the phone to ask other people questions that I had asked. He did tell me that Premiere creates MJpeg output. I wonder if someone on this list could confirm this. Stephen G. ----------------------------------------------- I spoke with q-motion today, and must have got the same guy, but they gave me the name of a reseller, Broadmore, or something like that, and this guy was a bit more informative. He has one himself, and says that it is awesome. the $695 version comes with adobe premiere le, that will take a series of field rendered targas and convert them to an avi file for output. I saw a similar product at Siggraph from Fast, the fs/60, or something like that, it pretty much works the same way. It will go for about $800 I have been looking for a product like this for a long time, (can't afford the PAR) and I think the Q-motion board is the one I'm going to go for. If anybody has one, or has seen one in action, please post your opinion of it to the iml. -- Brian Salisbury bs@viewpoint.com @{" Thread 130" link IML-130} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-266 " MSG-266 Subject: Undocumented Textures/Effects @toc contents Subject: Undocumented Textures/Effects Date: Tuesday, 15 August 1995 10:04:21 From: nigel_elliot@MENTORG.COM (nigel_elliot@mentorg.com) ---------------------------------------------------------------------------- I've just been trawling through the Imagine 3.0 -> 3.3 documentation and have noticed a number of textures and effects that have been supplied by Impulse to which there is no reference in their supplied docs. These are (all shipped with 3.0 unless noted otherwise) : Textures : Effects ----------- -------- Angular.itx AnimBrsh.ifx bricks.itx Baloon.ifx Camo.itx Spike.ifx Checks2.itx Sway.ifx Disturbed.itx Dots.itx Fuzz.itx Grid.itx Inviso.itx (3.3) Linear.itx Metals2.itx (3.2) OldBrick.itx Pastella.itx Radial.itx Rivitz.itx (3.3) Specular.itx (3.3) Spots.itx Twinkle.itx Waves.itx Wires.itx (3.3) Wood.itx Has any one got any documentation about these (from Impulse or elsewhere) ? I guess we shouldn't complain about any 'extras' from Impulse, but it would be nice if 'eventually' they would document every thing they ship (especially since most of these textures/effects have been with us since 3.0) ! - Nigel -- @{" Thread 296" link IML-296} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-267 " MSG-267 Subject: Re[2]: Textures/States problem @toc contents Subject: Re[2]: Textures/States problem Date: Tuesday, 15 August 1995 10:28:30 From: spack@mv.us.adobe.com ---------------------------------------------------------------------------- >>Scott writes: >>The first state of the textures is 'tacked' at A (i.e. i edited the >>texture axis, moved it to A). The second is tacked at B... >Hmmm? When you say "tacked," do you mean locked the texture to the >state? This should freeze the texture (Or a brush) to the planes >geometry. I'm puzzuled because I just ran a small anim using two >states with the cloud texture's axis moving from point A to B, and >I did get the expected results. That is, a linear drift for the clouds. >Try, try again? Well I did try it again last night... and it worked. Seems that my state information WAS NOT RETAINED, despite doing a State/Update and saving the object! So this brings me to the heart of my problem, how to properly set a state. Seems like I setup this object about ten time before the states stayed the way I intended. Everytime I would go back and look at the texture axis, one or more were wrong. I'll have to experiment some more. Does anyone else share the statelessness problem? For PC'ers, I just received Adobe Premiere 4.0 and it does do FLI/FLC's. But that is just the tip of the iceberg - lots of effects (wipes, fades, PhotoShop effects) as well as audio and high-end video support. Should be a very handy tool for animators looking to polish their Imagine renderings into a complete piece. -Scott spack@adobe.com @{" Thread 307" link IML-307} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-268 " MSG-268 Subject: Re: Q-motion @toc contents Subject: Re: Q-motion Date: Tuesday, 15 August 1995 10:49:13 From: spack@mv.us.adobe.com ---------------------------------------------------------------------------- >had asked. He did tell me that Premiere creates MJpeg output. I wonder if >someone on this list could confirm this. Just happen to have the Premiere 4.0 manual here (wink, wink). Output file types supported are: AVI QuickTime Filmstrip Autodesk FLC/FLI Bitmap sequence (like Imagine's numbered pic sequence) Targa sequence Both AVI and QuickTime are compressed formats, but I don't think they are MJpeg. I read that AVI is less compressed and thus somewhat faster than QuickTime. If anyone has questions about Adobe products, I will *try* to answer them. -Scott spack@adobe.com @{" Thread 69" link IML-69} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-269 " MSG-269 Subject: Re: Wish list @toc contents Subject: Re: Wish list Date: Tuesday, 15 August 1995 11:03:20 From: spack@mv.us.adobe.com ---------------------------------------------------------------------------- >Is there any way to use the deform tools(bend, taper, twist etc.) in pick >points mode? if not I would like to add it to the wish list. Yes! Check page 121 of the Imagine 3.0 manual. -Scott spack@adobe.com @{" Thread 263" link IML-263} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-270 " MSG-270 Subject: Re: Memory Constraints @toc contents Subject: Re: Memory Constraints Date: Tuesday, 15 August 1995 13:31:15 From: RobSampson@aol.com ---------------------------------------------------------------------------- In a message dated 95-08-15 07:23:17 EDT, you write: > It seems that the largest object I can >render without getting an out of memory error has to be less than about >0.5 meg in size (which is a fairly big object anyway, but theres some >nice big objects I've got which I'd like to see rendered). I >would have thought that with 6 meg, I could easily achieve this. Is >there anyway around this restriction without upgrading to an 030 with a >memory management unit??? > > William Allwell I used to run Imagine on a 3000 with 040 accelerator and 14 meg of ram and ran out all the time. I then went to a 486/50 with 20 meg of ram and started running out shortly there after. Now I use a Zeos P90 with 40 meg of ram and still run out on some scenes. I think in the long run it does not matter how much ram you have, you will soon create scenes that will exceed the capacity of your hardware and then have to work around them I look forward to Imagine for windows so I can utilize the swap file but I dread the loss of speed that will cause. In any case there is no work around for very large objects (I have created some over 1.5 meg) you have to buy more ram. Bob............. @{" Thread 363" link IML-363} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-271 " MSG-271 Subject: Re: Undocumented Textures/Effects @toc contents Subject: Re: Undocumented Textures/Effects Date: Tuesday, 15 August 1995 14:15:15 From: SGiff68285@aol.com ---------------------------------------------------------------------------- In a message dated 95-08-15 07:26:58 EDT, nigel_elliot@MENTORG.COM writes: >Spots.itx >Twinkle.itx >Waves.itx >Wires.itx (3.3) >Wood.itx > >Has any one got any documentation about these (from Impulse or elsewhere) ? > >I guess we shouldn't complain about any 'extras' from Impulse, but it would >be >nice if 'eventually' they would document every thing they ship (especially >since >most of these textures/effects have been with us since 3.0) ! > >- Nigel > > I believe I read somewhere that Impulse is not going to release docs on those until 4.0 comes out. Stephen G. @{" Thread 186" link IML-186} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-272 " MSG-272 Subject: Contains Premiere 4.0 info @toc contents Subject: Contains Premiere 4.0 info Date: Tuesday, 15 August 1995 15:06:50 From: aciolino@rrddts.donnelley.com ---------------------------------------------------------------------------- Alright. I've been reading all this stuff about Premiere. Since I work with it a little, I can tell you most of what it can do. First off, MJPEG is NOT a standard option under Premiere. You CAN, however, include a DLL (link library) that will allow Premiere to understand MJPEG and write it. I don't have such a DLL, but I'd love to get one! I have a MaxMedia Video Capture board that does MJPEG capture. It costs about $400.00 6 months ago. What it does is it captures with it's own DLL to Premiere, and Premiere processes the captured files into an AVI file useable to other systems. If I want to, I can play the MJPEG video directly, only if I have the DLL and only if I want to watch it play real slow if I play it on a machine without the Video Board. The point here: 1) You can display MJPEG directly with and without the capture board. 2) Premiere is basically optimizing the Video so that others can view it on thier machines without capture boards. 3) Premiere is NOT an MJPEG processor, but it can link in MJPEG input and (with a DLL) output. @{" Thread 26" link IML-26} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-273 " MSG-273 Subject: Tutorial on 3D LANDSCAPES @toc contents Subject: Tutorial on 3D LANDSCAPES Date: Tuesday, 15 August 1995 17:30:20 From: surentrr@vax.sbu.ac.uk ---------------------------------------------------------------------------- Hi All , I posted some pointers on Imagine and Landscapes a couple of weeks ago but the mail did not appear on the IML so here it goes : 1) Basically , you have imagine and you want to import in Landscapes . Vista-Pro creates Landscapes from .DEM files and can output to DXF however, DXF's are very large, sorry HUGE files and when imported into Imagine either won't load (4MB USERS) or won't render (8 MB Users). But, objects in Imagine's native format are size efficent (i.e. a Landscape in DXF format is a LOT smaller in Imagine format) So use DEM23DS, to convert the DEM file to a 3DS file (which is size efficent) the format is : dem23ds -iINFILE -oOUTFILE -sNUM where INFILE is the name of the DEM file, OUTFILE IS the name of the output file and NUM is a value for the Landscape Polygon size . Basically it is similar to Vista Pro's Polygon size (1 means high detail , 8 means Low detail ) so if you use 8, you get a small 3DS file out (fewer faces) and if you use 1 you get a massive 3ds file out (extremly high detail) Generally a value of 2 will suffice. 2) Next you use a conversion utility to convert the 3DS file to an Imagine object. You could use 3DS2IM (which is shareware), or a commercial program to convert the landscape in 3DS format to Imagine format. 3) Load object in Imagine and Enjoy. Ramesh Suren I believe 3DS2IM is available at ftp.websharx.com , DEM23DS is available at povray.org Good Luck @{" Thread 277" link IML-277} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-274 " MSG-274 Subject: Slow Rendering With Fog! @toc contents Subject: Slow Rendering With Fog! Date: Tuesday, 15 August 1995 19:29:26 From: Richard Heidebrecht ---------------------------------------------------------------------------- Actually, to be more specific, I made a visible spotlight, using fog. I then added it to a farely complex scene which normally takes about 3 or 4 minutes to trace, or 1 minute to scanline render. There was no significant difference in rendering time for scanline, but raytracing now took 12 HOURS! Here's how I made the spotlight: I started with a basic cone, and scaled it to the proper size and shape. I set the filter value to about 210,210,210 and set the fog length so that you could still easily see through to the other side. I also made the cone bright, and then applied the linear texture, so that the beam of light appeared to fall-off. I also added an axis, moved it to the tip of the cone, and made it a conical light(with shadow casting turned on). BTW, the cone was open-ended. Next, I added it to a scene I already had setup. I positioned the light so that the main object in the scene was partialy inside the cone. This was the only light in the entire scene. Anybody got any ideas as to why this took so much longer to render? ~Rick Heidebrecht~ P.S. Im using version 2.0, if it makes any difference. @{" Thread 326" link IML-326} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-275 " MSG-275 Subject: Memory Constraints @toc contents Subject: Memory Constraints Date: Tuesday, 15 August 1995 19:30:57 From: William Allwell ---------------------------------------------------------------------------- Firstly, thanks to all that answered my previous questions re rendering resolutions and the advantages to later versions of Imagine. (I was overwhelmed with the number of responses). Here's another quick question: I am currently using an Amiga 1200 with a maths co processor (using the FPU version of Imagine 2) with the standard 2 megs of Chip Ram and a further 4 meg of Fast Ram. It seems that the largest object I can render without getting an out of memory error has to be less than about 0.5 meg in size (which is a fairly big object anyway, but theres some nice big objects I've got which I'd like to see rendered). I would have thought that with 6 meg, I could easily achieve this. Is there anyway around this restriction without upgrading to an 030 with a memory management unit??? William Allwell @{" Thread 342" link IML-342} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-276 " MSG-276 Subject: Re: Convert Image Question @toc contents Subject: Re: Convert Image Question Date: Tuesday, 15 August 1995 20:06:00 From: drift@nighthawk.com (Drift Dennis) ---------------------------------------------------------------------------- >After I use convert image with a black and white state of a logo, what is the >best way to add faces to my .obj outline? Or am I doing something wrong. > > I have a very complicated logo that I just converted to a 3D object (see my webpage at http://www.cts.com/browse/drift/) and I tried several different approaches, including PixelPro, and the Imagine 'convert iff'. I even tried converting the scanned logo into a eps object and then into an object. The final answer for me was to input under 'convert iff' and then laboriously and faces, the set edge command made the job a lot easier, but it was still labor intensive. The Drift Drift Dennis drift@nighthawk.com May The Force Be With You {KC7OT} NightHawk Production 3D graphics and animation 9403 Marilla Dr Lakeside, California The true miracle is that we exist at all, 92040-2801 let alone the we are here and now. PHONE 619-390-8375 FAX 619-390-8375 PLEASE STOP BY OUR WEB SITE, we would appreciate hearing from you http://www.cts.com/browse/drift/ or soon to change to http://nighthawk.com **************************************************************************** **********^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^ @{" Thread 317" link IML-317} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-277 " MSG-277 Subject: Re: Tutorial on 3D LANDSCAPES @toc contents Subject: Re: Tutorial on 3D LANDSCAPES Date: Tuesday, 15 August 1995 20:44:09 From: cdhall@cityscape.co.uk (Chris Hall) ---------------------------------------------------------------------------- >So use DEM23DS, to convert the DEM file to a 3DS file (which is size efficent) >the format is : Is dem23ds shareware. If so where can I get it please? Chris Hall. |--------------------------------------------------------|\ | You have been spoken to by Chris Hall || | A very tall and generally nice bloke from Great Briton || | || | E- mail me at : CDHALL@CITYSCAPE.CO.UK || | Or try my WWW home page at : || | HTTP://www.cityscape.co.uk/users/ad87/index.html || | || | Today's lucky lottery numbers are :- || | 16 37 38 15 27 05 || |--------------------------------------------------------|| \--------------------------------------------------------\ @{" Thread 266" link IML-266} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-278 " MSG-278 Subject: Re:Textures/States problem @toc contents Subject: Re:Textures/States problem Date: Tuesday, 15 August 1995 20:47:35 From: CoryJ44@aol.com ---------------------------------------------------------------------------- I have the same problems with retaining state information. Often I'll attempt to create two states for an object in which the object's shape has changed, as well as its attributes. But in attempting to create the second state, only the shape information is retained, and attribute information is carried over from the first state. After numerous attempts, I usually just create another object and do the morphing that way. I guess my point is . . .. I can identify, but I don't have answers either. Does anyone know why this happens, and why I can't create a red, metal sphere state and a blue, glass sphere state for the same object (just an example)?? I'm using 3.0 . . . Cory @{" Thread 242" link IML-242} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-279 " MSG-279 Subject: Re: Imagine 3.0 @toc contents Subject: Re: Imagine 3.0 Date: Tuesday, 15 August 1995 21:06:26 From: Jim Shinosky ---------------------------------------------------------------------------- > had asked. He did tell me that Premiere creates MJpeg output. I wonder if ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ I don't think so. I have version 4.0 of Premiere, which is the latest version as far as I know, and it doesn't output to MJpeg. Jim Shinosky @{" Thread 351" link IML-351} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-280 " MSG-280 Subject: RE: Q-motion @toc contents Subject: RE: Q-motion Date: Tuesday, 15 August 1995 21:29:27 From: Jeff Hanna ---------------------------------------------------------------------------- >Both AVI and QuickTime are compressed formats, but I don't think they = are MJpeg. >I read that AVI is less compressed and thus somewhat faster than = QuickTime. >If anyone has questions about Adobe products, I will *try* to answer = them. Yes, both are compressed. Yes, neither are MJpeg. Quicktime is more = easily viewed (ie there are more Macs, PCs, and Unix boxes with = Quicktime viewers) than AVI. AVI is better in the fact that it allows = for 8 bit depth of color whereas Quicktime is 24bit or nothin' Neither is "perfect" MPeg is arguably a much better format. Better = compression and more widely accepted. But MPeg suffers in the area of = keyframes and the such. MPeg -I think- only puts in major sync frames = every 15-20 frames where as the other formats do it with more frequency. = THis means that for 'VCR" sytle playback programs MPeg will not search = and single frame as easily as QT or AVI. At least that's all the technical jargon the programmers here at Kesmai = keep telling me. We're working on full-motion video for our future games = so this is a major area of research for us right now. @{" Thread 268" link IML-268} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-281 " MSG-281 Subject: Re: Memory Constraints @toc contents Subject: Re: Memory Constraints Date: Tuesday, 15 August 1995 21:50:24 From: Duncan ---------------------------------------------------------------------------- Hi William, > > I am currently using an Amiga 1200 with a maths co processor (using > the FPU version of Imagine 2) with the standard 2 megs of Chip Ram and a > further 4 meg of Fast Ram. It seems that the largest object I can > render without getting an out of memory error has to be less than about > 0.5 meg in size (which is a fairly big object anyway, but theres some > nice big objects I've got which I'd like to see rendered). I > would have thought that with 6 meg, I could easily achieve this. Is > there anyway around this restriction without upgrading to an 030 with a > memory management unit??? > dont run imagine through workbench when you want to use imagine reboot hold down both mouse buttons and select boot with no startup-sequence you get a shell window then type dh1:image2.0/imagine.fp (obviously dh1:imagine2.0 will be changed to you own path name on your HD) Duncan @{" Thread 313" link IML-313} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-282 " MSG-282 Subject: Dare2Imagine a complete version @toc contents Subject: Dare2Imagine a complete version Date: Tuesday, 15 August 1995 22:05:53 From: izi@hoa.ping.dk (Soren Wind) ---------------------------------------------------------------------------- Where can i mail FTP "Dare 2 Imagine" ? I've got a version of it i downloaded at a local BBS but it is incomplete.. ;( _____ __ _ | | Soren IZI Wind / Denmarks HIFI Club | izi@hoa.ping.dk / 2:235/314.95 | Visual-ImPACT / Alien WorkShop | RayTRACE / stud.comp.gfx.trace | sysop at : Our World +45 75872579 | | a2k/o3o/882/12MB/33Mhz/835MB HD | | Picasso2 CyberGFX / UM-15"NLD | | Macintosh Quadra 84oAV 24mb (\o/) | | Sony 15"SF 5ooMB HD & CD-Rom (/|\) | _ __ _________| .... Lydige kvinder er lykkelige kvinder ! -- Via Xenolink 1.96, XenolinkUUCP 1.1 @{" Thread 286" link IML-286} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-283 " MSG-283 Subject: No 3D splines for 4.0? @toc contents Subject: No 3D splines for 4.0? Date: Tuesday, 15 August 1995 22:13:21 From: DAVEH47@delphi.com ---------------------------------------------------------------------------- Renderbrandt on Mon, 14 Aug 1995 writes: >First I visited Impulse for a couple of days. And we are going to see a >heck of a program when they release 4.0... >I saw metaballs,Motion blur,a new smooth feature, etc,etc... Hmmm...No 3D splines though huh? ( I'm assuming you wouldn't put something like splines under the heading of "etc., etc." :) ) -- Dave @{" Thread 447" link IML-447} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-284 " MSG-284 Subject: Re: Bones man. Bones. @toc contents Subject: Re: Bones man. Bones. Date: Tuesday, 15 August 1995 22:16:19 From: DAVEH47@delphi.com ---------------------------------------------------------------------------- Chris Hall (CDHALL@CITYSCAPE.CO.UK) writes: >I have recently got hold of a model of a man and have been playing about >with bones in a attempt to make some sort of realistic looking poseable >model. I managed to stick one of the arms onto the torso and made the >neccesary bones additions. The trouble is that when I move the arm it looks >like a shop window dummy arm that rotates around an axis. I know this is >essentialy right but how can I get it to look more realistic? A bigger group >overlap? >Also when I rotate the hand a very small part of the wrist turns were as if >you rotate your own hand (Go on. Try it) most of the lower arm (From the >elbow down) turns as well. How can I achieve this? ... I don't mean to write what might be construed as a "me too" message, but I've been having a very similar problem. I have a contiguous female object that I got from somewhere a long time ago, and I've been trying to "bone-ize" it. But I have had a lot of trouble getting the arms to move correctly at the shoulders (no matter how I move them, I usually end up with a hopeless tangle of points and edges at the point of rotation resembling the output of a plotter gone bezerk!). I think our problem, Chris, is that all Bones tutorials, at least that I have seen, assume hinge joints like those in the fingers. But the arm at the shoulders is a BALL-AND-SOCKET joint, capable of bending and twisting in diverse directions, and it is not at all clear how to implement ball-socket joints with bones. Is it possible at all? Has anyone had success doing it? If not, I have a another addition to the Wishlist... -- Dave @{" Thread 254" link IML-254} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-285 " MSG-285 Subject: Re: Bones man. Bones. @toc contents Subject: Re: Bones man. Bones. Date: Tuesday, 15 August 1995 22:24:00 From: drift@nighthawk.com (Drift Dennis) ---------------------------------------------------------------------------- >Chris Hall (CDHALL@CITYSCAPE.CO.UK) writes: >>I have recently got hold of a model of a man and have been playing about >>with bones in a attempt to make some sort of realistic looking poseable >>model. I managed to stick one of the arms onto the torso and made the >>neccesary bones additions. The trouble is that when I move the arm it looks >>like a shop window dummy arm that rotates around an axis. I know this is >I don't mean to write what might be construed as a "me too" message, but >I've been having a very similar problem. I have a contiguous female object >that I got from somewhere a long time ago, and I've been trying to >"bone-ize" it. But I have had a lot of trouble getting the arms to move >correctly at the shoulders (no matter how I move them, I usually end up >with a hopeless tangle of points and edges at the point of rotation resembling. > Is it possible at all? Has anyone had success doing it? >If not, I have a another addition to the Wishlist... > > -- Dave > > I have created bones objects that moved around quite freely with stretching realistic movements, except they were not anthropomorphic figures, just experiments to see if it could be done, and as part of a seminar I was giving for a computor show here in San Diego, CA. Once again I am giving a seminar on 3D on the Amiga and PC with IMAGINE. Once again I decide to do bones (not having done any in close to a year) and unwisely I decide to do an anthropomorphic figure (read 'alien monster'), and I too cannot get the thing right. I do remember that grouping of the bones, and grouping of the subgroups was very important, as was the assigning of states. But I DON'T remember WHAT was important in WHICH part of the process. May we all have better luck then we have had. At least I know that it can indeed be done. good luck The Drift Drift Dennis drift@nighthawk.com May The Force Be With You {KC7OT} NightHawk Production 3D graphics and animation 9403 Marilla Dr Lakeside, California The true miracle is that we exist at all, 92040-2801 let alone the we are here and now. PHONE 619-390-8375 FAX 619-390-8375 PLEASE STOP BY OUR WEB SITE, we would appreciate hearing from you http://www.cts.com/browse/drift/ or soon to change to http://nighthawk.com **************************************************************************** **********^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^ @{" Thread 284" link IML-284} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-286 " MSG-286 Subject: Re: Dare2Imagine a complete version @toc contents Subject: Re: Dare2Imagine a complete version Date: Tuesday, 15 August 1995 22:28:51 From: Roger Straub ---------------------------------------------------------------------------- On Tue, 15 Aug 1995, Soren Wind wrote: > > Where can i mail FTP "Dare 2 Imagine" ? > I've got a version of it i downloaded at a local BBS but it is incomplete.. ;( You can get it on Aminet (ftp.netnet.net) under /pub/aminet/gfx/3d/iml-d2im.lha. > _____ __ _ > | > | Soren IZI Wind / Denmarks HIFI Club > | izi@hoa.ping.dk / 2:235/314.95 > | Visual-ImPACT / Alien WorkShop > | RayTRACE / stud.comp.gfx.trace > | sysop at : Our World +45 75872579 | > | a2k/o3o/882/12MB/33Mhz/835MB HD | > | Picasso2 CyberGFX / UM-15"NLD | > | Macintosh Quadra 84oAV 24mb (\o/) | > | Sony 15"SF 5ooMB HD & CD-Rom (/|\) | > _ __ _________| > > ... Lydige kvinder er lykkelige kvinder ! > > -- Via Xenolink 1.96, XenolinkUUCP 1.1 > ^ | | Whoa! See ya, Roger @{" Thread 293" link IML-293} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-287 " MSG-287 Subject: Convert Image Question @toc contents Subject: Convert Image Question Date: Tuesday, 15 August 1995 22:50:55 From: CyberMer@aol.com ---------------------------------------------------------------------------- After I use convert image with a black and white state of a logo, what is the best way to add faces to my .obj outline? Or am I doing something wrong. @{" Thread 330" link IML-330} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-288 " MSG-288 Subject: Re: Quickie (multiple stages) @toc contents Subject: Re: Quickie (multiple stages) Date: Tuesday, 15 August 1995 23:49:19 From: Richard Heidebrecht ---------------------------------------------------------------------------- On Sun, 13 Aug 1995 cjo@esrange.ssc.se wrote: > Since I've got this nice computer with a multitasking operating system > I simply copied the staging file (which can be > found in your PROJECT.IMP directory), renamed it to "staging.original", > went back to Imagine and modified the scene, saved changes, etc... And I > can do this for as many times as I want. When I want to go back to a > previous setup I simply copy the "staging.whatever" to "staging". Easy, > ain't it? > > Now, there is another way to do all this, which even works on a PC!! ;) Actually, you don't need multitasking to use the file copy command :) ~Rick Heidebrecht~ @{" Thread 334" link IML-334} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-289 " MSG-289 Subject: Texture Preview @toc contents Subject: Texture Preview Date: Wednesday, 16 August 1995 00:14:10 From: Susan Dianne Boon ---------------------------------------------------------------------------- Hi Y'all! The answer to my previous query was that I was definitely running out of memory. My fonts were too large and chewed up too much memory. Hmmm...perhaps Gigamem might be an answer for me in the future. Now, a request to Impulse, and I know Mike and Co. are listening... REQUEST # 120,222,143,122.1 - It is really too bad that the texture preview only works for those who are priviledged to own an internal video board. For us normal (poor) folk, we only have DCTV or nothing at all. If you own a DCTV and a RGB converter, both DCTV and normal graphics can be incorporated (displayed) onto the same screen. Cool....one might think this could be easily coded into Imagine at some point. Oh well, what do I know, I only study people...not machines...but they do behave similarly at times. -- Dr. Susan D. Boon Department of Psychology University of Calgary 2500 University Dr. NW Calgary, AB T2N 1N4 CANADA @{" Thread 71" link IML-71} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-290 " MSG-290 Subject: RE: Q-motion @toc contents Subject: RE: Q-motion Date: Wednesday, 16 August 1995 05:07:53 From: philgro@indirect.com (Phil Grossblatt) ---------------------------------------------------------------------------- >Yes, both are compressed. Yes, neither are MJpeg. Quicktime is more easily viewed (ie there are more Macs, PCs, and Unix boxes with Quicktime viewers) than AVI. AVI is better in the fact that it allows for 8 bit depth of color whereas Quicktime is 24bit or nothin' > >Neither is "perfect" MPeg is arguably a much better format. Better compression and more widely accepted. But MPeg suffers in the area of keyframes and the such. MPeg -I think- only puts in major sync frames every 15-20 frames where as the other formats do it with more frequency. THis means that for 'VCR" sytle playback programs MPeg will not search and single frame as easily as QT or AVI. Note that MPEG and MJPEG are completely different animals! MJPEG is one compression style for .avi files- all the frames exist in the file, as in a still JPEG file. With MPEG, the files are compressed with regard to the difference of the following frame, so the individual frames are lost. Phil @{" Thread 280" link IML-280} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-291 " MSG-291 Subject: Re:Impulse Im4.0 @toc contents Subject: Re:Impulse Im4.0 Date: Wednesday, 16 August 1995 09:00:23 From: Granberg Tom ---------------------------------------------------------------------------- Hi! I dont got as much time to write about my experience at Impulse, but I guess you all want to know what I saw. Well, V4.0 is still in the works and is not by far finished, but some of the features is almost finished and more is under development. The things I saw was on PC's. And Zack was busy converting the code to windows/windows NT. As you probably can understand, I cant tell you everything about the new stuff since some of the new ideas is still under development. But here are some of the features I think will make it to 4.0. -Generation of alpha channel -Backdrop+alpha, size regardless of rendering output -Foreground+aplha, and maybe multi layering+alpha's, in the foregoround -Smoothing of entire objects or subgroups/picked faces, and selectable constraints -Blobs/metaballs -Possibility to use FX in detail editor Thats that for now at least, I would think that there would be a lot more stuff implemented in 4.0 but these are the things I see as the most usefull ones. Tom Renderbrandt @{" Thread 362" link IML-362} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-292 " MSG-292 Subject: Re: 3.3Prob @toc contents Subject: Re: 3.3Prob Date: Wednesday, 16 August 1995 11:05:06 From: a00448@dtic.ua.es (ERNESTO POVEDA CORTES) ---------------------------------------------------------------------------- > I've now installed the latest 3.3 update which look's impressive but > the lake now render's as a normal flat plane. > No ripples, no nothing.....AAaaahhhh > I need those ripples back, any idea's ? I had a similar trouble.... here cames the probably solution... Check the mix/morph box in the textures requester. Some textures put it to 0.00 by default, which makes these textures to not render. If the is the prob simply change the value to 1.00 :) -- 'There can be only one' -Highlanders email: a00448@dtic.ua.es --> Ernesto Poveda Cortes (I am not a number :) @{" Thread 248" link IML-248} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-293 " MSG-293 Subject: Re: Dare2Imagine a complete version @toc contents Subject: Re: Dare2Imagine a complete version Date: Wednesday, 16 August 1995 11:17:53 From: a00448@dtic.ua.es (ERNESTO POVEDA CORTES) ---------------------------------------------------------------------------- > Where can i mail FTP "Dare 2 Imagine" ? > I've got a version of it i downloaded at a local BBS but it is incomplete.. ;( You can get it from any aminet site ( wuarchive.wustl.edu (US) or ftp.uni-paderborn.de (EUROPE) for example). Also there are both html and amigaguide hypertext versions of d2i. -- 'There can be only one' -Highlanders email: a00448@dtic.ua.es --> Ernesto Poveda Cortes (I am not a number :) @{" Thread 150" link IML-150} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-294 " MSG-294 Subject: Re: An old challenge - How are diamonds done ? @toc contents Subject: Re: An old challenge - How are diamonds done ? Date: Wednesday, 16 August 1995 11:26:14 From: a00448@dtic.ua.es (ERNESTO POVEDA CORTES) ---------------------------------------------------------------------------- Hi, I don't know how the diamond travel are at this point but here comes my little experience.... After triying a lot of changes in the attributes requester( you know: playing with index of ref. & filter & reflex...) i find a solution that generates a very good looking diamond. Just try to lower the hardness to 0! Try it before reply this, please. At least this setting will rip off that black areas the trace generate on the standard diamond. -- 'There can be only one' -Highlanders email: a00448@dtic.ua.es --> Ernesto Poveda Cortes (I am not a number :) @{" Thread 218" link IML-218} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-295 " MSG-295 Subject: Re: Quickie (multiple stages) @toc contents Subject: Re: Quickie (multiple stages) Date: Wednesday, 16 August 1995 11:38:06 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Conny, on Aug 13 you wrote: > I set up a scene (a small stage, a stool, the guitar and a spotlight), > rendered it and thought that I wanted to render a whole series of images > with the same scene, just moving the camera around. But I still wanted to > be able to come back to my original scene (with the exact same camera > position). > So, what do I do if I don't want to write down the position and alignment > for all the 5 different positions that I'm working on? Well, let me tell > you; > deleted > Am I missing something here? Is'nt this just a 5 frame pop morph anim? -- Bob @{" Thread 288" link IML-288} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-296 " MSG-296 Subject: Re: Undocumented Textures/Effects @toc contents Subject: Re: Undocumented Textures/Effects Date: Wednesday, 16 August 1995 11:53:38 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Nigel, on Aug 15 you wrote: > Angular.itx > bricks.itx > Camo.itx > Checks2.itx > Disturbed.itx > Dots.itx > Grid.itx > Linear.itx > Pastella.itx > Radial.itx > Spots.itx > Waves.itx > Wood.itx > > Has any one got any documentation about these (from Impulse or elsewhere) ? These are all Imagine 2.0 textures and documented in its' manual. -- Bob @{" Thread 271" link IML-271} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-297 " MSG-297 Subject: Re: Wish list @toc contents Subject: Re: Wish list Date: Wednesday, 16 August 1995 12:01:31 From: rbyrne@3dform.edex.edu.AU (Robert Byrne) ---------------------------------------------------------------------------- Hello Scott, on Aug 15 you wrote: EA> >Is there any way to use the deform tools(bend, taper, twist etc.) in pick EA> >points mode? if not I would like to add it to the wish list. > Yes! Check page 121 of the Imagine 3.0 manual. That's the Deform Tool on p121, Edward was referring to page 117. :-) -- Bob @{" Thread 325" link IML-325} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-298 " MSG-298 Subject: Re:Textures/States problem @toc contents Subject: Re:Textures/States problem Date: Wednesday, 16 August 1995 12:15:01 From: Torgeir Holm ---------------------------------------------------------------------------- On 15-Aug-95 15:47:35, CoryJ44 wrote: >I have the same problems with retaining state information. Often I'll >attempt to create two states for an object in which the object's shape has >changed, as well as its attributes. But in attempting to create the second >state, only the shape information is retained, and attribute information is >carried over from the first state. After numerous attempts, I usually just >create another object and do the morphing that way. I guess my point is . . >. I can identify, but I don't have answers either. Does anyone know why this >happens, and why I can't create a red, metal sphere state and a blue, glass >sphere state for the same object (just an example)?? I'm using 3.0 . . . ~~~~~~~~~~~~~~~~~~~` that's why :) The attributes part of states didn't work properly in 3.0. I think this was fixed in 3.1, at least it works in 3.3. Torge!r @{" Thread 278" link IML-278} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-299 " MSG-299 Subject: Re: Memory Constraints @toc contents Subject: Re: Memory Constraints Date: Wednesday, 16 August 1995 12:15:05 From: Torgeir Holm ---------------------------------------------------------------------------- On 15-Aug-95 20:50:24, Duncan wrote: >> > dont run imagine through workbench > when you want to use imagine reboot hold down both mouse buttons and >select boot with no startup-sequence you get a shell window > then type dh1:image2.0/imagine.fp > (obviously dh1:imagine2.0 will be changed to you own path name on your >HD) Or get one of the boot utilities that let you use another startup-sequence when holding down a mouse button while booting. I used this when I only had 6 MB Ram, because I needed all my assigns and paths put in, and also a couple commodities I couldn't live without (like ModePro). Torge!r @{" Thread 323" link IML-323} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-300 " MSG-300 Subject: Texture Preview @toc contents Subject: Texture Preview Date: Wednesday, 16 August 1995 12:15:07 From: Torgeir Holm ---------------------------------------------------------------------------- On 15-Aug-95 23:14:10, Susan Dianne Boon wrote: >Hi Y'all! >The answer to my previous query was that I was definitely running >out of memory. My fonts were too large and chewed up too much >memory. Hmmm...perhaps Gigamem might be an answer for me in the >future. Susan, try scaling the axis only of each letter before adding points, this affects the numjber of points and faces the letter gets. A larger axis in relation to the object gives you less points.z Torge!r @{" Thread 289" link IML-289} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-301 " MSG-301 Subject: Re: Convert Image Question @toc contents Subject: Re: Convert Image Question Date: Wednesday, 16 August 1995 12:35:11 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello CyberMer, on Aug 15 you wrote: > After I use convert image with a black and white state of a logo, what is the > best way to add faces to my .obj outline? Or am I doing something wrong. I thought you had the option of adding faces when the object is created but there is another way which gives you more control. 1. Make sure the Y axis is pointing out of the outline object. 2. Extrude the outline, the distance does'nt matter, say 100 units. 3. Load a primitive disk or plane depending on the type of faces you want on your object, radial or lateral. 4. Scale the primitive so it is larger than the extruded outline and position it to around the middle of (intersects) the outline. 5. Pick both objects and use the Slice command. 6. Go into Pick Group mode and ungroup it. 7. Go into Pick Object mode and cycle through all the parts created by the slice and delete the ones you don't want. You can now extrude the object. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 305" link IML-305} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-302 " MSG-302 Subject: Re: Bones man. Bones. @toc contents Subject: Re: Bones man. Bones. Date: Wednesday, 16 August 1995 14:20:21 From: SGiff68285@aol.com ---------------------------------------------------------------------------- In a message dated 95-08-15 22:28:01 EDT, DAVEH47@delphi.com writes: >I don't mean to write what might be construed as a "me too" message, but >I've been having a very similar problem. I have a contiguous female object >that I got from somewhere a long time ago, and I've been trying to >"bone-ize" it. But I have had a lot of trouble getting the arms to move >correctly at the shoulders (no matter how I move them, I usually end up >with a hopeless tangle of points and edges at the point of rotation >resembling >the output of a plotter gone bezerk!). I would think you would be more worried about the legs if you were trying to bone her. (G) :) Sorry I couldn't resist. @{" Thread 261" link IML-261} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-303 " MSG-303 Subject: Lightwave EMail list @toc contents Subject: Lightwave EMail list Date: Wednesday, 16 August 1995 16:15:00 From: horst@artemedia.DE (Horst Heberle) ---------------------------------------------------------------------------- Hi erverybody, is there someone out there who can tell me the right address to subscribe to the Lightwave list? Sorry that this is not Imagine related, but I don't have no possibility to get it on an other way. Thanks Horst -- _/_/_/ _/ _/_/_/_/ _/ Dipl. Ing. Horst Heberle _/ _/_/ _/ _/_/ Lindenstrasse 9 54292 Trier _/ _/ _/ _/_/_/_/ _/ _/ eMail heberle@trier.fh-rpl.de _/ _/ _/ _/ _/_/_/_/ Phone (0)651 47493 _/_/_/ _/_/_/_/_/ _/_/_/_/ _/ _/ Fax (0)651 43176 @{" Thread 6" link IML-6} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-304 " MSG-304 Subject: Re: Premiere - MJpeg @toc contents Subject: Re: Premiere - MJpeg Date: Wednesday, 16 August 1995 17:09:54 From: williamp@triode.apana.org.au ---------------------------------------------------------------------------- > > had asked. He did tell me that Premiere creates MJpeg output. I wonder if > ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ > > I don't think so. I have version 4.0 of Premiere, which is the latest > version as far as I know, and it doesn't output to MJpeg. You need the MJpeg codec.It usually comes with one of the video grabbing and playback boards like the FAST Movie Machine card. William @{" Thread 76" link IML-76} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-305 " MSG-305 Subject: Re: Convert Image Question @toc contents Subject: Re: Convert Image Question Date: Wednesday, 16 August 1995 17:44:16 From: jprusins@cybergrafix.com (John Prusinski) ---------------------------------------------------------------------------- >>After I use convert image with a black and white state of a logo, what is the >>best way to add faces to my .obj outline? Or am I doing something wrong. >> >> >I have a very complicated logo that I just converted to a 3D object (see my >webpage at http://www.cts.com/browse/drift/) and I tried several different >approaches, including PixelPro, and the Imagine 'convert iff'. I even tried >converting the scanned logo into a eps object and then into an object. >The final answer for me was to input under 'convert iff' and then >laboriously and faces, the set edge command made the job a lot easier, but >it was still labor intensive. My solution to this problem is usually to extrude the outline of the logo after it's been converted from the IFF, then add a primitive plane of moderate complexity. Using "slice" I then cut the plane with the logo outline, and get rid of the extraneous pieces, including the original logo outline, so that all I have left is the logo-shaped piece cut out of the plane. Voila! Automatic facing! John ________________________________________________ | "The next great step toward a planetary holism is a | | partial merging of the technologically transformed | | human world with the archaic matrix of vegetable | | intelligence that is the Overmind of the planet." | | -Terence McKenna | |_______________________________________________| @{" Thread 276" link IML-276} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-306 " MSG-306 Subject: Re: Memory Constraints @toc contents Subject: Re: Memory Constraints Date: Wednesday, 16 August 1995 18:42:37 From: Richard Heidebrecht ---------------------------------------------------------------------------- On Tue, 15 Aug 1995 RobSampson@aol.com wrote: > of your hardware and then have to work around them I look forward to > Imagine for windows so I can utilize the swap file but I dread the loss of > speed that will cause. In any case there is no work around for very large > objects (I have created some over 1.5 meg) you have to buy more ram. > > Bob............. Does anybody know if you will be able to use a swap file with the Dos version of Imagine running through Windows 95? ~Rick Heidebrecht~ @{" Thread 299" link IML-299} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-307 " MSG-307 Subject: Re: Re[2]: Textures/States problem @toc contents Subject: Re: Re[2]: Textures/States problem Date: Wednesday, 16 August 1995 22:06:11 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- > >Well I did try it again last night... and it worked. Seems that my state >information WAS NOT RETAINED, despite doing a State/Update and saving the >object! So this brings me to the heart of my problem, how to properly set a >state. Seems like I setup this object about ten time before the states stayed >the way I intended. Everytime I would go back and look at the texture axis, one >or more were wrong. I'll have to experiment some more. Does anyone else share >the statelessness problem? > Procedure : Set up your 'base' object configuration then 'create state' and accept 'Default' as the first state name. Set all switches for Default that you will use, now or in the future. In your case, make sure Textures/Brushes is set, of course. Now create a state (I usually call Main) that is the same as default. Use this whenever you want your base object configuration, particularly in Action/Stage. I don't know if this is a bug or just the way it is, but using Default causes problems. Now change anything you want to and create new states at will. Default should always be the first state, or you're asking for trouble. Bill @{" Thread 98" link IML-98} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-308 " MSG-308 Subject: Re:Impulse Im4.0 @toc contents Subject: Re:Impulse Im4.0 Date: Wednesday, 16 August 1995 22:12:23 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- >Hi! >I dont got as much time to write about my experience at Impulse, but I guess you >all want to know what I saw. >Well, V4.0 is still in the works and is not by far finished, but some of the >features is almost finished and more is under development. The things I saw was >on PC's. And Zack was busy converting the code to windows/windows NT. As you >probably can understand, I cant tell you everything about the new stuff since >some of the new ideas is still under development. >But here are some of the features I think will make it to 4.0. > >-Generation of alpha channel >-Backdrop+alpha, size regardless of rendering output >-Foreground+aplha, and maybe multi layering+alpha's, in the foregoround >-Smoothing of entire objects or subgroups/picked faces, and selectable >constraints >-Blobs/metaballs >-Possibility to use FX in detail editor >Thats that for now at least, I would think that there would be a lot more stuff >implemented in 4.0 but these are the things I see as the most usefull ones. > >Tom Renderbrandt > Talking to Mike H the other day (via e-mail) and he said V4.0 is due out on the 1st of September, with the Windows version arriving probably in October sometime. @{" Thread 291" link IML-291} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-309 " MSG-309 Subject: Re: Bones man. Bones. @toc contents Subject: Re: Bones man. Bones. Date: Wednesday, 16 August 1995 22:53:55 From: Valleyview@aol.com ---------------------------------------------------------------------------- A few thoughts on bones. Imagine's bones are realistically "ball and socket" joints. They can be rotated in all 3 axis. They can be turned into "hinge" joints by selectively rotating in certain axis only or by "freezing" the rotation to certain axis and using constrain. The position of pivot is the base of the bone axis, or where the 3 axis meet. Take a person's arm for example. The "ball" is offset from the upper arm bone, meaning the pivot is not in the center of the arm. So to best simulate this, move the upper arm axis to where the arm meets the chest ( it doesn't have to be in the middle of the arm). Look at your own arm's movement. Unless you work for the circus, if you measure your range of movement, you will probably be suprised at the limits of movement in the human. Don't exceed these. (If you're an old timer like myself, you'll be REAL suprised) When you model, do it in the simplest form and most neutral position. By this I mean, keep joints straight and no fancy positions. Also if an arm has 180 degrees of movement, top to bottom, model it at 90 degrees. This way, since faces have to stretch and shrink to cover this movement, we keep our maximum face stretching and shrinking to a minimum. The more faces around a joint, the smoother the look. Again more sections in a joint area reduce the amount each face has to stretch. When I model, I think of the waist as the mid point. In other words a chest axis pointing up which splits into two arm axis and a head axis. Like wise a trunk axis point down splitting into the two leg axis. The head and trunk axis come off of (are children of) the object axis. All bones axis MUST be beneath (chilidren, grandchildren,etc.) the object axis. If you want to manipulate the entire object in different states, then add an axis outside the body that is parent to the object axis. By modeling from the waist out, this lets me move the arms, legs, or head, either directly or inversely, without affecting other parts of the body. I will follow up in the next day or two with a post on small and big bone subgroups. There is a point I want to be sure on first. I'm also working on a full bones and animation tutorial, hopefully for FAQ #9. It will be long but should cover everything in a way us simple folk can understand. I find I can't make a bones object without screwing something up and I need a checklist of sorts to find my mistakes easier. Need any more help, just hollar! Rick @{" Thread 302" link IML-302} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-310 " MSG-310 Subject: Re: Slice @toc contents Subject: Re: Slice Date: Thursday, 17 August 1995 00:33:00 From: drift@nighthawk.com (Drift Dennis) ---------------------------------------------------------------------------- >Hello All, > >I'm trying to slice some fairly complex objects (IM3) and thought it would >be nice if Imagine's error messages were more detailed, like giving the >number of the offending edge/face. After getting an error like "edge too >close..." or "error splitting faces" I move, rotate or scale the object and >may correct that part of the object but then have another part cause an >error. If I knew which face was causing the problem I could manipulate it >using Pick Range. This will no doubt be tedious but after three hours >trying to get slice to work it might be easier. >I may just leave the objects as they are but you end up with the pieces >looking like they are fused together rather than joined with sharp edges >where they intersect. > I found that on complex objects I would ALWAYS get that message, even when the slice was a very simple basic slice that always works otherwise. Even taking the complex object apart (via a delete and save method), the sliceing still would generate the same messages. Only by trickery (joining something to the sundered part) in convinceing the object that it was no longer complex, would I get the slice to work. I found it much simpler to try and not join the part of my model untill ALL the sliceing had been done. Don't know why this is so, but that's what happened useing 3.3 on a spaceman object. If anyone knows a workaround it would make complex model creation a lot easier. Drift Drift Dennis drift@nighthawk.com May The Force Be With You {KC7OT} NightHawk Production 3D graphics and animation 9403 Marilla Dr Lakeside, California The true miracle is that we exist at all, 92040-2801 let alone the we are here and now. PHONE 619-390-8375 FAX 619-390-8375 PLEASE STOP BY OUR WEB SITE, we would appreciate hearing from you http://www.cts.com/browse/drift/ or soon to change to http://nighthawk.com **************************************************************************** ****** A2k-030@50mhz+20Meg/A4k-040@40Mhz+50Meg/PAR/1stopMusicShop/+6gigHDspace&PC+20Meg ****^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^ @{" Thread 314" link IML-314} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-311 " MSG-311 Subject: MJPEG cleared up maybe @toc contents Subject: MJPEG cleared up maybe Date: Thursday, 17 August 1995 04:01:07 From: philgro@indirect.com (Phil Grossblatt) ---------------------------------------------------------------------------- Seen lots of questions/confusion here lately RE: MJPEG. Tho' I'm by no means an expert, I do have a capture/playback board and Premiere. As far as I know, MJPEG only exists in hardware assisted form, unlike MPEG.When the drivers for the board are installed in Windows, Premiere will recognize it as a compression option just like Indeo, Cinepak, etc. HTH, Phil. @{" Thread 196" link IML-196} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-312 " MSG-312 Subject: Win95. @toc contents Subject: Win95. Date: Thursday, 17 August 1995 04:19:04 From: lumbient@superlink.net (!LuM!) ---------------------------------------------------------------------------- I am sick of people asking, "will this work under win95?" Please take note: If it doesn't work under OS/2, and it doesn't work under WinNT it WON'T work under win95! Because Win95 is really a hard to install OS/2. Same technology... So: Swap files won't work. Imagine won't run under win95. (i now you can use a special dos mode) Imagine won't multitask. Thank you. !LuM! |------------------------------------------------\ |"World Class Complaining" Lumbient@superlink.net\ |Soon to have a Web page. (I wish :) !NIN! \ | / |Superlink: NJ's Largest Internet Access Provider./ |------------------------------------------------/ @{" Thread 44" link IML-44} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-313 " MSG-313 Subject: Re: Memory Constraints @toc contents Subject: Re: Memory Constraints Date: Thursday, 17 August 1995 06:26:14 From: Fredster ---------------------------------------------------------------------------- -- [ From: Fredster * EMC.Ver #2.5.02 ] -- > Does anybody know if you will be able to use a swap file with the Dos version > of Imagine running through Windows 95? Not no, but HECK no! Imagine/PC has it's own way of dealing with memory that doesn't allow for a swap file. Under '95, to get Imagine running you're just booting to plain old DOS (single DOS mode), so there'd be no help there. Gotta wait for the Windows version... Of course, and investment in more RAM couldn't hurt either, and would improve the performance of your computer in general, not just Imagine. I know that's not always feasible, but if it's possible that's the way to go. Just a thought... -------------------- Fred Aderhold fredster@netrix.net Brownies - not just for breakfast anymore! -------------------- @{" Thread 306" link IML-306} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-314 " MSG-314 Subject: Re: Slice @toc contents Subject: Re: Slice Date: Thursday, 17 August 1995 11:00:49 From: "JOSEPH F. HART" ---------------------------------------------------------------------------- The problem is that in Slice, no edge on an object to be sliced may intersect, or "cross", any part of any edge on any other object also to be sliced. The two edges must not share endpoints or pass through each other. If an edge on an object to be sliced passes through a face of another object also to be sliced so as to intersect it at a single point, the intersection should not cause an error. The edge intersections are what what cause almost all the slice problems. Avoid them and you should be able to slice anything you have enough memory to slice. ___________________________________________________________________ | Internet: VISHART@ubvms.cc.buffalo.edu Joseph Hart | /// Plink : OSS542 Niagara Falls, NY | \\\/// Ham call: WA2SND | \XX/ FreeNet : af804@freenet.buffalo.edu | *** AMIGA - Computers for REAL MEN *** =================================================================== @{" Thread 335" link IML-335} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-315 " MSG-315 Subject: The Great Diamond Challenge - Great Diamonds at Last !!!! @toc contents Subject: The Great Diamond Challenge - Great Diamonds at Last !!!! Date: Thursday, 17 August 1995 11:21:02 From: "JOSEPH F. HART" ---------------------------------------------------------------------------- Many thanks and congratulations to ERNESTO POVEDA CORTES (a00448@dtic.ua.es), who has discovered a very simple solution to making absolutely gorgeous diamonds !!! (Try using Haitex glasses for a real treat....:-) (Sounds of thunderous applause, fervent praise, profound worship, and much sacrificing of valuable commodities...) I've been trying to figure this one out for years.... It seems that all you have to do to get rid of the spurious dark areas is to keep your "hardness" very low. This should also work for many other sharp faceted objects as well. Here is the diamond object with the change made, and a simple set of attributes given...... ---------------------------- cut here ------------------------------- begin 644 brildiam.lha M(HHM;&@U+2\$``"B"0``L8(0'P``#&)R:6QD:6%M+F]B:LMC`Z)KF>X;-->WJ M_:`%*6@`8P%MH6F,8R939=EVR;+=;3`-MMM^N0PIG+E5V55SD,L9'C>`(S;9O MCG@>)S&0D80=MF1X6/`\#Q/(QC(P)%X%>%X=%3.6/W[WW%RL>%\8YND;;;E[0 ML2?2FI5_NTY4J5/X&/&"^9*EN20?KSI$V6DK65C2)L^=*7]_.8LB@"JT]2H3L MW,8+@?XN4C)QG`5\GB_[[_SW,;*EM?_?Z6@W?$L/@H3J8_O.PNV4?L?.J.K%8 M$OO)SV=%.9_W*=SN?4@#O1_3C`OP6;?TQD_9!VI]+0C M^-O7>L]L/J-]1CERN">"KS[UZBM5",1NV;*7@.V5Z8]%>R,8.J%=4WR3>*L,U M1N&9;*W/(>^&.W#;51#-@9LS'JKASKA#6#O5A*-W"OS'H.*9;C7=F;$S:&/5" M6M;6!?&6ZNE@&/0=X9<"F*-]>-\8RY,VIC'=\GX%^/M>2=@;E1S&/+%-@9<'I MH37$S@#_!&%FX!![$5OU9#KV0V(GL1[L@^S,N@V"K0#:$5L1/9"6R#81.X9N" M(;BF[LW>&XQN.;A'&,(X'A@XC1OAG9NP#X`WP3<`<[`W9CO!-V@]V9NT.AX1] MT'".8X87#"XARW$.0XHCBA=V<;W9Q'>".\"XQP>S<<1Q\21)[/=-`G]4LDI&] MK`U@/RSA.@!9TOQRD:`$_$PN&-+\#5%*P2ZX"RF\)Y12-JN04G1`U@C\P@-$O M#7'@/YI`:0%G:/G'+M(#&V][M>>5VX!LRL_0(FX!MRM_B M1'NF!O2O^27;3`W1=.S*)OUX90.T`X!^+OTBX^$!B+!7*(;P@-ZNX7ICKX('4 M;K"68MP%Y@\]R0/NB"[E;HH7NUMA#EMXORQI[Q9HTY`'`6[7+(SD`=LMZN(5< M7WH'8+?+Q"T<,#'6_7%7;KOFA[]>*5OO@.]7`)'N5)4H2X9*9:Q"5X)`?&6\K M%K`XJXQ7N,!D+'7CE8[\#CD-Q"L9B\@3^`!FD'EC;.(;NQO\E<$+8&>O**QFC M`9XTS3F5^H RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-316 " MSG-316 Subject: Re: Wish List @toc contents Subject: Re: Wish List Date: Thursday, 17 August 1995 13:08:25 From: SGiff68285@aol.com ---------------------------------------------------------------------------- In a message dated 95-08-17 00:54:23 EDT, rbyrne@3dform.edex.edu.au (Robert Byrne) writes: >> Here's my wish list for 4.0 or a future version. Probably to late to make >it >> into 4.0 > >> 7. (Asked for before but) Unpick select points in detail. > >It's already there, UnPick Select (F2). I am not talking about the unpick select feature that is already there. I am talking about being able to unpick any point at any time just like you can pick it now.> >> 8. A point randomizer that would give objects a "not so perfect, real >world" >> look within specified tolerances by shifting all points on an object a >small >> amount. > >For Amiga users there's some utilities on Aminet/gfx/3d called something >like IIUtilities.lha. It has a program called Jitter which does this. > Sorry, I'm a pc user. And having a feature inside Imagine that does this would be very nice. >> 10. Simple landscape generator. >>Use Applique with an appropriate pic. There are lots of features in Imagine that do the things we want but sometimes its nice to have a feature that is made for a particular situation to make things speedier. The Applique feature works fine for some things, but for landscaping where you have realisitic lookin mountains it does not do vertical geometry nor does it optimize the shapes for the geometry in a landscape. There have been many implementations of features in Imagine that were possible before by a more tedious process, like attributes in Stage. That is not a reason however not to put them in when it comes to streamlining the product. S.G. @{" Thread 448" link IML-448} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-317 " MSG-317 Subject: Re: Convert Image Question @toc contents Subject: Re: Convert Image Question Date: Thursday, 17 August 1995 13:24:35 From: cjo@esrange.ssc.se ---------------------------------------------------------------------------- >After I use convert image with a black and white state of a logo, what is=20 >the best way to add faces to my .obj outline? Or am I doing something=20 >wrong. Hmm, one of the thing that Imagine sometimes screws up. In theory; import your ILBM outline and make the object with faces. Problem; this usually does NOT work. What might work; import the ILBM but do NOT add faces. Check the outline to= =20 see that there aren't any holes, if so mend them. Extrude the outline. Add=20 a primitive plane larger than your outline (the more faces it has the=20 better). Position the plane through your extruded outline. Pick both=20 objects. Slice them. (This is what we call "the coockie cutter method" :) If you've got TypeSmith: import the outline in a new font. Do "autotrace".=20 Export the font as "adobe postscript". Import that into the spline editor=20 and manipulate it from there. *---------------------------------------------------------------* | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | *---------------------------------------------------------------* @{" Thread 174" link IML-174} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-318 " MSG-318 Subject: Re: Slice @toc contents Subject: Re: Slice Date: Thursday, 17 August 1995 14:01:51 From: gregory denby ---------------------------------------------------------------------------- Regarding the current thread on the always "iffy" Slice command: Awhile back, someone posted that increasing the number of faces in the object helped. I thought this surprising, since I had had the best results slicing simple objects. A little experimenting showed this advice to be mostly correct. For instance, take a primitive splane and slice it with a tube. If you get an error, grab the faces of plane...oops, make that grab the edges near where the tube intersects and fracture those. You will be more likely to get a good slice. Evidently, the extremely acute angles created when distant points on large faces are joined lead to the edge to close to edge error. More faces/points near the intersection means a greater likelyhood of a less acute angle at the plane vertices. Greg Denby @{" Thread 274" link IML-274} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-319 " MSG-319 Subject: Re: Wish List @toc contents Subject: Re: Wish List Date: Thursday, 17 August 1995 14:07:45 From: gregory denby ---------------------------------------------------------------------------- >> 10. Simple landscape generator. > >Use Applique with an appropriate pic. If you applique to a large plane, you are lakiely to get nasty phong artifacts. I Made a very large six sided disk, and fractured it repeatedly. Then I deleted points to make it a seratted rectangle. When I applique to that, there are fewer phong mess-ups because the face angles are more regular, i.e.: all 60 degrees instead of 90,a,b. Hope this helps, Greg Denby @{" Thread 316" link IML-316} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-320 " MSG-320 Subject: Re[2]: Memory Constraints @toc contents Subject: Re[2]: Memory Constraints Date: Thursday, 17 August 1995 14:17:16 From: spack@mv.us.adobe.com ---------------------------------------------------------------------------- >Does anybody know if you will be able to use a swap file with the Dos >version of Imagine running through Windows 95? No it cannot be done. To run Imagine, Windows 95 must be quit and a genuine strict DOS box is required, thus there are no Windows services available (such as task switching, virtual memory, etc.). If you need the specifics on how to setup a Windows95/Imagine DOS box, please let me know via private e-mail. I sent instructions to the IML a few weeks ago. -Scott spack@adobe.com @{" Thread 361" link IML-361} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-321 " MSG-321 Subject: IML-FAQ#08: what's new @toc contents Subject: IML-FAQ#08: what's new Date: Thursday, 17 August 1995 15:57:47 From: G.Scibilia@Agora.stm.it ---------------------------------------------------------------------------- Yaba daba doo Imagineers, I'm searching for a little tutorial on inverse kinematics (or just a brief on Freeze/Constrain/Release functions) to add to the latest IML-FAQ: have I missed some cool stuff that should be added to the FAQ (you all know the table-of-contents of the FAQ, am I wrong??)? I'm still waiting for new 'home pages' entries, I received only two www addresses, there arent any other cool www home pages? Can someone write a tutorial on how make textures for both Amiga and PC platforms?? Last Update : July 21, 1995 Friday Issue Number : 8 What's New : Section 1, No 1. Added HTML home pages list Section 2, No 25. Spin and Sweep: how them work Section 2, No 26. Modeling hands, feet, etc... Section 2, No 27. Realistic neon lights Section 2, No 28. Getting a checkered plane with checks of different textures Section 2, No 29. Bright light reflecting off thousands of tiny particles suspended in air Section 2, No 30. Realistic glass using Imagine v3.3 Section 2, No 31. Diamonds Section 2, No 32. Bones can Section 6, No 8. Depth of field Section 8, No 13. Spaceship shield Attribute (Essence) Section 8, No 14. Spaceship shield (Imagine v2.9) Section 8, No 15. Ground cover (Imagine v2.9 or higher) Section 8, No 16. Steam engine attribute (Imagine v2.9 and higher) Section 8, No 17. Fun with Fuzz texture: Wispy Smoke, Scattered Cumulus Clouds (Imagine v2.9 and higher) Section 8, No 18. Water attribute Section 9, No 4. Imagine v3.0 / v3.1 high res video change update Section 9, No 9. N.U.R.B.S. Section 9, No 10. Blobs I should greet M.McCool (neon lights), James Walker (hires video change), Pierfrancesco Parente and Robert Byrne (spin & sweep) and G.deBeaumont for their contributes, thanx again fellows! /\_ | | "G.Scibilia@Agora.stm.it" | O | "cn01@novell.dima.unige.it" | | "2:332/211.24@FidoNet.org" | O | "Imagine Mailing List,IML FAQer" ae(-_^)ue |___| _ __ ___ ______Wizard signing off @{" Thread 97" link IML-97} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-322 " MSG-322 Subject: Transition frames @toc contents Subject: Transition frames Date: Thursday, 17 August 1995 15:59:44 From: Mike McCool ---------------------------------------------------------------------------- I know, and I can hear all the moaning. But I STILL can't get morphs to behave nearly as smoothly with this new method as with the good old transition frames. My morphs still seem to have a kind of balking, in-out quality, like they're pausing to take a deep breath before the next morph stage. To give an idea of how I'm doing it, let's say I want to use the 'melt' utility. I create my object, it's a font object, then I create ten melting-down versions of this object. I do understand that to get it to morph, say from obj.0001 to obj.0002, I load 0001 first, from frame one to frame one, then load 0002 from frame 2 to frame 10, then load object 0002 AGAIN, from frame 11 to frame 20. OK, so when rendered, it morphs OK--it just seems to "back up and take a breath" around frame 11, before it fully morphs into the second version of itself. It comes out looking kind of autistic. Is it that my frame numbers should be different? More frames between versions, or fewer? I know this must be as boring for you to read as it is for me to endure, but I'm STILL falling back on 2.9 for its precious 'transition frame counts.' Thanks, y'all. @{" Thread 341" link IML-341} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-323 " MSG-323 Subject: Re: Memory Constraints @toc contents Subject: Re: Memory Constraints Date: Thursday, 17 August 1995 16:01:44 From: RobSampson@aol.com ---------------------------------------------------------------------------- In a message dated 95-08-16 18:23:35 EDT, you write: >Does anybody know if you will be able to use a swap file with the Dos >version of Imagine running through Windows 95? I don't see how myself, the dos version does not seem to cooperate with anything else including some mouse drivers. Bob......... @{" Thread 270" link IML-270} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-324 " MSG-324 Subject: Melt? @toc contents Subject: Melt? Date: Thursday, 17 August 1995 16:02:12 From: helmy@voyager.com ---------------------------------------------------------------------------- someobdy just posted a question about his morphing problem...he said that he MELTED the font...how do yuo exactly do this? I have 3.2 and i havent seen any melting options. ------------------------- H"E"L"M"Y PRODUCTIONS ------------------------- <3D & 2D AnImAtIoN> ------------------------- Los Angeles-California-US ------------------------- E-Mail: Helmy@Voyager.Com ------------------------- @{" Thread 340" link IML-340} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-325 " MSG-325 Subject: Re: Wish List @toc contents Subject: Re: Wish List Date: Thursday, 17 August 1995 16:05:13 From: RobSampson@aol.com ---------------------------------------------------------------------------- In a message dated 95-08-17 08:26:27 EDT, you write: > The Applique feature works fine for some things, >but for landscaping where you have realisitic lookin mountains it does not do >vertical geometry nor does it optimize the shapes for the geometry in a >landscape. Steve don't know if we will get an actual terrain generator or not and I concurr with the statement that there are works arounds for many things but it is more tedious than it should be. However if you have a real need for terrrains then I recommend you take a good look at Vistapro 3.1 for windoze or dos on cd. It will give you more power in that area than you may have thought possible. It does mean you have to spend about $70 or so however. It compliments Imagine very very nicely. Good tool. Bob.............. @{" Thread 319" link IML-319} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-326 " MSG-326 Subject: Small & Big Bones @toc contents Subject: Small & Big Bones Date: Thursday, 17 August 1995 21:09:53 From: Valleyview@aol.com ---------------------------------------------------------------------------- As a follow up to a previous post about bones, here is some info on bones subgroups. I had to do some checking to make sure I was wording it right. The small bones subgroup should be all the faces that when you manipulate that bone axis, will move but not change their shape or size. These are all faces distal or down the family tree from the moving joint. ( if you move your shoulder, your fingers move also) The big bones subgroup should be all the faces in the small bones subgroup - plus - all of the faces that will change size and shape when that bone axis is manipulated (usually the faces over the joint). In other words, the difference between the two subgroups are the faces that stretch and shrink (compress and decompress to use Impulse wordology). This is how I understand it and I hope it helps. Rick @{" Thread 327" link IML-327} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-327 " MSG-327 Subject: Small & Big Bones @toc contents Subject: Small & Big Bones Date: Thursday, 17 August 1995 21:19:37 From: Valleyview@aol.com ---------------------------------------------------------------------------- As a follow up to a previous post about bones, here is some info on bones subgroups. I had to do some checking to make sure I was wording it right. The small bones subgroup should be all the faces that when you manipulate that bone axis, will move but not change their shape or size. These are all faces distal or down the family tree from the moving joint. ( if you move your shoulder, your fingers move also) The big bones subgroup should be all the faces in the small bones subgroup - plus - all of the faces that will change size and shape when that bone axis is manipulated (usually the faces over the joint). In other words, the difference between the two subgroups are the faces that stretch and shrink (compress and decompress to use Impulse wordology). This is how I understand it and I hope it helps. Rick @{" Thread 375" link IML-375} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-328 " MSG-328 Subject: PC IMAGINE for sale @toc contents Subject: PC IMAGINE for sale Date: Thursday, 17 August 1995 22:53:14 From: jacob@altair.csustan.edu (Dave Jacob) ---------------------------------------------------------------------------- Hi folks-- I need to cool off from this 3D graphics stuff for a while, so I am selling my copy of PC Imagine3.0 for $300 -- half a century mark less than what I paid for it. Specificall, what I am offering is: The spiral bound, black Imagine 3.0 manual (typos and all :-) ) and, the two PC Imagine 3.0 disks I'm keeping the upgrade path in case I want to get involved in this inasne er, insane, stuff again. Sayanora folks, its been fun! D.J. ps--I also have a copy of The Imagine Companion 2.0 (without disk--didn't come with one even though it says there was supposed to be one) if you're inter- ested for $20 @{" Thread 332" link IML-332} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-329 " MSG-329 Subject: Re: Melt? @toc contents Subject: Re: Melt? Date: Thursday, 17 August 1995 22:56:11 From: Mike McCool ---------------------------------------------------------------------------- > that he MELTED the font...how do yuo exactly do this? I have 3.2 and i > havent seen any melting options. > "MELT" is the name of a utility written by someone out there and shared with us all. Look for it down on aminet, or write me back. @{" Thread 275" link IML-275} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-330 " MSG-330 Subject: Re: Convert Image Question @toc contents Subject: Re: Convert Image Question Date: Friday, 18 August 1995 01:50:26